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V0.98 | Game Engine Upgrade | New Tutorial Quest | Lots of Bug Fixes

[h2]Hello time travelers![/h2][h3]A new update has been released, here is a broad overview![/h3][p][/p][p][/p][p]Newsletter made by Odebla[/p][h2][/h2][h2]First and foremost, for anyone of the old players who missed the last updates.[/h2][h3]The car mods are now already loaded into the game and are acquired, they are no longer a simple reskin.[/h3][h3]Here is a guide:[/h3][p][dynamiclink][/dynamiclink][/p][p][/p][h2]New Tutorial Level.[/h2][h3][/h3][p][/p][h3]This new tutorial level can be played optionally and will guide you through a successful first time jump[/h3][p][/p][p][/p][p]Screenshots submitted by Davesoft[/p][h3]As well as combat training and the basics of questing! Have fun exploring this new level![/h3][p][/p][h2]Unity Engine Upgrade[/h2][h3][/h3][h3]The games engine has been updated to a newer unity version, to ensure that I will have the ability to make use of some of the newer features, also in the performance corner! [/h3][p][/p][h3]This came already with a potential small increase in performance in the range of 5-10 fps. My hope is that I can have a bigger disposal of tools at hand, when making the game perform better in future beta updates.[/h3][h3]E.g. Unity’s Data-Oriented Technology Stack as an example.[/h3][p][/p][h2]The car loading process has been sped up! [/h2][p][/p][h3]One of the first things that I attempted with the new version, is to speed up the loading process again.[/h3][h3]With a hint on top telling players in general how to activate or use car mods.[/h3][h3]In the future I may add hints as to the cars visuals and what time it can be found in.[/h3][p][/p][h3]The rest of this update is mostly about fixed bugs since much of the work time was spend making the game stable again. Physics had to be readjusted and if some things still feel off whilst playing, make sure to report a bug![/h3][p][/p][h2]Next Update & Future Plans[/h2][p][/p][p][/p][p][/p][h3]Next in line would be the last story entry quest along with some of the last feature additions, which then will mark officially entering Beta Stage next update! [/h3][p][/p][h3]Technically this update already pertains aspects of BETA 1 (Engine Upgrade), so Ending Quest and Beta 1 actually switched places, whilst the Ending Quest will have more Beta Polishing done on it.[/h3][p][/p][h3]Thanks to the few players that tested the game a lot in these past months, reporting bugs.[/h3][p][/p][h3]Thank you for having supported my work over the years.[/h3][h3]The end is close, but that does not mean that once the game is complete, that updates will stop![/h3][h3][/h3][h3]God bless[/h3][h3]-Erathor[/h3][p][/p][p]October 21th V0.98[/p]
  • [p]Revamped the tutorial level[/p]
  • [p]Unified V-Sync and target frame rate into one option. Minimal settings on the frame rate target sets it to v sync.[/p]
  • [p]Switched the Unity Version to 2019.4 For increased performance and stability[/p]
  • [p]Added a tool tip that tells you that you got the wrong fuel cell for the type of reactor[/p]
  • [p]Added changing near clipping planes for camera depending on if you are looking at a wall or at nothing[/p]
  • [p]Added spawn points for stone items next to some pine trees[/p]
  • [p]Added a hints for inserting different motor types, that tells you the need of different fuel, if out of gas[/p]
  • [p]Added a fake cloud skylight after 2015 6/12[/p]
  • [p]Added a crafty bench to 33Ad base in act 2[/p]
  • [p]Added a guide link in the mod loader section[/p]
  • [p]Upped the psp damage to 20 from its previous 5[/p]
  • [p]Slightly increased Edward's PSP damage[/p]
  • [p]Increased the futuristic merc armor rating by 10 points, lowered the pirate armor rating by 10 points[/p]
  • [p]Lowered the metal rod strength rating to be 1%[/p]
  • [p]Lowered car prices in game[/p]
  • [p]Changed it so duct tape can fully restore car health[/p]
  • [p]Nerfed box loot not to include high power caps[/p]
  • [p]Renamed Sandy with her last name Ms. Eleanor[/p]
  • [p]Improved the carloader to label the current loading car mod by title instead of steam id[/p]
  • [p]Improved performance of the car loader by a second per mod file[/p]
  • [p]Fixed some potential performance issues with the grow tree script[/p]
  • [p]Fixed a bug which would add a couple seconds of being immovable when first starting the game[/p]
  • [p]Fixed a bug upon when you ask Edward in the Prologue to be able to chose another car, you would follow up the dialogue with the wrong line[/p]
  • [p]Fixed the cemetary from now updating tombstones when time traveling right next to it[/p]
  • [p]Fixed Pine hill from not existing in 1000BC[/p]
  • [p]Fixed Sir Atom not being time tracked due to being on index 0 in the item list, which would otherwise create countless sir atoms in time story due to 0 reference entries[/p]
  • [p]Fixed a bug wherein items would have the same price no matter the age, when being sold to Edna Athor[/p]
  • [p]Fixed to item physics loading being heavily delayed[/p]
  • [p]Fixed a bug which would make arena fighters spawn again after losing in the arena, pottentially locking you in an infinite game over[/p]
  • [p]Fixed a bug, which would make arena fighters spawn before the arena even exists[/p]
  • [p]Fixed vending machine not giving you a product if it is exactly the price of the amount of money that you have[/p]
  • [p]Fixed the pricing of the antique shop 2300AD when selling more than one item[/p]
  • [p]Fixed the ability to sell and therefore lose quest essential items[/p]
  • [p]Fixed the taxi quest from not working post 2050, and added the new 3000AD locations as taxi destinations[/p]
  • [p]Fixed the safe house trader objects from appearing too low in the offer list, so you would need to scroll down[/p]
  • [p]Fixed some typos in the Mansion Crimson quest logs and books[/p]
  • [p]Fixed text alignment for the last page of the archeology book[/p]
  • [p]Fixed all interior lights not loading[/p]
  • [p]Fixed the sewer door trigger, and the vertical dark tunnel effects appearing before the rest of the buildings around cape dun[/p]
  • [p]Fixed newly spawned items from hovering mid air for ever[/p]
  • [p]Fixes to the Tower Quest, in relation to the Robot and Edward aiming his laser, and other such cases[/p]
  • [p]Fixed tree colission boxes for the broadleaf and redwood tree type[/p]
  • [p]Fixed an inconvenience if force dismount from leviboard upon reaching world border, it will be put into inventory[/p]
  • [p]Fixed the safehouse inventory display not refreshing when putting back a safehouse item and standing right next to it[/p]
  • [p]Fixed when fullpowa/jetpack flying out of a body of water you'd continue swimming in air[/p]
  • [p]Fixed car velocity zeroing after pause[/p]
  • [p]Fixed it so the Mach3 is now the default custom car again in the mod loader[/p]
[p][/p][p][/p]

V0.979 | 3000AD | New Side Quest | Arena | Custom Robo

[h2]Well met, time travelers![/h2][h3][/h3][h3]These past two months I've been chiseling away at the second to last alpha update.[/h3][p][/p][p][/p][p]News Art and some of the gif media was submitted by Odebla![/p][p][/p][h2]Travel into the end of THE THIRD MILLENNIUM![/h2][p][/p][p]See Pine Island grow into a City Island, with several districts dotted around the island![/p][p]Most of them can be visited after 2300AD[/p][p][/p][h3]Star Gazer Palace[/h3][p][/p][p]Built on Mount Uroruh, one of its smaller peaks, peeking out through the floor of the palace ^^[/p][p]Visit the new palace of leadership in the city! Open to the public.[/p][p][/p][h3]The Market District [/h3][p][/p][p]In here you can find all kinds of interesting futuristic items to gain.[/p][p]And places to visit.[/p][p][/p][h3]The North District[/h3][p][/p][p]Amongst the local pub, this place contains an antique shop, where you can sell all kinds of items for money![/p][p][/p][h3]The Harbor![/h3][p][/p][p]This is the domain of the fisher folk, as well as a nice vista for the space port![/p][p][/p][h3]The Arena[/h3][p][/p][p]So far in AD 1600 and post 2300, you will be able to earn your money by beating down waves of opponents![/p][p][/p][h3]The Last Athor[/h3][p][/p][p]At the end of 2999 You will be able to visit the last Athor, he lives on top of Star Gazer Palace.[/p][p]The empire has crumbled, is there any hope for what is to come?[/p][p][/p][h3]The Starport[/h3][p]The hub of going between Earth & Moon and perhaps beyond. [/p][p][/p][p]That begs the question, would you like to go with your time machine or rocket beyond earth? Maybe in some update after the game is fully released. Being able to insert the space core instead of the time core into the car, same way it works for the space gate. What are your thoughts? Could this work in a similar way to world addons?[/p][p][/p][h3]Make your own Robo Companion![/h3][p][/p][p][/p][p]Pick the Main Robo module and assemble your own robo companion from various parts![/p][p][/p][p]They cannot do much yet but definitely a nice addition as a companion on your time travel adventures![/p][p]If you have ideas for ROBO features write them in the comments![/p][p][/p][h3]The Music for 3000AD[/h3][p]I added music from my older Star Wars project to give the future a more mystical feeling.[/p][p][/p][p]The music files were originally composed by Gustav Holst and recorded by United States Air Force Heritage of America Band and is therefore under Public Domain.[/p][p]Gustav Holst also served as inspiration for John Williams scores, so it may give you some similar feels to his compositions.[/p][p][/p][p][/p][h3]Black Powder[/h3][p][/p][p]If you find a bounty in the sewers you can obtain a new crafting recipe.[/p][p][/p][h3]Bob is missing![/h3][p][/p][p]There are rumors 1650s that a local named Bob got lost exploring the sewers, perhaps you can find him.[/p][h3][/h3][h3]Alternate Input for Crafting recipes![/h3][p][/p][p]Instead of two separate recipes I now did the only smart decision to just unify the recipe with alternate input possibilities. [/p][p][/p][h3]Environment Aging.[/h3][p][/p][p]I've tested some texture applications to reveal aging on older structures. So that very old buildings would not look so pristine and new, but age in surface looks over time.[/p][p][/p][h3]Next updates[/h3][p][/p][p]The next updates are planned as followed:[/p][p][/p][p](this list may not include all features planned to be revised and fixed but I do have a full beta bucket list formed for 2026)[/p][p]-Last Story quest and with that end of Alpha.[/p][p]-Beta Update 1 (Performance (potentially migrating to a newer unity version), Item managment, and QoL, potentially a revamp of the tutorial level if not later, extensive bug solving)[/p][p]2026[/p][p]-Beta Update 2 (Finishing Multiplayer & Bug Fixing, potential Story rewrites)[/p][p]-Beta Update 3 (More Bug Fixes, last touches and if all is done maybe adding planting trees[/p][p]Gold Status status is reached, No Time leaves Early Access and goes into the post EA content phase.[/p][p]With more updates to come on a regular basis but once every two to three months.[/p][h3][/h3][h3]Thank you for supporting my work this whole time.[/h3][h3]God bless and enjoy the update![/h3][p][/p][p]September 7th V0.979[/p]
  • [p]Added the heir side quest to 3000AD[/p]
  • [p]Added alternate input variations to some craft recipes, like the component recipe being now unified into one showing both old and new radio as viable options[/p]
  • [p]Added new centuries up to 3033AD[/p]
  • [p]Added Clone Warriors which attack the NHRE in the 28th century[/p]
  • [p]Added the darkening of the sun after 2600AD[/p]
  • [p]Added hints to press space to leave a seat/computer[/p]
  • [p]Added functionality to the space time device from the aurora quest, that lets you read functional data about your location in space time[/p]
  • [p]Added the space time device as craftible blueprint upon completion of act 3's Aurora[/p]
  • [p]Added a feature for the barrow downs safe house, in which the grass turns to snow during winter[/p]
  • [p]Added Sky Milk, the beverage of choice for the everyday man of the 2500s[/p]
  • [p]Added Training Academies/Arena to 2300AD[/p]
  • [p]Added an Arena to Cape Dun, pre 1780s[/p]
  • [p]Added a Robotics Smithy to 2300AD with the ability to make your own robit! (Yes Robit)[/p]
  • [p]Added an antique store to the north district in 2300AD[/p]
  • [p]Added a disco bar to the north district in 2300AD[/p]
  • [p]Added 2400 Table as Safehouse Object[/p]
  • [p]Added bottles as Safehouse Objects[/p]
  • [p]Added the ability to craft and modify custom robots[/p]
  • [p]Added a high rise apartment room to the market district in 2300AD[/p]
  • [p]Added hover bikes and a trader selling them in 2300AD[/p]
  • [p]Added an alternative that allows you to use three metal rods instead of the metal pack as input for the base of actions quest[/p]
  • [p]Added some more chunk loaders to reduce the load on the cpu in terms of things loaded into the main world[/p]
  • [p]Added a change that makes previously spawned bounties in the pirate camp, now appear in their own sewer base cape dun[/p]
  • [p]Added some routines that disable shadows on items at short distances for better performance, except for items right in front of you[/p]
  • [p]Added a tooltip for new players when first equipping a costume, to tell you to equip free hands again[/p]
  • [p]Added a greeting in which edwards tells you again to pick up the plc in case the player missed it[/p]
  • [p]Added a native stone circle to park hill[/p]
  • [p]Added texture aging to some old buildings throughout the island to show the passage of time[/p]
  • [p]Added a little fun dialogue to Wolf at the Pirate Camp entrance, where you could potentially fight or intimidate him to let you in[/p]
  • [p]Added Archive Disk entries for the timeline 2088-2500 and 2500-3000[/p]
  • [p]Added black powder and ingredients to craft it with[/p]
  • [p]Added a routine that makes melee opponents walk faster at you if you have a gun in hand[/p]
  • [p]Added a hint that tells users in the workshop window the need to acquire car mods in game instead of activating them in menu[/p]
  • [p]Added Bob, who's lost trying to break into the sewers in 1650[/p]
  • [p]Added new PLC satellite maps for pre deluge and post 2033 \[Only in black and white, textured versions may come in a future rendition][/p]
  • [p]Lowered the store price for basic capacitors[/p]
  • [p]Fixed/Revamped the wood door textures to use the atlas texture for the facility 1989, the school's back entrance and the tiki hotel and a couple more throughout the world[/p]
  • [p]Changed the color scheme of the mars safehouse to be more accurate to its actual colors in real life[/p]
  • [p]Removed the train station error message for fisher bay and replaced it now with the corresponding names (based on the quest result)[/p]
  • [p]Fixed the performance and improved some of the time event and fps controller code[/p]
  • [p]Fixed an issue with certain food objects, like water or cigars giving you fat [/p]
  • [p]Fixed some of the epa damage being out of balance (too weak early on and overpowered if it goes into explosion damage)[/p]
  • [p]Fixed held item is lost when going to prison[/p]
  • [p]Fixed the mechanic in 2060 from having pink furniture[/p]
  • [p]Fixed the Cloud Chaser waggling from left to right[/p]
  • [p]Fixed Bill from selling fusion motors before 2035[/p]
  • [p]Fixed the safe house red couch seating positions[/p]
  • [p]Fixed craft recipes only taking one of each type of item instead of multiple (if for instance two iron is required it takes only one)[/p]
  • [p]Fixed the junko bugs jittery behavior[/p]
  • [p]Fixed the exo planet dialogue with agents during act 4[/p]
  • [p]Fixed the safehouse scroll items view being out of range[/p]
  • [p]Fixed the daycycle from running at the same speed irrespective of the time slower/speeder (this caused the wild west quest train from ignoring the time slower and driving with the same speed)[/p]
  • [p]Fixed the audio of some sources like the engine not playing at times.[/p]
  • [p]Fixed a bug in which items spawned by a trader would float mid air for a while[/p]
  • [p]Fixed the detective coat from obstructing view in fps mode[/p]

Patch Notes for V0.978

[h3]I am currently in the midst of working on the 3000AD update, but here is a patch log from the past two weeks:[/h3][p][/p][p]Patch 1[/p]
  • [p]Fixed the hacking port from having a misleading first node, people think it is pointing left[/p]
  • [p]Fixed some issues where Edward would offer you to repair the car etc.[/p]
  • [p]Fixed a bug where animals would still run tasks in pause mode[/p]
[p]Patch 2[/p]
  • [p]Fixed the theft alarm at the blacksmith from using tom as Npc to give you a warning, as well as the horse stables from having the same issue[/p]
  • [p]Fixed the meta zap from accumulating throughout the game being paused[/p]
[p]Patch 3[/p]
  • [p]Fixes to broken time tracking of your car[/p]
  • [p]Fixed the daycycle from progressing in pause menu[/p]
  • [p]Fixed the floating npc cars on stop lights in 2014, which would create piles of floating cars in the town center[/p]
[p][/p][p]Now good luck on your future time travel adventures![/p][p]God bless[/p][p]-Erathor[/p]

V0.978 | Multiplayer Fencing | World Editor Updates | Bug Fixes

[h2]Hello fellow players![/h2][h3][/h3][h3]Today I announce a regular monthly update with fixes and new cool additions to the game![/h3][h3][/h3][h2]Multiplayer Fencing[/h2][p][/p][p][/p][p]Now you can test your sword capabilities against your friends![/p][p][/p][p][/p][p]A health bar should be now displayed above their heads.[/p][p]This comes along with several time story/ multiplayer bug fixes.[/p][p][/p][h2]Crashing against Multiplayer Cars.[/h2][p][/p][p][/p][p]This should now work nicely with an added knock-back effect to prevent the player from being driven over by a static time tracked version of your friend![/p][p][/p][h2]World Editor Updates.[/h2][p]Along with some travel bug fixes like the issue with the water level a few[/p][p]new additions have been made![/p][p]You can now add traffic to your world mod! First place a traffic system.[/p][p][/p][p]Spawn in nodes and parent them to the traffic system to create a loop.[/p][p][/p][p]Voila, you have working traffic![/p][p][/p][p]Traffic lights are available in a cross roads or t shape crossing formation.[/p][p][/p][h2]Safe-house additions & other goodies[/h2][p][/p][p][/p][p]Your plc now makes use of of the Manhofer Satellite to locate ore veins![/p][p]This should be useful when stranded and in need for uranium for instance.[/p][p][/p][p]You are now able to place trash bins (for item disposal), chests and make use of a gold stash.[/p][p][/p][p]This way you will be able to pay from the stash directly instead of having to place gold bars at the traders desk manually.[/p][p][/p][p][/p][p]Gasoline explodes upon shooting![/p][p][/p][p]The aquarium is now fixed and has all kinds of marine life in it![/p][p][/p][h2]Next updates.[/h2][p][/p][p]3000AD[/p][p][/p][p]The next updates will likely revolve about potentially venturing into 3000AD as a new time zone.[/p][p]This would stretch out the 2050 future into 2250 or later, with the trash level happening afterwards.[/p][p]Meaning you may see some more nice vistas before the ground level becomes a dingy place.[/p][p]What happens after 2300 will be a surprise though.[/p][p][/p][p]The End of the Story[/p][p][/p][p]I think I have the ending pretty much figured out so I am ready to head into finishing the story, for good.[/p][p][/p][p]Revamps/ Beta & New Tutorial Level[/p][p]This would include of course more bug fixes and Quality of Life improvements as I move the game towards Beta. [/p][p][/p][p]Another world editor update will allow you to create custom start scenarios, and as one of those scenarios I will create maybe a separate tutorial island[/p][p][/p][p]Updates after Beta[/p][p]After the game leaves Early Access, it will continue to get regular updates, even in the content region.[/p][p]This will happen together with the reveal of my future space project.[/p][p]You can check some videos of this project here:[/p][p][/p][previewyoutube][/previewyoutube][h3]The plan is to enhance the core structure with a ground fps shooter element, and potential multiplayer modes. An update Demo is planned.[/h3][p][/p][h2]I hope you like these new additions and bug fixes, below is the full change log for you to inspect.[/h2][h2]Enjoy and good luck on your time travel adventures! And God bless.[/h2][h2]-Erathor[/h2][p][/p][p]July 8th V0.978[/p]
  • [p]Added melee combat to multiplayer[/p]
  • [p]Added health bars for players in Multiplayer[/p]
  • [p]Added an ore scanning feature to the plc map viewer[/p]
  • [p]Added a gold stash to the safe house, allowing you to draw from it directly if paying for something at the trader[/p]
  • [p]Added a trash bin to the safe house for easy disposal of items and some minor revamps to the safehouse trader ui[/p]
  • [p]Added placable safehouse chests[/p]
  • [p]Added gasoline explodes[/p]
  • [p]Added the ability to use vertical jets even with hovermode off[/p]
  • [p]Added small coin types to imperial currency[/p]
  • [p]Added the ability to charge a lightning rod with a lightning gun[/p]
  • [p]Added traffic lights to the world editor[/p]
  • [p]Added traffic systems (car route spawners) to the world editor[/p]
  • [p]Added the ability to lower the size of the trigger box when you hit a mod world border[/p]
  • [p]Changed the maximum character amount of a box name to 16[/p]
  • [p]Revamped and fixed the aquarium of 2050[/p]
  • [p]Increased car break strength[/p]
  • [p]Fixed the meta key to be a quest essential item, meaning if lost it cannot be wiped by time story[/p]
  • [p]Fixed items unloading spawned items when putting them into boxes, without first having picked them up[/p]
  • [p]Fixed the wheels from hanging too low[/p]
  • [p]Fixed in landing mode pause and then unpause, wheels stop working[/p]
  • [p]Fixed time speeder on lower framerates from making the car jumpy[/p]
  • [p]Fixed the ability for multiplayer cars to phase through your car[/p]
  • [p]Fixed using the minigun for a time and afterwards the PLC will leave the plc offset too far back[/p]
  • [p]Fixed campfire item not recognizing natural ground[/p]
  • [p]Fixed the inability to activate or disable headlights or other car systems using the trigger buttons whilst outside the car[/p]
  • [p]Fixed the german translation of the DG research notes[/p]
  • [p]Fixed the german translation for ACT4 during the picking of companions[/p]
  • [p]Fixed the inability to get the no time end achievements after finishing act4[/p]
  • [p]Fixed the blue safehouse trader level preview[/p]
  • [p]Fixed the regular wobble of the car every few seconds[/p]
  • [p]Fixes to missing past self cars when loading from a save[/p]
  • [p]Fixed the meta keys appearance[/p]
  • [p]Fixed some spelling mistakes[/p]
  • [p]Fixed driving while drunk being possible[/p]
  • [p]Fixed the lag in the sandbox menu[/p]
  • [p]Fixed the speedometer from going to 0 instantly when braking[/p]
  • [p]Fixed the drumset seating position[/p]
  • [p]Fixed the waterlevel being above the mountains when returning from a mod world to pine island[/p]
  • [p]Fixed epa car mounted shooting is triggered from past self or multiplayer cars[/p]

V0.975 | Car Dealer | Motors&Gas | Visual Car Damage | Roadmap


[h2]Hello fellow players!
[/h2]
[h3]This one took a bit longer.
The next thing in the roadmap towards Beta has been checked.[/h3]


Steam Thumbnail Car Screenshots by Niels W.
[h3]That is increased customization of your time machine. That being either using different motor types or even entirely different cars. [/h3]

Head to your car dealer and switch out the model for one with different specs. This is now also the way car mods are obtained in game. Not as reskins, but as in game car mods, with their own in game prefixes and specs that can be changed.

For now you are only able to own one car at a time. However in a future update I may add separate garage to the safe house, for multiple custom car setups.
This also now sets a new way of using car mods. Any mod you own, now has to be acquired this way.

You can also set your car to spawn as free option during the prologue stage.
Max acceleration, weight, health all play a role in your choice!


[h3]Enhance your old Mach3 with a nice fusion motor for maximum POWER![/h3]


[h3]All cars now have their own luggage compartment, as well as an emergency crafter for the most necessary items.[/h3]

[h3]For the Semi Truck, you may even sleep in a bunk bed! (You can enable these features also in your car mods)[/h3]


[h3]Watch out, the more damaged your car gets dealt, the easier it is for the motor to get damaged.
Which will not make your car go into flames (Yet). But you won't be able to move until you get a new motor item![/h3]


[h3]Use the gas station to refuel on gas!
(The usage rate of gas is fairly low, so you won't have the necessity to refuel every couple minutes)[/h3]

Car damage gets procedurally applied to the car via simple mesh deformations. Your car mods can also have the deformation feature applied in the editor, by selecting the specific mesh you want to be visual.


Screenshot submissions made by Time Bandit.

If your friend in multiplayer uses a car mod, given you have that mod installed, he will show up riding that mod car whilst in session! Past self cars should now also show your items displayed on the car!
If you have an old timey car from 1920, past citizen from around that time period will not bat an eye at the car. So you can perfectly blend in. Except if you start flying around with it... This would apply to as far as 1890 potentially as I added a bit of wiggle room, as to when a car was made and when it gets to be seen as suspicious.


[h3]Crates now spawn goodies![/h3]

[h3]And with that I hope you enjoy this new entry.
The game is coming ever closer towards beta (by the end of 2025), which will have major focus on Quality of Life improvements and bug fixing only! And after that, the game will become fully released.
I will still do regular updates past that point, but I may focus on a second project after.[/h3]

So this is the Roadmap till 2026
    2025
  • Time Machine Enhancements
  • Multiplayer Combat Update
  • Last Story Entry (Return to Manhofer)
  • Potential Start of BETA
    2026
  • BETA Bugs emphasis
  • BETA QoL emphasis
  • BETA Multiplayer
  • BETA Performance improvements where possible
  • World Editor Update 2 & Car Editor Ease of Access (including a potential new tutorial level)
  • Full Release
    ...
  • Post release come any suggestions that were still made by players and that may make it into the game afterwards


[h3]Share the game with your friends to support my work![/h3]

[h3]Enjoy and God bless!
-Erathor[/h3]

(Do check on these new additions as some have not been mentioned in the announcement!)

May 29th V0.975
  • Added the ability to make use of a speedometer in your car mod(which is scaled to zero by default)
  • Added puradine wheels (no wheel hover wheels) to 2020
  • Added sand being thrown up from no tire hover upgrades in idle mode
  • Added visual car damage
  • Added purchasable cars (which can be driven instead of the mach 3)
  • Cloud Chaser (2050s)
  • Palomino XII (2010s)
  • Pickup (1980s)
  • Junko Bug (1980s)
  • Semi Truck (1975)
  • Tin Liesel (1920)
  • Added the motor item (which powers your car motion)
  • V4 Motor
  • V6 Motor
  • V8 Motor
  • Fission Motor
  • Fusion Motor
  • Added Item Tracking on past self cars (Regarding all major important slots)
  • Added gas stations
  • Added gasoline as fuel for the V4-8 engines
  • Added some emergency recipes to the mr crafty, to craft an engine or basic things to make it back
  • Added random coloration to leviboards in the store
  • Added an indicator to your item if it can be modified on a workbench
  • Added the ability to have a bunk bed, a storage box and an emergency crafter in your car mod
  • Added horns to cars
  • Added a hint that you first need to plan out what to smith
  • Added potential player damage from colliding with the car
  • Added head bob to the head camera whilst in car to make the driving feel more physics orientated, rather than having the rigid camera view
  • Added the cocoancient cheat command for prehistoric money, cocoancient 5000000 as an example
  • Added error logs if a world addon or a car addon is broken
  • Made Crates destructible with random loot drops based on the year
  • Changed Swiss Franc symbol to Chi Rho, since it would make more sense contextually
  • Nerfed the epa damage to be more gradual
  • Lowered the main ramp for the safe house so that land levels merge with the ramp
  • Improved the drifting
  • Potentially fixed a widescreen issue with the mechanic customiser
  • Nerfed seagull and raven health by lowering armor to zero
  • Nerfed the bandit and agent enemy cars to have lower health
  • Refactored some of the time story code to be more data efficiant for tracking the cars color and details and modname, by removing redundant entrymaking
  • Fixed it so the player in the passenger seat cannot get killed by npc cars
  • Fixed the PLC from displaying wrong quest months as blue
  • Fixed the sky from disabling fog when using remote controller jump
  • Fixed car standing still when jumping back with using a remote controller
  • Fixed various spots in Sunny Beach where cars would be unable to drive uphill
  • Fixed the hands from being misaligned from the car wheel if having high muscle count
  • Fixed an issue where placing items on burgers would be misplaced
  • Fixed no wheel conversion creating collision sparks when parked
  • Fixed the black bars bug after starting a new save and using the timeline chip