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Patch Notes | Edward's stun gun added!

Hello fellow players.


I released a number of patches in the last few days. I hope this will make your experience in game even better.
Enjoy!

p9
  • Fixed more typos
  • Fixed Edwards fast running speed
  • Fixed the third person car view with your held item following the camera.
  • Some dialogue rewrites for Jason's dialogue and Crimsons introduction in ACT II

p10
  • Some additions to the Act I's story (Edward owned a stun gun during the prologue)
  • Fixed the part, where Edward runs incredibly fast in the facility quest
  • Fixed Bridgetown from fading in and out all the time in the past
  • Fixed Edward and Jason from going into the terrain in the Diverting Actions Quest
  • Fixed the temperature meter in the menu to display 0°F instead of 0F, since people thought it was "Off" wrongly spelled. Either way I fixed it now
  • Fixed some pink materials in the menu

p11
  • Fixed the misplaced buildings and tank on the road in ACT III
  • Fixed the ability of being able to travel to undisclosed time periods
  • Fixed the delayed chunk loading (This should prevent buildings from popping in too late after time travel, and perhaps also cars from spawning in from time periods)
  • Fixed the hunters sell option, so it only deletes what is to be sold
  • Fixed the jumping uranium in the car, finally
  • Lowered the traffic amount in the future city, hopefully this will decrease care piling

Graphics Fix for New Players! Patch Notes

Hello fellow players.
For all new players, there has been an accidental reversing of the default graphics settings to the lowest possible, the psx mode (literally meant to emulate ps1 graphics). This was actually a glitch on the side of unity, I have now written a workaround which manually overwrites the default setting to the second most highest.

For all players who have encountered this and thought these were the default graphics, you can change the graphics settings in the options menu, this should fix it for good. For all new players just about to play, do not worry it is fixed for you from the get go!

With this little patch comes also a minute addition. Npc's now make hand movements when speaking. Edward gets a few custom ones, and I am planning on adding more along the line.

Enjoy the game :)

p1
-Fixed a slight performance impact when meeting your other selves car, due to an index error loop
-Fixed the problem, where in after meeting yourself and the game over ensuing, you could not reload the game without being stuck with the white screen
p2
-Decreased the cooldown threshold for toggling the freelook mode whilst in hover
-Fixed Igor from shrinking when shot at with the epa mark 3
-Fixed being able to shoot Igor at the first place, since he is a friendly/neutral npc
-Fixed fisher bay sign posts from existing before 1544
-Fixed the holes inside the mead halls walls from existing past the meadhalls existence
-Fixed the bug where in you could not display some of your finished quests in the log
p3
-Fixed the first parts of ACT II
p4
-Added dialogue animations
-Revamped some characters, including Edward young and old
-Fixed the default quality setting (It always reverted to psx, sorry for anyone who had played No Time for the first time thinking this was the default graphics set)

V 0.65 | Meet the vikings! | Plans for the future! | And more!

Hello fellow players.
NO TIME IS 40% OFF, TELL IT YOUR FAMILY, FRIENDS, PET DOG/CAT!

A new update has been released! This time you will meet the vikings of the 11th-12th century, who set up a temporary camp on pine island after they crashed their boat into a rock!

Will you become a VIKING?!
Will you be able to slay THE DRAGON?!
...and beat Igor in the arena?

Text colors for names in dialogues are now colored depending on the stance the npc has towards you.
Green - Friendly

Yellow - Neutral

Red - I am an enemy and I will beat you up now


There have been slight sound changes and additions you may have picked up. More on that in the change log :)

Plans for the future
I have some stuff in store here.
  • For the next update I will try and finish bigger parts of the Xbox controller support.
  • The first parts of a proper End Game quest, which will include finishing up the Time Fragments arc.
  • More yearly events will be added, like sports, fishing and or inventor fairs
  • Fleshing out the museum, former manhofer lab

Patches will be rolled out in the following week as usual.

Here is the changelog in full. Enjoy playing!


March 6thth 2021 0.65
  • Added a new default wheel type
  • Added Sound FX for the pause menu
  • Added screaming for the player mid fall
  • Added color variants to npc's text labels, telling you their stance towards you
  • Added cinematic black bars to distinguish sequence occasions
  • Changed the default start color of the car to plain white
  • Citizen will now react to whether an item looks too futuristic for their age (having a futuristic tag attached), as to have it being calculated by how far from the future it comes, in terms of years.
    (This would prevent citizen from reaction to a piece of meat, because it comes from the future)
  • Revamped the player sounds
  • Some Adjustments to the Quest Log, making it easier to read the quest description
  • Retextured the donut
  • Npcs will return to their origin Pos, of the last target they went to, when pushed too far off
  • Lowered the Ram usage by using the crunch compression method on many of the textures, and lowering most to more proper sizes (not bigger than is actually needed)
  • Added Custom key binding for the abort job button
  • Fixed a part of the item duplication during frying &/ cooking
  • Fixed a pathfinding issue in Cape Dun
  • Fixed the moon from stalling behind, during movement of the camera
  • Fixed the Silvester Markets Dialogue for the traders
  • Fixed the OG's hat shading
  • Fixes to the jittery camera rotation
  • Fixed the facility quest from not triggering the finished tag
  • Fixed more typos (circuit board != circuit borad)
  • Fixed Crimson and Edward for the ACT III ending
  • Fixed the traders sell option, where in you could sell him the item infinitely, without it vanishing
  • Fixed the car from crashing into invisible walls
  • Fixed the platypus boss health
  • Removed Mîm


p1
  • Fixed a slight performance impact when meeting your other selves car, due to an index error loop
  • Fixed the problem, where in after meeting yourself and the game over ensuing, you could not reload the game without being stuck with the white screen

p2
  • Decreased the cooldown threshold for toggling the freelook mode whilst in hover
  • Fixed Igor from shrinking when shot at with the epa mark 3
  • Fixed being able to shoot Igor at the first place, since he is a friendly/neutral npc
  • Fixed fisher bay sign posts from existing before 1544
  • Fixed the holes inside the mead halls walls from existing past the meadhalls existence
  • Fixed the bug where in you could not display some of your finished quests in the log

Patch Notes for 0.645

Hello there fellow players!
Here are the patch notes of the last days.
Hope you will continue to enjoy the game. Cheers!


    p1
  • Some fixes for the NOIR Quest
    p2
  • Fixed the pink machine inside athors lab
  • Fixed the holding direction of baked sand
    p3
  • Disabled the debug stall when pressing 'u'
    p4
  • Fixed the spacing for the box inventory menu
  • Decreased the collision size of the wings, making them less likely to collide with something
    p5
  • Fixed the possible freeze of the Comic after time travelling through the tunnel in ACT III
  • Adjusted the drag of cruise mode during flight slightly
  • Fixed the wheels from going too far inwards after coming out of hover mode
    p6
  • Fixed the pathfinding on the bridge, which cause athor to spawn below the bridge in "The Last Stage" ACT III
  • Fixed the Don from appearing long (decades) after the meeting occured
    p7
  • Fixed the slow hover speed in the blue cruise mode
  • Fixed the camera clipping in third person
    p8
  • Fixed typos for the Noir Quest
  • Fixed being able to talk to the rampone gang man after he was shot
  • Fixed Crimsons last animation in ACT III from sometimes not triggering

V 0.645 || Noir 1923 || Fixed Car Physics || And more!

Hello fellow players!


A new update has been released along with a new side quest! Venture into the courthouse archives to find the clues into the cold case of 1923.



Med Packs have been added into the 6/12 store, for any that need a quick heal in dangerous situations.

The car turning is more stable now! It should be less likely for you to drive as if on ice from now on.


A new addition to the car are also its wings while in cruise mode!

The hoverlevels are sectioned into 3 levels.
Orange: Landing Mode
Yellow: Intermediate Flight Mode
Blue: Cruise Mode (Best for high altitude flight, not for low precise movement)

As usual the changelog can be viewed in full below.

Cheers and God Bless.
-Erathor

    January 27th 2021 0.645
  • Added the NOIR Side Quest
  • Added the Med Kit
  • Added wings to the flying care in cruise mode (blue mode)
  • Added bots flying around the normal 2014 future
  • Added the sand monster
  • Added saloon doors to van bards bar
  • The Loot is not random anymore when it comes to animals, ensuring that it always drops something
  • Lakes are now freezing over in December and January
  • Increased the cap for brightness
  • The car now stalls and makes noises, instead of giving you a message that you cannot drive right now (at certain points in the story where you cannot drive)
  • Moved the cars final plan meet in ACT III from the park hill to bills mechanic place
  • Changed the time travel sequence with the help of the accelerator. (You need to fly through the tunnel with the car in order to trigger it now)
  • Fixed the car bumping when accelerating a certain speed
  • Fixed ACTIII ROPE CLIMB
  • Fixed the wheels for the landing sequence from going too far in.
  • Fixes to the Car Controls during driving (No more slipping as if driving on ice)
  • Fixed the Speed Glitch for flying (I know I liked it too and it served us well, but I think it is time to part ways with it now)
  • Fixed the intro and dialogue wait to be frame independent
  • Fixed the intro logo from being sliced
  • Fixed some more typos
  • Fixed most of the roads, so they don't act like road blocks.
  • Fixed the buggy transparent buildings
  • Added the Floor Gnome
  • Removed Mîm
    p1
  • Some fixes for the NOIR Quest
    p2
  • Fixed the pink machine inside athors lab
  • Fixed the holding direction of baked sand