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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

V0.97 World Addon Editor Pt.1 | New Car Wheels & Futurism | Bug Fixes

Hello dear players!


[h3]I am back from my week long hiatus at real life Fort Dun, taking a break from electronics![/h3]



[h3]I have been quite diligent these past two months![/h3]

[h2]The World Creator[/h2]

Before having left last week, I finished the first part of the World Editor, which I wanted to release to the main branch!


I let it cook a little longer while I was gone, to let a couple bugs trickle up, found by the reliable testers on my server, which had to be fixed still.

https://steamcommunity.com/sharedfiles/filedetails/?id=3428136874
Here is an example island for you to download!

Import a height map (by editing the source image which has to be 513x513 pixels)

And edit it to your liking Add housing or custom meshes and tell the game if it should only appear during a specific time period

You can travel to any level, by selecting it on the new world map. A level addon has a longitude/latitude coordinate, so you will be able to place your map anywhere on the world map. Double click on the map marker and fly towards the direction!

If your level has a ship or airport connection, you will be able to connect to it that way.

This way it was my hope for you to create custom worlds, to widen the scope of exploration in No Time.

Does it still have bugs? Yes, as it is an early tool so I suggest creating backups of your mod after every edit at least for now.

https://steamcommunity.com/sharedfiles/filedetails/?id=3441923806
You could create pretty interesting racing track islands for multiplayer with it.

It is as of yet very unfinished, here is what is yet to come.
-Custom Npc Names (essentially a system which allows you to chose how to populate the island)
-A traffic system
-Item Editor (allows to create custom items: food, trinkets weapons)
-Quest Editor (Create your own time travel stories for your world addons)
-Custom Radio Stations, traders, and more essential systems

They will likely be released in two further world addon updates in the future.

[h2]More futuristic Pine Lake![/h2]
New futuristic cars can be seen on pine island.

And new cosmetic wheels that come along with them. Even though I said cosmetic, most of the new wheels are available in the future and essentially allow an increased flight ability.

I call this one the metal knight. You can see the new real time reflections pretty well on this one This one is the snow white rider setup.
I increased the albedo range on the car's main texture to allow for brighter looks.


These sets of wheels will allow you better tracking across the field!

New technology merges with old technology in 2014 Pine Lake.

I have a couple plans for the next content updates but I wanted to hear your opinion which should be focused on more first.

  • Multiplayer (melee combat, some more time spent on performance improvements, etc)
  • Custom Car modifications (enhance your time machine with new abilities, some perhaps allowing you to make the time travel sequence look different)
  • Car Purchases (This one could be another update which takes longer to do, I was planning on the ability to buy cars and essentially switch them with your mach 3 in the garage, this would also basically make it so future car mods would have to be gotten from a car dealer)
  • World Editor pt.2 (item editor, npc enemy update, store & shop system, traffic)


[h2]Getting Closer to Beta[/h2]
[previewyoutube][/previewyoutube]
I created a new No Time Trailer, check it out!


Once No Time leaves alpha, beta will commence likely by new year. And with that an increased focus on improving the stability and performance of the game as well as crunching up which ever bugs remain, as well as quality of life improvements.

That does not mean that no content updates will occur after or even when No Time fully released.
However focus usually always gets narrowed on stability once all main features are finished.


The first time since 2019, I have increased it by $2.99
given how much has changed and improved in the past six years since first release, whilst still not wanting to go a high price increase until the game really gets fully released.


[h3]As always thank for your support and good luck on your time travel adventures!
God bless.[/h3]


[h3]April 2nd V0.97[/h3]
  • Added a global map to the plc which displays your location on earth or in the ape head cluster
  • Added a level editor which allows you to create your own level and worlds, that can be traveled to by airport or sea or with your car
  • Added the getweekday command it returns the weekday in numbers 0-6 with parameters of specifying year month and day
  • Added the getcurrentweekday command it returns the weekday in numbers 0-6 in your present date
  • Added the improved arrow drag transforms from the level editor into the car editor
  • Added sign posts in the gamma time line which point to the under city
  • Added more futuristic cars to the 2010s era
  • Added new wheel styles to the mechanics shop depending on the year,
    you will be now given different wheels with the future specifically featuring futuristic wheels
  • Added a new attached traffic light system in lore for reg/green color blind people past 2010
  • Added the ability to modify wheels of mod cars at the mechanic, so you can use the preset ones too
  • Added the ability to tag a material as car color modifiable in the car editor
  • Added direction based hints between red and blue to the device tracker in act 1
  • Added hints that Michael knows Edward in act 2 and 3
  • Added the ability to ask the natives not to play any longer
  • Updated the Game's Start Menu
  • Brightened up the Mach 3 Base texture, to allow for a plain white paint
  • Revamped the reflection system
  • Increased the color level by a few percent per request
  • Decreased the amount of screams produced by citizen gone maniac
  • Fixed the map scaling when zooming in and out on the plc
  • Fixed having the digits '5' and '6' in the controller key pad ui switched around
  • Fixed the week day display at the town square being one day off
  • Fixed the piano's sitting postition from being off
  • Fixed the mini job achievements from not taking into account the revamped smithing
  • Fixed the zooming of map from inverting when scrolling too fast
  • Fixed the gravi and grapple hook aim
  • Fixed some of the missing lighting in underground areas
  • Fixed a missing entry in the plc that you need to get a radio for the act 2 ending quest
  • Fixed a bug in act 4 which would make edward landing the car stuck in air
  • Fixed the missing color flash from the device tracker in the end of act 1
  • Fixed a multiplayer bug which would make your car appear under water once getting inside
  • Fixed using the multiplayer sync chip in third person
  • Fixed the cutrooms from appearing at the safehouse after escaping
  • Fixed double referencing of items in the inventory if you pick it up twice
  • Fixed it so you cannot unlock furniture from a friends safehouse
  • Fixed the inverted terrain of reflection probes

V 0.968 | Cloud Saves & Public Multiplayer | Airport & Sea Harbor | 2025 Roadmap

[h2]Hello fellow players.[/h2]

[h3]New update to start off the new year of 2025![/h3]

[h3]Public Multiplayer and cloud saves![/h3]

You can now host your sessions on a public list that anyone can join.
Just tick off the friends only setting.
Cloud Saves have been added as often requested! Your save files will be move to the new folder called
"Saves Cloud", you can navigate to it directly by clicking the prompt button for it in the menu on the lower left.


[h3]Airports and Seaports![/h3]

In preparation for the coming level addons, I had to add modes of transportation off the island, which will act as basic teleports into your custom levels.

Planes regularly take off the island to land in other regions.

The future has hover ships.

Cape Dun has it's own dedicated harbor in the north after the 1600s commence.

Once the level addons are out, traveling there by car would also become possible, however also at a cost of energy consumption. Given there are other islands in close proximity, those would be great projects no doubt. Currently players are already starting work on a isla do porto mod, which will be based on the real life santa maria island

[h3]ISS and the space eye!
[/h3]
Here is a little treat, if you look into the night sky attentively and patiently you will be able to track the ISS as well as the Manhofer Orbital Space Eye zipping past the sky! The ISS zips by about sixteen times a day

[h2]A rough roadmap for 2025![/h2]

These are the main features definitely planned for the year 2025.
  • Level Addons (Add custom level and lands to the world, also the ability of adding your own poi's to the main island)
  • Car Time Travel and Engine modifications (In game tweaking which will allow you to change how the car operates and time travels, potentially also adding a car fuel meter and controlling energy consumption as well as different fuel variants)
  • Item Events for car items, ergo items you put in like the reactor or fuel cell as well as item cargo.
  • Multiplayer melee combat synced up. So you can do sword duels.
  • Epilogue Ending at Manhofer (Final sendoff, story ends after this for good)
  • Planting Trees (creating a garden in your safe house and real world)
  • Switching to Beta (After this is done, I will move the game into the beta phase, a special focus on QOL and bug fixes will be taken, it is also during that time, that I will increase the price tag. The price was 10 dollars since the game initially released given how much the game has been improved on in those 6 years of development, I believe 15 dollars for the beta state will an appropriate price tag)


[h3]Thank you for your continued support!
God bless and good luck on your time travel adventures!
-Erathor[/h3]

January 31th V0.968
  • Added cloud saving, your save files will be moved to the new saves folder called Saves Cloud
  • Added public sessions to multiplayer
  • Added a new atlas texture for more detailed meshes in cities
  • Added the Telebrick, which is a pda like device that people use in the 2000s
  • Added the ISS and the Manhofer Orbital Space Eye, which exists from 4000bc onward
  • Added edible coconuts that can be broken up from whole coconuts
  • Added a link from the trainstation to the upper level in pine lake 2014
  • Added the Pine Island Airport next to byroad
  • Added old kitchen as crafting station (safehouse unlockable)
  • Added a new port to Cape Dun, which will later be used for transportation along with the air port, once Level Addons will be a thing
  • Added an old ship model from the Dark Sea project as transport ship during the 1500s till 1920s
  • Added more moddible textures into the mod folder
  • Added texture filter settings to the texture loader, you can copy the file into your mod from the default texture folder
  • Revamped the brick texture and a load of meshes for cities like manhole covers
  • Made a skip for the house dun quest, so you don't have to sit and wait for night to break (it fades to it)
  • Fixes and revamps to the copy machine
  • Fixed some spelling mistakes and translated act 4 into german
  • Fixed the pirates life quest from not ending in the plc
  • Fixed Billies Pond Water Level
  • Fixed Blueprints in data stations in the ape head cluster from not despawning around you if they are already unlocked
  • Fixed books in other languages from overflowing in text, becoming not readable as text is always cut off
  • Fixed a bug which would make 19th century citizen spawn in the 12th century
  • Fixed missing costumes on the wild west statue
  • Fixed the stopping distance for enemies in melee
  • Fixed the time car from disappearing when walking away a distance
  • Fixed the texturing on the old 1500s shacks
  • Fixed the uranium ore deposits in fredich's pine hill mine
  • Fixed the ore propability during mining from being just too harsh
  • Fixed Edward not aiming correctly during the training bot fight in act 2
  • Fixed the radio fred quest in getting you a 2060 quest date which could get you softlocked
  • Fixes to the viking smithing quests shilling payment cap bug
  • Fixed the inability do scope due to sprint lock
  • Fixed your past self from keeping uranium or other fuel items in hand after having inserted them into the car
    p1
  • Fixed a bug in which Edward would get stuck in AttackOnEleeh during the sequence of entering the elevator
  • Fixed the ark charger in the safe house from not being accessible in some safehouse environments

Patch Notes V0.965

Happy new year friends!

Here are the patch notes since the last big update.
I will update them if need be.

Enjoy, God bless!

    p1
  • Various fixes to act 4 and remote controlling your car whilst in your passenger seat
  • Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)
    p2
  • Fixed Igor during the viking quest, his routine in the arena is broken
  • Fixed the grill in the diner
  • Fixed the doors in act 3's undersea base
  • Fixed a bug which would make Edward spawn on an unplaced hologram bed
  • Fixed time travel player passenger lerping behind car
  • Fixed Mim and Edward from not shooting or fighting in the boss fight
    p3
  • Fixed the bug which makes the flashlight not held correctly if you got an epa on your back
  • Fixes to act 4
  • Fixed the planetary fog issue
  • Fixed the costume when being thrown into the cell in act 4
  • Fixed dying to impact damage from ai cars when unpausing
  • Fixed the loss of items at the end of act 1
    p4
  • Added Ore Veins to smaller caves around the island
  • Added Pizza Athor dialogue to tell the player to check his pizza log computator after the pizza battle, as some people don't do that
  • Made it so disabling full power mode will set the crank charge to 0, to avoid further confusion that it being 100% is a bug
  • Fixes to act 3
  • Fixed the minigun control for other fire button input bindings
  • Fixed the scope from not having controls for camera movement
  • Fixed the npc reallign should ignore swords
  • Fixed the medicine crates hand hold position
  • Fixed the time core and space core from not being on the same menu in the mr crafty
  • Fixed the diver suit from having an invisible head in third person
  • -Fixed the inability of entering the wormhole in the end of act 4 via leviboard
  • Fixed the hdr issue on meus tebron
  • Fixed the the no terrain collision when switching from act 3 to 4
  • Fixed cars damaging you when unpausing
  • Fixed glitching out the train when jumping out of a seat
  • Fixed typical bobs and invisible npc's inside trains
  • Fixed enemies ignoring you if on a leviboard or other ride
  • Fixed armor plating and other boni on the exo suit from not showing in third person if fps body is disabled in the gameplaysettings
  • Fixed exo suit armor clipping with the fatter exo armor plating in fps mode, by making it invisible
  • Fixed unpacking of items from boxes making them not parent with the car, if the box is inside
  • Fixed the fire from not heating up the sword if item is held in hover mode
    p5
  • Fixed hazard from applying before the game loaded when loading an auto save with uranium in your hand
  • Fixed the spider battle sequence
  • Fixed the elanor flower book font scale
  • Fixed the missing registration of dropped out items from a box inside a car, which would make them not unparent if dropped out of the car
  • Fixed an issue where you could get wanted in the Hillmen Questline, which could break the quest
  • Fixed it so enemies won't punch or shoot you if you are in dialogue
  • Fixes that prevent the car from getting lost in the act 2 tower quest, not spawning in the tower but above it
  • Fixed the jet levi board from being invisible in first person

V0.965 | ACT IV Launch | Multiplayer Passenger | New Time Tunnel

[h2]Hello fellow players.[/h2]
[h3]
I wanted to make you a nice late advent gift ahead of Christmas.[/h3]

[h2]ACT IV[/h2]


[h3]Find out about Mîm and his meddling with time and space, meeting old and new faces, in this newest entry of NO TIME, a lost in days studio experience. If you encounter bugs during the playthrough, feel free to report them :)[/h3]

[h3]

Return to your safe house where you left of with the epilogue quest part 2. There you will need to find a cartography tower in the ape head cluster![/h3]


[h2]MULTIPLAYER PASSENGER[/h2]

[h3]Want to travel alongside your friends? Enter their passenger seat and go!


Just make sure you trust them enough so they won't leave you without a time machine out there somewhere in the past.[/h3]

[h2]
NEW TIME TRAVEL WORMHOLE[/h2]

[h3]I wanted something to visualize travel through the fourth spacial dimension, I settled for some nice blending between destination and departure as well as space warping past you.
I may add some redshifting or blueshifting based on you going to the past or forward in some future update.[/h3]

[h2]CITIZEN GO CRAZY[/h2]

[h3]If you time travel, or shoot around, or bring big beasts like mammoths into the modern age, Citizen will react appropriately.
[/h3]


[h3]Now I wish you a good rest of the advent time, and a beautiful Christmas as well as a good start into the new year! I wish you a truly good, a quiet and reflective time as we celebrate and commemorate the light of the world becoming man to dwell among us.[/h3]

[h3]God bless[/h3]
[h3]-Erathor[/h3]

December 20th V0.965
  • Added ACT IV
  • Added the checkkey intrinsic to the athor code function set (a readkey check which does not make the routine stop)
  • Added remote mini messages on your plc from edward and co.
  • Added go crazy mode for normal Citizen when they see time travel stuff happen or when bullets are being shot or having big predators around
  • Added the ability to ride in your other friends cars as passengers in multiplayer
  • Flipped the y coordinate for the plc code program to make things easier (From positive y being down to being up)
  • Added new themes to prelude the main theme, Paul Clearman Theme in many variations
  • Revamped the safe houses default look
  • Revamped the cars time travel sequence whilst traveling through the worm hole
  • Revamped the pistol aim animation for npc's
  • Revamped the time travel effects of agents since they use the Pyradome Time Machine as source
  • Lowered the punch physics strength of things flying away
  • Fixed the weapon rack from being able to be used remotely as gun turret
  • Fixed floating items or duplicates in inventory from switching quickly with full inventory
    p1
  • Various fixes to act 4 and remote controlling your car whilst in your passenger seat
  • Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)