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V 0.66 | Easter Update | Remote Car Control | Epilogue Quest Part I

Happy Easter to you dear players!


A new update has been released yesterday, along with a few patches.
Most of the newest additions include items for the Epilogue quest, to play with in Freeroam!

One example is the remote control, have fun playing around with it!
Find out what happened to Edward in the Epilogue Quest! This is the first part, there is definitely not going to be a second secret ending. Definitely ...not.


Most streets now feature appropriate street labels, and other details have been added to the world, to make it look more filled with unique content.


On different note. Averie, an admin on our discord server is practicing her unity3d skills!
I am aiding her occasionally in creating one of the first anthology short story games for the No Time Universe :D

The first entry will be revolving around Edwards Venture into the Sewers. The game will be purposefully made in the PlayStation One graphical aesthetic. It will be entirely free to download and play on Gamejolt, once finished. I will announce it ahead of time, Stay tuned!


God bless, enjoy the rest of the Easter Octave.

Here is the full change log:

April 6th 2021 0.66
  • Added the first part of the Epilogue Quest
  • Added a Remote Controller for the car when following the Epilogue Quest
  • Added four more blueprints
  • Added the copy machine
  • Added pebbles scattered around the terrain along with a revamp of the bridge region next to bens donut place
  • Added a water impact effect, when jumping from higher altitudes
  • Added mouse sensitivity to the controls menu
  • Outsourced the prologues dialogue (Making it ready for translation in the future)
  • Revamped Ben the Donut Maker
  • Revamped Ben's donut shop
  • Fixed the shot gangmans dialogue in the noir quest, namely he is supposed to say nothing
  • Fixed the falling sound from continuing after hitting water
  • Fixed the doors from displaying a different key name than the actual item
  • Fixed Crimson from being displayed as friendly during the dialogue
  • Fixed the speed of the credits screen
  • Fixed the spacing on some of the credits names
  • Fixed the blinking/ black out fading on october 1st 1795 at fredich's house
  • Fixed the fragment tracker
  • Fixed more typos
  • Fixed the ending of ACT III with Crimson and Edward
  • Removed Mim
    p1
  • Fixed Reactor and Fuel Cell problems
  • Fixed Athors invisible chair walk at the Epilogue
    p2
  • Fixes to the Epilogue Quest
    p3
  • Additions in terms of Detail to the world
  • Amped up the ambience brightness during the day
  • Fixes to the Fuel Cells displaying 0%

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