Top down action-survival gameplay becomes a symphony of interweaving 3D paths where the future is visualized along with the present and players have time to change events before it's too late.
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Release Date:
Oct 24, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“zTime feels great with or without VR, but we wanted to build a test community, because the overall experience points to new ways to perceive things visually, spatially, and chronologically.
It's a new type of game and a new way to use VR. We want some time to refine the experience as we close in on a final product.”

Approximately how long will this game be in Early Access?

“Q3 2017 is our target 1.0 release date”

How is the full version planned to differ from the Early Access version?

“We plan to add more enemy types and environment objects, and it would be great to work in some power-ups. We should be able to make some improvements to maze generation before launch as well.”

What is the current state of the Early Access version?

“The Early Access version of zTime is very playable, features well in VR, and provides the sense of wonder and exciting escapes that the concept was designed for. Game progression, bug fixes, and user experience still need some work before we're ready to call zTime done.”

Will the game be priced differently during and after Early Access?

“This game is meant to be simple, accessible, and replayable. It isn't set in stone by any means. We have a test community and are working to identify the right release price.”

How are you planning on involving the Community in your development process?

“We need all of the feedback we can get on bugs and the user experience with different VR setups.”
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Recent updates View all (3)

April 17

v0.8.2 CHANGELOG 17-APR-2017

  • Added a new song and changed up the music rotation.
  • Music now crossfades between tracks.
  • Enemy generation now allows for dynamically scaled enemies.
  • On non-intro levels, in difficulties above "EASY" on levels 4+, a special giant "Ghost" enemy which will follow you through walls and into other rooms will spawn after a certain amount of time in a level (Starting at 60 seconds for level 4 and decreasing to 40 seconds by level 9).
  • Added enemy that flees when the player moves towards it and chases otherwise.
  • After level 10, the game now enters a "Chaos" mode (also selectable on the menu) with VERY RANDOM enemy spawns which gradually gets (I hope) harder the further you get.
  • Enemy models now rotate, and change spin upon bouncing.
  • The spawn room now has doors like all the other rooms.
  • Entities now collide with walls at the edge of their collision radius instead of their center.
  • Tweaked level generation to cache game resources instead of loading from disk for each enemy/map tile/etc.

  • Fixed a roundoff error which could cause Bursters and Snakes to "jitter" their noodles.
  • Bursters and Snakes no longer all burst in synchrony; they now have their own timer offets and burst on their own.
  • The D-pad can now scroll left and right on the menu.
  • Left-click will now select a menu option just like enter or xbox A.
  • Fixed axis-restricted chasers sometimes thrusting in the wrong direction.
  • Level exit now uses proper collision detection instead of a square bigger than the model.
  • Fixed a bug where enemies flagged not to spawn in small rooms actually just messed up the spawn table and could spawn anyways.
  • "Restart" option now begins at the level which was selected from the main menu ("Intro" difficulty games restart at level 1 if the intro has been completed).
  • Changed the text of a pause screen button from "Exit to Menu" to "End Game" to better reflect the function of the button.
  • Fixed an error where the UI could show different values than the actual configurations after returning to the main menu.

    Hello again! It's been awhile since our last update, so this one has a lot of changes in it. Tell me how you like the new coloration on walls - I think it makes them much more visible! Be sure to play through and find the new song too!

    The new enemy is a real doozy if you don't get through the level quickly (but you can still play on Easy to stop it from spawning). How great is it? Let me know!

    The one thing I want to warn you all about is Chaos mode. That isn't just a name, it's actually totally random. It's pretty experimental, and is mostly just a way to add a placeholder endgame. I don't really know if it is anything resembling balanced, or how fun it is (even after playing it) so be sure to give me feedback on how often different sorts of levels show up and what is and isn't working with it. I'd like to add some other cool things to mix up level progression (instead of Chaos) and give the endgame a better sense of conclusion, but that's going slow and this project has ended up being lower priority to some of our other work (sorry!) so I don't have a lot of time to develop it. We do hope to get more content into zTime eventually though, it isn't forgotten!
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“It's one of the most unique and original games that I've come across lately for the Oculus Rift and HTC Vive. It ingeniously takes advantage of the 3D space to project the future paths of the main character and the enemies in a way that I've never seen before.”

About This Game

zTime (Danger Noodles!) is a game about seeing the future.

Knowing the future, you can see the paths of yourself and enemies showing where they will be in the next few seconds, visualized in the third dimension beneath the floor. Where your path collides with the path of an enemy, the future danger is highlighted while you still have time to counteract.

Classic top down style gameplay becomes a symphony of interweaving 3d paths where future events are highlighted, and players have time to change the outcomes before it's too late.

zTime (Danger Noodles!) is in early access for Windows. Play it with Oculus Rift or HTC Vive if you have one.

System Requirements

    • OS: Windows 7
    • Processor: Intel i5-4590 equivalent or greater
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD 290 equivalent or greater
    • Storage: 100 MB available space
    • Additional Notes: These are the recommended VR specs for zT(DN!). Works great with lesser specs outside of VR.

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