No Time - Lost in Days Studio
I am currently in the midst of working on the 3000AD update, but here is a patch log from the past two weeks:

Patch 1

  • Fixed the hacking port from having a misleading first node, people think it is pointing left

  • Fixed some issues where Edward would offer you to repair the car etc.

  • Fixed a bug where animals would still run tasks in pause mode

Patch 2

  • 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

  • Fixed the meta zap from accumulating throughout the game being paused

Patch 3

  • Fixes to broken time tracking of your car

  • Fixed the daycycle from progressing in pause menu

  • Fixed the floating npc cars on stop lights in 2014, which would create piles of floating cars in the town center

Now good luck on your future time travel adventures!

God bless

-Erathor

No Time - Lost in Days Studio
Hello fellow players!
Today I announce a regular monthly update with fixes and new cool additions to the game!
Multiplayer Fencing

Now you can test your sword capabilities against your friends!

A health bar should be now displayed above their heads.

This comes along with several time story/ multiplayer bug fixes.

Crashing against Multiplayer Cars.

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!

World Editor Updates.

Along with some travel bug fixes like the issue with the water level a few

new additions have been made!

You can now add traffic to your world mod! First place a traffic system.

Spawn in nodes and parent them to the traffic system to create a loop.

Voila, you have working traffic!

Traffic lights are available in a cross roads or t shape crossing formation.

Safe-house additions & other goodies

Your plc now makes use of of the Manhofer Satellite to locate ore veins!

This should be useful when stranded and in need for uranium for instance.

You are now able to place trash bins (for item disposal), chests and make use of a gold stash.

This way you will be able to pay from the stash directly instead of having to place gold bars at the traders desk manually.

Gasoline explodes upon shooting!

The aquarium is now fixed and has all kinds of marine life in it!

Next updates.

3000AD

The next updates will likely revolve about potentially venturing into 3000AD as a new time zone.

This would stretch out the 2050 future into 2250 or later, with the trash level happening afterwards.

Meaning you may see some more nice vistas before the ground level becomes a dingy place.

What happens after 2300 will be a surprise though.

The End of the Story

I think I have the ending pretty much figured out so I am ready to head into finishing the story, for good.

Revamps/ Beta & New Tutorial Level

This would include of course more bug fixes and Quality of Life improvements as I move the game towards Beta.

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

Updates after Beta

After the game leaves Early Access, it will continue to get regular updates, even in the content region.

This will happen together with the reveal of my future space project.

You can check some videos of this project here:

The plan is to enhance the core structure with a ground fps shooter element, and potential multiplayer modes. An update Demo is planned.

I hope you like these new additions and bug fixes, below is the full change log for you to inspect.
Enjoy and good luck on your time travel adventures! And God bless.
-Erathor

July 8th V0.978

  • Added melee combat to multiplayer

  • Added health bars for players in Multiplayer

  • Added an ore scanning feature to the plc map viewer

  • Added a gold stash to the safe house, allowing you to draw from it directly if paying for something at the trader

  • Added a trash bin to the safe house for easy disposal of items and some minor revamps to the safehouse trader ui

  • Added placable safehouse chests

  • Added gasoline explodes

  • Added the ability to use vertical jets even with hovermode off

  • Added small coin types to imperial currency

  • Added the ability to charge a lightning rod with a lightning gun

  • Added traffic lights to the world editor

  • Added traffic systems (car route spawners) to the world editor

  • Added the ability to lower the size of the trigger box when you hit a mod world border

  • Changed the maximum character amount of a box name to 16

  • Revamped and fixed the aquarium of 2050

  • Increased car break strength

  • Fixed the meta key to be a quest essential item, meaning if lost it cannot be wiped by time story

  • Fixed items unloading spawned items when putting them into boxes, without first having picked them up

  • Fixed the wheels from hanging too low

  • Fixed in landing mode pause and then unpause, wheels stop working

  • Fixed time speeder on lower framerates from making the car jumpy

  • Fixed the ability for multiplayer cars to phase through your car

  • Fixed using the minigun for a time and afterwards the PLC will leave the plc offset too far back

  • Fixed campfire item not recognizing natural ground

  • Fixed the inability to activate or disable headlights or other car systems using the trigger buttons whilst outside the car

  • Fixed the german translation of the DG research notes

  • Fixed the german translation for ACT4 during the picking of companions

  • Fixed the inability to get the no time end achievements after finishing act4

  • Fixed the blue safehouse trader level preview

  • Fixed the regular wobble of the car every few seconds

  • Fixes to missing past self cars when loading from a save

  • Fixed the meta keys appearance

  • Fixed some spelling mistakes

  • Fixed driving while drunk being possible

  • Fixed the lag in the sandbox menu

  • Fixed the speedometer from going to 0 instantly when braking

  • Fixed the drumset seating position

  • Fixed the waterlevel being above the mountains when returning from a mod world to pine island

  • Fixed epa car mounted shooting is triggered from past self or multiplayer cars

No Time - Lost in Days Studio
Hello fellow players!
This one took a bit longer.
The next thing in the roadmap towards Beta has been checked.


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



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!


Enhance your old Mach3 with a nice fusion motor for maximum POWER!


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

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


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!



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)


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.


Crates now spawn goodies!

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.

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

Share the game with your friends to support my work!

Enjoy and God bless!
-Erathor

(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
No Time - Lost in Days Studio
Hello dear players!

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



I have been quite diligent these past two months!

The World Creator

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.

More futuristic Pine Lake!

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)

Getting Closer to Beta

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.


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


April 2nd V0.97
  • 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
No Time - Lost in Days Studio
Hello fellow players.

New update to start off the new year of 2025!

Public Multiplayer and cloud saves!


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.


Airports and Seaports!

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

ISS and the space eye!

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

A rough roadmap for 2025!

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)

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

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
No Time - Lost in Days Studio
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
No Time - Lost in Days Studio
Hello fellow players.
I wanted to make you a nice late advent gift ahead of Christmas.

ACT IV


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 :)


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!


MULTIPLAYER PASSENGER

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.

NEW TIME TRAVEL WORMHOLE

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.

CITIZEN GO CRAZY

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


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.

God bless
-Erathor

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)
No Time - Lost in Days Studio
Hello fellow players!

This months regular update gives you some nice new features and mechanics to play with, whilst I am now working to complete Act 4.

ACT 4 is in testing stages.


I am in the midst of writing and coding the last quest and if I manage, I want to release ACT 4 for Christmas 2024.
Become a smithy apprentice!


The smithing mini job was removed completely and in its stead, new crafting mechanics have been added!
First you head to one of the smithies and convince the good craftsman to take you in as his apprentice.


First you will learn how to smelt ingots and smelt sword blanks!


Then you craft a plan from that blank, heat up the blade and hit it with the hammer.
]
Later you can heat them up again and hammer them to repair their used state.


You can sell your creations for good money!


Weapon racks can be unlocked for the safe house!


Sharpen your weapons to increase their damage! Self made swords also give you bonus damage.


The smithies now are also physical stores, just like the 6/12.

Brewing Tables.


Similar to smithing, you gain the ability to learn recipes from around the map.


Fort dun has secret passages with forgotten recipes that enhance your abilties.




Plants grow based on seasons, and only in specific spots though you can get them from the local herb store in Cape Dun for a price.

Animal Beds!


Want your pets to stay at your safe house, but have to freedom to roam around?
Create an animal bed, which will not only fulfill that wish, but also keep the pets morale up.

What are you lookin at?

Npcs have now a more natural way of turning towards you.

I hope you like this nice little update to keep you entertained, whilst I finish act 4.
There will be a little epilogue quest next year that will bring you back to the facility, after act 4, This will be the planned closing note.

https://www.youtube.com/watch?v=YXuuIowxyw4
(I cannot make a thumbnail link for the video atm, since Steam seems to be broken in this regard)
Check out No Time Explorer's channel. He does nice No Time Lore videos occasionally.


God bless and have a nice month.


November 10th V0.96

  • Added millstones as liftable weights to the older ages, also available as safe house object
  • Added new herbs and schrooms to be gathered in the wild
  • Added the healing potions blueprint
  • Added cigars to the mim lounge
  • Added mutated sewer cats to space station "BILLY"
  • Added weapon racks
  • Added the night stalker (they prefer caves)
  • Added animal beds which can spawn your pet in the safe house, it adds friendly meter boost to the pet occasionally
  • Added smelting and smithing as crafting and revamped the old smithing job to be now selling of your crafted swords
    (self made weapons give extra damage)
  • Added grinding stones to sharpen swords
  • Added a little apprenticeship quest for smithies, which replaces the old mini job
  • Added sword conditions
  • Added the ability to learn various smithing and smelting recipes from different time periods
  • Added copper and iron ore and more ore veins around the island
  • Added smooth npc looking, at you or other targets
    (turning their heads and upper bodys... not doing full turns unless you are directly behind them)
  • Revamped the Questlog Notification effects
  • Revamped brewing and smithing to be now done with separate crafting stations
  • Changed the delete save icon into a trash bin to avoid the possible confusion of taking it for the escape button
  • Made the islands rocks a bit darker in texture
  • Made smithy stores now physical stores like the 6/12
  • Fixed the missing head shadow when wearing costumes
  • Fixed the inability to add wing objects to the car editor
  • Fixed the glasses from not appearing on hunter and medieval armor
  • Fixed a clipping collision error in area 1
  • Fixed more various missing translations in the lang folder
  • Fixed the chairs and tables being too small in the gamma timeline
  • Fixed your friendly npcs from reacting negatively to your pet animals
  • Fixed the ability to copy and paste pet animals in between capsules
  • Fixed paying in double negatives, meaning you could gain money instead of paying money depending on extreme inflation
  • Fixed the hospital from looking too modern in earlier ages
  • Fixed the alpha timeline chip from being craftible before act 3
  • Fixed an issue that would make held items drop if you get to hold a new one (Unless your inventory is full)
  • Fixed it so you cannot dial the year 0 from a space gate
  • Fixed the missing auto save from the QuestForEdward chapter
  • Fixed friendly fire for swords amongst npcs and towards the player
    p1
  • Made it so any new player now starts off with 3 points of muscle
  • Fixed the agents from entering the store during the robots berate at the end of act 1
  • Fixed the training bots low damage against enemies
  • Fixed the bug which would make noble swords appear as options in the blacksmith menu
  • Fixed the biting sound when picking up an item from weapon racks
  • Fixed the counter at the smithy in pine lake from being too small
    p2
  • Fixed the resolution ui for whide screen 5120x1440
No Time - Lost in Days Studio
Hello fellow players!

ACT 4 Progress
The fourth is slowly reaching its final stages with the last two quests now being in the works
I had a few stalls due to me having to work on bug fixes and patches but if all goes as intended things should be finished soon enough. As scripts and 3d levels for both of the last quests have been already done for the most parts.



I will soon be going into some closed beta tests where I will let some people test the story whilst I finish the end parts.


New weapons.


All types of swords n other weapons can be either retrieved from bandits or smiths from around the island!


Once you gain a formidable sword, you will also have to be strong enough to wield it! Your strength adds also positive boni to overall damage with swords.

Directional Combat

As I was in need of a new combat system for act IV, I made it a bit more tactical
and interesting as well as a bit less button mashy.


Your mouse movement decides your angle of attack or block. Hold and release to deal your blow!

The direction of blocking is not so much important as the ability to have your sword covering you from the direction as the enemy attacks!


(this actually takes me back to my older project called Dark Sea, where I originally implemented this combat system in a more crude way)

It is also a fact that that Edward Athor originates from that game. In Dark Sea he was a cooky pirate inventor, who needed your help in creating a weather machine sound familiar? You can read some of that story in the Adventures Book Stands in No Time.

Weapons holstered.


Weapons now show up on the character if in your inventory!


Armor and new Health UI


Every costume now has a visible armor rating. Whilst there was a percentage based damage modifier before, this time around it is more thought out. (I've revamped the UI looks a bit to make it a bit more appealing to the eye)

The armor rating tells you how much damage it will be able to withstand as a whole, meaning with armor of 50, pruny weapons like clubs or swords will only deal 1-3 points of damage at best becausae they have a damage count below 50 (10 weapon damage - 50 armor is negative so give the player 1-3 points of damage).

If a saber deals 60 points of damage, and your armor has a rating of 50, it will deal a base set of 1-3 points + 10 extra points and so on. (And yes you can block shots with your sword)

New Armor

New types of armor and medieval clothing can be bought from the hunter, to make you merge in better with the old folk!
The pirate costume has been also revamped!

Mining!

Mining ore is now time tracked. Meaning it will not respawn unless you time travel to a date before you mined the ore dry!


IYou have to equip a pickaxe and hit the ore to get something out of it, or use Edwards laser.

I also revamped their looks to make them look a bit more interesting.

More retributionists

Dark Mages are seeking retribution for your help in the Hillmen Quest!


There's much more in the changelog to be checked out so please do!
I am working hard on act 4 and along with it will likely come some revamps of the whole epilogue quest as well, to make it more streamlined to get quicker into the main quest of the fourth chapter.
Hope you find much fun with this update, and the next one will likely focus also on some things related with weapons and hunting as I am planning some revamps on that end as well!

God bless and enjoy!

September 25th V0.958

  • Added directional combat for melee enemies and some melee weapons such as flash sabers, metal rods, clubs and the like
  • Added melee weapons to outlaw citizen
  • Added color coded intro sequences for important names in the plot
  • Added bullet blocking for both npcs and player via melee weapons
  • Added Edwards flash saber as his go to weapon in act 2
  • Added a Isla do Porto License Plate to cars
  • Added punching animations to the time story
  • Added cigars which get imported from the southern isles
  • Added more ai routines to the gobbos,spiders and crabs (trying to encircle you when attacking)
  • Added wastebails being unpackable now
  • Added black sorcerers which seek retribution for your deeds in the Hillmen Quest
  • Added a hunter costume to the medieval period
  • Added a regular medieval costume
  • Added usable swords and other melee weapons which need certain strength to be wielded
  • Added weapon carrying when sheathed (in inventory)
  • Added time tracked ore and added more ore sites around the map, revamped it's models and textures
  • Added black gobbos
  • Added grog
  • Added more spawnible npcs to the sandbox menu
  • Added tribal huts to the evil natives camp in 300 bc
  • Added fern to the woods & waterplants for ponds
  • Green Grass now turns brown in the late summer & autumn
  • Revamped the wolf texture
  • Revamped the damage system with an armor rating
  • Revamped the health ui and info for enemies and player
  • Revamped the Cowboy and Pirate Costumes
  • Revamped some of the bandit textures
  • Revamped ore mining mechanics
  • (now needing a pickaxe item or Edward's Laser, ore does not respawn anymore, you need to time travel into the past before you mined, to get more of the same ore vein)
  • Switched the NO TIME license plate to N0 T1M3 (idea by snail boi)
  • Changed Lore references of United States of America back to United States of Columbia
  • Fixes to Bens dialogue trigger for seeing you when you time travel
  • Fixed getting hungry during pause menu
  • Fixed the shacks from appearing from 1505 onwards (which is before Lord Dun and Edward discovered the island)
  • Fixed the Floating Log in from having strange staging in the early 1500s (floating walls and no backfaces)
  • Fixed prisoner inmates from not turning against you occasionally
  • Fixed to the hover train doors
  • Fixed the St. André License Plates fro displaying Andrey still
  • Fixed some missing localisations of objects like holy water
  • Fixed the torches missing gravity and blueprint from being broken
  • Fixed a bug in which your past self would always be called "not you"
  • Fixed Citizen from often just standing still, not going anywhere
  • Fixed a bug where in the dialogue with Ed would not start after the comic in the Thunderous Matters Quest
  • Fixed some of the missing or broken meshes in the upper level of the floating log inn
  • Fixed the secondary item handling for past self items
  • Fixed the puching system so you cannot punch people from 10 meters distance
  • Fixed lightning from striking in non stormy days
  • Fixed the aim sprint bug
  • Fixed the punching of objects during the mini job (like the hammer) and the kitchen oven in gordies diner from not working
  • Fixed the arcade from wanting dollars in the future
  • Fixed the inability to get into craft menus from 3rd person
  • Fixed the ui from displaying $ symbols for shilling periods
  • Fixed the car from exploding if in wing mode and hitting the world border
    p1
  • Made the race playable again
  • Fixed the ark ore texture
  • Lowered the nerfing of punching and weapons impact with muscle strength maxed
  • Lowered the needed distance for enemies to let go of the pursuit
  • Fixed the hillmen quest
  • Fixed the guards from not having sword animations
  • Fixed the car flipper from causing collision issues
Aug 16, 2024
No Time - Lost in Days Studio
Hello fellow players,
there have been a couple of patches these past weeks and here are the patch notes!
God bless and have fun time traveling!
-Erathor
    p1
  • Added passive plane pitch rotation on based on roll
  • Added a clutter option in Gameplay settings for flyer glasses
  • Added resetting of Waypoint markers after time travel
  • Fixed some texture issues with the manhole and model issues in the sunny district
  • Fixed the juke box performance impact
  • Fixed the tiki hotel trader from not adjusting to new currency
  • Fixed flyer glass ui being triggered by past selves
  • Fixed the inability to leave the mechanics modification menu on linux
  • Fixed the wheels from not properly retracting in plane mode if struck by lightning
  • Fixed the ability to open the multiplayer chatbox during dialogue and other menus
    p2
  • Fixed the hacking hatch mini game from being in german
  • Fixed the ui at the colorpicker
  • Fixed the missing translation for red rock
  • p3
  • Added the upper attachment for voltage count to Yebay
  • Fixed the badly visible 3rd person hover and reactor state ui
  • Fixed the hover ramp accelerators
  • Fixed some level and texturing bugs in the Sunny District
  • Fixed the custom shadow settings from not saving after restart
  • p4
  • Lowered the likelihood of lightning striking the car without the rod
  • Made it so quest essential items cannot be destroyed from throwing it through the safehouse barrier
  • Fixed a bug which would make you lose a held item when leaving the safehouse
  • Fixed longer text on boxes to be better visible, not clipping through the mesh
  • Fixed a little issue which would cause quest essential items to not get wiped by story triggered time wipes (ergo the trackers from act 1 would reappear at the end of act 3)
    p5
  • Fixed an issue in which the juke box would interject with the mysterious music during act 2 at bardeys
  • Fixed the broken map markers, not updating upon new ones found and so on
    p6
  • Fixed getting hungry over time when in the pause menu
  • Fixed the gate at the Alaska base from not moving
  • Fixed citizen from wrong periods spawning in the viking area during the 1050s
  • Fixed the order position of the citizen for the diner in sunny beach
  • Fixed a bug which would continue an npc job and makes the job UI stuck upon time travel
  • Fixed the car in plane more from spazzing out during time travel
  • Fixed a bug with Westwood potentially not appearing during the last chase in act 3
    p7
  • Added health buff linked to muscles (5 health is default + additional 10 with max health)
  • Added resistance to blunt attacks based on player fat (Bonkjumper's idea) (damage divided by 1+fat *0.01)
  • Added resistance to fall damage based on muscles (damage divided by muscle 1+percentage * 0.05)
  • Fixed Jason's texture when talking
    p8
  • Fixed the torches from turning into one meta if you buy them twice
  • Fixed the one shot kills of the agents and other enemies
  • Fixed a bug which would block your UI and ability to use things after the Mr. C introduction in act 2
  • Fixed holding left alt and turning off hover level will leave you floating in air without hover gear extended
  • -Fixed the flyer goggles from carrying over to other save files as being active
  • Fixed enemy npcs from not punching you if in range and just standing
    p9
  • Added a hint for 2014 Edward in the facility quest in which he tells you that you need both items
  • Fixed the missing commentary of Edward on repeated coffee machine use in the prologue
  • Fixed the versus music from the pizza battle from appearing randomly around pine island
  • Fixed the messages from the church from floating in air when held
  • Fixed the missing game over from having your time machine collide with a past self machine
  • Fixed a bug in which the trade menu selling and buying menu for controller mode was broken/ not working
    p10
  • Added easier hacking without room for error for the first prologue panel and added a tool tip for first time hackers
  • Added the taking in multiple people as bounties based on strength
  • Fixed the acceleration from being lower in hover boost mode
  • Fixed a bug where in multiplayer cars colliding would cause a game over
  • Fixed Gobbos from becoming Ice Gobbos in multiplayer sessions
  • Fixed a bug which would make Edward able to give you a wanted level for punching him
  • Fixed the fries position in the diner mini job
  • Fixed the missing glasses spawn in the 6/12 2014
  • Fixes to the Vikings Quest during the Dragon battle
  • Fixes to the enemy bullet avoidance from overstepping
  • Fixed the past self cars wheel rotation and broken mesh loading for car mods
  • Fixed the start hover speed glitch by disabling input during transition
  • Fixed npcs you threw into prison spawning instead in air
  • Fixed the broken start into ACT 4 where you cannot move
...

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