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NEWS: 3:00am Dead Time, now powered by UDK.

Well, as you have seen, we are pretty bad to give you a estimated date. It was only two days without updates, and now we are going to tell you everything.3:00am Dead Time is going to be developed using UDK, to give it the top quality in graphics and sound, while keeping a high performance. We are making a lot of improvements, a lot of optimizations, and adding tons of new features for the game, so you will receive an even better game, much closer to our original idea. Read our latest article (Dev Diary 12) to check more details. For now, here you have some images, and the new requirements (but keep in mind that they are just provisional):



New requirements :

We are sure you will love the new look and the amazing new features planned for the game. Also, remember that the new demo will be available really soon, so keep an eye on this post!The Irreverent Software Team.

About the Game

Prepare yourself to be a true paranormal investigator, and have your own TV show. Explore the scariest places in the world, and record evidences from all the paranormal phenomena ever known, from ghosts and demons, to aliens and gnomes. Set up cameras, lights and prepare yourself. The world is yours to explore.




---  Control a complete team of paranormal researchers as they go all around the world looking for the most amazing and scariest evidence.

--- With a tactic gameplay not seen before in a horror game, you will control your squad and will need to organize them just like in the old Tactic FPS classics : Swat4, Ghost Recon and Rainbow Six. Give them instructions, or jump directly into their minds and take full direct control.

--- Set up cameras, microphones, lights...and take a shot! Watch the best evidence, and capture amazing phenomena for the delight of your audience.

--- Ask for help, invite mediums, demonologists, UFO specialists and other professionals to get the job or to invite tormented souls to the party.

--- Interview the local people to know their stories. Many times, they will give you a little push on the right direction.

--- See multiple scenarios, each one offering countless hours of gameplay, thanks to our AI system, Spectrum1.0™, which will react different every time you play, and will adjust to the mood of the player. From haunted houses to ancient and abandoned churches, and from the city to the most mystic forests and fields, the world is yours to explore.

--- You will never get bored, because this is not just a ghosts game. Its a game about the paranormal universe, and because of that, you will be able to see much more. Maybe you will see too much.

THIS LINKS ARE FOR THE OLD DEMO

NOTE:
This demo is old and outdated, and represents a limited version of the game as it was 3 months ago. A lot has changed since then.

Remember to install the game (32 and 64 bits versions) in a directory without : () ' ? nor other symbols. It must not be installed within PROGRAM FILES(x86).


Download the Demo

Zippyshare

32 bits version                           64 bits version

Mediafire

32 bits version                           64 bits version


Note : We have experienced low framerates and lag with the game in some machines when Windows Messenger is enabled. Disabling Messenger will help with performance issues.


*IrrTV America is a fictional name, property of Irreverent Software. (It is the company that produces the in-game TV show :))



WITH YOUR FUNDS, THIS GAME WILL BE BIGGER AND BETTER


----- Purchase some needed tools for sound and video recording, because we use real videos took by us as references to the game. And we have now a hard time cleaning up the audio we record with our current microphones.
----- Pay website hosting.
----- Pay some other expenses related with this game, and other tools used for video editing, music design etc.
----- Buy better hardware to test and make the game.

Every single funder will be on the game credits (if they want to), and will have access to the closed beta and the final game once it is released.


(Note : You don't need a Paypal account to pay nor sign up to anything, just a debit/credit card.)

NOTE : Sometimes, the e-mail with the activation key is detected by hotmail (and maybe other services) as a junk message. Check this folder if the e-mail doesn't appear in the inbox folder. If you have any trouble, send us an e-mail to support@irreverent-software.com


We need your help, in order to make this game better and bigger. Fund us with at least 10 dollars and get access to the different betas of the game. With fifteen (15), you will also receive the official guide of the game, with the description of all the monsters and equipement.


Irreverent Software
Your Fun, Our Passion.

*All the images on this post are true in-game images, showing early gameplay and graphics.

Check the FAQ to see what you will receive with your funds.


Image RSS Feed Latest Screens
HQ props for the demo. WIP Micro-Scene 3. First concept preview. WIP Micro-Scene 3. First concept preview. WIP
Blog RSS Feed Report abuse Latest News: Dev Diary # 13. Working with UDK, microscenes and the demo

0 comments by IrrSoft on May 4th, 2013

Hi everyone. It has been a long while since the last article, and a lot of things were done these last weeks. As you know, we have moved from the Unity free Engine, to the UDK engine, in order to use the latest tools  available for game developing, with top quality graphics and sound. However, there are several differences in the workflow and design of the two engines that required some changes in our work. But it was all for the better.

 

In this article, the first development diary detailing our experience with the UDK, we will let you know how the work is going, what are some of our plans for Beta 2.0 and the new demo.

Let's start with the most important part of this diary, the performance of the game.

The game performance with the UDK engine. Changes, issues and fixes.


Due to its advanced rendering features, the massive amount of detail allowed and a really smart management of geometry, occlusion culling, post proccess filters and what not, the UDK engine has a unique workflow.

 The first thing we noticed was the lack of dynamic batching. The dynamic batching allows a single object which is placed several times in a scene (like a tree, for example) to be batched and managed as just one object, with the performance cost of just one object. Our scenes and meshes, while we worked with Unity, were designed to use this feature whenever it was possible, with fences, massive amounts of grass and foliage, etc.


(A whole jungle with thousands of trees and other plants, using a lot of batching)

In UDK we don't have any kind of batching, so if we place 10 times the same object, it is used and managed as ten individual, different objects. Also, the deferred rendering used by UDK (the same renderer that allows hundreds of lights, and other amazing features) is more expensive than the old and simple forward renderer provided by unity.


(In-game shot from Unity engine, with lightmaps and forward lighting. It is using our Ambient occlusion technique).


(In-game shot from UDK, with advanced rendering features. It is a work in progress, made for testing)

With these facts in hand, we understood two things :

  • We will need to optimize the meshes, the scene distribution and make the batches by hand in our 3d application, as well as simplify some of the materials.
  • If the engine requirements are almost the same with a low poly-low detail scene and with a high poly-high detail one, we can now create more detailed props and textures, to use the full potential of UDK.

How this will affect the game's development, or the requirements of the game?

Well, that's hard to tell right now. The game's development s going as fast as possible. We are making a lot of high quality props and scenery for the new demo (a HUGE LOT, like, more than 60 new props in the last 10 days), and even if we will need to re-design some of the later scenes (the farm for example used a lot of Unity features like the terrain engine, and the dynamic batching for the crop field), this is being done fast.

And now, the preliminar requirements for the game are already published, and we are making our best to make the game run within those specs. The levels are being designed carefully so the performance can be uniform. Right now, it can still run well with the minimum requirements.

Here you have some pictures of the new, nicer and more detailed props to be featured in the demo :


But let's talk about what are we planning for the new demo :

The upcoming demo, now powered by UDK.
Little scenes, huge scares, tons of content.


For this new demo we want three things :

  •     Provide a great example of what you can expect from our game, with a lot of features and great scares.
  •     Provide a good benchmark for the game, using all the graphical features and pushing both your computer and the game to their very limits, so you can see how the final version of the game will look and run.
  •     Provide a long, full featured experience. The last demo was short, and had just a little content to showcase. For this demo, we are going big, and it will be even longer than some terror games that are already finished.

    The demo will be based in micro-scenes. These micro-scenes will be little levels, with different objectives, and different locations, but all of them with a lot of scares and places to explore. The game has now a storyline defined, and this demo will be the first level of that storyline. The farm and the graveyard, that you will see in the second beta will be available once you finish the mission of the demo.
But don't worry, that storyline is just a simple guide to give some order to the levels. Everything in the game is open ended, and you will be completely free to explore, investigate and act as you please.Each micro-scene will have a lot of details, and tons of possibilities. And, during the demo you will have plenty of opportunities to use most of the equipment available in the game, even if just for a little test.

The first micro-scene available in the demo, as most of you have guessed by now, will be based in a hospital. The urgency room, the X-Ray facilities, the surgery room... all of them provide endless opportunities for great and memorable scares. The hospital scene will have 4-6 rooms to explore, each one with around 50-200 different elements, all of them based in real-life medical instruments.

There will be some puzzles, some find x object to enter this room mechanics, some jumpscares and a lot of phenmena going on. In total, we have four different microscenes for this demo, three of them as big as the hospital scene, and the other a little smaller. All of them are inside a bigger scene. And, if you are lucky, maybe you can find some clues and concepts about betas 3, 4, and 5 inside these rooms.

We are talking about the best way to keep you interested and make the demo really dynamic during the 2-3 hours of gameplay we estimate it will have. It is a pretty big challenge, but we are confident that we are up to it.

Beta 2.0 development will continue as soon as the demo is out. After all, we need to redesign the scenes and some of the features to get the most of this new engine, because if we are going to use one of the best engines available, and the same engine which powered some pretty awesome AAA titles, we want to  push it as far as possible to give you the best game we can, as close to the AAA quality as we can get.

Be prepared for more news, and pictures from the second micro-scene that we are already working on. In the next days, we will also post some images of the hospital themed scene inside the UDK, and if everything goes well, the next article will cover the actual design of a scene inside the engine, the lights placement, the movements, physics, and all the gameplay features that are involved.

And, on a side note, we want to thank you all for your incredible support with this game. It has been less than a year with the development, and we have more than 150 trackers, a lot of videos in Youtube about our game, and even if the development had its slowdowns, you keep following us. It makes us work harder for this project, and to provide you the best results we can.
Thanks again guys, you are amazing!

Thanks for reading!

The Irreverent Software Team.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
3:00am Dead Time Demo (Old, Nov. 2012) Windows x64

3:00am Dead Time Demo (Old, Nov. 2012) Windows x64

Nov 11, 2012 Demo 0 comments

This is the 64 bit version of the first demo of 3:00am Dead Time. It is a little outdated, and shows a limited version of the game as it was 3 months...

3:00am Dead Time™ Demo (Old, Nov. 2012)

3:00am Dead Time™ Demo (Old, Nov. 2012)

Nov 6, 2012 Demo 0 comments

This is the first demo of 3:00am Dead Time. It is a little outdated, and shows a limited version of the game as it was 3 months ago. Keep in mind that...

Post comment Comments  (0 - 10 of 133)
GalaxyC
GalaxyC May 10 2013, 1:21am says:

This seems cool im gonna track this

+3 votes     reply to comment
IrrSoft
IrrSoft May 10 2013, 11:34am replied:

Thanks for tracking!

+2 votes     reply to comment
bradye21
bradye21 May 9 2013, 9:40pm says:

I must say, the new screenshots on UDK look amazing. It's been so long since I've played this game and I miss it. Do you have any estimated time on how long before you can release the next demo?

+3 votes     reply to comment
IrrSoft
IrrSoft May 10 2013, 11:39am replied:

Thanks for your comments, and we are very glad to see you like our game.

Unfortunately, we can't give you an estimated date, because we have just changed the engine from Unity to UDK, and we are still learning how to use it, mostly because both engines are extremely different in their workflow.

Some of our works are being adapted, some other are going to be redone, but we are going as fast as we can with all of this.

Thank you for your comments, and don't worry, there will be a lot of updates soon, just keep an eye on this post!

The Irreverent Software Team.

+2 votes     reply to comment
IrrSoft
IrrSoft May 4 2013, 12:05pm says:

A new article is on the way. It will cover some interesting details about the new demo, the levels it will include, and our experience with the UDK workflow so far. It should be available soon.

The Irreverent Software Team.

+2 votes     reply to comment
MisterDaniel
MisterDaniel May 4 2013, 1:54pm replied:

good notice Irreverent !

+1 vote     reply to comment
Iron.Iron6
Iron.Iron6 Apr 4 2013, 2:18pm says:

Hello IrrTeam.

Im Sniperman210.

Im a Gamer and A Programmer... Well Level 1 programmer :D

so... I wanted to test ur game but can u upload it to a good place

Like Mediafire? Rapidshare? Because Zippyshare is just bad and low download speed

+1 vote     reply to comment
IrrSoft
IrrSoft Apr 4 2013, 3:16pm replied:

Sorry to hear that zippyshare doesn't work well for you. Here you have the links for the demo, uploaded in Mediafire. The post is updated, so now you have another mirror for the demo. Keep in mind that this is the old demo, from november 2012, before we switched to UDK (it is made with Unity Free). The new demo, made with UDK, will be available soon.

Thanks for your comment!

The Irreverent Software Team.

64 bit version : Mediafire.com

32 bit version : Mediafire.com

+1 vote     reply to comment
bradye21
bradye21 Feb 22 2013, 7:09pm says:

Hi Irreverent Software. The new music sounds amazing, much eerier and very fitting with the game. The graphics also get more amazing each time I see them. But from what I understand you never raise the system requirements! I'm excited by the news about a new Demo. How will you be providing it to the beta testers - email? Also, when approximately?

+3 votes     reply to comment
IrrSoft
IrrSoft Feb 23 2013, 10:03am replied:

Hi! Thanks for your comment!

We are making big efforts to keep the requirements for the game as low as possible, so everyone can play the game, even if not in the highest quality. We have only raised the minimum requirements a little (from pixel shader 2 support, to pixel shader 3 only), but it is possible that the game can run in lower-end hardware. We are glad to see that you liked the new music for the game, and all the work we are making.

As for the demo, we will send you and the other beta testers the download links (via e-mail) around one week before posting them here, so every funder can play it as soon as it is ready.

We can't give you a release date yet, but the work is going faster than we expected, and we will release it shortly. We will keep you all informed about the progress with the updates in video and images.

Again, thanks for your support, and best regards!
The Irreverent Software Team.

+4 votes     reply to comment
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3:00 am  Dead Time™
Platform
Windows
Developer & Publisher
Irreverent Software™
Contact
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Official Page
Irreverent-software.com
Release Date
Coming Q3 2013
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Genre
Realistic Sim
Theme
Horror
Players
Single Player
Project
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Latest tweets from @irrsoft

3:00am Dead Time is now being developed with UDK! This means that the game will be better, and with more amazing features! More updates soon

Apr 2 2013, 2:20pm

New video uploaded, animation test. Another teaser trailer and new public demo coming soon! T.co

Feb 12 2013, 4:19pm

3:00am Dead Time Found Evidence Video. Check it on Youtube : 3:00am Dead Time™ Found Evidence #5. Prepare yourself.: T.co

Feb 5 2013, 10:00am

Indie Games Channel interviews Irreverent Software about 3:00am. Check the article, and remember to comment and share! T.co

Jan 17 2013, 2:02pm

Hi everyone! We hope you had a great time and happy holidays, and that this year will be great for all of you. We're back, and working again

Jan 3 2013, 11:09am

New video, showing some gameplay of 3:00am Dead Time Beta 0.2, and some new features being developed.Watch it here : T.co

Dec 15 2012, 11:43pm

New images in our gallery! Let's investigate, cause the 3am Dead Time team is ready! : T.co Share your thoughts!

Dec 5 2012, 12:13pm

@davidoque Thanks and sorry for the late response.Your video is now on our indiedb profile: T.co since yesterday. Thanks!

Nov 20 2012, 5:25pm

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