Prepare yourself to be the ultimate paranormal investigator, and face the scariest phenomena from all over the world


With 3:00am Dead Time, be part of a Paranormal TV show, and prepare yourself for the nightmare. From ghosts and demons, to aliens and gnomes, and from graveyards and forests, to old churches and haunted houses, the world is yours to explore.

About the Game


3:00am Dead Time is a single and multiplayer horror game involving a group of amateur paranormal researchers who won the casting for a one of a kind TV show that will send them to different haunted and mysterious locations across the United States, and later on, in different countries

From the very beginning you will encounter many different kinds of phenomena, from ghosts and poltergeists to demons, aliens and ghouls, the paranormal world is big and complex, full of mysteries to explore and solve.


3:00am Dead Time is a game that rewards first and foremost the exploration. During the main Mission, you and your team are expected to search for evidences of the paranormal around the location, to identify them, and to document it all for the TV show, either with pictures, recordings or taking samples. In many cases, an investigation won't be complete until you manage to stop the current paranormal phenomenon, facing it directly.

The game is split into numerous Episodes, each one completely unique, with its own story, characters, creatures and phenomena.Besides the main Mission, where the crew has to explore the place, document the phenomena (or even fight it), interview the witnesses and uncover the mysteries of the place, there are also multiple Prologue levels which further explore the story of each location. In each main Episode you will get a Rating based on your investigation work, and you can also unlock a number of secret items and collectibles.





FEATURES

  • Multiple Episodes each one with different locations in the United States and across the world, each one with their own characters, creatures and stories.
  • Exploration and story based gameplay where you have to uncover the secrets of each place, learn its story, and face the paranormal events that are present there.
  • Single and Multiplayer missions. Play with AI companions or make your own investigation team with up to 4 players
  • Testimony levels to further explore (in playable form) the story of the different locations.
  • Branching stories. Each episode has multiple story paths and turns along the way, to let you decide how you want to act
  • Wide array of equipment. Better cameras equipped with nightvision and longer battery life, movement sensors, advanced recorders, small drones... use the best tools to get the job done.
  • Old school style. 3:00am Dead Time is a heavily atmospheric game. From the beginning we have made great efforts to make sure the scares come from the stories, the locations and getting you immersed in the environment rather than a gallery of jumpscares.
  • Multi-perspective. No matter your preferred style of horror games, 3:00am Dead Time has something for you. First Person highly immersing experience, a Third Person Horror Adventure, they are all included.
  • In-depth investigation system. Collect samples, document everything you see, record sounds, take pictures, interview the locals and the witnesses or even ask the help of an expert to protect the team from the paranormal forces, or to interact with them.
  • Complex and rich mythology. The game features dozens of different creatures, paranormal phenomena and events, all based on real testimonies and the folklore of many places around the world. The paranormal world is so much more than just ghosts and demons.
  • Mood and Behavior AI. Your character will get scared according to what happens in the game and your actions, and in turn, the game's behavior will also change to reflect that mood. Besides, almost every paranormal event is randomized and procedural, making the encounters different every time you play a mission.

MINIMUM REQUIREMENTS (PROVISIONAL)

OS : Windows 7/8/10 64 bits
Processor : Intel Coe i3 5005U
RAM : 4 Gb of RAM (8Gb Recommended)
VRAM : Intel HD Graphics 5000 or a video card with Pixel shader 3 support and 512 Mb in video ( GeForce GTX 660 recommended ). DirectX 11 support highly recommended
HDD : At least 1.2 Gb of free space for the demo, and at least 25 Gb of free space for the full game (may vary)

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RSS Articles

Hi there, and welcome to a new development article. This time we will cover the development of the game through September as well as the side projects we are making. We will also go through the reasons for the time we've spent developing tools and assets both for the game and for public release, as well as giving a short roadmap of the features we are adding to the game during October.

Details and Lighting



During September and October, we are adding all the finishing touches to the main scene of EP 1 as well as preparing the smaller, more detailed secondary scenes. This means that we are also spending large amounts of time making lightmaps and calculating the dynamic GI used on the different scenes to add a more realistic look to everything.


As part of our work to improve the scenes and as preparation for a later part of the episode, we've also developed a quite advanced fur shader that allows us to render highly detailed animals with full support for shadows and advanced lighting ( a must given the kind of game that 3am is ) and optimized enough to allow us to render the hundreds of animals needed for our set piece. We've tested it successfully in two different models we've released for sale, and are currently adapting it for a better integration with our game.



Dozens of different animals and background characters are also being animated right now to bring more life to the scenes, as we are quickly developing the meat of the story.

Cutscenes and Animation

As part of our work with the storyline of the game, we're developing several tools that will allow us to speed up the framing and construction of the different cutscenes and in-game cinematics. 3am is a game built around its story and characters, and as such it is very important to have a good camera system in place to quickly prototype and test our scenes and the camera takes, and making the needed changes in no time.


The second part of this is the character animations. Our team is very small and because of that we do not have easy access to motion capture animations. Besides, the nature of the game demands performances rather than generic animations, and this has caused the amount of work needed for each episode to grow considerably as we have to mix the full body animations made by hand with the facial animations that we keyframe with our tools, all while syncing them with the voice performances of the different actors and actresses and their unique personalities.

While we are moving forward with this as fast as possible, the amount of work is immense as we have to animate individually more than 80 lines of dialogue for each character on each Episode to account for the different player choices and story paths.

Tools, assets and the delays

with the game's development


As you may have noticed in the last 3 months, we've been spending a good amount of time developing tools and assets for the Unity Asset Store as a side project, along with the main development of the game. What does this mean for 3:00am Dead Time, though? Is the game still being developed at the same speed as before?


The reason behind these changes is a simple one. Making a game of the size and scope of 3:00am Dead Time requires funding. The software we use to make the characters is not optimal, our own hardware was extremely underpowered until recently, and most of the tools and plugins we need for the game and to accelerate the development are far outside our budget, forcing us to develop custom alternatives of our own. While it is true that this has allowed us to master many different abilities in a relatively short time as well as helped us to improve the stability of the whole game as most (if not all) of the code used has been entirely made by us, it has also slowed down the general progress a great deal, as we need to basically re-invent the wheel with every new obstacle we find.

To avoid this, and to try to get a more stable source of funding for the game as well as to have a way to get the tools we need and the help we require, as well as focusing more of our time on developing the actual game instead of solving so many issues by ourselves, we've decided to start releasing many of the tools and assets we've been developing during this time. This of course takes time out from the development of the game, but in the long run it will make it easier and much more secure that we will release the game in the way we intended and with all the features we planned from the beginning.


The game is in active development as always, and while our original goal of making this our full time job has not been possible yet due to our lack of funds, we are still making our best efforts to guarantee that the game is developed without interruptions and without cutting corners.

The tools we are finishing right now will also help greatly the development of the game, as they are a collection of advanced sound managers that calculate accurate and fast sound distortion, occlusion and transitions. They will help us make the ambiance of the game reach its full potential.

Our other assets (to be released this month) include extensive animation work that we are using in 3am as well, for the animals and other characters.



This way, even while working on side projects to raise our funds, we are also making progress with our main game.

With clear goals and objectives in place, as well as building a much more stable source of income during these months, we are convinced that 3:00am Dead Time will become a reality in the way we always intended in a shorter time.

Thanks for reading this development diary, and until next time!

The Irreverent Software team

In Dev #1 : Cutscenes, lip-sync, gameplay & assets

In Dev #1 : Cutscenes, lip-sync, gameplay & assets

News 2 comments

In this smaller dev. diary we will talk about the latest news about the game's development, our work on cutscenes and lip sync, the improvements we are...

Development Diary #45 : Animation work, story beats and more

Development Diary #45 : Animation work, story beats and more

News

We are making some lip sync for the game, new cool animals and working hard on the many story elements for Episode 1.

Dev. Diary #44. Announcements, rendering and facial expressions

Dev. Diary #44. Announcements, rendering and facial expressions

News

In this dev. diary we cover several announcements about the game and its development as well as new improved rendering features for the game.

Dev. Diary #43 : Hardware upgrades, multiplayer and more!

Dev. Diary #43 : Hardware upgrades, multiplayer and more!

News

Watch the first in-game multiplayer test, get the latest news and info about the development of 3:00am Dead Time.

RSS Files
3:00am Dead Time Demo 2016

3:00am Dead Time Demo 2016

Demo 1 comment

3:00am Dead Time is a very different horror game about a paranormal investigation team working for a TV show. Download the demo now and try to survive...

3:00am Dead Time Demo 2016 (LINUX)

3:00am Dead Time Demo 2016 (LINUX)

Demo

3:00am Dead Time is a very different horror game about a paranormal investigation team working for a TV show. Download the demo now and try to survive...

3:00am Dead Time, Official 2016 Trailer

3:00am Dead Time, Official 2016 Trailer

Trailers

This is the first official trailer for 3:00am Dead Time in the new development stage for 2016.

Comments  (0 - 10 of 207)
nba2k9
nba2k9

This game is great and I'm looking forward to the full version

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IrrSoft Creator
IrrSoft

Thank you very much! We really hope you will like the full game and the Early Access releases that will be coming soon :)

The Irreverent Software Team

Reply Good karma+1 vote
Markg207
Markg207

I really like the game, i hope you do really well on it when it comes out

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IrrSoft Creator
IrrSoft

Thank you so much for your kind words, it really means a lot to know you support us and like the game so much :)

We keep working our best on it, we're sure you will like the results!
Thanks again, and have a great day!
The Irreverent Software Team

Reply Good karma+2 votes
forte226
forte226

I'm Very excited to see that you guys are still working on this game! If there is anything I can do to help let me know.

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IrrSoft Creator
IrrSoft

Thank you very much for commenting, and for supporting the game all this time, we are very glad to see you are here following the game as we keep developing it at full speed.

It really means a lot to us to see so much support to our project. :)

The game is currently on the voting process for Steam Greenlight, so please, if you haven't already, consider supporting us there, as it would help a lot the game to get a full release and more exposure :)

In any case, a lot of new content, bigger and much better than ever before is being developed right now for an early access release through Gamejolt and Steam (once we are greenlit!), so be sure there are many exciting news coming in the near future for 3:00am Dead Time, including new releases and the return of the daily updates and weekly dev. diaries

Again, thank you very much for giving your support to our project, it is very humbling and greatly appreciated.

Have a great day!
The Irreverent Software Team

Reply Good karma+2 votes
EnigeEchte
EnigeEchte

Do you need somebody to report bugs, giving his thoughts and tips?

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IrrSoft Creator
IrrSoft

Hi there, and thank you for commenting!

Currently, the game is still under development, and there is still a while before we get a playable build ready to be publicly released. That being said, once we have it we will make a small release of a demo test, for everyone to try and give us their feedback. It is very important for us to get feedback from as many users as we can, but right now, there is not yet a playable build ready to be released to the public.

Again, thanks for your support, and keep an eye on this post, since we will be updating it often with the latest news!

Best Regards :
The Irreverent Software Team.

Reply Good karma+1 vote
IrrSoft Creator
IrrSoft

We are running a small poll in Twitter :
which kind of camera do you prefer for horror games, first or third person? Vote here! :

Reply Good karma+1 vote
MILITARY-FACTION
MILITARY-FACTION

1st person

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IrrSoft Creator
IrrSoft

Thank you very much for voting! And don't worry, first person has been implemented as the default perspective for the game :)

Best Regards!

Reply Good karma+1 vote
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3:00am Dead Time™
Platforms
Windows
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Irreverent Software™
Engine
Unity
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#3amDT : Right now, writing a new InDev article about the game with news of our upgrade to Unity 2017, our new audi… T.co

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#3amDT : Trying out the scene on Unity 2017...so far, several big improvements. #gamedev #indiedev #indiegameT.co

13hours ago

#Asset now available on the #unity3d #assetstore : German Shepherd + fur shader : Forum.unity.com #gamedevT.co

Nov 15 2017

Add mirrors, water and amazing reflections to your #unity3d #game and VR application with this tool, now on the… T.co

Nov 15 2017

Our new #asset, african buffalo + fur shader, has now been finished and will be available on the #assetstore very s… T.co

Nov 15 2017

#3amDT : Almost done with our new audio solution for the #game, including dynamic sound occlusion, reverb simulatio… T.co

Nov 14 2017

Add mirrors, water and amazing reflections to your #unity3d #game and VR application with this tool, now on the… T.co

Nov 13 2017

#3amDT : First tests on Unity 2017 are working well. New features are being enabled and so far, there is a slight… T.co

Nov 12 2017

As we progress in the development, we are trying to move the game to @unity3d 2017 to take advantage of many new fe… T.co

Nov 10 2017

Finishing a new model for the @unity3d #assetstore, African Buffalo + Fur shader #gamedev #indiedev #assetT.co

Nov 9 2017

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