Hello time travelers!
A new update has been released, here is a broad overview!

Newsletter made by Odebla
First and foremost, for anyone of the old players who missed the last updates.
The car mods are now already loaded into the game and are acquired, they are no longer a simple reskin.
Here is a guide:
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3591202864"]
New Tutorial Level.

This new tutorial level can be played optionally and will guide you through a successful first time jump



Screenshots submitted by Davesoft
As well as combat training and the basics of questing! Have fun exploring this new level!
Unity Engine Upgrade
The games engine has been updated to a newer unity version, to ensure that I will have the ability to make use of some of the newer features, also in the performance corner!
This came already with a potential small increase in performance in the range of 5-10 fps. My hope is that I can have a bigger disposal of tools at hand, when making the game perform better in future beta updates.
E.g. Unity’s Data-Oriented Technology Stack as an example.
The car loading process has been sped up!
One of the first things that I attempted with the new version, is to speed up the loading process again.
With a hint on top telling players in general how to activate or use car mods.
In the future I may add hints as to the cars visuals and what time it can be found in.
The rest of this update is mostly about fixed bugs since much of the work time was spend making the game stable again. Physics had to be readjusted and if some things still feel off whilst playing, make sure to report a bug!
Next Update & Future Plans

Next in line would be the last story entry quest along with some of the last feature additions, which then will mark officially entering Beta Stage next update!
Technically this update already pertains aspects of BETA 1 (Engine Upgrade), so Ending Quest and Beta 1 actually switched places, whilst the Ending Quest will have more Beta Polishing done on it.
Thanks to the few players that tested the game a lot in these past months, reporting bugs.
Thank you for having supported my work over the years.
The end is close, but that does not mean that once the game is complete, that updates will stop!
God bless
-Erathor
October 21th V0.98
Revamped the tutorial level
Unified V-Sync and target frame rate into one option. Minimal settings on the frame rate target sets it to v sync.
Switched the Unity Version to 2019.4 For increased performance and stability
Added a tool tip that tells you that you got the wrong fuel cell for the type of reactor
Added changing near clipping planes for camera depending on if you are looking at a wall or at nothing
Added spawn points for stone items next to some pine trees
Added a hints for inserting different motor types, that tells you the need of different fuel, if out of gas
Added a fake cloud skylight after 2015 6/12
Added a crafty bench to 33Ad base in act 2
Added a guide link in the mod loader section
Upped the psp damage to 20 from its previous 5
Slightly increased Edward's PSP damage
Increased the futuristic merc armor rating by 10 points, lowered the pirate armor rating by 10 points
Lowered the metal rod strength rating to be 1%
Lowered car prices in game
Changed it so duct tape can fully restore car health
Nerfed box loot not to include high power caps
Renamed Sandy with her last name Ms. Eleanor
Improved the carloader to label the current loading car mod by title instead of steam id
Improved performance of the car loader by a second per mod file
Fixed some potential performance issues with the grow tree script
Fixed a bug which would add a couple seconds of being immovable when first starting the game
Fixed a bug upon when you ask Edward in the Prologue to be able to chose another car, you would follow up the dialogue with the wrong line
Fixed the cemetary from now updating tombstones when time traveling right next to it
Fixed Pine hill from not existing in 1000BC
Fixed Sir Atom not being time tracked due to being on index 0 in the item list, which would otherwise create countless sir atoms in time story due to 0 reference entries
Fixed a bug wherein items would have the same price no matter the age, when being sold to Edna Athor
Fixed to item physics loading being heavily delayed
Fixed a bug which would make arena fighters spawn again after losing in the arena, pottentially locking you in an infinite game over
Fixed a bug, which would make arena fighters spawn before the arena even exists
Fixed vending machine not giving you a product if it is exactly the price of the amount of money that you have
Fixed the pricing of the antique shop 2300AD when selling more than one item
Fixed the ability to sell and therefore lose quest essential items
Fixed the taxi quest from not working post 2050, and added the new 3000AD locations as taxi destinations
Fixed the safe house trader objects from appearing too low in the offer list, so you would need to scroll down
Fixed some typos in the Mansion Crimson quest logs and books
Fixed text alignment for the last page of the archeology book
Fixed all interior lights not loading
Fixed the sewer door trigger, and the vertical dark tunnel effects appearing before the rest of the buildings around cape dun
Fixed newly spawned items from hovering mid air for ever
Fixes to the Tower Quest, in relation to the Robot and Edward aiming his laser, and other such cases
Fixed tree colission boxes for the broadleaf and redwood tree type
Fixed an inconvenience if force dismount from leviboard upon reaching world border, it will be put into inventory
Fixed the safehouse inventory display not refreshing when putting back a safehouse item and standing right next to it
Fixed when fullpowa/jetpack flying out of a body of water you'd continue swimming in air
Fixed car velocity zeroing after pause
Fixed it so the Mach3 is now the default custom car again in the mod loader
