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 3 friends.
  • Testimony levels to further explore (in playable form) the story of the different locations.
  • Branching stories. Each episode has multiple endings and turns along the way, to let you decide how you want to act. Do you want to explore quietly and just document any events that happen in front of you? Are you more interested in interviewing the local people to understand better the phenomena? Or should you force the situation, and try to provoke the entities? The decision is completely up to you.
  • Wide array of equipment. Unlock different pieces of equipment as you complete different missions. 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 or an old school movie-style camera (as seen in the original RE titles), 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.


RECOMMENDED REQUIREMENTS (PROVISIONAL)


These are the specs of the development machine, and for now, the provisional requirements of the game. While we are keeping the game optimized enough to run with less powerful machines, these may vary when the final game is released.

OS : Windows 7/8 64 bits
Processor : AMD A4-3300M (Dual core, 2.3 Ghz), Intel Core i3 2Ghz Recommended.
RAM : 4 Gb of RAM (8Gb Recommended)
VRAM : AMD Radeon 6140D (Minimum 512Mb of VRAM; Recommended 1Gb of VRAM). DirectX 11 support highly recommended
HDD : At least 1.2 Gb of free space for the demo, and at least 18 Gb of free space for the full game (may vary)


Thanks for your interest and support.
Irreverent Software
Your Fun, Our Passion.
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RSS Articles

Hi everyone, and welcome to the first Dev. Diary of 2017.

The last five months have been quite an hectic time for us as a team. From the IndieGoGo campaign to our biggest involvement in social media, the auditions process to find the perfect voice talent for the game, the Steam Greenlight process and an abundance of technical and design challenges made all this time the busiest we have had in the past years. Let's recap what has been happening behind the scenes in the last two months since our last formal development diary.

BRINGING THE GAME TO LIFE


THE STORY, VOICES AND CHARACTERS


In Irreverent Software we are old school gamers. Being a small team of four people, with half working in the art department and one carrying the technical aspects of the game, the work overload can be very taxing at times. However, and being old school gamers, we knew what we wanted and what we needed to offer for our take on horror games. We wanted a full story with rich characters, deep mysteries and loads of atmosphere. During last year we carefully wrote and rewrote (and for good measures, rewrote again) the main script of the game, a ~300 pages story that will take the players to many different locations and situations, to meet deep and unique characters.

But having the story was just the first half of it. We always knew that the most important step for the story to work was to get the help of talented actors and actresses who would make them leave the paper and come to life on the screen. After a careful and very long auditions process, we finally assembled a cast full of passionate and very talented voice actors and actresses who would mark the characters with their very own voices and emotions. And today, as January nears its end, Episode 1 is almost fully voiced and the work is already going on for episodes 2 through 6.

But moving the game away from the design board and the pre-alpha demo towards a full game, ready for Early Access and Steam also implied many technical challenges and improvements needed to be done.

IMPROVED GAME, WITH A NEW VISION


One of the first things we wanted to do for the full release was to completely revamp the look and sound of the game, improving its graphics and atmosphere. Most of the funds from our IndieGoGo campaign would be destined to this end, as well as to highly improve the gameplay. After the IndieGoGo campaign finished without reaching its goals, we still used the funds collected to that end, but the failed campaign also implied that changes and choices would need to be made.

The hard decision we had to take in the aftermath of our campaign was to remove, at least temporarily, all Linux support from the game. The tools and resources we have are limited, and rather than develop two feature-limited and reduced versions of the game, with the Linux version being a severely limited port due to our lack of newer compatible hardware and the time this porting would take away from the main development, we decided to focus for the time being only in the Windows version. This will allow us to implement all the features we envisioned from the beginning and, although slower than we expected, add all the graphical improvements as well.

This decision has already paid off with very good results. In the last two months we have made great progress and bigger achievements for the future of the game than anything we expected in such a short time.

PROGRESS IN THE ART OF THE GAME


On the art side, all the character and prop models have been drastically improved, in many cases completely re-modeled and re-textured. The scenery has also been revamped making a transition to HD textures, full PBR rendering, advanced PostFX filters and the possibility to take advantage of many DirectX11 features on newer PC's while keeping a high quality look with good performance on older PC's running on DirectX9.

Each episode, due to its length and amount of locations, requires not only several unique characters but a few hundred props as well, many of which are completely unique for the given location. Given the amount of detail we are adding and the limitations of our equipment that need to be worked around for each one, this process can turn a little long. However, right now, much of the content for Episode 1 is already finished and being introduced into the game.

TECHNICAL PROGRESS IN THE GAME

Here is where most of the progress for the last months has been made. A game of the size and scope of 3:00am Dead Time requires a lot of different tools to make our work easier. Besides this, the workflow for the game as it approaches the release also needs to be optimal, allowing us to provide updates, fixes and new content easily. Full integration with Steam, full multiplayer support, full integration of the voice acting...the list goes on and on.

There are several areas that have seen lots of progress since early December.

  • Characters - Our programmer has made a custom tool that allows us to lip-sync all the performances of our voice actors in little time, while configuring procedural gestures and emotions in the character models, to make them behave in a more believable way. Custom IK solving software, custom emotion based AI, extended physics integration, hair and cloth physics for the characters, etc. are all either added or finishing their development.


DPerformer, new custom lip-sync solution (v0.2.5)


(DPerformer, improved version 1.0)


  • Multiplayer - A full integration of Steamworks Network functions has been made, and a system has been put in place which takes complete and automated control of all the game instances either in a LAN or Online match by syncing, updating and controlling the messages between them.


  • Modular game creation framework - A full, complex framework that allows us to easily create new code snippets to be added after release to anything in the game, be it a new location, a new character, a new gameplay mode or just a new graphical option.
  • Custom skin, eyes, hair and clothes shaders with PBR and tessellation support. Our custom shaders have been tested in low-end PC's to guarantee maximum performance.
  • Input - A source of some complains during the demo phase, we have replaced Unity's Input system with our own implementation which allows full support for Gamepads (Xbox and most generic USB ones).
  • Custom dynamic occlusion culling solutions for bigger performance.
  • Improved our custom made localization libraries.
  • Physics based interaction with the environment (doors, pick-ups, items, etc)
  • Improved first and third person perspectives (cinematic perspective is also being improved for an extra "movie-like" feel)
  • Improved settings manager
  • Subtitles manager (WIP)

WHAT LIES AHEAD

The plan for next month is simple, we will keep developing our core technologies and frameworks as we keep adding the content to the locations of Episode 1. During February, extensive work will start to lip-sync all the voice acting performances to the respective characters and we hope to begin closed testing of this Episode on the first half of March. Once all the components are in place, the work for the following episodes will be easier and the wait should also be shorter.

We hope you liked this Development Diary, it was a really long one, while we keep working at full force and speed in this game and hope to see you by the end of February with another recap.

Thank you very much for reading, and have a great week :

The Irreverent Software Team

The full 3:00am Dead Time cast, let's welcome the voices of the game!

The full 3:00am Dead Time cast, let's welcome the voices of the game!

News

In this article we will give the talented actors and actresses who will voice the characters in the game our warmest welcome to 3:00am Dead Time, as well...

Dev Diary #37 : Auditions, interviews & updates on the game

Dev Diary #37 : Auditions, interviews & updates on the game

News

In this article we'll talk about the interview we gave to The Orange Bison, the updates in the development of the game, the progress with the auditions...

Dev. Diary #36, Searching voice acting, and new art assets!

Dev. Diary #36, Searching voice acting, and new art assets!

News

In this dev. diary we'll talk about the search for the voice actors and actresses for the game, as well as all the news about the development of 3:00am...

Dev. Diary 35:  IndieGoGo, improvements to our workflow and the game

Dev. Diary 35: IndieGoGo, improvements to our workflow and the game

News 1 comment

With our IndieGoGo campaign over, we'll discuss the changes to the development workflow, the new upgrades and improvements to 3:00am Dead Time as well...

RSS Files
3:00am Dead Time Demo 2016

3:00am Dead Time Demo 2016

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 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
Developer & Publisher
Irreverent Software™
Engine
Unity
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Latest tweets from @irrsoft

#3amDT : We are currently finishing the main characters, to be shown in upcoming monthly recap! #gamedev #indiedev #indiegame #horror #game

Feb 24 2017

#3amDT : Our new Dynamic normalmaps shaders will improve greatly the faces, clothing & more of our #3dmodels.… T.co

Feb 22 2017

#3amDT : Finishing the new and improved #3dmodel for Dana Williams. #gamedev #indiedev #indiegame #unity3d #horror #game #comingsoon

Feb 22 2017

#3amDT : After highly improving the characters, we are also improving all the scenes. #gamedev #indiedev #indiegame #unity3d #game #horror

Feb 21 2017

#3amDT Got a really needed, really helpful second monitor. Work keeps going on, and code flows fast! #gamedev #coding #indiedev #game #game

Feb 21 2017

#3amDT : The #voiceacting for the #game is coming along with incredible results. We're glad and humbled by the talent of our wonderful cast!

Feb 20 2017

#3amDT : Dynamic Normalmaps in #unity3d : Indiedb.com via @IndieDB #gamedev #Indiedev #indiegame #horror #game #coding

Feb 19 2017

#3amDT : Testing some async loading of scenes to reduce loading times. #gamedev #Indiedev #indiegame #unity3d #game #coding

Feb 19 2017

In case you missed it, January's recap for #3amDT : Indiedb.com via @indiedb #development #gamedev #indiegame #horror #game

Feb 18 2017

Learn more about #3amDeadTime, the upcoming multiplayer #horror #game from @IrrSoft. Via @IndieDB Indiedb.com #gamedev #indiedev

Feb 18 2017

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