3:00am Dead Time Returns

Prepare yourself to be a true 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.

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, while it is on Beta these are the requirements.

OS : Windows 7/8 64 bits
Processor : AMD A4-3300M (Dual core, 1.9Ghz), Quad-code 2.1Ghz Recommended.
RAM : 4 Gb of RAM
VRAM : AMD Radeon 6140D (Dedicated : 512Mb of VRAm; Up to 1.46Gb of managed VRAM)
HDD : At least 5 Gb of free space.


About the Game

3:00am Dead Time is a horror game like no other. Join a TV show about paranormal events, and get ready to investigate the scariest places and phenomena from all over the world, be it a ghost or UFO sighting, a haunted house, old graveyards and churches, underground tunnels etc. You will have to capture the best evidence of the existance of the forces around you, be it an alien, a poltergeist, or even a demon. With hundreds of phenomena, dozens of paranormal beings, randomly generated behaviour that responds to your actions,huge scenes with lots of details and secrets to explore and discover, and hundreds of little evidences and clues that will help you to understand the history of each place, this will be the most complete horror game for the PC


  • Control a complete team of paranormal researchers as they go all around the world looking for the most amazing and scariest evidence
  • 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, which will react differently 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.


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


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

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

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Hello everyone! Since this is our very first dev. diary of 2016, we thought that it would be a good moment to show you the process of making the new, improved characters you will see in the game. WIthout further introduction, let's dive into the creation of "DW"

First person v Third person


In 2012, when we first started drafting the 3:00am Dead Time concept, our idea was to have a character's control similar to the one seen in games like Left 4 Dead, where the camera can jump out of the player's head at some points, showing a third person view. This was scrapped for a fully first person game.

However, and as time went by, the benefits of having a third person view, one of them the highly cinematographic feeling that we could give the game this way, became evident. Which one to choose?

In the end, we realized that this wasn't our decision, it was the player's choice. So, what will we do? Implement both of course! This way, the new 3:00am Dead Time will feature both kinds of cameras, with a free switch mechanic. Want to immerse yourself in the scares? Try the first person. Do you want a more cinematographic experience, to see your character as he/she interacts with the world? Go for the third person then!

New characters for a new Dead Time age.


But after all this time, and trying to bring back some elements from our original vision, we wanted to bring back something more, better characters, as part of an actual (though very open) storyline.

After many months, and months of drafts and ideas all over the place, we finally had, by the end of last year, the final 3:00am Dead Time script. Taking into account everything we learnt wihle using UDK, in Unity, as well as from your feedback. We decided onto a starting mission, completely new, and development came back in full force. The night was back!

Our main animator is also a very talented 2d artist, and he made for us some drafts for a new character. With this, we had our protagonist. We want to introduce you to Danna Williams, 24, programmer and systems engineer. The main character of the new episode of 3:00am Dead Time.


From the beggining, we knew the kind of character we wanted, as well as the location we wanted. With the story in place, the character's background ready, dozens of new scares already drafted, a completely new custom system for paranormal events using a combination of real time image composition, shaders, volume projection and a complex sound manager, we were ready to work hard towards the release. First, and keeping in made the hybrid nature of our cameras, we sculpted a high detail set of hands :

Painted them and got them inside of Unity :

And then we used to render them a custom skin shader with advanced lighting, subsurface scattering and support for microdetails.

Immediatly afterwards, we sculpted a high quality version of Dana, sporting her pajamas. The first person hands were adapted to the third person model, we added the teeth, and after a painful couple of days (*Seriously, curly hair is incredibly hard to model!) a hairstyle. This meant of course, new sets of shaders for eyes and hair.

Then, we went to the rigging stage. How many bones did we need for our characters? Well, this depended on many factors. Which parts of the character will really move, the level of detail we want in our animations, and how would we implement the most crucial action of our characters : facial expressions.

Bringing the characters to life


In the end, and after several tries with different ways, we decided to use a mixture of shapekeys or blendshapes (Vertex animation) and bone driven animation for the facial expressions of our characters. Since the facial expressions of our characters are code driven based on audio input and different parameters (fear and tension levels, individual personalities, manual audio/emotion sync etc) it was much easier to make the transitions between them as shapekeys, as well as to blend the different expressions.

After a simple beggining with a blinking animation, we started to make more and more facial expressions for the character, smaller elements to be mixed in a huge amount of feelings. Currently, the character has around 40 different shapekeys, both for emotional states, phonems and reactions.

Our first characters, from back in 2012-2013



The new character models, from 2015-2016


Soon, in another article, we will cover the upgraded system for lip sync that we've built for the game. It is a heavy upgrade (and in some parts, complete redo) of our old system. We think you will like the results.

Also, in our nexts dev diaries, we will be talking about the creation of the new mission "A sleepless night" which is now, officially, the pilot episode of this game, as well as some teaser images of the new revamped levels for episodes 1 and 2.

We thank you all for your support, and look forward to bringing to you the ultimate horror experience, 3:00am Dead Time.

A sleepless night is coming...

Best regards,

The Irreverent Software Team.

3:00am Dead Time is back. News for 2016

3:00am Dead Time is back. News for 2016

News 0 comments

We have many news to share with you regardingthe development of the game, and all the things that we are preparing for 2016.

Dev. Diary # 23 Important Message to our followers

Dev. Diary # 23 Important Message to our followers

News 7 comments

We have a lot of info to share with you about a very important changes in the direction of the development of 3.00am Dead Time, and the changes you will...

3am DT, Dev Diary 11. Facial animations manager, and progress with the new demo.

3am DT, Dev Diary 11. Facial animations manager, and progress with the new demo.

News 2 comments

We will talk about a procedural facial animations generator and manager, to create accurate lip sync for our game. Beisdes, we will show the progress...

3:00am Dead Time. Dev. Diary 10, Original Soundtrack,upcoming demo, and FAQ.

3:00am Dead Time. Dev. Diary 10, Original Soundtrack,upcoming demo, and FAQ.

News 2 comments

This last week was full of news. We want to welcome Konstantin Shmyrev to this project, as the musician and composer behind the 3:00am Dead Time Soundtrack...

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

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

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)

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 197)
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
IrrSoft Creator
IrrSoft

Remember that you can follow us on Twitter as @IrrSoft!

We make very regular updates there, and post new images, videos and info several times every day about 3:00am Dead Time, sometimes in exclusive.

If you want the latest info as soon as it is out, you can head out to Twitter and follow us @IrrSoft or check the trend #3amDeadTime.

Also, we reply to every message you send on Twitter or here very quickly, for any question you may have :)

Thanks and best regards :
The Irreverent Software Team.

Reply Good karma+2 votes
IrrSoft Creator
IrrSoft

Just some quick news :

We have now an official Deviantart account, and we will be posting regularly there too, including some exclusive behind the scenes artwork and designs. You can visit us here :

Irrsoft.deviantart.com

Reply Good karma+1 vote
Kuro_Keiyakusha
Kuro_Keiyakusha

So it's been about 2-3 years since I've checked up on the progress of this game and it seems you've had to, yet again, switch to another engine.. Or the old engine.. ;-; Is this game officially dead? I was really hoping to see this game through. It was pretty cool back then. I hope your programmer is in good health. I think I remember that he had a heart condition. Best of luck Irreverent. Hopefully some day I'll get to play this full version.. Some day lol

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IrrSoft Creator
IrrSoft

Hi, and thank you for your comment. During the last year and a half, the project had several troubles to keep going under development at the same speed as in the first months, due to the health problems of a team member, some personal issues, and lack of funding. However, after April this year, the situation changed and improved, making it possible for us to go back to work in the project at the pace we needed, reworking the original ideas, improving and adding to them, and making them work in a new version of 3:00am Dead Time. Today, we released a first image of that new version, and in the following weeks, we will share more info about the game and its development.

The project is not dead, it is about to come back with a new look, new gameplay, making it an improved, bigger and more complete game than ever before.

We thank your interest in the game, and hope to have you still following the progress in the next weeks. We have several surprises in store for all our followers.

Best Regards,
The Irreverent Software Team

Reply Good karma+1 vote
iEuropa
iEuropa

No more news ?

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IrrSoft Creator
IrrSoft

Hi there. The game is still in active development and being ported back to the newest version of Unity. We are trying to find new ways to get enough funds and resources to speed up the development and make the needed improvements. We need to get more funds, but the game is still in active development.

Kind Regards,
The Irreverent Software Team.

Reply Good karma+1 vote
Guest
Guest

great :)

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JJjoinut99
JJjoinut99

The demo for this was good, if a little short, but the concept sounds excellent. I'm really looking foward to the full release of this one!

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FrosTeDZ
FrosTeDZ

Youtube.com Here is my part 2 of my lets play and I finished the hospital area :3 be proud of me

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3:00 am  Dead Time™
Platforms
Windows
Developer & Publisher
Irreverent Software™
Engine
Unity
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Horror
Players
Single Player
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Indie
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Latest tweets from @irrsoft

8hours 37mins ago

Today's last tweet...small in-game turntable for #3amDeadTime #gamedev #teaser #indiedev #madewithunity #horror T.co

9hours 31mins ago

For #3amDeadTime we have 1st and 3rd person views ready...but which one you prefer? #gamedev #indiedev #horrorgames

10hours 18mins ago

Meanwhile, new #animation test for #NuclearMonsters. Kongo, strong punch. #gamedev #indiedev #madewithunity T.co

10hours 39mins ago

Making some #optimization to #3amDeadTime. So far, we are getting a steady 60FPS in stress heavy parts of the game. #gamedev #indiedev

12hours 44mins ago

A test/proof of concept for the 3rd person gameplay in #3amDeadTime. #horrorgames #indiedev #gamedev #madewithunity T.co

14hours 13mins ago

Making destroyed variations for the ~45 buildings (so far) in #NuclearMonsters. #gamedev #3dmodeling #indiedev T.co

16hours 54mins ago

As a side #coding task for #3amDeadTime, I'm making a basic system for hair physics. Still early WIP, but will show soon! #gamedev #indiedev

17hours 31mins ago

#3amDeadTime. The sink, now in #unity3d. #3dmodeling #gamedev #indiedev #madewithunity T.co

17hours 52mins ago

Creating high detail, low poly props&models for #3amDeadTime, using @blender3d. #gamedev #indiedev #3dmodeling T.co

18hours 39mins ago

#3amDeadTime, about to finish the bathroom, working towards the #trailer. #gamedev #indiedev #horrorgames #indiegame T.co

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