$12.99No Time One Island, Every Era
Pick any year across three millennia, drive your time machine there, and juggle a story, odd jobs and past selves in a colorful open world.
Is No Time worth it?
No Time is worth it if…
- you want a sandbox where the destination is any date you type in
- you like stories with twists and do not mind a rougher edge around them
- you enjoy crafting, odd jobs and earning every trip through time
- you would rather poke at a strange world than follow a marker
Screenshots
Every date is a destination
The premise is simple and a little absurd: type in any date, hour and minute between 1 AD and 3033, hit the gas, and you arrive. Pine Island is the one open world, but it changes with the clock: the same town grows from early settlements into colonies and on into future megacities. Each era has its own stories, myths, quests, goods and even currencies, so a pocketful of shillings is useless in the wrong century. The day and night cycle comes with weather, seasons and special events, and Christmas looks different from Halloween. Go to a date you have already visited and your past self is there, walking the exact steps you walked. Keep your distance.
A story with room to wander
The main story runs about 12 hours and it is genuinely good: plot twists, memorable characters, and your best friend Edward, whose scientific affairs keep pulling you back into the machine. Because you can time travel, nothing rushes you; the plot never forces urgency, yet it keeps you wanting to know what happens next. Around it sit side stories, mini jobs and a narrator you can apparently annoy. The tone is playful, full of nods to time travel movies and easter eggs, and the dialogue is funnier than the simple art style suggests. It is a story game that trusts you to get distracted, and rewards it.
Survive, craft and earn your fuel
You need fuel, food and money, and the island provides ways to get all three. Crafting covers everything from strange weapons to time chips that reach special locations in time. Odd jobs change with the era: flip burgers in the future, work as a blacksmith's apprentice or deliver mail in the past. Hunger keeps you stocked up, your car needs repairs, and the machine itself can be modified to your liking, with Workshop support for sharing your builds. You get better by playing, not by reading a manual. Saving is manual, so press it often or you will redo work.
Can you play with friends?
Can you play it solo?
Yes, and most of the game is built around it. The main story, side stories, crafting and jobs all work alone, and the time machine co-op is an optional extra rather than the core. If you only ever play singleplayer, nothing important is locked away.
What do you actually do in the machine?
You run it yourself, from the driver's seat. Load a uranium tube into the reactor, set your destination date, and floor it; the speed matters. After landing you cool the reactor down, or the car can blow up. Interactions inside the car work without menus, you stash loot physically in the trunk, and you can borrow era-appropriate transport like horses or old cars once you arrive.
Is it finished?
Not quite: it is in active development, and some parts are marked as work in progress. The main story is playable and substantial, but bugs exist and saving is manual, so save often. What is there already runs deep, and updates keep adding and reworking content.























