Showcase – Asen Barracks

Asen Barracks are small living quarters with a training ground for human-sized Asen-Races such as Nagas and Valkyrjas where they learn or practive fighting techniques either by practices fights or through an instructor, eat there Sudamis or just slack around a bit. Sometimes even a curious Dragotaurj comes by to settle down and eat some of the pumpkin like fruits while watching.

Showcase - Asen Barracks Showcase - Asen Barracks Showcase - Asen Barracks
Showcase - Asen Barracks Showcase - Asen Barracks Showcase - Asen Barracks

Ingame you will be able to train Sword Sisters, Yagers, Technicians and Assassines in this building. You will also be able to purchase various upgrades for these units in there such as the Jump-Ability for Sword Sisters or Tunnel-Digging for the Technician.

Showcase - Asen Barracks Showcase - Asen Barracks Showcase - Asen Barracks
Showcase - Asen Barracks Showcase - Asen Barracks Showcase - Asen Barracks
Showcase - Asen Barracks

New Commander UI – Concept WIP

The past months I was heavily reworking the whole game concept. Yes, the game will still be an RTS-Action-RPG hybrid game, but instead of mimiking parts of C&C, I decided to create a game that you have never seen before. (NOTE: Everything is WIP!)

Lets leave the estetics aside for a moment, because I know the current screenshots look like shit. What I do want to show you however is how the new UI works in Third-Person and now even in First-Person(!). The Commander UI will be a immersified as windows of a holo-interface surrounding you. Each window has its own functionality: e.g. their is a window displaying your current inventory, another shows a strategic map, another the game menu from which you can control your games settings ect. But the most exciting window in my opinion is the RTS-Interface in which you can play the game like an RTS while you are in Commander mode. You can still change back into full RTS mode like you are used to in a real RTS game and control everything from there, but if you are roleplaying in Commander mode and want to give some quick commands or just want to play the game immersively or for whatever reason, this is for you!

Holointerface Concept - the new UI in a nutshell RTS in First Person Mode - New UI System WIP

Tit-Bonus? - Screenshot in First-Person

First Infantry Unit in the Game – the Yager

I think it is about time to expand the gameplay with infantry units. The Asen warriors are the strongest in the game and most of their models was already complete so I decided to start with them.

The Yager is an anti-vehicle warrior armed with a so called Qi-Lance. She is fast and deadly for all vehicles and aircrafts, but she has problems with base defense as she will be dead before she gets in range due to her light armor.

Welcome to Hell – New Gamemode, new Map

The last update was about 2 weeks ago, but I was not lazy during that time. Among new units I wanted to introduce to the game there will be a new gamemode with a new map as well – a Volcano map for one player playing against waves of AI. The upcoming changes also incluse an update to the XML files which will be handy for modders to create their own gamemodes. Build 1.4.2 will be released on Halloween. ūüėČ

Welcome to Hell - new Gamemode, new Map Welcome to Hell - new Gamemode, new Map

Welcome to Hell - new Gamemode, new Map Welcome to Hell - new Gamemode, new Map

Welcome to Hell - new Gamemode, new Map Welcome to Hell - new Gamemode, new Map

Welcome to Hell - new Gamemode, new Map

Pre-Alpha 1.4.1 Download + Changelog

Hey guys,

I am sorry for the delayed update, due to some RL business, but now the new Update is finally online. Download and have fun. ūüôā

‚¶Ā¬†¬† ¬†Animations for Ragnarok: Walking forward / backward, Transforming, Attacking, Jumping, Strafing left / right and Crouching
‚¶Ā¬†¬† ¬†Radar Input: Clicking onthe Radar map now brings your Camera to the point you clicked
‚¶Ā¬†¬† ¬†Right-Mouse scrolling cursors
‚¶Ā¬†¬† ¬†Units and Structures are now visible on Radar

‚¶Ā¬†¬† ¬†Falling system: Aicrafts are now falling down when they die instead of vanashing in the air
‚¶Ā¬†¬† ¬†Improved altitude system
‚¶Ā¬†¬† ¬†Improved Commander mode camera handling
‚¶Ā¬†¬† ¬†Improved Right Mouse Scroll: Now the scrolling orients at the point where you hit the right mouse button rather than using the screen center as reference
‚¶Ā¬†¬† ¬†Increased Right-Mouse-Scroll speed
‚¶Ā¬†¬† ¬†Lockstep game turn rate changed from 20 to 40 turns per second
‚¶Ā¬†¬† ¬†Optimized Camera and Controls in Commander Mode

‚¶Ā An issue where a Commander model was not rotated correctly in Commander mode
‚¶Ā¬†¬† ¬†Sometimes Ragnarok was rotating uncontrollably
‚¶Ā¬†¬† ¬†While in Commander Mode, the locomotion system was slowing you down

Pre-Alpha 1.4 Changelog

Changes that are coming with Pre-Alpha 1.4.

‚¶Ā¬†¬† ¬†Animations: Eliminator Idle and Selected state
‚¶Ā¬†¬† ¬†Grid-System for indicating where a structure can be placed
‚¶Ā¬†¬† ¬†Icon: Dropship
‚¶Ā¬†¬† ¬†Icon: Kubus
‚¶Ā¬†¬† ¬†Map “Orbital Patrol” for Skirmish
‚¶Ā¬†¬† ¬†Nuke FX
‚¶Ā¬†¬† ¬†Prefered Fire distance setting
‚¶Ā¬†¬† ¬†Space Fights gamemode (Basic gameplay and RTS controls)
‚¶Ā¬†¬† ¬†Structure placement sound
‚¶Ā¬†¬† ¬†Unit: Atlas (UNI Space Station)
‚¶Ā¬†¬† ¬†Unit: Badger (UNI Miningship)
‚¶Ā¬†¬† ¬†Unit: Crusader (UNI Attack-Fighter)
‚¶Ā¬†¬† ¬†Unit: Onura (UNI Industrial Commandship)
‚¶Ā¬†¬† ¬†Unit: Prophecy (UNI Commandship)

‚¶Ā¬†¬† ¬†Camera Settings: models and textures look sharper now
‚¶Ā¬†¬† ¬†Holding “F” key now lets the camera smoothly follow selected units while reeasing the key lets it jump like it was before
‚¶Ā¬†¬† ¬†Improved Commander Mode Camera handling
‚¶Ā¬†¬† ¬†Improved Commander Mode Character controls
‚¶Ā¬†¬† ¬†Improved Music Playback system
‚¶Ā¬†¬† ¬†Improved Obstacle Avoidance
‚¶Ā¬†¬† ¬†Improved Resource Gathering
‚¶Ā¬†¬† ¬†Improved Tooltip System
‚¶Ā¬†¬† ¬†Improved Weapon Performance a bit
‚¶Ā¬†¬† ¬†Overall improvements of the structure placement system
‚¶Ā¬†¬† ¬†Power production of Tech-Power Plant has been changed from 120 to 300
‚¶Ā¬†¬† ¬†Prepared the Main Menu for upcoming Shellmaps
‚¶Ā¬†¬† ¬†Removed Naval-Warfare and Space-Fightes gamemodes – they are now part of Skirmish mechanics
‚¶Ā¬†¬† ¬†Renamed: UNI Fighter into Hawk Fighter
‚¶Ā¬†¬† ¬†Revamped vehicle explosions
‚¶Ā¬†¬† ¬†Structure placement dummy and grid can now be placed and rotated freely
‚¶Ā¬†¬† ¬†The Options menu, that currently only displays the controls, now has a”Back” button to close it
‚¶Ā¬†¬† ¬†Tech-Power Plant now explodes with a huuuge booom

‚¶Ā¬†¬† ¬†A potential performance bottle-neck related with harvesters searching for resources in Space FIghts
‚¶Ā¬†¬† ¬†An issue where looping audio sources were not moving with the object using that sound
‚¶Ā¬†¬† ¬†The camera got resetted each frame when while the Commander unit was dying
‚¶Ā¬†¬† ¬†Unit AI was not engaging foes when a nearby friendly unit was attacked
‚¶Ā¬†¬† ¬†You were unable to close the Options menu while in game

Known Bugs / Issues:
‚¶Ā¬†¬† ¬†AI is not using the new placement system and therefore it might place structures like a maniac (a proper fix will be in the next build)

Pre-Alpha 1.3.1 & Changelog

Pre-Alpha 1.3.1 is now available for download and play.

Please, report all bugs you might find so I can fix them in the next update. Thank you in advance. Now for the Changelog:

‚¶Ā¬†¬† ¬†Icon: Sentry Core
‚¶Ā¬†¬† ¬†Icon: Citadel
‚¶Ā¬†¬† ¬†Icon: Citadel Omega Laser
‚¶Ā¬†¬† ¬†Perk: Omega Laser for the Pandora’s Citadel
‚¶Ā¬†¬† ¬†Music: “Willow Tavern” for Asen
‚¶Ā¬†¬† ¬†Music: “Stellar Sphere” for Pandora Forces

‚¶Ā¬†¬† ¬†Enabled unit deaths
‚¶Ā¬†¬† ¬†Laser of the Citadel is now available after unlocking the “Omega Laser” Perk.
‚¶Ā¬†¬† ¬†Icon: Siege Tank
‚¶Ā¬†¬† ¬†Icon: Butcher
‚¶Ā¬†¬† ¬†Icon: Striker
‚¶Ā¬†¬† ¬†Icon: Eliminator
‚¶Ā¬†¬† ¬†Icon: Hailstorm
‚¶Ā¬†¬† ¬†Improved Landing mechanics a bit
‚¶Ā¬†¬† ¬†Improved Audio system a bit

‚¶Ā¬†¬† ¬†Siege Tank Animations
‚¶Ā¬†¬† ¬†Units / structures targeting and firing the ground
‚¶Ā¬†¬† ¬†Sentry Core was not returning to Power Plant or Citadels range
‚¶Ā¬†¬† ¬†UNI Fighter was sliding away on Airfield
‚¶Ā¬†¬† ¬†UNI Fighter was unable to attack objects
‚¶Ā¬†¬† ¬†Looping sounds now stop playing if they are out of range
‚¶Ā¬†¬† ¬†Looping sounds were not moving with its source
‚¶Ā¬†¬† ¬†An Object was able to place all instantiated sounds of a certain type in one position

Dev-Blog #9 – Pre-Alpha 1.3

Hello guys,


The last update was a few months ago and alot of stuff has changed since then. The most important thing was the release of Pre-Alpha build 1.3 which took more time than I anticipated, due to alot of changes. One of the biggest is my new workflow. My old way of doing things was – for example – to complete a model with all its textures. This took me alot of time and especially for models and textures of the CFA design it has eaten up much of my motivation. So instead of working slowly for a few weeks on a single model, you will see more unfinished work that will be completed during the games development – hopefully done by artists that are more capable than I am.



<< Version 1.3 >>


I recently made a small gameplay video showing the latest progress presented in the build 1.3. It shows most of the new features, like the Kubus, Sentry Cores and the CFA Dropship as Command Center.



There is quite some stuff new in this game, like the Dropship of the Diploducas / CFA, the Sentry Core and Kubus for the Pandora Forces and tons of new music tracks licensed for this game. If you are new to RTS gameplay or don’t really understand the gameplay of Timeless War yet, you can also activate AIA by pressing the “Q” key while ingame and learn from the AI system, even though it is still in development (more info about the AIA system in Dev-Blog #8. ūüėČ For a full list of all the changes, please take a look at the Change-Log of build 1.3:

Change-Log Pre-Alpha 1.3

You can download and play the Pre-Alpha 1.3 here:


<< Pandora Forces Defensive System >>


I talked about the Kubus in Dev-Blog #8, so I continue with their turret:
The Sentry Core is part of the Pandoras’ defensive system called Remote Turrets. They need a power source in close proximity – a Power Plant, Command Center, large combat space ships like Dreadnoughts, or a Siege Tank in Power Supply Mode (the latter is in development) – to be able to activate. While active, the Sentry Core can be selected and moved around like a unit and attack enemies in range. It even will be able to travel trhough all your base to engage intruders in your base. Right now the turrets stay at their place and feed all enemies in range with blue plasma bullets. But if they get inactive somehow, they have to be brought back in range of a power source. This is one thing I am currently working on.

Icon of the Sentry Core

For Battleships and Dreadnoughts those guns will be alot bigger with a devastating fire power at long range, however they will work the same way and can be destroyed to cripple that space ships punch. More about that once Space Fights are implemented. ūüėČ



<< Mobile Construction Vehicle >>


At the moment, the CFA Dropship is just another structure with no other purpose than building new buildings. Later this will change so the Dropship will suit the CFA’s aggressive gameplay: At the beginning of a match the Dropship will have an animation to make it land and deploy like a MCVs or Crawler known from the C&C series. Once the spawning animation is complete you have two options. First cou can start building structures in which case the Dropship would abort construction if you want to take off and place it somewhere else. Alternatively you will have a perk that allows you to leave the Construction Vehicle on the ground and take off while you can still build stuff. The perk will also unlock an Upgrade for the Dropship to create a new construction vehicle inside its cargo bay. That means after deploying again, the Dropship will leave another constructure vehicle at place. This mechanic will come very handy if you need to quickly expand in your enemies back while leaving the old base as a decoy or simply to attack from two fronts. And while the ship itself is on the move, it will be able to transport light units across the battlefield. Besides, the hatch on the top side of the aircraft will be an utility slot for upgrades that vary with the choice of your Commander.




<< Having Performance Issues? >>


While having some test games, I realized that the game can be laggy at larger battles. Do you have made the same experience? I am trying to address all the performance bottle necks and fixed quite a few of them in build 1.3. Additionally I will make use of Multithreading, a methode to split code into single threads which then can be computed by additional CPU cores of your machine. Currently it is just done by the Unity Engine for Pathfinding calls of units, which are only triggered every 0.5 seconds after an unit was created and they dont even take much time to process. So I was thinking that I could make use of alot of unused CPU resources to max out the games FPS count even on large battles. It technically takes just a few lines of code to implement and a bit more work to move Unity API functions which I have done quite alot so far. What do you think? Do you have any experience on that?



<< Pre-Alpha 1.3.1 >>


The next build will not take a couple of months to be done. Actually the release is planned for this week. For 1.3.1 I will fix some of the know bugs and other issues I might come across. Also I am very grateful if you could post any bugs you found in the comment sections down below, bugs I might not be able to find otherwise. I will try to fix them in later builds. The more details you present, the more helpful you bug-report will be.



Thank you guys for reading and I hope you like the latest Pre-Alpha. Stay tuned for more! ūüôā

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Change-Log of Pre-Alpha 1.3

Here is the change log for the upcoming Pre-Alpha version 1.3:


    • Music: More tracks added for Pandora Forces, Asen and CFA
    • Options Menu – only shows Keybindings for now
    • Panfora Forces Sentry Core
    • CFA Starting Building: The Dropship – it is still WIP and has not much fnctionallity yet


    • Structures can now be built and sold in Commander mode as well
    • Projectiles are now included in the deterministic framework
    • Improved projectile and object pooling for better performance
    • Improved the Radar system which now uses almost no CPU at all
    • Optimized locomotion system
    • Removed unneccessary colliders
    • Animation System: It is now much simpler but also more accurate and friendlier towards performance
    • Optimized Object status comparison
    • Reorganized Harvester AI
    • Revamped the docking system to make it work for Space Fights and Ground Combat – it still is work in progress
    • Most explosion effects are disabled for now – need to make some improvements


    • modAtkRate increased the ROF instead of decreasing it
    • Kubus took 3000 seconds to built and costed 30 $
    • AI was constantly passing orders to units without checking
    • Lockstep system was causing identification errors in targeting system
    • Ragnaroks Health bar disappeared after entering in 3rd-Person Mode and back in RTS mode
    • AI Attacks Cloaked Enemies
    • Unit AI didn’t discard a target that was out of range
    • Unit/Player AI didn’t acknowledge a cloaked and undetected unit as unattackable
    • Build List was flackering when another object was selected than a factory
    • Error caused by the docking system
    • Alot of isues related to quitting a running match
    • Player Color is now randomized if none was selected
    • An issue that made the cloud shadows shift while rotating the camera
    • AI players were unable to attack
    • AI of units wasnt working properly

Known Bugs / Issues:

  • AI places structures inside resource fields
  • Aircraft Docking is a bit awkward now
  • UNI Fighter slides away after docking
  • Unit AI Issues
  • Butcher Attacks are not triggered appropiately
  • Structure placement is disabled after holding right mouse to scroll fast
  • Sentry Core doesn’t reapproach nearby Power Plants or Citadels as intended after leaving its range
  • Units glide into each other after leaving factories
  • Hover locomotion of Pandora Tanks cause some jittering
  • Siege Tank animations not working as intended

The Download will be available this weekend. All that needs to be done is building the program and uploading it on IndieDB which usually takes a while. A real Dev-Blog will be published as soon as possible.

Announcement of Pre-Alpha 1.3

Hey guys,

the next Pre-Alpha is currently in progress. It will contain alot of fixes, new features and content. All that still needs to be done are a few textures for new models I added. For example the CFA-Dropship I posted quite some time ago (Image #1, Image #2) which will also be one of the new units. And since the animation system is now heavily improved, there is finally nothing stopping me from addingnew animatins as well as Asen units which require alot of animations.

I am not entirely sure when I can release Pre-Alpha 1.3, but it most likely be around this weekend or next week. So stay tuned. ūüėČ