This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
3:00am Dead Time™
Platforms: PC
Languages: English, Spanish
Aug 5, 2016 @ 1:04am
Jun 14 @ 9:08am
Recent Announcements View All (19)
Monthly recap. March 2017
Monthly recap. February 2017
Dynamic Normal maps in Unity3D

One of the techniques we researched and included in the game was the use of dynamic normal maps for all the character expressions. This technique allows us to add a completely new level of detail to every character, making their expressions produce different wrinkles and finer elements to make them more believable.

To develop this technique in a way that didn't compromise the performance of the rest of the game, we had to once again improve our skin rendering shader, adding real surface scattering as well as translucency and support for 8 different expression areas. The shader was also reduced to have a DX9 version, much simpler, to guarantee that low-end PC's can still have a stable performance.

Developing each expression map for each character means a new 3D sculpture made specifically for this purpose. It is a difficult and time consuming process, but the results are completely worth it. While we are using this technique for the facial expressions, we have plans to expand its use to the character's clothes, environment effects etc.

Hair modelling

One of the most difficult parts of modelling a human character is the hair. While designing our characters we considered two different approaches for this problem. We could either go with DX11 level hair simulation through tesellation or use a less demanding approach with polygon based hair cards. We chose the later, as it frees more resources in the hardware that will be used for more complex effects, while keeping the game's requirements low enough for a better range of PCs.

Hair modelling is, as we said, a very difficult task. Each character has its very own hairstyle with an average of 300 to 2,000 hair cards which are individually placed by hand. The hair textures we use are also hand painted and designed for each character.

Then, the hair is rendered using our custom made shader using simple Kajiya-Kay anisotropic highlights approximation, basic translucency and volumetric lighting, as well as soft-edged alpha tested transparency.

Main Characters & this month's development milestones.

Finally, to end this recap of February's development, we want to introduce you for the first time to the 5 protagonists of 3:00am Dead Time.

They are, from left to right :

Erik Villalobos (voiced by Mark Daane), Sarah Green (voiced by Libby Moffett), Danna Williams (voiced by Lottie Dance), Matt Rodriguez (voiced by Michael Karrangus) and Naya Jindal (voiced by Madison Lee).

These characters have their very own stories and motivations, their own attitudes and findings during the story. From Erik's troubled past, to Naya's inquisitive attitude or Matt's carefree spirit, each one of them have a lot to contribute to the team and the investigation. During the game, playing as any of them will provide you with a unique insight into the different story, a unique perspective that, in many cases, can change the course of a mission.

Before the end of this article, let's us recall this month's milestones for the development of the game :

  • Full gamepad support for the game.
  • All shaders and graphics code was moved to DX11. The old features on DX9 are still supported as a fallback for low end PCs.
  • Localization system fully functional. English and Spanish languages are available in the game, with just the subtitles being added right now.
  • Voice acting for the first episode completed.
  • Facial animations and syncing to the voice acting is right now in progress.
  • New graphics code and rendering upgrades for the scenes and environments (in progress)
  • Paranormal creatures for Episode 1 are now ready, rigged and in the animation process.
  • Interfaces have been improved to work with gamepads and to be easier to navigate.
  • New character controller systems, more responsive.
  • New shading techniques for better facial expression, cheaper hair rendering and better lighting/shadowing.
  • New dynamic rendering system to improve the game's performance in ~60%
  • New dynamic settings adjusting to improve the game's performance.
  • New post process effects added.
  • 5 main characters finished, another 10 secondary characters for episodes 1 and 2 are in progress.
  • Animal characters ready.
  • AI in progress.

The plan for this month is simple. The artwork of the game will keep being developed at full speed, both in the secondary characters and the environments (pictures coming soon). We are developing several new techniques to improve the overall look of all the levels of the game. After this, private testing will start for the full Episode 1 to get it ready and as stable as possible for the Early Access Release on Steam.

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 March with another recap.

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

The Irreverent Software Team

Be a paranormal investigator working for a one of a kind TV show, facing the deadliest creatures and going to the most haunted places in the world. Will you survive?

From aliens to demons, from ghosts to poltergeists, the whole paranormal world is in 3:00am Dead Time. Free Demo Available

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. Many of them feature unique gameplay mechanics specific for them, and some occur even in broad daylight. 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 Flashback 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.


  • Multiple Episodes each one with different locations in the United States and across the world, 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.
  • Flashback and testimony episodes 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, 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.

With the game on active development and in Alpha, {LINK REMOVED} that will let you play a small section of one of the later Episodes, so you can test some of the main gameplay features.

Right now we have six episodes (each one with multiple levels) planned for the full game, with heavy work in the first two episodes already going on. Additional levels might be added depending on if we reach the stretch goals of this funding campaign. Taking into account the pre-Alpha length of a normal episode, the full game will be between 8 and 14 hours long for one branch of each mission's story and only in single player. The game has high replayability value. The demo we released represents less than 20 percent of the length of a normal Episode.

Remember to check out the game's demo and to share here your opinion and feedback (this is very important to keep developing and improving the game) and get ready for many new stories, hundreds of encounters and locations and to face the whole paranormal world in 3:00am Dead Time

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HellCow[ON] Jan 14 @ 4:38am 
Hey, if your interested i coud promote your game or/and if you need/want i test the game to write a review for it and find glitches/bugs if there are any.
Also i can get some more testers if necesary,

If your interested at getting promotion. Add me i in steam or send me a mail:

(My promotion is cheap and will give honost votes and toughts [No bots used] here is where i can promote your game: Gaming Until End Remember i dont push you if you dont want this just ignore/delete this post)

Happy New Year :)
Irreverent Software  [author] Sep 21, 2016 @ 4:40am 
@ForeverFurry Thank you very much! We are very happy as well, and will keep pushing the development forward at top speed. Right now, we are adding several Steamworks features and keep preparing the game for the Early Access here on Steam :)

Thanks again for your kind words and your support, it really means a lot :)
Have a great day!
IS2 Is Love Sep 21, 2016 @ 2:10am 
Congrats on getting thru greenlight :) really happy to see this game going forward on steam!
Irreverent Software  [author] Sep 19, 2016 @ 2:35pm 
Мясник - Hi there, and thanks for your offer! We are still in development with the game, but we'll keep your email to have you in mind once things are ready for further localization. Thanks again!
Мясник Sep 18, 2016 @ 7:37am 
Hello, I would like to offer you the translation of the game into Russian language, if you are interested, send me an email
Irreverent Software  [author] Sep 13, 2016 @ 3:28pm 
@Cthegamer Thanks! We are very glad to see you liked the game (and that you got scared!)
Also, thank you very much for sharing your video, we really liked it, and we look forward to watching more after the Early access releases and the full game, that we hope you'll enjoy as well :)

Again, thank you for your comment and support! have a great day :)
Irreverent Software  [author] Sep 13, 2016 @ 3:20pm 
@Luigi Es una pena saber que el demo no pudo funcionar bien en tu equipo, y es bastante inusual también dado que nuestra computadora de desarrollo es incluso menos potente en algunas áreas (usamos un Dual Core a 2.1Ghz). Es posible que se trate de algún archivo corrompido, o alguna otra incompatibilidad de sistema. Descuida, que nosotros durante el desarrollo del juego seguiremos mejorándolo y ampliando el soporte a más equipos, asi como optimizando el desempeño para tratar de hacer posible que disfrutes sin problemas de la versión completa. Muchas gracias por el reporte, y de nuevo, sentimos que no hayas podido disfrutar el demo de la manera planeada. Revisaremos los datos, y comezaremos a implementar optimizaciones más profundas. Gracias de nuevo, y saludos!
cmodYT Sep 13, 2016 @ 3:18pm 
Very cool horror game! Hey guys just did a let's play of the demo! Check it out!
Luigi Sep 13, 2016 @ 2:28pm 
@Irreverent Software - Puse todo al mínimo y desactivé las movidas de abajo y ni tan siquiera así. No va fluido y es injugable para mí. :( Por si os sirve el dato, este es mi equipo:
Proc: Intel Core Quad Q9550 @ 2.83 GHz
OS: Win 7 64 bits
ATI Radeon HD 5500

Irreverent Software  [author] Sep 13, 2016 @ 11:18am 
@Luigi Siguiendo con el comentario anterior, aquí también te dejamos los requisitos mínimos :


Procesador : AMD A4 3300M (Dual Core 2.4 Ghz). Intel Core i5 2.2Ghz Recomendado.
OS : Windows 7/8/10 (64 bits)
RAM : 4GB RAM. 8GB Recomendados.
VRAM : Tarjeta gráfica con 512 MB en VRAM y soporte DX9, recomendados 1GB en VRAM y soporte DX11 (nuestra tarjeta de desarrollo es una AMD HD6380G en una laptop)

Gracias de nuevo por comentar y por tu apoyo, saludos!