Download link has been added to the first post.
RRU has been quiet lately. I figured I should share what I've done with Time Raiders so far since it's been many years since the last official partial release. This is my current TR build in progress, as-is, no refunds. I took the last week to make it "presentable" for all of you. Some things are very obviously not finished, but much of the game's elements are playable as intended.
The most complete things are raiders and vehicles. There are five raider classes that have slightly different stats. Specialized raiders cannot be teleported in missions, but you might start with them in some levels. Time Raider: normal. Scout: slightly smaller and faster that is unhindered by rubble and holds fewer tools. Technician: larger radar range, otherwise normal. Bruiser: larger and slower than the others but fires lasers extremely quickly (animations very incomplete). Mech Elite: all around better stats and can walk through water. You can preview all of them in the debug area of "The First Minute" or at the start of "The Walk of Life".
Vehicle designs are almost all done. Some, like the Digtank, have finished designs but don't have updated animations yet. Others, like the Transport Buggy and Wave Master, are 100% complete. Most will at least have their basic functionality, whether that's carrying materials (Transport Buggy, Armored Transport Truck, Wave Rebel), drilling (Digtank, Wave Master, Unraveler), or zapping monsters (Assault Cruiser, Howitzer). Upgrades are available for some vehicles, but I'm still working out which ones will get which upgrades. The Assault Cruiser and Transport Buggy have one upgrade each if you want to try them.
There are two levels that are considered complete for the kind of gameplay I want. Try "The First Minute" and "Crossing the Rift." The former is basically Driller Night. The latter is a basic crystal collection mission that requires you to build a Docks. You can test the Wave Master's drilling ability here. There are some walls on the coast that can be mined with it. Please note that clearing rubble does not generate ore here and raiders cannot clear rubble without Bulldozers. This is intended for the rest of the game and I want to hear your feedback on this. You can also try "Familiar Faces," but I think it's a bit too easy. Getting 100% is more difficult.
There is a debug room to the west of the starting area in The First Minute that can be accessed by using debug key Num+. to break the walls. That room contains nearly every vehicle and building in the game along with each terrain type. There is a monster emerge and trigger to the south of the buildings and inactive monsters in a cavern to the southeast. You can find the Rockwhale there. A note on Command Ships
The Tool Store for this game is a miniaturized spaceship that can move around. Some missions allow it to be mobile while others do not. You can tell if it's mobile for a mission if it moves off of its starting pad on its own. You may also run into other friendly command ships while playing. Jacred, one of the commanders stationed on the LDS Geloden, can be found and will help you by picking up materials and acting as a mobile teleport pad. These ships are the only vehicles that can move across lava. Also be careful when constructing buildings if your Command Ship is over water or lava. It will dump the barriers and materials into the liquid and render them unusable. You instantly fail any mission if the Command Ship is destroyed or teleported out.
Command ships are made mobile by making the building drive either the Hoverboard (for building ToolStation) or JacredBase (for building Geo-Dome) in a level's OL file. A note on spawning vehicles
All vehicles have an OxygenRate parameter now. This means you need to build more Support Stations in order to teleport them in, and having too many vehicles will prevent you from bringing in more raiders. The game will not tell you if you do not have enough oxygen to spawn a vehicle. It will simply not spawn until you build more Support Stations. Those buildings are much cheaper now in order to balance things out, and they may be resized so you can fit more of them in the caverns. Oxygen itself is being renamed as well. What you can do to help
Level design is my weakest area. Play around with the raiders and vehicles and see what works. I have changed many of the game's levels already, so you might make changes to those existing levels instead of creating new ones. I'm also not a great 2D artist, but I'm trying to get better with textures.