Overtime
Late join a shift in progress, up to 7 players, 31 of the game's own bugs fixed, 156 new customers, set piece nights, stories that run across a save, and a store that remembers what you did. Host decides.
| Date uploaded | 2 weeks ago |
| Version | 1.1.1 |
| Download link | Vippy-Overtime-1.1.1.zip |
| Downloads | 128 |
| Dependency string | Vippy-Overtime-1.1.1 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755Ice_Box_Studio_SAM-ModSettingsMenu
Adds a unified in-game mod configuration screen to the main and pause menus.
Preferred version: 1.1.0Ice_Box_Studio_SAM-ShiftAtMidnightLocalizationAPI
Shift At Midnight Localization API is a simple API module that enables mods to support multiple languages.
Preferred version: 1.0.0README
Overtime
Shift At Midnight with your friends, minus the parts that made you stop playing. Friends can join a shift that's already going, seven of you fit in the store, and the nights stop playing the same every run. The host decides, and a friend without the mod can still join and play along.
Playing together
- late join. a friend walks into a shift in progress and gets the night exactly where everyone else is
- up to 7 players, and the hunts get meaner the more of you there are
- the host's settings reach everyone, guests dont have to touch a thing
- nobody waits forever. someone afk at the bus, the report or the ready up gets moved along on a countdown
- spectate the others when you're dead, ping stuff for your friends, type in chat
- a better mic if you want it, and a key that gets you unstuck from anything
Nights that don't repeat
- 156 new customers, new drivers, hundreds of new reviews, phone calls and emails, all in the game's own voice
- cut people and lines the studio wrote and never shipped are back in
- anybody can be a copy now. the guy who's always been human, the task force, even the question you always ask stops working
- the story order shuffles around once you've seen a night, so knowing the run doesn't save you
- rushes, dead quiet nights, blackouts, old events coming back on nights you thought were safe
- set piece nights: a robbery, an inspection, the task force at the counter, the road closed, and more
- nine little stories that play out across a save and end on what you did at the counter
- a last night that answers for the whole run, and endless keeps going after it
- rare little moments for people who've finished the story a few times. a first timer reads them as a normal tuesday
The store remembers
- shoot somebody and their family might come looking. or ring. or the deputy does
- let a copy through and it might come back later wearing a face you know
- keep your hands clean and the regulars warm up to you
- leave someone waiting at the counter long enough and they walk out. some of them come back, annoyed
- the manager leaves you orders, pays a bonus for them and docks you when you blow it
- the decorations actually do stuff now, and the store shows what happened in it (candles, missing posters, mud walked in)
Things that want you
- leave a door open and the night notices. something starts standing outside it, a bit closer every time you look
- the stuff that just stands there staring sometimes stops standing there
- stalkers. mid shift, something you've only ever seen standing around comes for you. its not a hunt, the night keeps going
- the broken down car isn't always the trap anymore. check the hood, push it from the trunk, and it rings on other nights too
Chaos mode
A third choice when you make a save, under Story and Endless. Endless from night 1 with everything on at once: crowds, dancers, rats, three Puberts, and the scary stuff saved for the last waves. Take Overtime off and it's just a normal endless save.
Also
- the hose puts out fires and washes off cobwebs, mud and graffiti. customers don't love getting hosed
- a pile of the game's own bugs fixed: the shelf lock, the report screen stuck on someone who left, the dead pause menu, the quit hang, the Video settings crash, the cow only the host could see, the splash on Linux and Steam Deck
- straight answer on frame rate since you'll check: same fps as vanilla. it does not make the game faster and I'm not going to pretend it does
Install
Grab it with Gale or r2modman, it pulls in BepInEx, ModSettingsMenu and LocalizationAPI for you. By hand, you need BepInExPack_IL2CPP 6.0.755 and those two, then drop the zip's BepInEx folder into the game folder. Everyone should have it for the full thing, but a friend without it can still join.
Settings
Everything is in the pause menu under ModSettingsMenu and applies live. The ones people actually touch are Late Join Mode, Story Variety and Scares right at the top, Stalkers under 40 Scares and Roadside Calls under 45 Story Variety. Show Who Is A Copy in 90 Advanced is for testing and spoils everything, so it's off.
If it crashes
Zip up the newest folder in BepInEx/Overtime-logs (a crashed one ends in -CRASHED) and send it to me on the Discord.
Chat, ping, the late join catch-up and the new people need Overtime on both ends. Don't run it with another more players mod, it does its own.
A note from Vippy
This is the first thing I've built for Shift At Midnight and it got out of hand in the best way. It started as "let my friend join late" and turned into a couple of very long nights reading the game's code and putting back what the studio wrote and never shipped. If something's off, or you've got an idea, Vippy's Discord is where I am, and new builds land there before Thunderstore. Ko-fi if you want to keep the lights on.
One more thing, and it's personal. My cat Boe passed away this week, three years old, after a short fight with cancer. He was the most loving animal I've ever known and he spent his last two days getting spoiled rotten. The vet bills were a lot. If you can spare anything, or just share it, here's the GoFundMe. Thank you either way.
CHANGELOG
Changelog
1.1.3
Fixed
- voice chat could die for a whole night and nobody heard anybody till the report. that one was us, sorry. its fixed
- customers on borrowed bodies said stuff about there clothes and face that wasnt true, like a guy in a tank top saying overalls. humans match how they look now, only copies lie about it
- a few people had ages that didnt fit there face, fixed those too
- some copies counted as human and some car drivers took the cars kind instead of there own, so shooting the right one cost you. it doesnt anymore
- the nurse in the car with no engine is in a diffrent car now
- the deputys plate said a black hummer and he drives a blue station wagon. that one and another wrong plate are fixed
- a few copies told a lie you couldnt actually catch, they slip on somethign you can see now
Changed
- if voice cuts out for someone the log says why now, send it to me if it happens
1.1.2
Added
- mimic. it listens to everyone talking, yours too, and every so often something says it back. out in the trees, out of a customers mouth (usually not a human one), somewhere behind you in the store, and once in a while right behind your head. its your friends actual voice, just a little wrong. on by default, one setting (Off, Rare, Sometimes, Often). nothing gets saved, its all gone when you leave
- stuff out in the woods. crying, someone singing way off, things growling, all far out in the treeline and never close. everyone hears the same thing
Changed
- the config was way too much. its under 20 settings now, the stuff you'd actually change (who can join, how many, scares, story variety, your keys, the fixes). everything else just runs on its default. your old config gets cleaned up on update and keeps what you set on the ones that stayed, the log says if something you changed got reset. solo uses the same Story Variety and Skip Tutorials as your lobby again
1.1.1
mostly fixes from Ender's run, thanks Ender and everyone who tested
Added
- afk people dont hold everyone up anymore. the bus, the report, the notes, the id check, the generator and the lobby ready up all count down once the first person is done
- stalkers. once in a while something you've only seen standing around comes for you mid shift, and the stuff that just stares can turn too
- the hose puts out fires and washes off cobwebs, mud and graffiti. customers dont love it
- chaos mode, a third choice under story and endless. everything happening at once from night 1, in waves
Changed
- leave a door open and something starts standing outside it, closer every time you look, and the lights go out one by one. every door runs the same clock now and the game tells you which one is open. pets and customers leaving it open dont count
- the broken down car has a hood and a trunk now, isnt always the trap, and rings on other nights too
- Story Variety Auto goes night by night, a night is the games own the first time you play it and can change after
- the task force can be copies alot more often, hunts come from different sides, and night 11 isnt a massacre anymore
Fixed
- the shrine bucket vanishing and leaving the night unfinishable
- doors, barricades and the notice board were out of sync for late joiners
- people on the wrong bodies, borrowed cards with someone elses signature, copies talking as the old copy, humans with a blank reason on the report
- the managers orders all saying 0, and his order stuck at the top of the screen all night
- the car's hold E prompt vanishing, and guests never seeing what the hood said
- the hose didnt work if your standing right next to the fire, which is kind of where you stand
- controller players counted as afk, junk props that didnt belong, and a pile of smaller stuff
1.1.0
Fixed
- the game freezing mid night (for me it was right as I opened the poster). wasn't the poster, it was us. the first perfect review of the night checked if a customer had been in before and counted through like 2 billion nights to find out. only checks nights the save actually has now. this was in 1.0.4 too, sorry
- hosts kept crashing mid shift in 1.0.3/1.0.4. best guess is the studio mic at 510 kbps, so Studio Mic is off by default now and 64 kbps if you turn it back on. your old config gets it turned off once on update, flip it back on in 55 Voice if you want it
- getting stuck at the computer and on ID cards. a customer finishing a line while you held a card let go of you, so putting the card down also opened pause, and after checking the computer tab stopped working. both fixed. if you still get held by a screen thats gone or lose your camera, it frees you after a few seconds
- guests never saw the cow, the game only spawns it on the host. guests with Overtime see it now
- more than 3 players only made endless hunts harder. story hunts grow too now, the nights own monsters first then ones the save already met. first hunt of a save and the intro ones stay how they were
- a night that never sent its first customer just sat there empty forever. host kicks it off after a minute now
- guests without Overtime could see a review key instead of the actual review
- late joiners get the checkout already at the till, the patience bars, a call thats still ringing, and on endless the right scenery and date
- guests still got an error when the end of day report closed
- the managers orders with a number in them all said 0 ("the reviews tab needs to say 0 stars by close"). the games own text lookup was filling in its own number before ours got there. they say the real number now
- quitting on night 1 and loading back in dealt a totally different cast. keeps the first one now
Changed
- copies lie in their own voice now instead of saying their humans lines word for word with one thing wrong
- solo keeps its own Story Variety and Skip Tutorials instead of whatever your last lobby had (Solo Story Variety, Solo Skip Tutorials)
Added
most of this needs Story Variety on Full, which Auto gives you once you've beaten the story.
- set piece nights. 3 or 4 nights a save built around one big thing: a blackout, the task force stopping by, a crew of thieves, regional watching the cameras, a night thats mostly copies, all the regulars coming back, a rush, the road closed. the phone and email tell you which one (45 Story Variety / Set Pieces)
- stories that run across the whole save for 9 of the regulars (Lyle and Nadine, Earl and his cow, the Pike brothers, the deputy, etc). they start early, follow up with a call or an email or another visit, and end later depending on what you did at the counter. 6 a save by default (46 Consequences / Story Arcs)
- the store has a life. the manager leaves orders most nights and pays or docks you for them, and the store shows what you did, missing posters for poeple you shot, flowers on the doorstep, last nights review pinned up, employee of the month (48 Store Life)
- night 13 depends on your run now, who comes in for the last time, who calls, what the reviews say. the ending itself is still the games. endless after beating it is more of a post game now, its own calls, people coming back, milestones, and it gets stranger the longer you keep the store open (49 Endgame)
- patience bars from night 6 by default instead of only on the last night, so people you leave at the counter actually walk out (45 Story Variety / Patience From Night)
- less to count on. the broken down car on night 1 can be the trap, an actual breakdown, or a copy at the wheel, hold interact on the hood to find out. the numbered customer moments (dumpster, ambulance, Pubert, the pumps, the dentists) land a bit off each time, story hunts mix up the monsters, and the nights car can show up whenever
- open doors. leave the back door, side door or loading bay open too long and it starts warning you. shut it and your fine. ignore it and somethign happens, and you'll know it was the door (45 Story Variety / Open Doors)
- the manager can call about someone coming in tonight by name
- the last 10 launches' logs get kept in BepInEx/Overtime-logs and a crash gets marked, and if the game freezes it writes down what it was doing while its frozen. check "After a crash or freeze" in the README
157 new customers, 105 calls, 263 reviews and 52 emails total now. english only still
1.0.4
Fixed
- The host could crash mid shift. We still don't know what was dying (it happened on a checkout with no error written anywhere), but everything Overtime does on the host now leaves a line in Overtime-diagnostics.log before it happens, so if it crashes again that file says what was going on. The mod's own network messages also refuse to go out when the game is shutting down, from the wrong thread, or oversized, and there's a switch to turn them off (90 Advanced / Mod Channel).
- Skip Tutorials set to Always could leave night 1 dead: the computer off, the gun stuck behind "finish the tutorial" and no customer ever coming. Night 1's tutorial is what starts the night, so it always runs now. Skip Tutorials still skips the car tutorial and the wait after Start.
- Crystal Compton showed up with three different names as a human (Craig, Grace and Greta had the same problem). They hand over their own card again, and every human now has to have one identity across speech, card, database and report or the build fails.
- Shooting one of the new people wearing someone else's body marked the body's owner dead for the rest of the save.
- Late joiners got blank signs, [PLAYER_NAME] instead of names, an error on every checkout, and thought an endless save was story mode. All sent to them on join now.
- The six cut customers (Doug Kramer, Aaliyah, Marjorie, Diana, Karen, Dimitri) and the plaza firefighter never actually showed up. They do now.
- The host never updated the lobby info because Overtime couldn't find Steam on Windows.
- A hunt could flood everyone's log with errors from the game's own detection arrows.
Changed
- Nobody is safe to assume anymore. Most of the cast can now come in as the other kind: people who were always human can be copies, copies can be the real person, the task force included. Each save decides for itself (about a third of the people you meet by default, more for a host who's finished the story).
- A copy doesn't always slip the same way. The same person can be caught on a different detail in a different save.
- Everyday customers can come from anyone you've unlocked, not just that night's usual list, and the game's unused copies (the uniform, the backwards one, the missing hand) turn up early.
- Lyle's copy comes on his second or third visit depending on the save.
Added
- The game remembers. Shoot a human and their family might come in asking about them, or call. Keep shooting and the deputy calls, the reviews notice, and business gets quieter. Let a copy through and it might come back later wearing someone else's face and greeting you the exact same way. Keep it clean for a few nights and the regulars warm up to you. (46 Consequences)
1.0.3
Fixed
- Two copies of Overtime never actually talked to each other. The message key was being cut short on its way out, so every hello got thrown away on arrival, and guests were listening for the host under the wrong player number anyway. Settings, chat, pings, phone calls on guests, late join catch-up and Skip Tutorials all ride on that, and now they work. The host checks the line to itself when the lobby loads, and a guest who never hears back says so.
- A dev build could wipe the new people off a machine (their lines, cards and report rows) and leave just the DLL. That's where the "Name" and "Head1" answers, the ID card still showing the last customer and the blank rows on the end of night report came from. The build can't do that anymore, and the mod checks every person at launch and stands the new content down if anything is missing instead of half running.
- ID cards never keep the previous customer, and report rows for the new people are never blank.
- Rejoining said "lobby full" off Steam's old count from before you left. It asks Steam again first now.
- Getting stuck in menus. Overtime was turning pause back on every time any customer finished talking, including while you were on a shelf, the computer or an ID card, so one Escape closed the thing and opened the pause menu on top. It only steps in for the one case it was meant for.
- A customer walking up to talk to you, or someone else's customer dying, could leave you unable to move or look. Fixed both ways.
- Video settings Back on the main menu crashed the game with ModSettingsMenu installed. The button goes straight to the game's own back now.
- The lobby shows the right night again, a guest's host-only settings are labelled as the host's, and a slot a guest left is forgotten before someone new takes it.
- A bunch of the game's own errors: guests trying to send host-only calls on the spin wheel and hunts, shooting Pubert, the report closing, customers leaving after they despawned, the mic picker, and "failed to join" when the host just left.
- The console and Chatter both wanted the Return key in the same frame. They take turns now.
Changed
- Story Variety now has an Auto setting (the new default): Full for a host who's finished the story, Light otherwise. Night 1 isn't fixed anymore, just Clyde's lesson is. Full moves the beats people have memorised: who comes which night, which version of them, whether the one you know is a copy this time, when the events land.
- Skip Tutorials also cuts the wait after pressing Start, and says what it skips.
- New people ramp up over the run instead of a flat two a night, and every night has at least one thing that wasn't there before. Calls, surprises and old events land at different times each night. The wanderer, the cow and the second coin are on by default.
- If a guest doesn't have Overtime the new people stay home (they'd have no lines on that guest's screen) and the host gets one note about it in their own chat log.
Added
- Dozens of new people. Regulars with stories that play out over several nights, a deputy, a twin, people whose body is the giveaway, and versions of people you already know that don't behave the way you remember.
- 9 more phone calls, 37 reviews (some about people you actually served that save), new hints.
- Nights that play differently: rush, dead quiet, power trouble, regulars, double shift. Old events come back on nights you thought were safe.
Thanks Izzy and Ender for the night 7 run.
1.0.2
- The Start button was gone from the create lobby screen. The two Overtime rows (Story Variety, Skip Tutorials) were being stacked under Max Players and everything below shoved down to make room, on a screen that already runs edge to edge, so Start and Back ended up below the bottom of the screen. The two settings now share the one row where Start was, and Start and Back sit side by side where Back was. Nothing goes lower than the game's own layout did, a setting there is no room for stays in the settings menu, and if the screen ever measures wrong Overtime leaves it exactly as the game made it.
1.0.1
-
The new customers were coming in wearing the wrong people. Rimple was walking in as Marjorie, Crystal Compton as some guy. Everyone who already exists in the game now uses their own body, and the new faces each stick to one. A borrowed face also won't show up on a night its real owner is in.
-
Doppelgangers from the pack weren't counting. If you let one through you didn't get the "you let one complete", and shooting one would've cost you like a human. They're flagged properly now, on the host and for everyone who joins.
-
Four of the new people (Craig, Crystal, Grace Wong, Greta) have no body of their own in the game's files, so they come in on a borrowed face and don't hand over a card. No card, nothing to contradict.
-
The game pauses itself when its window isn't focused. That's the launch hanging on the Kwalee splash if you tab away, and it's the whole lobby freezing when the host tabs out. It keeps running now.
Thanks Ender for catching all of this on day one.
1.0.0
Initial release.