YES. That's TRAVELLER. My statement was referring to other games, in response to the claim that "most" game settings move through internal time with published materials.
Until FASA, who were Traveller alumni, tried a variant of the calendar trick with Battletech and Shadowrun, or the player-driven disaster that was West End's TORG, RPG settings that weren't Traveller were presented as essentially static.
A number of other games did likewise in the 80's. It's not unique to, nor original to, Traveller.
Essentially, Traveller didn't have a timeline advancement until 1980 or later. It didn't have a timeline until JTAS 2, really. And Loren gave us a specific printing date: 274-1105. But I'll note that the included events are all set prior to Issue 1's 183-1105 date.
So JTAS 2 starts shareing the timeline in Oct 1979, with events set in Apr 7 & 11. That 101-1105 is probably the most overlooked setting tweak:
JTAS 2 p5 said:
⑆REGINA/REG~NA (0310-A788899-A) .Date: 101-1105
¶ Close on the heels of the joint announcement by General Shipyards and Tukera Lines that L-Hyd drop tanks would soon be manufactured in the Regina subsector, came word by express boat fromsthe Imperial core that a decision has been made to deploy Jump-6 L-Hyd drop tank express boats on all major express routes. Initial feasibility studies indicate that such a system could average jump-5.5 per week by executing maximum jumps where possible, and leaving current xboat units t o disseminate information between the new major relay points. The system is expected to cut communicationtime to the lmperial hub to under 25 weeks. The Initial System Deployment Schedule indicates that the Regina subsector can expect to be fully integrated into the network within a decade. Ω
As to others. About the same time, the boardgame
Starfire was rereleased in 1979 with a timeline based scenario sequence; Starfire 2 in 1980 was a direct sequel, duplicating the core combat rules, but only adding new systems in the ship building rules, and adding new tech and the rules for it, and extending the timeline another dozen years. (It continued to slowly do this until 1993.)
The [US] National Mah Jongg League had started publishing new scoring cards annually by the 1970's as well, but would sell you back cards while supplies lasted - no discounts! While not a narrative-generating game, ongoing continuity and constant change were part of gaming before Traveller ever saw print. (Each yeah, what hands score what is altered in US-NMJL play. I don't play NJML; I play a variant of Riichi, which has fixed scoring.)
Sports Illustrated had a 1971 Baseball game, and released updated team cards in 1972 and 1973...
https://boardgamegeek.com/boardgame/4642/sports-illustrated-baseball
D&D, however, was also doing timeline bits. 1978 had a 6 adventure sequence: G1, G2, G3, D1, D2, D3. G2 and G3 can stand alone, but are intended to be direct sequels in sequence. D2 directly leads into D3, and D2 works best as a direct follow on to D1. D1 can be entered from other than G3, but is intended to be essentially G4, save for the change in primary antagonists.
The final goal in D3 leads direct to Q1, 1980. Note that later reprints assemble them... first into the set G1-3, D1-2, D3, Q1, then later still into GDQ. A few other module series from later had internal timelines, too - most notable being the Dragonlance modules... but thats a bit down the road.
The thing is, D&D timelines in period are short runs... Traveller was the first RPG I know of to have an ongoing singular official timeline, but the idea of timelines was a thing beforehand.
I'll note that the scenarios in Star Fleet Battles were never direct timeline advancement until 3rd edition (Commander's) with module X, but instead filling out the grand timeline otherwise. Module X shjifted the end point from Y190 to Y230. The SFB master timeline was there from Designer's edition on (that's 2nd ed, in late 1980).
Marc's been plenty clear that the overarching timeline and setting wasn't conceived of with the game itself; it was an outgrowth of fan demand. One that, once they started, they really doubled down on it. Without being obvious.