Progress report – June 2025
[h3]Greetings, beloved citizens![/h3][p]
Welcome to our soon-to-be regular progress reports! In these we’ll keep you posted on new features and changes that happen in our game, as well as share some development insights. There’s a lot, so let’s get into it![/p][h2]
Crime and Punishment[/h2][p]Let’s start with the star of the show – the Militsioner. First things first, in the latest update we’ve rebalanced his Mood System and improved his catching tech to be smoother and more physically realistic. Additionally, we’ve expanded his functionality and added more ways to interact with him. [/p][p]For example, Militsioner now has an inventory of his own. He stores items in his giant pockets and uses them when he needs to… Unless you steal them. But don’t expect theft to go unnoticed: if he catches you in the process, this won’t look good in your case file. Not good at all.[/p][p][/p][p]
[/p][p][/p][p]Now he can also lean in to take a closer look at the town – to inspect a crime scene or to question witnesses. Or to search for you. In this case, tread carefully and avoid making noises. Keep in mind that you are a criminal, and if anything causes public unrest… you’re the main suspect. So if you haven’t got an alibi – better lay low for some time. [/p][p]
[/p][p]The town’s inhabitants aren’t the welcoming type. Now if they see you breaking and entering – they won’t hesitate to call the police. To be fair, put yourself in their place: if someone climbed into your flat from the window, you wouldn’t give them a warm welcome, would you? [/p][p]
[/p][p][/p][p]If you get away, you’ll still have to clear your name somehow. When you’re under suspicion, it’s best to have some friends in town. If your relations with one of the characters are good enough, they can vouch for you and give you an alibi. [/p][h2]
Loving the Law[/h2][p]But, if you’re a law-abiding citizen (or slick enough to not get caught) – you can get on Militsioner’s good side! If the giant is happy with you, he’ll let you wander the town freely. Might even give you some money, if you ask nicely. He can also let you off with a warning, if you were caught red-handed.[/p][p][/p][p]And, as a new feature, he can give you a lift to the rooftops, saving you some climbing time![/p][p]
[/p][p]Don’t disappoint him though. It doesn’t just mean you’ll lose his sympathy. When Militsioner feels down, the town gets flooded. You really don’t want to be in its lower parts when this happens. Though it can present some new possibilities for you… [/p][p][/p][p]In the recent version we updated the flood system: now water fills the town gradually, slowly creeping on you from below, obstructing your paths and making some objectives impossible to reach until you figure out how to calm down the policeman. Moreover, if he’s happy, the water lowers even more, opening passages that were inaccessible before.[/p][p]
[/p][p][/p][h2]Cycles of Guilt[/h2][p]We don’t expect anybody to escape on the first try. After all, the Law’s hands are long and its eyes are never fully shut. This is why we introduced a progression system, partly resembling a rogue-lite structure. [/p][p]Anything you achieve prior to your unlucky demise will be accounted for – in your next attempt you’ll be able to change the environment and the giant’s behaviour to make it a bit easier for your successor. [/p][p]With each unsuccessful attempt you earn more currency to buy these upgrades. And with each successful escape you unlock more things you can influence. Don’t expect the environment to be entirely under your control though. As days pass, certain unique events occur, doors open, bridges get fixed. The town lives on, with or without you.[/p][p][/p][p]
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To help you keep track of all this, we designed the Mind-Map: a feature to keep your thoughts, clues and possible routes in one place. Once you encounter an opportunity to progress, be it a ticket cashier who needs a drink or a VHS tape with information about remote parts of the town, it is registered in the Mind-Map, allowing you to return to the task at hand when you’re ready. It also serves as your own database in case you need a refresher on some of the game’s mechanics. [/p][p]
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Taking a Break[/h2][p]For Militsioner it’s not always watching and judging, giants need rest too! That’s why now every four days he gets a day off. [/p][p][/p][p]
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During a day off, among other things, he’s happier (who wouldn’t be?), and some new ways to get around appear. For example, how about a date with a giant? You might get to know him better. Good enough to get along and stop this endless cat-and-mouse. [/p][p]
…Or exploit this possibility to go about your shady business unnoticed. The decision is entirely up to you. [/p][p][/p][p]
[/p][p][/p][h2]Town Refurnishing[/h2][p]And, of course, there are several changes to the town itself. First of all, there are two trains now! The passenger train arrives at midday and the cargo train arrives in the evening. They have their differences, but both can be your escape. [/p][p]
[/p][p][/p][p]In some places of the town now you may find a vending machine with coffee, croissants, mineral water and such. We did this in order to spread items around the map, so you don’t have to go to the same place when you need an item, thus urging you to explore more. [/p][p][/p][p]
[/p][p]We also reworked cars all over the town. Previously, every car had its own set of times, now their configurations change with every run. So you can’t simply remember where to get each and every item – after all, immersive sims are all about improvising. [/p][p]
Lastly, take a look at new game assets! We’re aiming at a down-to-earth, yet somewhat dream-like atmosphere, so the game’s art direction should reinforce it. Every object should look like it has a story (that is not necessarily explicitly told in our game). [/p][p][/p][carousel]![]()
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[/carousel][p][/p][p]And that is all for this devlog, thanks for reading! We’ll share some more details about the development in the next one, there is always something new. [/p][p][/p][p]For instance, you might want to check out PC Gaming Show presentation on June 8th...[/p][p][/p][p]Meanwhile, don’t forget to follow our socials to get the latest news about the game! Or join our Patreon to try out the game itself – we regularly post new builds for our supporters to try out! [/p][p][/p][h3]Tallboys & CRITICAL REFLEX, signing off![/h3][p][/p][p]
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Welcome to our soon-to-be regular progress reports! In these we’ll keep you posted on new features and changes that happen in our game, as well as share some development insights. There’s a lot, so let’s get into it![/p][h2]
Crime and Punishment[/h2][p]Let’s start with the star of the show – the Militsioner. First things first, in the latest update we’ve rebalanced his Mood System and improved his catching tech to be smoother and more physically realistic. Additionally, we’ve expanded his functionality and added more ways to interact with him. [/p][p]For example, Militsioner now has an inventory of his own. He stores items in his giant pockets and uses them when he needs to… Unless you steal them. But don’t expect theft to go unnoticed: if he catches you in the process, this won’t look good in your case file. Not good at all.[/p][p][/p][p]
Loving the Law[/h2][p]But, if you’re a law-abiding citizen (or slick enough to not get caught) – you can get on Militsioner’s good side! If the giant is happy with you, he’ll let you wander the town freely. Might even give you some money, if you ask nicely. He can also let you off with a warning, if you were caught red-handed.[/p][p][/p][p]And, as a new feature, he can give you a lift to the rooftops, saving you some climbing time![/p][p]
To help you keep track of all this, we designed the Mind-Map: a feature to keep your thoughts, clues and possible routes in one place. Once you encounter an opportunity to progress, be it a ticket cashier who needs a drink or a VHS tape with information about remote parts of the town, it is registered in the Mind-Map, allowing you to return to the task at hand when you’re ready. It also serves as your own database in case you need a refresher on some of the game’s mechanics. [/p][p]
Taking a Break[/h2][p]For Militsioner it’s not always watching and judging, giants need rest too! That’s why now every four days he gets a day off. [/p][p][/p][p]
During a day off, among other things, he’s happier (who wouldn’t be?), and some new ways to get around appear. For example, how about a date with a giant? You might get to know him better. Good enough to get along and stop this endless cat-and-mouse. [/p][p]
…Or exploit this possibility to go about your shady business unnoticed. The decision is entirely up to you. [/p][p][/p][p]
Lastly, take a look at new game assets! We’re aiming at a down-to-earth, yet somewhat dream-like atmosphere, so the game’s art direction should reinforce it. Every object should look like it has a story (that is not necessarily explicitly told in our game). [/p][p][/p][carousel]
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