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Official Soundtrack AVAILABLE



Great news detectives,

You asked, we delivered: the official Mindcop soundtrack is live on Spotify and YouTube!
With 11 tracks to keep you grooving, this electrifying soundtrack is sure to elevate your vibe. Composed by the talented Kevin Mauser, it's the perfect accompaniment for life's many investigations.πŸͺ©

🎢 Stream on Spotify
🎹 Stream on Youtube


https://store.steampowered.com/app/1517180/Mindcop/

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Patch 2 is now available!



Hello detective,

Patch 2 is now available on Steam, you can find all details below.

πŸ—’οΈPatch note:

  • Holding the button will now fast forward dialog. It works right from the start but a message about it was added to the resolution screen that appears after the credits.
  • Intro scene, Hotel(going to bed) scene, and Mindcop spinning scene are now skippable
  • Fixed a bug that makes the game crash if you do the mindsurf training with linda, then open the search warrant menu with emilia, and then exit the game and load
  • Fixed achievements not triggering correctly sometimes (pleasant partner, nosy and smooth operator)
  • Fixed the time cost warning not disappearing if you exit the woods menu while you mouse-over on one of the options
  • Fixed the timecost for questionings. It was always taking 15 even if it showed 7/8
  • The arrest menu offered by emilia on day 5 now allows aresting everyone you know about, instead of just everyone you met
  • Fixed the free retry for mindsurfs not triggering when your time is at 0


https://store.steampowered.com/app/1517180/Mindcop/

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AMA - Dev's Answers πŸ‘€

Hi everyone,

A big thank you to all those who joined last week’s AMA and for your ongoing support! Here’s a recap of the questions and answersβ€”plus a little sneak peek! πŸ‘€



Who's your favourite character in Mindcop? Sean. He was a lot of fun to write and animate. Second place goes to Robin for the same reasons.

Any plans for a sequel or DLC?
Sorry, but there are no plans to do a sequel or DLC right now. If I can continue to work on games, then I would want to try something new and different.

Any plans for a release of the OST for purchase? Kevin [the composer] is working on that. It will happen soon I think.

Really hoping for a sequel and more background to the main character duo. What were some influences for this game? It really reminded me of some of my favourite games/media like AI: The Somnium Files, Inception, ID Invaded. It certainly is up there now as well :)
Thank you! No plans for a sequel right now. My biggest and most obvious media influence would be Twin Peaks. Also lots of other detective games. From the games you named I played the first two.

Out of curiosity, what inspired you to choose the design the game takes on? I love the groovy mix of almost disco-funk as a splash of color in a cartoon-noir world. Other question, will we ever get to see inside the doors of Linda or Mindcop?
The overall art design is influenced by a mix of film noir, Twin Peaks, and modern cartoons. From the start, I wanted to create a serious detective game with dark themes, but I was nervous about it becoming too bleak or depressing. Especially with that color palette. So, many of the design choices I made early on were meant to counter that. For example, I made the Mindsurf sequences really vibrant and flashy, and I introduced more color in the Sea of Thoughts.
From a game design perspective, the Mindsurf minigame also serves as a palate cleanser, so I leaned into the heavy contrast to enhance this effect.
To your second question I will say that I don’t plan to add story content to the game through patches or DLC.

Curious if you ever considered multiple save files? This is mainly a personal issue for me because when i almost got the "all topics" achievement just to be reset to nothing kinda felt bad. Still a good game tho.
The game design heavily relies on players having to live with their choices. A save system encourages players to save often and load their last save file after wasting time on something. As you point out, having only the auto-save has its downsides, but I think the real issue lies with the achievements themselves.
I must admit, I totally underestimated how big of a deal achievements are. Creating achievements for a narrative game felt silly to me, so I didn’t put much thought into it. Now that I see their role for players who enjoy the game and want something to do after finishing it, I regret making so many of them rather frustrating. If you somehow unlock all topics through β€œnormal play” it’s cool to see an achievement pop up for that. That’s what I had in mind when I came up with them. But if you actively look at the achievements and start hunting for them, some just aren’t fun, and I should have avoided this.

How did you approach the narrative design for your game? Did you follow any guidance or use any tools/methods that you found helpful? Love the game, thank you for making it!
There are general whodunit mystery writing rules that are certainly helpful, and then there’s the whole challenge of adapting mystery storytelling methods into a fairly open game design where players can choose what to do and when.
For the general mystery, I didn’t use any fancy tools. I just used a single big Photoshop document filled with mind maps, timelines, and character charts. It became very chaotic very quickly, and I wouldn’t do it this way again.
As for making all of this work in a non-linear game, there’s a lot to talk about, but a big part of it involves trying to subtly guide players into doing things in the order I want, without making it too obvious.


https://store.steampowered.com/app/1517180/Mindcop/

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πŸ† Vote for Mindcop in the Steam Awards πŸ†

Steam Awards Nominations Open Today! πŸ†



The highly anticipated Steam Awards nominations have officially begun, and Mindcop is ready to make its mark! If you’re a fan of gripping detective stories with innovative gameplay, now is the time to show your support and nominate Mindcop in the Outstanding Story-Rich Game category.

With a solid 82 on Metacritic, here’s what the press has to say about this groundbreaking detective adventure:

  • β€œMindcop seems to open a new and stimulating path for this kind of games, flirting even with the creation of a new subgenre.” IGN Spain
  • β€œMindcop satisfied that craving for a true detective whodunit game.” DualShockers
  • β€œMindcop offers a refreshing and challenging take on detective adventures, successfully merging time-sensitive decision-making with innovative match-3 puzzle mechanics.” Noisy Pixel




With an outstanding 96% positive rating on Steam, players have embraced the unique blend of story-driven investigation and innovative puzzle-solving gameplay that Mindcop offers. Its distinctive approach to narrative and gameplay has created a compelling experience.

Nominate Mindcop for Outstanding Story-Rich Game and help bring this remarkable title the recognition it deserves! Don’t miss the chance to support Mindcop in the Steam Awards and vote for us!

We know we can count on you guys!

Thank you! πŸ’œ

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https://store.steampowered.com/app/1517180/Mindcop/

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Patch 1 Is Now Available!



πŸ“Dev NotesπŸ“

If you haven't encountered an issue similar to the unspoiled section of the patch note, avoid clicking on anything marked as a spoiler.

Patch note:

  • Fixed a minor english localization typo on murder time.
  • Fixed a bug with Benji giving you the overlook path even if you already have it.
  • Fixed a bug with Sean when discussing the topic "Blackmail" where Mindcop says the Note should still be in Rebecca's trash even though he took it and gave it to Marry.
  • Fixed a bug happening if you fail on a Impossible or Hard Mindsurf and then do the Linda Training that would give you the Achievements for completing them.
  • Fixed a bug about Mindcop sometimes saying he can't look through stuff in the giftshop while people are there even when he's alone.
  • Fixed a graphic glitch in Alex's Truth door.
  • Fixed a text overflow in Eliot's Truth door.