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Teaser: Christmas Special

What's happening / TLDR: This is a small developer diary, a teaser, about Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

Short intro: as always, we are posting a special dev diary on Christmas Eve. This time, it's a middle ground between previous AARs (after action report) from earlier Christmas specials and a teaser-set from the last special. For today's diary, I played in Vietnam for roughly 1h and recorded the campaign. From the recording, I captured a few interesting snapshots, which are collected below.



Establishing a new station on the first day of the game:




Guerrilla warfare in Iran, in a small battle Azeri militia defeated larger governmental forces:




Chinese Civil War progressing in the middle of 1946, while player chooses specialization in guerrilla warfare, which soon will allow them to establish new paramilitary organizations:




Rare piece of alternate history happened in this campaign: Newfoundland joined the USA.




Pacifist politician won presidential election in France...




...which enabled painless unification of the greater Vietnam. In the aftermath, Vietnamese intelligence community thrived, as can be seen for instance from the roster of spies.



However, there are more influential actors in France than just president - and just mere months later, France decided to retake Vietnam by force.




French forces quickly overwhelmed the country. However, this is not always game over in Espiocracy: given favorable circumstances (such as jungles or antagonized population), intelligence community can go underground and immediately begin insurgency.




And here's a hint at underground gameplay and ongoing insurgency:






Merry Christmas! The next dev diary will be posted after winter break, on February 6th!

Dev Diary: Achievements

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.



Grand strategy games have no universal objectives or victory conditions (unlike almost all other video games). Instead, players pursue open-ended gameplay, with optional self-imposed and/or externally-suggested goals. In the latter category, special role is played by "achievements": challenging state of the game that can be reached by the player, recognized by the game, and rewarded with notification and a badge.

As always, Espiocracy tries to slightly innovate on various tropes. In this case, objectives are a part of setting up a new game:



You can add custom achievements, based on values and categories (and even roll a new random and custom achievement). You can also mark chosen achievements as your main objectives: these will be displayed in a few places (such as pause menu or quinquennial intelligence report - useful when you return to a save after a break), and upon achieving them, you will be rewarded with a superevent (special flavor event with custom imagery, shape, and music). It's mostly a flavor option for players who prefer achievement-focused runs, it does not influence ability to achieve other objectives.

Speaking of which, achievements generally are not limited to Ironman mode (preventing reloading saves, you are stuck with any mistakes you made), with a few notable exceptions of achievements related to nuclear weapons and one-time actions - so that you can feel the weight of decisions when pursuing, for instance, "Red Spree-Athen" achievement (conquering West Berlin, which has WW3 and nuclear implications).

As you can see from the name of this achievement, the names can get sophisticated. They usually refer to history, phrases, and culture. Another example: achievement for Soviet landing on the Moon borrows a verse from Alexander Pushkin's "Winter Road". We won't explain other references - figuring them out may interesting in itself for our clever future players.

Conditions of achievements focus purely on good gameplay (that is, we reject meme-driven achievements). They are divided into a three main categories, corresponding to gameplay: Espionage, Cold War, "Big Five" (USA, USSR, UK, France, China - countries receiving majority of attention during development of the game).

[h2]Espionage Achievements[/h2]

  • Behind enemy lines: Infiltrate a hostile country
  • Cambridge Five: Run at least 5 high-value spies at the same time
  • Kim's gambit: Plant a mole inside a hostile intelligence agency
  • Panopticon: Establish spy networks on six continents
  • The Puppetmaster: Recruit an actor with influence 25 or higher
  • Eminence grise: Survive 32 years as a single spymaster
  • Operation Pimlico: Recover your arrested spy through exfiltration or spy swap
  • A wilderness of mirrors: Handle a triple agent
  • The craft: Reach level 100 in any specialization
  • Grand Slam: Achieve large success in an intelligence operation


[h2]Cold War Achievements[/h2]

  • Wirtschaftswunder: Increase State Power Index 2x
  • Critical mass: Become nuclear power as one of the countries that did not develop nuclear weapons in the history
  • We restored order and constitutional rule: Stage successful coup d'etat
  • Partisans are dangerous individuals: In a civil war, change side to insurgents and win it
  • What belongs together is now growing together: Unify with another country as the dominating side
  • Battle of systems: Switch main ideology from liberal to communist or from communist to liberal
  • You can choose your friends but not your brothers: Establish client state as non-superpower
  • When the world sleeps, we will awake to life and freedom: Gain independence
  • And we call ourselves the human race: Survive one year after global thermonuclear war
  • Progress into the Unknown: Master any futuristic paradigm before 2020


[h2]Achievements For "Big Five" Countries[/h2]

  • Star-sprangled world: Create new pro-American views in 25 countries
  • We flew into space, and we saw God there: Put an American on the orbit before Soviets
  • Our nuclear sword of Damocles: As the USA, preserve lead in the number of nuclear weapons, until the USSR collapses or until 1990
  • Nuts!: Win an expeditionary counterinsurgency war as the USA
  • Domino theory: From the USA, do not allow any state to embrace communism in Latin America for two decades
  • Red Spree-Athen: Conquer West Berlin, from East Germany or USSR
  • Through the wavy mists, the Moon makes its way: As the USSR, beat the USA to being the first to land a man on the Moon
  • We have buried you: As the USSR, overtake USA in State Power Index
  • Comrades of ours: Establish communist client states in Africa and Latin America
  • Soviet people are blazing the true way to the triumph: Survive as the USSR until the internet paradigm shift
  • Our thoughts move across the seas: As the UK, retain Suez Canal and at least 5 colonies through decolonization wave, until 1970
  • Holbrook: As the UK, pursue domestic ICBM program and introduce its fruits into nuclear triad
  • Peace in our time: From the UK, do not allow the Troubles to begin, until 1990
  • E uno plures: Form CANZUK, as the UK, Canada, Australia, or New Zealand
  • Britannia rules the waves: As the UK, achieve higher diplomatic weight than the USSR
  • Algerie francaise: As France, establish Algerian client state, and maintain it for 10 years
  • Francafrique: From France, initiate and dominate a Pan-African organization with at least 15 member states
  • City of Light: Host headquarters of NATO and EU in France
  • Force de frappe: As France, develop first nuclear device before the UK
  • Vive le Quebec libre: Support Quebec separatists in achieving their goal from France
  • Who are our enemies? Who are our friends?: As China, establish diplomatic relations with both superpowers by 1960
  • Firm and correct political orientation: As China, develop domestic political ideology and spread it to at least 5 countries
  • On this tiny globe: In China, ensure full control of mainland China and Taiwan, either as communists or as nationalists
  • Middle Electronic Kingdom: As China, achieve paradigm shift in electronics in 20th century
  • Confucian world: From China, develop highest soft power in the world


[h2]Other Achievements[/h2]

  • Microcenter: As a non-theocratic microstate, reach diplomatic weight of 50
  • I didn't forget you: Hunt down a Nazi war criminal
  • Engineer of consent: Control narrative around at least 3 major events at the same time
  • In search of a better world: Achieve paradigm shift 5 years earlier than the historical date
  • Master of Bandung: Become the most influential member of Non-Aligned Movement


[h2]Your Achievements[/h2]

In addition to 50 achievements above, designed by us, we also plan to include a number (up to 50) of selected best achievements proposed by you, the community. We have already 2000+ (!) nice achievements suggested on our discord server in a "achievement-ideas" channel, from which we are slowly selecting the best suggestions. In addition, we invite you to post your achievement ideas here on Steam Forums and in other places related to the game. The best ideas, in terms of potential gameplay, will appear in the game.



[h2]Final Remarks[/h2]

The next dev diary will be posted on Christmas Eve: December 24th.

If you're not already wishlisting Espiocracy, consider doing it

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



---
"The best way to achieve complete strategic surprise is to commit an act that makes no sense" - CIA director, Robert Gates

Dev Diary: Advanced UI/UX

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.



Nested tooltips, iconic part of UI/UX of modern complex strategy games, were invented by a solo indie developer: by Jon Shafer for "At The Gates". It's no coincidence - innovation thrives in such environment. I often look at development of Espiocracy from this perspective, looking for unusual (perhaps even first in the world) implementations that not only make this game interesting but could even propagate further in the genre. This is a diary about a few such solutions that made it to the build. They are generally optional (can be turned on/off in the settings), rough around the edges, and will evolve following your feedback in the future.

[h2]Double Tooltip For Decisions[/h2]



Slightly extrapolating on Jon Shafer's idea, Espiocracy features nested tooltips for decision-making. When you hover over a button leading to a significant decision, you can get a comprehensive prediction of consequences, calculated for this particular decision, enumerating gains and costs (including opportunity costs and long-term effects!). The tooltip tries to highlight consequences that are not be obvious to people unfamiliar with the world of espionage - for instance, above you can see that establishing relations with Czechoslovakia will grant diplomatic immunity to Czechoslovak intelligence officers in our homeland.

[h2]Map HUD[/h2]

Moving the cursor over map generates standard tooltips like in any other map game:



However, you can change it in the settings to HUD (heads-up display) that follows your cursor:



It shows basic data, visualized with horizontal bars for quick comparisons, and a list of available decisions with associated shortcuts. It is an initial simple implementation that certainly could feature more inspirations from real world HUDs used in aircrafts and other vehicles.

[h2]Picture-in-picture[/h2]



Speaking of vehicles, prevalence of mirrors and cameras in vehicles suggests that we, humans, are well-adjusted for visual multitasking. Espiocracy allows such approach: you activate picture-in-picture of any selected part of the world (for instance an ongoing revolution in Indonesia, as seen above), so that you can play zoomed in far away without missing the action elsewhere on the map.

[h2]Off-Screen Visualization[/h2]



To expand further on not-missing-out part, there is also an option to activate off-screen visualization inspired by navigation software: glyphs at the edge of the screen which point to events that would otherwise never show up on your screen.

[h2]Declutter Mode[/h2]



As you could see on the previous screenshots, the interface of the game can get very busy. Borrowing an inspiration from aircraft HUDs, the game allows you to declutter the interface. All parameters except for critical ones are now hidden, number and density of elements on the map is drastically lowered, outliner or widgets are hidden unless manually opened. It also calms down notifications and popups, following EEMUA guideline of less than 1 interruption per 10 minutes under normal conditions, and less than 10 interruptions per 10 minutes during crisis situation (notifications exceeding the limit are queued up and can be acknowledged collectively). Apart from manual activation, this mode is also suggested for "relaxed" mode, new/casual players, and optionally you set auto-activation for overwhelming events (similarly to declutter mode auto-activating in an aircraft when it is sharply banking, likely due an emergency).

[h2]Drawing on the Map[/h2]



Simple & quick feature: you can grab a marker and draw directly on the map (and later erase it). So far, I found it useful for instance for marking countries of interest.

[h2]Trajectory of Parameters[/h2]



One more aircraft inspiration: optionally, you can activate an attitude-indicator-like (navball-like) background behind parameters. At a glance, it shows current value (horizon position) and future value (horizon rotation). Importantly, it is smoothly animated on change (and predicted change) of either, so that it captures your attention like an attitude indicator.

[h2]Two-Step "Intelligent" Validation[/h2]



Manuals about designing complex interfaces dedicate a lot of space to eliminating user-introduced mistakes. Here's one of such solutions that made it to the game: certain important decisions are checked against logical conditions, and if they look like a user-introduced mistake, the player is asked to confirm the decision with attached explanation.

[h2]History of Relevant Decisions[/h2]



When you select a country, an actor, or a unit (more kinds of entities in the future), you can inspect history of your own decisions with regards to this entity. It's a simple log that allows you to verify what and when you did or didn't, and convenient help when you return to an older save. There is also a global list of all decisions made by the player.

[h2]Ledger[/h2]



Now a standard feature for grand strategy games - a sheet comparing all countries in the world - but with a slight iteration, featuring also available actions (so you can launch a battery of decisions from this screen alone).

[h2]Low Intel Mode[/h2]

Espiocracy wouldn't be Espiocracy if you couldn't see the world from the confusing perspective of intelligence agencies denying each other access to real information. You can activate an optional mode in game rules - certainly only for hardcore players - which approximates how much realistically an intelligence director knew at the time. Depending on your intelligence community (huge difference between, say, Irish and British capabilities), many values will be hidden, approximated, or even have attached bias modifying real value. Majority of actors is unknown by default, unless you acquire relevant intelligence. Availability of decisions is generally unknown and so are costs associated with decisions. There is even a realistic delay of events, news, and feedback arriving to your screen - for instance, a resolution of Chinese civil war may become apparent a month after it happened. If it sounds frustrating, I must admit that it indeed is, and this mode is more of an optional curiosity.



[h2]Before Final Remarks: 2026[/h2]

The release date of Espiocracy is no longer planned for 2025. As we are working hard on delivering the best game possible, we are looking currently at 2026 as the potential release year.

[h2]Final Remarks[/h2]

The next dev diary will be posted on the first Friday of the next month: December 5th.

If you're not already wishlisting Espiocracy, consider doing it

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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"I fly because it releases my mind from the tyranny of petty things" - Antoine de Saint-Exupery

Dev Diary: User Interface

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.



Today we're continuing our journey through the interface of Espiocracy. While the title of this diary is "User Interface", in practice it's just a continuation of the previous diary, since distinction between UX and UI is rather blurry.

[h2]Interface Hierarchy[/h2]

Grand strategy games are commonly known as "map games". The map, naturally, is central part of the interface of these games, including Espiocracy.



We already explored the map in a separate diary (DD#35). Numerous other diaries showcased various map modes and data layers. For instance, you can click on any country to immediately see its alignment with all the other countries in the world:



Here, we can embed the map in the wider context. From the perspective of the whole interface or even by observing the evolution of the genre in recent years, it can be deduced that maps in map games are usually superficially central (sometimes also situationally, eg. during a war - but this a Cold War game!). More often than not, the map is just a comforting central background. Like... the TV set for Al Bundy.

Paradoxically, this point of view does not make the map (or the TV set) any less important. Instead, it allows us to avoid mistakes that would actually make the map less important: less intelligible and less useful. In this game, the map has clear position in the interface hierarchy: the map -> widgets -> windows -> full-screen overlays.



Widgets on both sides of the screen feature summary interfaces (such as above), allow inspecting details (such as below)...



...and provide more advanced tools for exploring the world:



If an interaction requires more thought, it usually takes the form of a window:



And if it's a critical game-stopping interaction, it can take over full screen, as in this screenshot from DD#63:



[h2]Buttons and Icons[/h2]

Speaking of full screens, the simplest way to communicate the vibe of the game is usually its main menu. You can see all the characteristic "physical" buttons, panels, screws, and pins right away:



There are many sets of such buttons in various shapes, all the way to "pointy" radial menu:



In addition to precise tooltips for every button, majority of them have labels on the screen. Even square buttons, where there is place only for a small visual symbol, often display a side label that appears when player moves cursors towards them.

Symbols themselves are simple and flat, with game-wide color coding (eg. orange = actions, white = parameters, green = espionage assets; note that it's not yet implemented in full on the screenshots). The game has currently more than 500 distinct symbols and the list will certainly grow.



[h2]Visual History[/h2]

The Cold War was the era of photography. Pulitzer Prize has been extended to photographers in 1942, the White House created the office of official photographer in 1961, Kodak grew to 150 thousand employees in the 1980s. Everyday life and almost every historical event has been immortalized by cameras. Espiocracy draws from these rich historical sources directly. A few examples below (non-exhaustive list).

Every nation in the game has a set of historical photos showing ordinary life roughly around the current year in the game:



Events are accompanied by relevant historical photos and documents, which can be inspected on hover:



Operational steps are tied to frames from real training videos for intelligence and law enforcement officers (right-hand side of the screen):



[h2]Scaling[/h2]

The interface can manage all the most popular screen resolutions, from Steam Deck's 1280x800 all the way to 4K:



Widescreen works as well!



[h2]Audio[/h2]

Last and the least, audio layer of the game is so simple that it can be described by one paragraph in this diary. In addition to standard sounds effects that you can hear in any game, the game also features fully moddable radio with songs divided into stations that can be turned on/off. Playlists can be influenced by tags of songs defined in text files, such as "communist", "nuclear_war", or "YYYY" (year in the game, so that period-based music mods are possible).





[h2]Final Remarks[/h2]

The next dev diary will be posted on the first Friday of the next month: November 7th.

If you're not already wishlisting Espiocracy, consider doing it

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



---
"Colonel in charge invited the entire Berlin press corps to a briefing and tour of the tunnel and its facilities. As a result, the tunnel was undoubtedly the most highly publicized peacetime espionage enterprise in modern times prior to the U-2 incident" - CIA report on discovery of an eavesdropping tunnel between West and East Berlin. Journalists were allowed to take photographs inside the tunnel which were then caused sensation and were printed by the newspapers around the world

Dev Diary #66 - User Experience

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.



Welcome to the series of technical developer diaries about Espiocracy. We begin with user (player) experience: interactions, rhythm, and cognitive optimizations of the game.

(Three acronyms of the day: LMB - left mouse button, RMB - right mouse button, MMB - middle mouse button.)

[h2]Time Flow[/h2]

Espiocracy is a real-time strategy game with pause. There are three types of pauses: player's, autopauses, and forced pauses. It's similar to most recent grand strategy games (eg. you can double pause after getting an autopause) but the game very clearly communicates the state of pauses:



After unpausing, time flows in ticks, where one tick equals one day in the game (usually, there are exceptions, for instance during a nuclear war one tick equals one minute). Following other games in the genre, there are five speeds which you can set at the top of the screen, by pressing keys 1 to 5, or by pressing +/-. There a few improvements to this classic formula.

Speeds are configurable:



There is configurable autoslowdown for significant events, for instance the game can automatically pick speed 1 when your country is invaded:



You can progress precisely one tick forward by pressing a hotkey:



You can run the game until specific in-game date and/or real-life hour...



...or set a labeled alarm for dates or hours:



These improvements are low-hanging fruit that takes almost no development time but can be very useful in certain situations. If you have any further suggestions (also about other sections of this diary), let us know!

[h2]Notifications[/h2]

When you analyze from first principles the titular experience of playing a grand strategy game, you may recognize that it differs from 95% of UI/UX as we know it. Unlike an app, a website, a device with a screen, or even most games, core experience does not rely on clicking a button and getting feedback. Instead, it's formed largely, aggressively, and in real time (!) by other countries, entities, units, events, parameters, chains of causes-effects, and so on.

The first tool to handle this unusual situation is a robust system of notifications. The game monitors many values, states, actions, and events around the world to serve most relevant notifications. Currently there are 122 possible notifications in the game (and this number will certainly grow).



There are six types of notifications, coded by different shape, color, and sound:

  • Critical (example: "our operative has been arrested")
  • Deteriorating ("our State Power Index has decreased")
  • Possible ("new propagandable event in our range")
  • Change in the world ("new actor in a monitored country")
  • Commentary ("government decided on the next paradigm")
  • Significant gain ("an officer defected to our embassy")


Moreover, notifications are coded by position on the screen: left-hand side of the top bar is related to the wider world, while right-hand side is related to player's intelligence community. This left-right distinction is followed by other elements of the interface.

Every notification has a tooltip. On LMB click, you can open relevant element of interface with more details. MMB click dismisses the notification. RMB opens quick configuration menu:



Autopauses, as critical element of managing the rhythm of the game, are fully configurable:



Some notifications lead to an interface in the center of the screen (eg. event popup) or even to a different full screen (eg. regular report on the state of the intelligence community). You can configure whether such notifications automatically open relevant interface, as visible on the screenshot above, for instance to recreate classic experience of regularly getting event popups.

Between always pop up and never pop up, there is also "dynamic" setting that determines whether the game can automatically open the popup in a non-disturbing way (eg. a popup will be minimized if you are currently clicking on the map).

Beyond notifications, we are prototyping many other approaches, inspired by design also dealing with aggressive real-time situation (aviation, nuclear plants, command centers...): indicators, digital gauges, lights-out mode, HUDs, tiered alert systems etc. They are not ready yet and they will probably receive a separate dev diary in the future.

[h2]Browsing[/h2]

For exploring the wide world of the game (150-200 countries, 1700-2500 actors, 150 scientific and technological paradigms, dozen of incoming political changes at any point, and so on), Espiocracy takes inspiration from the tool that for the past two decades served as mankind's window into the world: a web browser.

The game features two browsers: left-hand side for the world, right-hand side for internal management (following screen division described above).



They implement basic browsing features:

  • Hyperlinks (eg. you can click on any mention of communism, be that a word or an icon, to open the page dedicated to state of communism in game world)
  • Going back or forward, incl. history of visited pages (eg. you can RMB on "go back" button to pull up context menu with 10 last visited pages and then return to any of them with the next click)
  • Bookmarks (eg. you can star any page and then quickly return to it from bookmark list, outliner, and palette describe below)
  • While there is no refresh button because every page autorefreshes on new tick, there is an opposite button: autopause on this page (eg. you can press it on "spies" page so that every time you open this page, the game autopauses until you exit the page)


As a variation on web browser address/search bar, browsers in the game have page/command palette:



You can type in the name of any entity, any kind of page, or even particular commands to quickly access them. You can also search through hundreds of bookmarks by preceding the input with asterisk (*). The palette can be used at the top of the browser or pulled up detached by pressing a hotkey.

There is also secondary bar, in a dropdown form and hooked to two hotkeys, that groups similar entities and allows you to quickly traverse for through lists of ideologies, countries, actors etc:

Yes, it's a photo. I could not make a screenshot of this dropdown because, due to a bizzarre bug that I didn't bugfix yet, dropdowns disappear when any screenshotting tool makes a screenshot.

As a variation on web browser tabs, you can open multiple browsers side-by-side by clicking MMB (or RMB -> context menu -> new browser) on any hyperlink:


(Mockup)

Moreover, full pages from the browser can be displayed on hover (without a click) in certain interfaces, allowing lightning-fast exploration.

Naturally, the browser is also integrated with the map. For instance, pages characterizing a property of an entity (eg. state of science in technology in particular country) can react to clicks on the map (eg. you can click around the map to quickly survey state of science and technology in any country), while other pages have (optional) heatmaps:



[h2]Rich Tooltips[/h2]

Following standards of grand strategy genre, (almost) all buttons and values produce tooltips on hover.



Tooltips are used to show calculations, subcomponents, predictions, costs, advice, and other details. They are usually attached to the cursor, with notable exceptions such as the financial prediction tooltip that appears whenever you are about to spend money:



On longer hover (or through a hotkey or MMB), the tooltip can be locked in place, and then it no longer follows the cursor - you can move it over words underscored inside the tooltip to see another (nested) tooltip...



...multiple times:



As a rule, nesting is used only for definitions and hyperlinks to entities - to avoid tooltips that hide data behind multiple layers of this fiddly interface, which happens in some games using tooltip nesting. If any data is pushed to a tooltip, it is pushed in full extent to the first tooltip.

[h2]Accessibility[/h2]

With accessibility, actions speak louder than words. Current list of options includes:

  • Full key remapping
  • Changing red-green (positive-negative) color scheme into yellow-red, blue-red, or any other pair
  • Heatmaps with configurable color schemes
  • Two additional map backgrounds: contrastive non-terrain map, global night dark map
  • Configurable transparency of map coloring and map labels
  • Increasing text size
  • Scaling up button sizes
  • Option to increase brightness of text and icons
  • Disabling/enabling outlines, animations, flashes, popups, tooltips
  • Enlarging the cursor
  • Hotkeys to permanently lock/unlock tooltips (additional deep lock, without worrying about moving the cursor precisely)
  • Accommodation for lack of MMB (eg. for people playing on a laptop)
  • Relaxed mode (more resources, slower pace, less aggressive challenges)
  • Muting psychological triggers (eg. disabling all gunshot and explosion sounds)


The list is subject to change (it may grow).

[h2]Tutorial UX[/h2]



Quick glimpse at tutorial UX: it's fully guided, three-tiered (missions -> objectives -> steps), with cheatsheets and storylines. It begins with colorless map and nothing else. Gameplay and corresponding interfaces are introduced one by one, hence the emptiness above. While the tutorial tries to be lively and interaction-focused, it also provides optional walls of relevant text for people who like reading (hey, I'm looking at you, from the end of 66th dev diary!).



[h2]Final Remarks[/h2]

The next dev diary will be posted on the first Friday of the next month: October 3rd.

If you're not already wishlisting Espiocracy, consider doing it

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



---
"It was all Alice-in-Wonderland stuff, an almost unfathomable million lines of computer software code" - General George Lee Butler about software for preparing nuclear plans