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Drug Dealer Simulator 2 News

Get ready for some dev action! Let’s Play Vol. 1

Yo! Waiting for some new juicy tidbits from the game? We’ll have something for you soon!

That something is a very meaty Drug Dealer Simulator 2 Let’s Play where our god and overlord Rafal is gonna talk some more about the development, game features, and more!

Here’s a teaser for ya!

[previewyoutube][/previewyoutube]
What will you see in the Let’s Play? Money, fame, some dealing action, parties, and much much more! Ready? Tune in next week, March 29, and see what’s up.

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/

DevLog 2 – What about that map?

Hello there, Dealers!

New week, new devlog. Ready?

Let’s start with Rafal.

Designing the map was an important challenge that would have a significant impact on how the game would be played and progressed. We wanted to make the world of DDS2 much larger but also approachable and manageable by all players from casual to hardcore, as well as single or multi-player parties. That's why we needed to approach it in smart steps and a few phases of prototyping.

The first step was prototyping the gameplay. When we already had most of the basic gameplay mechanics, we first created a temporary testing map, which consisted of three small islands - two villages and one small town. This map was very simple so it could be easily shaped, changed and reworked during the process. (This is the map you saw on the first coop reveal gameplay trailer) We played a lot through the temporary map, made notes and had internal discussions on further changes. It gave us a good understanding of how the mechanics and game progress sit together and how we should approach the final world. How large should it be, how far is far and how close is close, considering both locally traveling by foot as well as using the vehicles.



Next step - general scale and size. After collecting all the knowledge from the first step, we could now design the general idea behind Isla Sombra - choose its size, complexity, and the number of towns and locations available. We first started with a draft on which we could discuss the game quest progression, territory progression, transportation and smuggling routes and the general mechanics of expansion. We adapted that draft to our limitations – time, budget and our abilities. It's easy to overthink stuff like that and blow the project out of proportion, so we needed to put that sometime and thought.

After we were done, we could make the first prototype of the map in the game world. Place the most basic locations, travel points, vehicles and a couple of hideouts. See how it plays out and how the designed scale works in gameplay.

When we finally agreed on the areas and map sizing – we could finally start to make Isla Sombra as it is today.




So, what’s more about the map? The DDS2 map is vastly bigger than the map available in the first game. It is comprised of 9 main territories, and some of those are divided into smaller sections.

On the islands, the player will find many “biomes”, from small coastal villages and small towns, through big colonial cities and slums, to jungle settlements and wilderness. The player will be able to travel around using different methods: by foot, a few options for quick travel, and some land vehicles and boats.



All the “biomes” (different kinds of territories) have their own faults and advantages. All have different shops and loot, varied types and numbers of enemies, and hideouts perfect for some operations but not as great for others.

The variation in available commodities, ingredients, and varying degrees of risk in production and warehousing in specific territories allows the player to use different tactics when organizing the distribution of goods across the island.

So this is what we’ve been working on! Wanna see more? Come back in a week!

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/

More screenshots to share!

Yo, Dealers!

We heard you want to see some more of the game… So while we wait for a good ol’ gameplay to arrive, here are some new screenshots for y’all to clap your eyes on!

Here we go:

DevLog 1 – Let’s start #DDS2MADNESS!

Yo, Dealers!

It’s time to start #DDS2MADNESS! In the coming weeks, up to the release of the game, we’re going to IMMERSE YOU in the world of DDS2. We’ll show you how it looks inside and outside of the computer. We’ll tell you how we made it, how it works, and why we think it’s gonna consume you for weeks to come.

Here’s how it’s gonna look:



By the way - we can now say we're targeting Q2 2024 with the release date. Stay tuned, we're getting there! Send us positive vibes in the meantime. [EDIT] Expect big news on May 1st, and a ton of goods along the way.

[h2]Let’s start the madness with our weekly devlog series![/h2]

You wanted it, you have it – made with direct help from people working on many aspects of the game.

What will we be talking about? WE WANT TO SURPRISE YOU. But rest assured, we will bring you hot content straight from the production line. This series is supposed to be in-depth, regular, and ongoing, so follow us, and come back often for your dose of DDS2. Ready?

To start things off, we have a few words from our king and overlord Rafal. Well, more than a few 👀

Hello there, dear dealers. The development of DDS2 was a long and complex but fun ride, that is slowly coming to an end. The game size and complexity in comparison to the first part – combined with the coop mode – was surely a challenge. In this series, we'd like to share some of the insights and stories behind the development process. Talking about scale – the first thing we'd like to mention is progression, economy and wealth.



We wanted DDS2 to both fit the needs of more casual and hardcore players, who want to spend w wide range of time playing DDS2, solo or with friends – from 20-30 up to hundreds of hours. Now how do you even approach that?

Well, we decided to make DDS2 a large and complex game with a multitude of content to obtain and explore, as well as provide maximum flexibility so the player is not forced in any way to go through it all. You can decide how many drug types you want to produce and sell, how large your operation is, how many territories you want to sell on etc. Also – the larger the operation and the more clients you obtain with your offer, the more you need to keep it going.

We want DDS2 to scale up with the player and his preferences. Also – for the most demanding players, who want to max out the game – we are preparing large amounts of obtainable content that they can use to improve their power, influence and wealth – including luxurious real estate, vehicles, yachts and more.


So! Now to the meaty part.

[h2]What were we working on recently? [/h2]



In DDS2 you’ll be able to showcase your wealth in many different ways. How, you ask? Well, for example, you can buy yourself luxury apartments, villas, land vehicles and yachts.



All the money you collect will influence your status and influence, and everything you own has both gameplay and purely symbolic value. You can plan your investments according to your ambitions. Wanna have a villa to show off to your friends? No problem. Is a luxury yacht your thing? Sure. Or maybe you prefer to have more hideouts to use as labs? The choice is yours.

What’s also up to you is the way you conduct your business. You can choose a sneaky low-profile operation and pull the strings from the shadows. On the other hand, you can also play an open hand as a business lord and crime baron everyone knows about, Escobar-style.

Luxury apartments have so-called safe rooms, where you can hide both yourself and your wealth during the raids, and treasuries, which are the representation of our wealth and allow the players easy access to it.

That’s it for today! Keep an eye out for DevLog 2 next week! If you like it, share it wherever you can and with whoever you can. #DDS2MADNESS starts here!

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/

Blunties are found! Click to see the winners 🏆

So, the riddles seem to have helped and we have the winners of the Bluntie Challenge! Ready for it?

THE WINNERS ARE… drumroll

IMMENSEGAMING

Ghost

wsn555

ShadowNightclaw

midorisapphire


Congratulations to our five quick winners!

We will contact y’all to confirm the wins and when Drug Dealer Simulator 2 is out, you’ll get your key.

Cheers!