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Regulators News

Regulator City gets a new public demo

Hi! Just a short update to let you know that there is NOW a new Regulator City DEMO available ! Still in heavy development, but I'm very pleased with where the game currently is.

There's a smoother game-flow experience (mission structure, city progress, all make more sense as you play) and there is even some on-boarding for new players in a short little "tutorial" level. You'll also experience a much better stealthy and sneaking-around experience to complete your missions!



This demo also brings you a new playable character: Wrecking-ball ! His dash is VERY nice to use, and his Special ability certainly packs a punch ;)

So please come and check it out, and if you haven't yet, wishlist the game!
https://store.steampowered.com/app/1892750/Regulator_City/

New demo dropping soon! Join in NOW!

Hey guys! Just wanted to do a quick update for all the followers/wish listers and future regulators!

I'm currently working hard on getting a whole fresh new demo up and ready for you to sample, the last demo is from January, and the game has gone through a LOT of improvements and changes that it will feel like the last demo was just a 24 hour game jam version ( it wasn't ! .. but it will feel like that.. maybe! )



The new demo will focus on the new playable character: Wreckingball! His dodge move and special ability are now pretty much done, and I'd love to get feedback from players on the feel of it all. Personally I love him so much, that I've been playing with him exclusively since getting it all done!



A lot of development time has gone into all the juicy stuff, we now have headshots, more gear to unlock, a better gameplay flow, and just in general a much better game as a result!

I also reintroduced the stealth gameplay mechanics! So sneaking up on enemies, choking them, and moving on, will be a big part of the game ( IF you like to play it like that ). Hiding from camera's, disabling camera's, using new gear to scramble camera's.. you'll have to come up with a lot more tactics to complete missions ! ( of course, get a good grenade launcher or machine gun or UZI, and shooting your way out of a building is still an option ! )



Further more I'm now finalizing the various things to make the game more user friendly. From settings to having a little tutorial level to explain the controls and how to sneak up on enemies. Again something I hope to get some feedback on from you guys once I get this demo out!

So don't forget to follow and/or wishlist the game's development on here

https://store.steampowered.com/app/1892750/Regulator_City/

and come hang out on discord.gg/orangepixel to join a friendly group of peeps excited by the Orangepixel Universe!



Weekly videos still dropping on : YouTube !

Stop an alien substance spreading in the Regulator City demo

Regulator City is an upcoming action rogue-like from developer Orangepixel, where you're tasked with stopping the spread of a strange powerful alien substance.

Read the full article here: https://www.gamingonlinux.com/2023/01/stop-an-alien-substance-spreading-in-the-regulator-city-demo

Regulator City v0.0.40 - The New Year demo

Welcome to 2023, the year that Regulator City should officially launch!  Luckily for me I still have 12 months to accomplish that!
I wanted to drop another fresh demo for you guys to sample, it's still far from done, it comes with silly and weird bugs, and not all features are fully completed, but I think you'll enjoy the game and it should provide you with a good enough sample to WISHLIST THE GAME!

Make sure to come hang out on the discord.gg/orangepixel as I will be moving towards more closed private demos soon, and I will need testers!

I have an extremely long list of changes and things done to this version of the game, but all you need to know is that it's more stable then the previous version, more feature packed, and even closer to something resembling a completed game.. so grab the demo and drop me some feedback on Discord or where ever!



Full changes list:

  • added: Bomb detonation task now has a proper-order to it (simon says)
  • added: "kill targets" now show a red arrow above head
  • added: generic-soldier avatar profile pic
  • added: generals need unlocking / not available in demo
  • added: keycards/doors can now be grouped and multiple spawn points set in level editor
  • added: improved mission-progress icons
  • added: Flashbangs
  • added: Proximity bombs
  • added: beatbox
  • added: Enemies can now open doors and come towards the noise in other rooms
  • added: beatbox now explodes after X ticks
  • added: sound-specialFX to show things are making noise
  • added: tiny bounce to time ticking down
  • added: level-editor can now select mission and flipped level state for testing
  • added: Power-off time-left now shown in HUD
  • added: GO sign in streets when moving wrong direction from car
  • added: Money-level-up meter and system
  • added: green ammo-crates now show they are "emptied"
  • added: wrong alarm code spawns enemies near you
  • added: item - Armor
  • added: item - Trash can lid
  • added: "Ammo full" notification when trying to pickup ammo
  • added: melee weapons will get more item-drops from enemies
  • added: Enemies drop Ooze drops
  • changed: pickups now float toward player when picked up (more clear you grabbed it)
  • changed: tiny tweaks to make enemies stand out more
  • changed: enemies will be "idle" until player nears them - improves visibility and awareness for player
  • changed: removed progress popup (in favor of new mission icons in hud)
  • changed: improved randomness of mission-spread cross a street/block
  • changed: tighter limits on mission-goal count (X dynamite, X intel)
  • changed: less texture/detail on floors, clearing up some of the visual mess
  • changed: removed medikits from HUD (inventory item now)
  • changed: Enemies now have solids (blocking from overlapping each other)
  • changed: squad will be more aware of security cameras
  • changed: level-editor will now properly load correct (last edited) template after play-mode
  • changed: automatic doors have a delay before closing again
  • changed: mod-HP is halved change into "shots do double damage"
  • changed: Nightvision goggles will have to be selected from inventory to activate
  • changed: moved quit-game dialogs to new interface design
  • changed: melee weapons slightly more powerful
  • changed: Alien Ooze mission modifier now doubles-Ooze
  • changed: Ooze-drops fill up your power-bar
  • changed: melee weapons make enemies drop more pickups
  • changed: status-bars light up when Ooze or Money is grabbed
  • fixed: lasers should be turned off if no power
  • fixed: night-vision should turn OFF on street view
  • fixed: all squad members died, but revived back on the street (walking around with fallen bodies)
  • fixed: squad often points gun to top-left corner of screen
  • fixed: crates on street behind a tree are not solid
  • fixed: van moving from left dumps players on the right - should be on the left (behind the van)
  • fixed: adding multiple same items to inventory only keeps one
  • fixed: enemies aren't attracted by loudnoise triggers
  • fixed: hostage can run himself into a corner
  • fixed: level-editor: floor tiles only show flat-color, not the design/print
  • fixed: sound-speaker won't turn off (stop animating+shooting sound waves)
  • fixed: turning lamp on/off changes visuals on the lamp
  • fixed: mission targets shouldn't be in hidden-area's
  • fixed: enemy-dropins from ropes would happen in unvisited rooms
  • fixed: HQ sometimes has missions
  • fixed: off-screen enemies make too much noise
  • fixed: Enemies open doors randomly it seems
  • fixed: approaching streets from left messes up mission-numbers
  • fixed: Automatic doors don't block correctly when power is off
  • fixed: walking into objects from left to right has some weird collision bug going on
  • fixed: pickup items are pushed by enemy-collisionboxes
  • fixed: gamepad power-button shows wrong button-name (B instead of X)
  • fixed: some level-bugs
  • fixed: some squad-AI edge cases
  • fixed: wrongly disabling detonator - explodes way too quickly
  • fixed: render bug above breakable walls














Come play: Sir Questionnaire

Hi guys! Just wanted to let you know that I just pushed the release button on a new Orangepixel Steam release: Sir Questionnaire!

It's a quirky game at a bargain price, it provides hours of gameplay in a VERY small package: The game is played in single dungeon rooms, where you are given the choice to either "interact" or "get outta there!".



Do you attack the skulls? got enough health? got the right weapon for the lobsters? Got some magic left to hit the huge Wolf on his head? Dare to drink the milk before the next encounter?

A game of choices - how far can you venture into the dungeon? Come play Sir Questionnaire, and make sure to drop by on discord if you need tips & tricks!

https://store.steampowered.com/app/2124790/Sir_Questionnaire