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  3. Devlog #3 — "Command, Act, Prevail"

Devlog #3 — "Command, Act, Prevail"

[p][/p][h2]Hello, officers![/h2][p][/p][p]In our third devlog, we want to talk about things that have a direct impact on your experience — specifically, the improved controls and the updated command menu for your AI partner.[/p][p][/p][hr][/hr][p][/p][p]Speaking of controls, we can’t skip over the most inconvenient thing - grenades.
Let’s start by remembering how it used to work. Throwing a grenade was practically its own mini‑operation:
approach the door → grab a grenade → open the door → take aim → throw → move out of the blast zone → and finally, start the breach.
Yeah… that’s a lot of steps for one throw. :)[/p][p][/p][p][/p][p]We felt that this was a bit over the top, so we started looking for ways to simplify the process without losing the sense of tactical control.
Eventually, we came up with a few simple rules that make the whole sequence much smoother.

• Interactive objects now hint at how to interact with them. This helps you quickly understand what to do without spending too much time thinking. It can significantly speed up the gameplay.[/p][p] • The action performed depends on what item your character is holding. Simply put, whatever is in your hands is what will be used on the object. Holding a grenade? You’ll throw it. Holding a lockpick? You’ll unlock the door. It’s as simple as that, with no extra clicks.[/p][p] • Interrupting an action. Any interaction can now be canceled by using movement keys. Changed your mind about throwing a grenade? Just step back. Stressful situations often bring surprises, and plans can change in an instant.[/p][p] • Pressing an interactive object again activates the appropriate tool, if you have it. This lets you act faster without wasting time searching through your inventory.

As a result, the whole process becomes more dynamic and engaging. It's clearly noticeable in combat where every second counts.[/p][p][/p][hr][/hr][p][/p][h3]INTERACTIVE OBJECT HINTS[/h3][p][/p][p]Yeah, it may sound a bit arcadey, but we made sure to keep it logical and avoid turning interface into an “icon carnival.”[/p][p]Now, when you pull on a door handle and it turns out to be locked, the game will hint that it can be picked by showing a small lockpick icon.[/p][p][/p][p]A window with bars? It will immediately be marked with a crowbar icon — a gentle reminder: “Yeah, you’re not getting through here so easily.”[/p][p][/p][p][/p][p]And if you’re standing in front of a PC or an entire security monitor station, you’ll see a PDA icon. That’s the game telling you: “You might want to have this gadget on hand to handle the job.”[/p][p][/p][p]These hints are subtle, working more as logical reminders. They help with navigation and let you act quickly without wasting time guessing what to do next.[/p][p][/p][hr][/hr][p][/p][h3]USING THE ITEM IN YOUR HAND ON INTERACTIVE OBJECTS[/h3][p]It’s simple: you use whatever you’re holding.[/p][p][/p][p]For example, there’s a door ahead, and you know for sure trouble is waiting behind it. If you want to play it safer, place your trusted partner in position, grab a grenade, and go to work.
Your character will automatically open the door, toss the grenade inside, immediately pull out their handgun, and be ready for whatever comes next. And they’ll do it as safely as possible — staying half-covered by the wall to reduce the risk of taking fire.
This approach removes unnecessary steps and allows you to focus on tactics and results.[/p][p][/p][p]The same goes for the borescope. You can check a room without risking your life. Take the borescope, approach the door, press E (the action key), and you’ll get a thorough look inside before committing to entry.
Right now, the device is still “under maintenance,” so in the GIF below the display literally floats in the air — but you get the idea :D[/p][p]
[/p][p]This approach feels not only more convenient but also far more streamlined. You’ll never accidentally open a door when you’re not ready for it—the game always takes into account what you’re holding and what you expect from the situation.
No more fiddling with menus or memorizing a long list of buttons: everything works logically and predictably.[/p][p][/p][hr][/hr][p][/p][h3]CANCELING ACTIONS WITH MOVEMENT KEYS[/h3][p][/p][p]Sometimes, while checking a room with the borescope, an aggressive enemy suddenly rushes out from around the corner. Normally, your reaction would be to stow the borescope, draw your weapon, and find cover. It works, but in terms of gameplay, it takes too long.
So, we made the process faster and more intuitive.

Movement keys are no longer blocked during interactions. What does this mean?
You can instantly move out of the line of fire, and your character will automatically stow the active gadget and pull out the weapon you were holding before.[/p][p]This rule applies to all active tools: the PDA during hacking, the borescope during scanning, or the crowbar while prying open grates. The only exception is grenades. If you’re simply it, moving won’t put it back on your belt.[/p][p][/p][hr][/hr][p][/p][h3]TOOL ACTIVATION WITH A DOUBLE TAP ON AN INTERACTIVE OBJECT[/h3][p][/p][p]The last of the updates related to tools and interactive objects also focuses on convenience. This applies to all tools except grenades and explosives – their rules remain unchanged.

Let’s take a locked door as an example:
You see a door, walk up to it, and press E. A lockpick icon appears – the door is locked.[/p][p]From here, you have two options:
The classic way. Press the number key for the lockpick, take it in hand, and interact with the door using the previously described principle.
The new (simplified) way. Press E on the door again – your character will automatically pull out the lockpick and be ready to start picking immediately, saving time and streamlining the process.
This means quick actions can now be executed almost instantly.
[/p][p]For the same reason, we also changed how the “Surrender!” command works. Previously, it was bound to the E key, which sometimes led to funny (or disastrous) situations, like yelling at a harmless door or accidentally giving away your position. Now, by default, this command is bound to the space bar – no more unintentional shouting. :D

We know this might feel unusual for fans of the first game. Moreover, you can rebind the keys to your liking and bring back the original setup if you prefer.[/p][p][/p][hr][/hr][p][/p][h3]COMPANION COMMAND WHEEL[/h3][p][/p][p]The companion command wheel has also received an update. We’ve redesigned it, added new elements, but the core principle remains the same. Now, if your companion has the required tools, they can do almost everything you can – with one exception: you won’t see the output from their devices. Other than that, if you feel like it, you could technically complete a level while munching donuts, letting your companion do all the work. Not the easiest way to play, but it’s technically possible. Let us know if you’d like to see an achievement for completing a level entirely through your companion. 😊

One of the most important tasks in our development is improving companion AI and enemy behavior. We plan to talk about this often and show examples of it in action. Your feedback and suggestions will be incredibly valuable to us.[/p][p]Command Wheel Actions
All available actions now appear on the wheel only when the required conditions are met. If the conditions aren’t there – that sector stays empty.

Command Wheel Layout Logic
• Top sector – standard (silent) action
• Bottom sector – loud action that draws attention
• Left and right sectors – special actions and use of specialized equipment
• Center sector – move to target[/p][p][/p][hr][/hr][p][/p][h3]ABOUT THE COMMUNITY[/h3][p]
Don’t forget about our Discord – we’ve created a dedicated channel for Police Stories 1, where you can:
• discuss previous versions
• share your impressions and ideas
• find partners for co-op missions[/p][p]Join us:
Discord Twitter (X)[/p]