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Police Stories 2 News

DEVLOG #5 - Salary, Insurance, and Pension

WELCOME, OFFICERS!
[p][/p][p]Today we'll talk about the foundation of any organization - personnel.[/p][p]When we were planning the second part of the game and had already decided to create recruitment for different cops, we faced a serious question.[/p][p]How would they differ? Just in stats - that's boring. Making a significant difference in gameplay would make it more of an RPG than a tactical police shooter.[/p][p]Keep the atmosphere of the first part and add a bit of variety to each mission. That's roughly how we formulated this goal. Everything written below is our first draft of the stats, and some will likely be added and some removed. Perhaps your comments will influence this. So, we are eagerly waiting for them - both in this devlog and on our Discord :)[/p][p][/p][p]The police officers you hire are ordinary people. They have preferences, features, and the hard work will leave them with old wounds, even injuries. Remember that every cop you command is a living person, and ignoring their needs will get you into big trouble.[/p][p]And here's another piece of advice: don't play favorites. A cop's life is always a risk.[/p][p]A simple example: Johnson, who's worked two shifts, is an excellent marksman, but he's tired and can barely move. His speed is reduced, his accuracy suffers, and he can no longer kick down doors.[/p][p]Or take Jeremy - he's a former thief and turns a blind eye to breaking the law. On your last mission, you accidentally killed a civilian. It's not a problem - Jeremy goes to the car, gets a homemade gun he'd brought with him, plants it on the civilian, and the job is done. But damn, his partner, Jesus, has a zero "Willingness to Break the Law" stat. And after the mission, Jeremy himself goes to prison, and Jesus gets a bad mood because of what happened.[/p][p][/p][hr][/hr][h2]CHARACTER STATS[/h2][p][/p][p][/p][p]Fitness - is strength and speed combined into a single stat. Each point in this stat increases turning, walking, and running speed by 5%.[/p][p]Also, with an athleticism level of 4 or higher, you can knock down locked doors with a dashing kick. It's loud, but it's impressive.[/p][p]By the way, not many enemies can brag about their running speed, which means you can catch up and neutralize them if they try to run.[/p][p][/p][p]Here comes Johnny![/p][p][/p][p][/p][p]Composure - your agent’s ability to stay calm under pressure. This stat ranges from 1 to 5.

Agents with low Composure are more affected by injuries, deaths, or dismissals of their partners — their mood drops faster.
Meanwhile, officers with high Composure barely react to such events at all.[/p][p]Moments like this are when you really need to keep your cool.[/p][p][/p][p][/p][p]Mood - the emotional state that affects an officer’s willingness to go on a mission. At Mood level 5, the officer joins the mission without hesitation. At level 4, they’ll agree if you offer a little extra pay.[/p][p]If their Mood drops below 4, there’s a 30–90% chance they’ll refuse to go at all.

You’ll save a lot more time and money by choosing candidates in a better mood.[/p][p][/p][p][/p][p]Lawlessness - this stat reflects an officer’s moral flexibility. You won’t need it if you always play by the book. But if you need cash fast or the mafia sets terms you can’t refuse, you’ll want officers who won’t hesitate.[/p][p]At 1–2, the cop is principled and strictly follows the law. The most upright will never team up with “dirty” colleagues and may even refuse to go on missions with them.[/p][p]From 3 and up, cops may plant evidence.[/p][p]At 4, they can cover up excessive use of force against detainees.[/p][p]At 5, the officer is essentially tied to the mafia - hiring them significantly increases rewards for criminal jobs.

And remember - pair officers who can work together and share similar views on breaking the law. Otherwise your plan will fail: someone may refuse the mission, or worse, betray you completely.[/p][p]This is definitely not how you should do things.[/p][p][/p][hr][/hr][h2]SKILLS[/h2][p][/p][p][/p][p]Special Equipment - shows what kit an officer carries.[/p][p]At level 3 and below, the officer has a basic kit: a borescope, a flashbang, a smoke grenade, a taser, tear gas, sedative gas, a lockpick set, a gas mask, an inspection mirror, and body armor.[/p][p]At level 4, the kit is expanded: a hacking laptop, a medical kit, strobe flashlights, a sledgehammer, a crowbar, a shield, and a bomb-disposal kit.[/p][p]At level 5, the agent is fully equipped. Added tools include an explosive charge, a remote-controlled rover, a radio jammer, a radio for sniper comms, and a motion sensor.[/p][p]With the basic kit you operate in a standard way. Stun enemies and block their view with grenades during an assault. Eliminate troublemakers non-lethally with the taser. Disperse crowds with gas (don a gas mask first). Use the mirror and borescope to check corners and doors before you rush in, wear body armor for safety, and pick locks to open doors.[/p][p]With the expanded kit you change the game. Smash doors and weak wall sections with the sledgehammer. Break doors open with the crowbar (a medium-loud option between lockpicks and explosives). Use the shield to cover incoming fire (best with an accurate partner). Save teammates, hostages, or even enemies by using the medical kit. Hack electronic systems with the laptop, move through dark areas and disorient enemies with strobe lights, and defuse bombs with the disposal kit.[/p][p]With the full kit you act like a true spec-ops unit. Blow doors or weak wall sections to stun everyone inside. Scout the area with the remote rover or distract terrorists. Jam their communications with the jammer. Throw a motion sensor around a corner to check for movement. Ask your sniper over the radio whether the room is safe -and, if not, request they neutralize the threat.[/p][p][/p][p]You’ll need most of this on the job (beer is optional).[/p][p][/p][p][/p][p]Weapon Mastery is a stat that determines a police officer's shooting reliability. The closer this stat is to 5, the faster the reload speed becomes, reducing the chance of malfunctions and misfires.[/p][p]With each level, reload speed increases by 5%, providing a noticeable boost in dynamic firefights.[/p][p]Similarly, the 10% chance of a misfire decreases in 2% increments. A misfire can also be repaired by simply reloading.[/p][p]The risk of weapon malfunction after a mission decreases from 20% to 5% for each skill point.[/p][p]If you store your weapon this way, don't be surprised when it disappears.[/p][p][/p][hr][/hr][h2]INJURIES[/h2][p][/p][p]Injuries are physical or mental limitations of an officer. They manifest as a serious health penalty, but there are also advantages - such an officer will not require high pay per shift.[/p][p][/p][p][/p][p]Limp - an injury or congenital disease. But the result is always the same - reduced speed and the inability to kick down doors without special equipment. Lockpicks and shooting accuracy are your best friends.[/p][p][/p][p][/p][p]Obesity - excess weight, preventing you from running and kicking down doors. May sometimes fall when jumping through a window. It's worth planning your movements better.[/p][p][/p][p][/p][p]Lost eye - injury or congenital blindness in one eye. Accuracy and field of view are reduced by half. The agent requires surveillance support. Use more special equipment to compensate for the vision problem. Machine guns and communication with a sniper will be useful.[/p][p][/p][p][/p][p]Hand wound - damage to the shooting arm, reduced accuracy. Such cops have a harder time in long-range firefights. Ensure cover from the outside, and it's best to use grenades and a partner's assistance more often.[/p][p][/p][p][/p][p]Muscular dystrophy is a physical limitation that limits an agent to carrying only one type of weapon and two types of special equipment. This reduces flexibility during missions, requiring more thoughtful planning.

Disabilities not only limit an officer but also shape their role within the team. The principle is simple: don't assign a lame person to run or a blind person to shoot.[/p][p][/p][hr][/hr][h2]TRAITS[/h2][p][/p][p]Negative traits that new cops may have or that can manifest if their character's mood remains at zero for three days in a row. They are triggered without your control, temporarily (1-1.5 seconds) taking away control. Each trait has a visual indicator indicating this is happening.[/p][p][/p][p][/p][p]Split Personality - can start shooting at a partner at any time. Especially dangerous in confined spaces or during a protracted fight.[/p][p]Be prepared to use a first aid kit for your partner.[/p][p][/p][p][/p][p]Bungler - has a chance of dropping a weapon or any special equipment during any active action, except opening doors.[/p][p]A good time to let a colleague go first.[/p][p][/p][p][/p][p]Kleptomaniac - after a mission, equipment, weapons, and special equipment may mysteriously change their owner.[/p][p]Sometimes you'll have to spend a little more on purchases than you planned.[/p][p][/p][p][/p][p]Aggressor - may suddenly attack surrendered individuals, arrested persons, and civilians.[/p][p]Try to stay away from unwanted confrontations.[/p][p][/p][p][/p][p]Nervous - tend to impulsive actions. May accidentally fire upon sight of an enemy. The officer remains combat-ready, but may disrupt the entire operation. You might want to consider a medical kit.[/p][p][/p][p][/p][p]Schizophrenia - a mental disorder in which the officer yells and threatens enemies even when they are not present. Requires a role with minimal contact with suspects, as this could reveal your location. A good solution is to give him a radio and shield and split up.[/p][p][/p][hr][/hr][h2]FACTORS THAT INFLUENCE WAGES[/h2][p][/p][hr][/hr][p]Stay tuned for more, officers![/p][hr][/hr][h2]ABOUT THE COMMUNITY[/h2][p]Don’t forget about our Discord. There you can:[/p]
  • [p]discuss previous versions[/p]
  • [p]share your impressions and ideas[/p]
  • [p]find partners for co-op missions[/p]
[p]Join us:[/p][p]Discord Twitter (X)[/p]

Devlog #4 – Voices of precinct

[h2]Welcome, officers![/h2][p]
In our fourth devlog, we’ll be talking about the biggest difference from the original Police Stories - our police precinct. This is the place where every mission begins and ends, the territory where our officers work tirelessly. And you, as the precinct chief, are the one planning all operations.[/p][p]At first, we had plenty of different ideas for how to set up our “base.” One concept was a top-down view of the entire precinct as a schematic. Another was a simple list of departments. We even considered making the whole precinct a separate level that you could freely walk around.[/p][p][/p][hr][/hr][p][/p][p]We drew inspiration from this particular precinct layout when deciding on the design.[/p][p]As we explored different options, we decided to try a style inspired by CCTV cameras placed throughout various precinct departments. It turned out to be so cool that we immediately scrapped all the other ideas.

So, the precinct.[/p][p][/p][p]At this stage of development, what we’re showing you is not the final version, since the style and effects may and will change in the future.[/p][p][/p][hr][/hr][h3]RECEPTION[/h3][p]
This is the first place you’ll see when starting the game and after completing each mission. One of its key visual features is the level of activity in the precinct. The number of police officers and frustrated citizens on your screen will change depending on how effective your precinct is. It’s simple: the worse your precinct performs, the more unhappy people you’ll see waiting in line.[/p][p][/p][p]The most important element here is the list containing all financial information, broken down into categories and sorted by numbers. This table is displayed on the left.
It helps you keep track of your financial situation and make future decisions based on it.

Remember - if you run out of funds to keep the precinct operational, you’ll be dismissed, and the game will be over.[/p][p][/p][hr][/hr][h3]MISSION SELECTION[/h3][p][/p][p]There will be 2 types of missions in Police Stories 2:[/p][p]- story missions, which will appear as you progress through the game. They will require all of your skills and effort;
- side missions, which will help you fix the precinct’s budget, complete tasks1 from the governor or the mafia, and practice new methods of fighting crime.[/p][p]For both missions types, briefing screen will be your starting point. It will give you the opportunity to understand what actions to take during the mission.[/p][p]For example:"Gunshots were heard near the warehouse" - you should consider taking the sturdiest body armor. "A sect of former military has barricaded themselves in a grocery store and threatens to blow everything up" - take a borescope and wire cutters, most likely there will be traps.[/p][p]May be "A huge office building has been taken over by a gang of deranged punks" - request sniper support, they will provide you with information about enemy locations.[/p][p][/p][hr][/hr][h3]COP SELECTION[/h3][p][/p][p]The choice of which officer to send is entirely up to you.

Hire a disgraced alcoholic cop to save some money? Or maybe a battle-hardened veteran who has just graduated from the academy? Perhaps send an exhausted officer who’s already on his third shift in a row?[/p][p]There are plenty of options, each with its own pros and cons - both financially and in terms of gameplay.[/p][p]Rank-and-file officers, their skills, and their problems will be covered as a separate topic in the next devlog. Stay tuned for more info :D[/p][p][/p][hr][/hr][h3]WEAPON AND SPECIAL EQUIPMENT SELECTION[/h3][p][/p][p][/p][p]Over time, weapons wear out, break, and become unusable. Likewise, officers can get injured and lose their special equipment. Sometimes the governor urgently demands that all body armor reserves be handed over to his security detail. Or maybe someone from the staff is stealing from the storage?[/p][p]There are plenty of reasons why weapons and gear get spent. But the solution is always the same - purchase new ones, equip your officer, and send them on a mission.[/p][p][/p][hr][/hr][h3]DEPLOYMENT FROM THE GARAGE[/h3][p][/p][p]-- "Officers assigned and equipped? Address received, let’s roll out!"[/p][p]Haven’t forgotten anything? If you’re sure, hit the big button and head out to deliver justice.[/p][p][/p][hr][/hr][h3]OTHER DEPARTMENTS[/h3][p]You’ll also be in charge of other departments. At the moment, they are still in development, so for now we can only tell you about them.[/p][p][/p][p][/p][p]Forensics - they arrive at the crime scene right after you and document everything you’ve done. If you feel your actions weren’t exactly proper, we strongly recommend cleaning things up before they arrive. Of course, you can hire less reliable forensic staff who will “find” the right kind of evidence themselves. But in that case, don’t count on successful investigations or rewards from the governor.[/p][p][/p][p][/p][p]Detectives - they show up after the forensics team. It may look like all they do is smoke and curse, but without them, you won’t solve a single case. Their results heavily depend on how effective the forensics team and the intelligence department are.[/p][p][/p][p][/p][p]Intelligence department - informants, informants, and more informants. This department requires solid financial support, and not every dollar spent will bring you useful intel. But without them, detectives won’t be able to carry out investigations, and you won’t receive critical information about your enemies. For example: someone rats out their partner, and you know for certain that the next mission will feature a dangerous thug wearing military-grade body armor and wielding an AK-47. Or you might find out that the next mission is actually a setup, and an ordinary café is already rigged as an ambush for your officers. That’s the kind of intel you definitely don’t want to miss.[/p][p][/p][p][/p][p]Evidence storage - the most tempting target for the mafia. After all, a criminal case can collapse with the loss of just one important document or a single tiny shell casing. Keep a close eye on the evidence storage - it might just save you from being fired one day.[/p][p][/p][p][/p][p]Workshop - making explosives isn’t exactly legal, just like assembling weapons and delivering them to a crime scene. So of course, you don’t actually have a workshop - just an empty room in the precinct that is definitely not occupied by a shady handyman.[/p][p][/p][p][/p][p]Garage - the place where cars that have been shot up or wrecked are brought back to life. Without vehicles, you won’t be able to head out on missions, so we strongly recommend not to leave them unattended.[/p][p][/p][p][/p][p]Chief’s office - your own personal space, where you can shut the door and take a break from all the chaos. Listen to some music, sip a bit of whiskey, and have a smoke while looking out over the city… Here, you might hear a call from a hidden phone that absolutely shouldn’t be in your office. You answer it, and on the line is someone determined to burn the mafia with hot iron and throw the corrupt governor behind bars. One precise strike to destroy all their plans and bring peace back to the city.[/p][p][/p][hr][/hr][h3]Stay tuned for more, officers![/h3][hr][/hr][h3]ABOUT THE COMMUNITY[/h3][p]Don’t forget about our Discord. There you can:[/p]
  • [p]discuss previous versions[/p]
  • [p]share your impressions and ideas[/p]
  • [p]find partners for co-op missions[/p]
[p]Join us:[/p][p]Discord Twitter (X)[/p]

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]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][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][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][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][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: [/p]
  • [p]The classic way. Press the number key for the lockpick, take it in hand, and interact with the door using the previously described principle. [/p]
  • [p]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] [/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][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][h3]Command Wheel Actions[/h3][p]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. [/p][h3]Command Wheel Layout Logic [/h3]
  • [p]Top sector – standard (silent) action [/p]
  • [p]Bottom sector – loud action that draws attention [/p]
  • [p]Left and right sectors – special actions and use of specialized equipment [/p]
  • [p]Center sector – move to target[/p]
[p][/p][hr][/hr][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: [/p]
  • [p]discuss previous versions[/p]
  • [p]share your impressions and ideas[/p]
  • [p]find partners for co-op missions[/p]
[p]Join us:
Discord Twitter (X)[/p]

Devlog #2 — Break In. Get In. Get Out Alive.

[h2]Greetings, Officers![/h2][p][/p][p][/p][p]"It’s devlog time!"[/p][p][/p][p]This is our second devlog, and today we’re talking about something no cop can survive without - the tools of the trade.[/p][p][/p][hr][/hr][h3]A Precinct Where Hell Is Just Another Morning[/h3][p]In the story, you’re given command of a police department in the toughest part of the city. Budget? Barely exists. Support from above? Forget it. Calling in SWAT? That’s a distant luxury - not a viable option.[/p][p]Remember, you’re on your own.[/p][p]But in return, the governor turns a blind eye to… certain methods. Sometimes, the law has to bend just enough to keep it from breaking.[/p][p][/p][hr][/hr][h3]What’s in the bag?[/h3][p]Your people rely on themselves - and their creativity. Especially when it comes to what they can carry in and out.[/p][p]Sometimes it’s forged. Sometimes it’s “found on site.”[/p][p]We’ll reveal all the gear gradually, as it becomes ready.Let’s start with wave one:[/p][p][/p][hr][/hr][h3]Borescope[/h3][p][/p][p]Lets you peek under doors or through cracks to see who’s already waiting for you.[/p][p]Possibly with a shotgun.[/p]
[p]A bad cop looks through the keyhole.[/p][p]A good one turns on the borescope first.[/p]
[hr][/hr][h3]Halligan tool[/h3][p][/p][p]Borrowed from the firefighters’ toolkit, this thing tears through window bars and doors with ease.[/p][p]Loud as an explosion - but perfect for creating entry points.[/p][p][/p][hr][/hr][h3]Hacking PDA[/h3][p][/p][p][/p][p]Hook into surveillance cameras to see who’s sitting where. Disable the alarm to sneak in quietly. Hack a computer - and decide:[/p][p]Save the dirt? Or erase the evidence for good?[/p][p][/p][hr][/hr][h3]Lockpicks[/h3][p][/p][p]Silent. Fast. But not always easy. Sometimes a door is the last line of defense - or a trap.[/p][p][/p][hr][/hr][h3]Explosives[/h3][p][/p]
[p]What? Explosives?[/p][p]No, we never had any.[/p][p]We heard the suspects were messing around with a gas tank. Or maybe some fireworks.[/p][p]Who are we to judge?[/p]
[hr][/hr][h3]Doors. Smarter than us now.[/h3][p][/p][p][/p][p]Back in the first game, doors were… let’s say, very principled: either fully open — or not at all.[/p][p]Now? They’re smarter and more flexible:[/p]
  • [p]By default, doors open at wider angles[/p]
  • [p]Nearby furniture and objects affect door behavior[/p]
  • [p]Barricades, sir. Barricades.[/p]
[p][/p][hr][/hr][h3]ABOUT THE COMMUNITY[/h3][p]We’ve launched our official Discord server so you can:[/p]
  • [p]Ask questions more easily[/p]
  • [p]Share your ideas[/p]
  • [p]See updates before anyone else[/p]
[p]Join us:[/p][p]Discord Twitter (X)[/p][p]
[/p]

Devlog - “Welcome to the Shift”

[p][/p][h2]Hello, Officers.[/h2][p]Starting today, we're launching a devlog series for Police Stories 2. Our goal isn't just to share the development progress, but also to give you a glimpse into our inner workings — what inspires us, which systems we’re reworking, and how each one is shaped by our core principle: decisions have consequences.[/p][p][/p][hr][/hr][h3]First - a quick look back at the original.[/h3][p]Police Stories was a game about tactical clarity and the chaos of the moment. Every room is a puzzle. Every move is a risk. But I wanted more: more consequences outside of raids; more character development; more variety in approaches; and, finally, more ethics and gray areas, which are so rarely shown in games about cops.[/p][p][/p][hr][/hr][h3]What is Police Stories 2?[/h3][p]In short, it's a narrative tactic about everyday life at a police station, where there are no right answers.[/p][p]But to elaborate:[/p]
  • [p]It's an interactive series where each episode is part of a larger story.[/p]
  • [p]It's tactical management, where you plan not only raids, but also life between them.[/p]
  • [p]It's a moral detective story, where not everyone you arrest is guilty. And not everyone who is your ally is your friend.[/p]
[p][/p][hr][/hr][h3]So, how does the game work now?[/h3][p][/p][p]The gameplay is now structured around three key phases:[/p][p][/p][p]Preparation[/p][p]Choose your officers, gear, and equipment. Conduct the briefing. Figure out what you know, what you don’t, and what you're worried about. This is where the compromises begin: Who do you send on the mission? What gear do you take? Who's already burned out? Who hasn’t slept in three days?[/p][p][/p][p]Mission Execution[/p][p]Tactical action: clearing rooms, rescuing hostages, arresting suspects. Everything you love: doors, flashbangs, shouts of “Get down!”, and stress. But now it’s bigger and more varied. We’ll get into the details in future devlogs.[/p][p][/p][p]Consequences[/p][p]The mission’s done, but there are still interrogations, reports, injuries, gear budgets, salaries, and pensions to deal with... Every action comes back like a boomerang. And you’ll have to answer for it — to the governor, your team, and yourself.[/p][p][/p][hr][/hr][h3]Core Themes & Mechanics[/h3][p][/p][p]The Dichotomy of System vs. Human[/p][p]You serve the system - but you're still human. Not everyone will make it to sunrise. But it's you who decides whose turn never comes.[/p][p][/p][p]Precinct Management[/p][p]The second half of the game is about running the precinct. Interacting with departments, allocating the budget, keeping personnel in working condition, purchasing equipment, upgrading the precinct, choosing missions, and preparing for them.[/p][p]Please don’t fire Cole - he’s got a mortgage and he’s actually great.[/p][p][/p][p]Characters & Their Development[/p][p]Every officer is not just a character, but a person with a story. Some were in the military, some struggled with addiction. Some have kids and loans, others carry a dark past. Their mental state affects everything: from combat performance to the likelihood of snapping under pressure.[/p][p][/p][hr][/hr][h3]What do we have so far?[/h3][p]Right now, we’ve got:[/p]
  • [p]The core of mission gameplay - the player, enemies, and your partner.[/p]
  • [p]The foundation of human interaction - arrests, shootouts, and partner commands.[/p]
  • [p]The base AI - it can already fight back and shoots just as well as before![/p]
  • [p]The police precinct - with its core functionality in place.[/p]
  • [p]Large, small, and themed levels - where we test all gameplay variations.[/p]
  • [p]Plenty of game interactivity - the world gets more alive each week. The number of interactive and decorative elements keeps growing steadily.[/p]
[p][/p][hr][/hr][h3]For now - we want to hear from you[/h3][p][/p][p]Police Stories 2 is a story we're writing together. Your ideas, thoughts, critiques, and memes - all of it fuels our motivation and makes the game better. Share, suggest, debate.[/p][p]We’ll be back soon. And in the meantime - don’t lose your badge.[/p]