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MiniLAW: Ministry of Law News

1.0.3 - Patch 3 Post Full Release

We are now at third patch following the full release. Thanks are in order for everyone who has helped us along the way. The bug reports seem to be slowing down and everything is getting resolved and more stable. We plan to keep up the work and improve on the game going forward.

Additions and Optimizations
  • Enemies can no longer spot a friendly npc/player while said npc/player is traversing a stairwell.
  • All in-platform minigames/interface bars (hostage untying bar, lockmap and brainjack bar, dna minigame and subsequent printouts) now all draw chunkier pixels. Makes these minigames look more consistent with the rest of the game. (See below)



  • Enemies have many conditions now in which they cannot attempt to warn their friendlies, whereas before the effect was constant.
  • Hold to skip action now also prints out a text prompt indicating as much next to the circle.
  • Fan scenery objects now operate at variable speeds. We hope Mr. Kearns doesn't come after us for this invention.


Bug Fixes
  • Fix to Gang Leader calls, each now has a new dialogue tree to prevent a soft lock dialogue loop under some circumstances.
  • Windows are no longer capable of 'pushing' the player back at low speeds, and now the player can walk into a window to damage it to breaking point. Jumping through a window should no longer glitch your skid backwards.
  • Fix to player chest-high cover taking checks, player shouldn't have issues with it close to ledges anymore and should start lower even uncrouched.
  • Fixed coyote time. Slight delay before consequences manifest.


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1.0.2 - Small fixes, visible impact

Here's a small patch to update/fix the few things that have popped up recently. 'Hold to Skip' cutscenes, more visible DNA sequencer minigame, and a fix for a CTD during phone calls.

Additions and Optimizations
  • Functional 'hold to skip' added for all cutscenes that are relevant. Button needs to be held down for about 1/2 of a second. A small circle draws in the lower right hand corner when this is happening.
  • Incognito has new voice clips for REDACTED emerge cutscene.
  • Updated the DNA Sequencer minigame to be more visible.


Bug Fixes
  • Fix for a CTD during certain phone calls. Basically some legacy phone scripts that weren't working with newer updated phone system.
  • Fix to hatch in cube level drawing incorrectly after it opened.
  • Car equipment/skills screen now shows requisition overhead again.
  • Enemies should now be capable of using back cover.


As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D



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Incoming patch information, REDUX!

Good news! We've tracked down the last of the issues (we hope!) plaguing the phone system! Some phone numbers, largely the ones listed in the Auto C.B.D. directory, were not working with the new system. The fix coming this Saturday should shore up the last of the known issues we've had with the phone, and not compromise your current saves (though sadly you will need to start a new game to gain access to the numbers that currently don't function)!

There are a couple other fixes and requests being worked on as well:
  • Colors on the DNA minigame adjusted for easier viewing.
  • Showing your current requisition amount on the purchasing screens.
  • Whatever else we run into between then and now, we'll have a full patch list on the day of!


We'll be spending the next few days getting these fixes implemented and testing the hell out of them - thanks again to everyone for your patience while we work out the last of the kinks!

In other news, we've collected and remastered all the tracks from the game into:

Sounds of New Babel
miniLAW: Ministry of Law OST


32 tracks, almost an hour long!

We'll be putting it up as a free DLC as soon as it's uploaded and configured on the Steam store! Hope you enjoy it!



Thanks again everyone - we'll be seeing you this weekend!

1.0.1 - Squash the bugs and QOL Controller improvements

First off, we just want to thank everyone for the amazing reception we have had since launch!

We've been hard at working squashing the discovered bugs and improving the overall experience.

As announced yesterday, due to the nature of the overhaul of the phone system, this update will make older save files incompatible with the newest build. We know this isn't optimal but be sure to start a new game after downloading this update.

Additions and Optimizations
  • [h2]Controller QOL Improvements[/h2] Car Screen: Pointer moves faster now except when over the beeper. Since the car screen requires you to use the pointer to navigate anyways, pointer now also engages "level engage" lever like when in mouse/keyboard mode even when in controller mode, so holding a button and then pressing down are an optional alternative instead of the only way to engage a level in controller mode. Level Engage lever has a more accurate hitbox now to facilitate it being used in controller mode.

    Phone Screen: Controller mode makes the pointer snap to keypad numbers (see below), and slows down over the codec up/down buttons.

    Map Screen: The selection car hologram now moves more slowly over blocks in controller mode, so hovering over the right one should be less of a finicky process. Hovering over the beeper on the map screen makes the pointer move more slowly like it does on the car screen.

  • After more than a few questions concerning non story/timed mode, we realized that the "Endless Mode" option wasn't clearly available as an option despite being available for a while now, so we made some visual changes to make that clear via the main menu. Below you can view the two different screens.
  • Changed the Restock/Reroll/Barrel Equip/Equipment/Skill Upgrade screens to work more intuitively when using a controller.
  • Phone dialogue prints out twice as fast.
  • Updated the ragdoll system to use "Accessors", which should work more smoothly and efficiently.


Bug Fixes
  • The phone system's backend has been completely overhauled. Variables concerning call progression were being saved/loaded improperly sometimes and therefore were not working as intended, sometimes causing crashes or unfinished storylines.
  • Fixed a bug that caused the player to become invisible if hit while entering/exiting an elevator.
  • All exploding/tension traps are now incapable of being detonated via triggering until the player is within a reasonable range of having it onscreen. So your primary target shouldn't suicide off screen now!
  • Fixed a softlock caused by Danny the Flash phone call not having a viable end.
  • Fixed a CTD caused by the map screen not detecting an isobuilding in some instances.
  • Fixed a CTD caused by VR Civilians not having enough animation frames.
  • Enemies will no longer spawn in the exact position of another enemy.
  • Enemies can no longer spawn in certain inaccessible areas.
  • Added checks to make sure high end machines don't run the game too fast and inadvertently hinder performance.
  • Fixed Master Detective/Deadeye bonuses and information being switched.
  • Steam Screenshots now function again! (EDITED IN)




As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D



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Upcoming patch information!

First off, we just want to thank everyone for the amazing reception we have had since launch!

We've been working on a new build that will fix many of the phone related issues we have seen reported in the forums, as well as address a number of other fixes and quality of life issues!

However, due to the nature of the overhaul of the phone system, this will make older save files incompatible with the newest build. So, we thought we would give you a little bit of notice to shore up your games while we are in the final stages of testing. The new build should be ready to go live sometime tomorrow evening!

Changes include:
- Fixes for several edge case crashes
- Revamped phone system code
- Faster phone text readout
- Some changes to controller functions within the menus
...and more!

Full changelog to come tomorrow with the patch update - see you then!