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MiniLAW: Ministry of Law News

0.3.6 - Contraband Commandeering

The phone system is still under construction so we wanted to flesh out how the clue system works, now you can reliably get clues and move forward in any run. We revamped the way clues are dropped and introduced a new industry intel mechanic (see below for details).

Additions and Optimizations
  • You can now more reliably find the clues that you are searching for. Previously clues were assigned random industries based on the enemy gang it was dropped by, based only on what industries that gang was involved in. Now clue generation makes the same previous checks, but now blocks generate and save their own industries (viewable on map when hovering) and enemies that belong to that faction will have a higher chance to drop clues related to that particular industry. You will have to uncover which industry a block is involved in by gaining 'block intel' through clearing a crime, picking up various contraband and clues found within a block, and a small percent by simply patrolling and having a block in your passive radar sweep. You may also be able to find out more if you get in good with any certain gang.
  • New trait 'Situational Awareness', gives you an optics boost, starts you off with 25% discovery of industries on all blocks, and increases industry discovery rate by 2% over base amount in passive radar sweep.
  • The return of launching knocked out or killed enemies with high powered melee moves: Now all melee moves with considerable knockback get a bonus to that knockback on defeating an enemy, so taking out an enemy with a kick or uppercut will send them properly flying based on your melee strength/skill.


  • All explosions are more discriminating in who they knock down: previously the player and enemies in range of any explosions would get knocked down. Now explosions will only knock down the player or enemy if they do not pass a physical resistance check, meaning explosions can be shrugged off based on armor values and the damage being dealt by said explosive.
  • New wooden objects, a sofa chair, a fancy couch, a small side table, and cover object wooden dresser to go along with new wood sounds! Also added Artiforgs, Counterfeiting, and Guns/Ammo contraband items.
  • 'Meticulously Minded' trait now has it's own icon.
  • Nerfed Syndicate initiate, assault, and soldier considerably.
  • Significantly reduced Animus hacker turret health and ammo count, this should make it feel less over powered. Turrets also spawn facing the direction they will be active in, instead of always to the left.
  • All ragdoll bodypart impacts against terrain have their damage mitigated by 15%. On top of that Ragdoll heads are about 15% more resitant to damage. Should mitigate instakilling perps with accidental hard hits.
  • All cover objects that can be hit now have sound classes: Ricochet, Wood, and Soft classes currently.
  • Heavy impacts for ragdoll joints now make slightly louder bone-breaking noises.
  • New medium "thud" noises between very soft landings and very hard landings. New thud noises are used in lieu of the very heavy landing noise for wall/door impacts and melee hits.
  • Enemies that get knocked back and hit doors will properly make the doors shake and produce a banging sound; ragdolls will do the same.
  • The bleepy confirm noise is now less noisy than before.


Bug Fixes
  • Biofreak Initiate/Ratman no longer gets locked into an attack animation, and has better spacing on some of his attacks (so he can actually hit you with them).
  • Fix for 'enemies to the far right of level cannot be shot' bug.
  • Hostages no longer cause a crash if they die.
  • Fix for 'unlock/stuck in place' bug
  • Player can no longer wall cling while making a 'stumbled' action, such as getting hit or climbing.



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0.3.5 - Too Hard or Easy? Try it again!

Additions and Optimizations
  • New difficulty settings are now available for both the normal and endless modes. These settings influence the time til bomb detonation and some starting character stats. Also added some flavor text and images in game giving your character different titles, abbreviations, and portraits to go along with the difficulty choice in conversations and where ever else appropriate!


Bug Fixes
  • Patched up a few conversations so that they function correctly.
  • The long awaited fix! Hostages, murder victims, and stolen goods now have additional checks to keep them from generating in/clipping into and through objects.
  • Fix to an alarm that was causing a "roach" crash.



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0.3.4 - Updated art, phone is fixed, and combat options.

Upscaled art, restored cell service to your area, and some combat revamps. Added some much need feedback to the unlocking and DNA skill checks. We've also update the store page with fresh screen shots and are working on a new trailer for the game! Check them out.

Additions and Optimizations


  • Upscaled the car screen constable art.
  • Combat Roll Mechanics Update: now you can no longer turn around entirely when a combat roll is activated. Not pressing anything during a combat roll will give you a medium distance roll. Holding in the direction of the roll will give you maximum speed and clearance. Tapping in the direction against the roll will slow it down.
  • Player dash tackle is more consistent, and is no longer tied to normal movement tackle. Player dash can now knock over enemies in the 'get up' phase of their knockdown cycle, opening up new possibilities for bullying foes.
  • Attempting to unlock a door or object through the brainjack interface now has more feedback for failure or success. Error and a sound for fails or red lines and good sounds for a success. (Bomb has the same feedback.)
  • More feedback on DNA sequencing minigame. Failure gives you some sort of reason so you know you messed up; success lets you know the case is closed.
  • Acquiring the bomb code or disarming the bomb increases the difficulty appropriately so you get higher tiered enemies and now introduces Syndicate enemies into the spawner rotation even if the game time is early.
  • Upscaled the constable MiniLAW hq docked screen. "engage"
  • Filtered garage sound with a low pass so it's not quite as grating.
  • Automatic doors now have 'autodetectors' so they will open when people come within their motion detector ranges, instead of the only means of opening them being to come into contact with it directly. You know, like normal automatic doors.
  • Renamed 'VISION' in skills to 'SENSORS' to more accurately reflect it's purpose.
  • Npc stamina resistance now factors into their fall damage. Npcs who transition into KO or surrender now maintain more of their stamina resistance in the changeover.
  • WHERE IS YOUR GOD NOW? Updated God as appropriately as us benevolent beings should.


Bug Fixes
  • Fixed the issue with phone numbers not saving after closing and reloading the game.
  • Tuned the phone up so you can no longer tamper with things while in a call.
  • Long trait titles should not print over the image now.



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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0.3.3 - Everyone's talkin bout...Conversations, shouts, and the new REQ screen.

0.3.3 - Lots of talk around New Babel. Enemies have conversations if you listen closely. Fixed a fair amount of bugs as well, especially one which affected higher end machines, those high end machines which experienced unexpectedly low fps should now be way higher. (Click here for more info on the fix.)


Additions and Optimizations
  • New "Requisition Screen" to differentiate from the "Skills/Equipment Screen".
  • Gang members will now talk to each other in level. When enemies talk you can see the what they are saying drawn next to them. Lots of New Babel lore and mundane offerings to listen in on. You have to be sneaky and listen through walls or floors though, if they notice your presence they will stop talking (and shoot you most likely!).
  • Rudeboys conversations with portraits completed and implemented in game.


  • Series of new player shouts for ko-ed enemies; 13 shouts related to this category. Reordered player character shout priority, so dead/ko-ed enemies will take priority over several other idle shout triggers. Also a new class of lines, 'post surrender', for shouting at surrendered enemies with hands on their heads.
  • New set of industrial "tv shows" so people aren't watching jungle cats at work anymore.
  • IED detection range in player vision more than doubled, and now the 'ammo' icon changes to a 'warning' symbol.
  • Enemy ledge detection changes, lets them walk off ledges with acceptable drops when they need to do so.
  • Reduced the speed of Punchbot rocket fist by 25%.
  • Improved player shout line of sight detection.
  • More paper and wood destruction particles
  • Tweaks to ledge climb and grab to make it function properly in dash/high velocity interactions.
  • Adjusted turret trap's health and ammo to have less of each.



Bug Fixes
  • Adjusted Windows Sleep Margin to 10ms. This is small fix with large implications. High performance machines that were experiencing unexpectedly low framerates should have no problem anymore. If you previously played the game and had low framerates please try this update!
  • Rebooting the game and loading a previous save should no longer make your phone numbers invalid.
  • Fixed minor bug involving Lex Dangerfield conversation.
  • Retooled the way that map iso-block information draws, now relevant level information should remain onscreen at all times instead of sometimes drawing offscreen, especially at the extremes of the drive range when player "driving" skill has been improved. Made it so that map interaction limits and sidebar button limits are synced up instead of there being a 5 pixel gap where both could be active at the same time.
  • Revamped the way enemies engage in melee attacks, and also the way that enemies lose focus. When the a friendly npc/player gets knocked out/killed, enemies who are still attacking them should be able to switch focus properly now, and won't continue trying to attack a downed target.
  • Fixed an error that displayed the player pain reaction when picking up health.
  • Projectiles that knock-back no longer produce huge amounts of blood, they simply knock-back.
  • Combat-rolling through a rocket fist can no longer force it to hit a tile like a bullet.


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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Sleep Margin? What The Heck Is That?

Howdy yall!

Jack again.

We received some reports about extremely low FPS on a few Windows 10/High end GPU machines, and after some extensive QA have released a build that affects something called the Windows sleep margin. Apparently if the buffer isn't set to a certain value on some machines, certain game events can cause CPUs go to absolute dookie.

If you're having sub-60 FPS at runtime, please set your branch to [Experimental] and give the sleep margin fix build a try.

Hopefully this gets it sorted out!

Thanks again for all the reports and sticking with us :)