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Brigador Killers News

Fresh coat of paint

[p][/p][p]There are three short pieces of news to announce. The first is that the Garage Build of Brigador Killers is available over on Itch.io. You can read a detailed breakdown of the features of that build over on Itch.io right now.[/p][p][/p][p]READ ITCH.IO DEVLOG[/p][p][/p][p]Second, to mark the occasion, we've put up another track from the Brigador Killers OST by Makeup and Vanity Set, called We're Hunting Jackals. This song and several others are heard in the various missions in the Garage Build of Brigador Killers. Have a listen.[/p][p][/p][previewyoutube][/previewyoutube][p]The third piece of news is that the Steam store page has been updated significantly. Go and check it out if you haven't already for new screenshots and GIFs.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]The previous version of the Steam page was put together very quickly back in May 2019 when news about an early demo at BitSummit was revealed and the page has not been updated until recently.[/p][p][/p][p]A lot has changed about Brigador Killers both graphically and mechanically and what used to be on the old version of the page has not been indicative of the current state of development for quite some time. [/p][p][/p][p]In a future post we may revisit that 2019 demo build that appeared at BitSummit and at PAX shows to show the contrast, but for the time being we want to display Brigador Killers as it is and not what it was.[/p][p][/p][p]One more bonus news item: the HOLIDAYS2025 discount is live on the Stellar Jockeys merch store all through December 2025. Enter HOLIDAYS2025 at checkout (or click this link to apply the code to your session) for 20% off your entire order. This code stacks with other existing discounts and expires on Thursday January 1st 2026.[/p][p][/p][p]Happy holidays from everyone at Stellar Jockeys![/p][p][/p][p][/p]

Narrative tools in Brigador Killers

[p]November's post focuses on one of the major feature changes to the next build of Brigador Killers: the narrative system. The narrative system was touched upon before in this post. A lot of the things from that previous news article still apply, but the presentation and utility of the system has changed.[/p][p]This time around we'll show these things in action, and then explain the moment-to-moment. To start, watch this short clip from an internal build recorded on November 24th 2025.[/p][previewyoutube][/previewyoutube][p]Plot wise, Brigador Killers takes place around the events of Brigador Killers: Pilgrim. The consequences of what happened in the book have altered local society, and security forces are widespread - in Mar Nosso at least. The player is crossing a border checkpoint in a Lowboy from Mar Nosso into Sady to seek medical attention for their friend in the passenger seat.[/p][p]At the 0:16 mark, the player approaches a Lil' Cop and the following ephemeral text appears over the Lil' Cop on screen: "Gee! Make sure your transit papers are ready!"[/p][p]Internally this type of text is called "ephemeral text" because it only appears for a short time. The previous game also had text that would appear like this (e.g. the "GREAT LEADER IS DEAD" message), but the reason you only really saw it in that one intro mission was because of how limited it was in its implementation. Now, however, we have more complicated tools for the narrative. Let's look at what this exact moment looks like in Tiled, which is the WYSIWYG editor we use to create maps.[/p][p]The rectangle in the center with the arrow pointing out towards the Lil' Cop is a type of script object called a text trigger. What that means is when the player crosses into the space marked by the rectangle, it causes text to appear on screen. Since we want to make it as though the Lil' Cop is talking, the text is offset to appear over its head, hence the dotted arrow leading to a point above the Lil' Cop. The Custom Properties of the script object are the following:[/p][p][/p][p]These properties dictate what the text is and its appearance. Where necessary, ephemeral text can have a different color, or appear on screen for longer periods of time.[/p][p]At the 0:18 mark, the player passes by a lowered gate, which raises behind them, and is stopped by the border guard and a dialog feed opens with a portrait of the guard. This next part looks like this in Tiled.[/p][p]There are four new named script objects to pay attention to here. The first two are both named gate trigger, which sandwich the other two script objects named Raise Gate and dialogue_trigger. The gate triggers are another kind of scripting object that connect to the gate props they are placed under, and as developers we can set whether these gates start raised or lowered. In this exact instance, the first gate starts lowered, with the second one in the raised position.[/p][p]The next script object raises the gate the player has just passed. This happens because, much like the text collider with the Lil' Cop from before, this is a script collider. When the player passes into this collider, a callback called RaiseGate occurs. Callbacks can make specified actions happen within a level. In this case we want a gate to raise, locking the player in and creating a sense of feeling trapped.[/p][p]When the player enters the checkpoint, the gate will raise behind them and the inertia of their movement will carry them into the fourth script object: dialogue_trigger. Looking at the Custom Properties of this object in Tiled, we see a property that has a string of text attached: e01_h00_m01_m_gatebribe-00.[/p][p][/p][p]Unlike the ephemeral text from earlier, this trigger instead causes the storylet of the same name to play, and to inspect this we need to look at the dialogue editor in-game via the debug panel.[/p][p]On the left is the list of eleven storylets that play during the dialogue with the Border Guard. On the right is the contents of a selected storylet from that list. Going through the fields from top to bottom: the name field is the same string of text that is in the dialogue_trigger script object in Tiled mentioned before. The begin_callback field contains HaltPlayer, which is a callback that, when this dialogue storylet begins, the player is immediately halted on the spot. The priority value of this storylet is set to a value of 1 which, for the purpose of this storylet, is to make sure that this storylet plays first. The speaker field is left as null, since there is technically no speaker that the player is talking to (speaker being an NPC that was placed in Tiled and given a name). The display_name field - not to be confused with the speaker field above it - is how the character talking is named when they are speaking in-game as in the footage at the start of this post. The response field is how the game links to another storylet to follow after this one finishes; without this the "chain" of storylets will end, which is important for the next paragraph. The text field is what text will appear on screen. The duration slider sets a delay for how long it takes for the "continue" prompt to appear during dialogue (or, if the ephemeral checkbox is marked, how long the text will appear on screen). The theme field points to a .json file that contains the portrait and relevant text colors for the character speaking. Both associated_gvar and predicate are not used in this exchange, but if we wanted to create a situation where a storylet would only play if a player has performed a specific action, then we would use this. Lastly, the file field is the location of the .json file the storylet is saved to.[/p][p]Skipping to the final storylet in the list, which is e01_h00_m01_m_gatebribe-10, we see the following.[/p][p][/p][p]The main thing to note here is begin_callback contains the LowerGate callback. This callback is what lowers the gate in front of the player when this final storylet plays. What's important here is if there was a break in the string of responses, the player would not be able to reach this part and trigger the callback to lower the gate ahead of them.[/p][p]When the player drives on and clears the gate at the 0:38 mark, they encounter the last script object which is another script collider called Cycle Gates.[/p][p]This last callback cycles the gates back to their initial position, raising the one the player has just passed, and lowering the first one, as if to resume the sequence of processing vehicles passing through from Mar Nosso into Sady.[/p][p][/p]
Other things of note
[p]There are a couple of moments in the footage that are not directly related to the narrative or scripting, but they are not entirely worthy of a whole post themselves either.[/p][p]As the player is driving up to the checkpoint at the beginning of the footage you will hear the sounds of the Lowboy's engine and the sound of the tires on the asphalt. Dave has demonstrated different material noises on ground tiles before with his footsteps and this effect also applies to vehicles.[/p][p]At the 0:07 mark you will see the new "bubble" effect for the player as the Lowboy drives by an antenna.[/p][p][/p][p]This bubble allows the player to clearly see their position and orientation even behind large objects. You see it again as the player passes through the gate into Sady. This effect is functionally identical to what you might have seen in the first two Fallout games when navigating your character through buildings.[/p][p]From 0:18 to 0:38 the turret of the SWAT APC on the other side of the checkpoint is visibly tracking the player.[/p][p]This is done in Tiled by simply placing an enemy SWAT APC, and in the NPC's custom properties setting it to be immovable and to have no loadout. In other words, it's rooted to the spot, and has no weaponry, but since the APC considers the player an enemy, it still "aims" at them, and so the turret tracks them as the player passes through the checkpoint.[/p][p]Lastly, we see Mar Nosso's roads at the start of the clip with fresh asphalt, lines of palm trees and cold street lamps…[/p][p]...And as soon as the player passes through the checkpoint they are met with the quality of Sady's municipal infrastructure.[/p][p]As much fun as it is to have new narrative tools and scripts to play with, it's always important to remember that we can tell a story through architecture too.[/p][p][/p]

Showcasing vehicles in Brigador Killers

[p]This is not the first time vehicles in Brigador Killers have been mentioned - a handful of these were seen in a previous entry and another one outlined what went into the production of one of the cop vehicles - but they've not really been placed side by side for scale. For the purpose of this post, the vehicles are grouped into roughly four categories. As in previous news posts, this is only what's currently in the game; many other vehicles have been designed and modelled, though they're more complex to render out as sprites and won't feature here this month.[/p][p][/p]
Civilian vehicles
[p][/p][p]Fifteen vehicles are visible here. At the back row from left to right we have a Chibimoto, a regular motorcycle, a Teddy Boy hover scooter, a Liliputter one-person car, the Rennpappe sedan and a mobility scooter. The portable motorcycle and the mobility scooter are recent additions and are fully textured.[/p][p]The middle row features a white panel van, a people carrier called the Sprat, the Ovo electric vehicle, the muscle car that's served as a test vehicle since the early days of wheeled vehicle implementation, and two vehicles that are untextured. For those who have read or listened to Brigador Killers: Pilgrim (you can listen to the first half for free here), the first vehicle is one of the armored sedans used by Mar Nosso security teams to escort Brigadors. It's named the Thekla. The second vehicle is the family hatchback that appears in the novel's highway escape scene, called the '42 Lark.[/p][p]The front row has three vehicles: an untextured Shortbus, a wheelchair and a gurney. While the wheelchair and gurney won't have engine noises, they can still be "driven" around by the player - and from a gameplay data standpoint they count as wheeled vehicles.[/p][p][/p]
Corvid & Chobber vehicles
[p][/p][p]Twelve vehicles are present in this category. In the back row are the Tuk Tuk variations that were mentioned in a previous news post. Depending on what the goal of a mission is, you might opt for one variation over another such as trading carry capacity for speed or armor.[/p][p]In the front row first from the left is the Chobber Lowboy. Chobbers are a faction on Mar Nosso who are conscripted delivery personnel, and the Lowboy is a meal delivery vehicle with multiple food warmers mounted on the side.[/p][p]Accompanying the Lowboy are a regular forklift and an up-armored version, an extremely slow agrav hauler, an untextured but affectionately named Garbotruck, and the Killdozer.[/p][p][/p]
Police & Security vehicles
[p][/p][p]Just five vehicles in this section. The police motorbike comes in two variations, a normal version and a "bubble" version. The cop sedan has also been in the game for some time. The version of the SWAT APC here that got its own post is the variant with all the armor plating on. The security truck is untextured for the time being.[/p][p][/p]
Spacer vehicles
[p][/p][p]Three vehicles appear here. The Arlo agrav, the Rounder tank and the new ball tread bike. The first two are uprezzed variants you might remember from Brigador, and Dave forgot to turn off the shield generators on both. The ball tread bike is a speedy new addition to Brigador Killers.[/p][p][/p]
Why have so many vehicles?
[p]Different vehicles not only have different storage capacities - a tac-rig is not going to fit into the basket of a mobility scooter - but also behind the scenes they can be used as a way to gate off areas of a map. For instance, a cop car can get into the backlot of a police station. Alternatively, if the player intends to go about their mission another way, they might pick the heaviest thing they have available and instead slam through those barriers, though they should expect to be met with resistance.[/p][p][/p]
Wait, where are the mechs?
[p]Currently the Fork exists in-game, you should have already seen it at the start of this video, but other mechs or powersuits have not yet been put in. Part of the reason for this is we really want the player to feel the difference in power and scale when they finally get their hands on a Mongoose (never mind a Touro). The process to get there is one of iterating on the various data values and repeated playtesting. This is a lengthy procedure, not the most exciting thing to read about, and we're conscious of people's time and attention.[/p][p]Next month's post will revisit the narrative system of Brigador Killers, which has been updated significantly since the last time it was discussed.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Weapon and Ammo Pickups

[p]In the previous two posts you saw beauty renders of some ammo boxes in the inventory screen and got a look at a few of the firearms you can use. Now it's time to see how those things will appear on the ground. Here's Dave strutting past some sprite renders of various weapons and ammo boxes in a GIF.[/p][p][/p][p]Mousing over any gun or ammo drop on the ground will highlight the item and display an information box. Please note that this UI is still a work in progress.[/p][p][/p][p]Reading the box from top to bottom you first see the item type, which is "GUN". Next to that is the number 5 in blue, which will be explained in a moment. After that is the silhouette of the weapon to make it easily identifiable at a glance, followed by the gun class (SMG), name (Heino9!) and what ammo type it uses (9mm). Below that you can see how much ammo is in the weapon, which in this case is "0/34 9mm FMJ", and lastly the prompt to pick up the weapon.[/p][p]
Remember the blue number? That value is the "capacity" the gun will take up in the player's inventory. "Capacity" in this context is an abstracted combination of both the weight and its overall size. Compare it for example with the Kriel rifle, which has a capacity of 12.[/p][p][/p][p]If this number is blue and the pickup prompt is visible, it means there is enough space in the player's inventory to carry the weapon. If the number is red, however…[/p][p][/p][p]…Then this means the player's inventory is full and does not have the capacity to pick this item up. The player can access the inventory by pressing Tab, and on the left hand side of the screen they will see what gun weapon slots are occupied and what capacity space is available.[/p][p]In Dave's case you can see that his Battledress Backpack has a capacity of 25, and his Chest Rig has an additional capacity of 5. Notice also how the gun slots Main-1, Main-2 and Sidearm have capacity values of 15, 15 and 5 respectively. This means Dave can, in addition to whatever is stored in his backpack or rig, wield weapons up to these capacity values in those gun slots. Weapons that exceed these capacity values cannot be wielded by Dave in his current state, meaning Dave will need to upgrade to something like a carmine suit.[/p][p]After suiting Dave up in a carmine, his chest rig capacity has doubled to 50, and the gun slot values have also increased. This allows Dave to wield the Cut Fifty heavy machine gun, which has a capacity of 30.[/p][p][/p][p]Ammo boxes have a similar mouseover information box to weapons with some slight differences.[/p][p]The blue capacity number on the 9mm ammo box is 0 but this is because the mouseover does not display decimal values. Much like with the weapons, items like this ammo box have different capacity values. Refer to the image below to see different capacity values for the RPG rounds, the jerry can and so on.[/p][p]In addition, the 9mm FMJ box has a COUNT of 40, which means the box contains 40 rounds. This number can be changed via the map making tool Stellar Jockeys uses to make levels, which is called Tiled. [/p][p]In Tiled it's possible to set custom properties for placed objects like ammo pickups. The quantity (highlighted with a red box) of a specific pickup can be changed to whatever is required, so for instance a separate box with twice as much ammo can be placed.[/p][p][/p][p]This is useful for the level designers who may want to put specific amounts of ammunition within a level depending on the design goal.[/p][p][/p][p]One big difference in the appearance of weapon and ammo pickups is the sprites for ammo pickups are only rendered from one angle. In other words, the ammo boxes will always face the front so that they are clearly identifiable.[/p][p]Since firearms are wielded by the player, they are rendered out at the full 128 sprite rotations, meaning they can appear on the ground pointing any available direction.[/p][p][/p][p]This also means that when a group of enemies are eliminated and drop their firearms, those weapons won't all drop in the same direction and look a bit odd as a result.[/p][p]
This concludes the trio of posts looking at Brigador Killers' inventory. In next month's news post we will take a look at some of the vehicles available to the player.[/p][p][/p]
A note about the October Steam Next Fest
[p]Back in April we wrote that we were planning to be in October's Steam Next Fest. Unfortunately, Brigador Killers will not appear in that Next Fest. Our priority is updating the build on Itch first and, if we are satisfied with it, then a demo will appear on Steam sometime after. We very much appreciate your enthusiasm and your patience for Brigador Killers.[/p][p][/p][p]If you want to be among the first to know when a BK demo is coming then please sign up for our newsletter.[/p][p]Sign up to newsletter[/p][p]The archive of previous newsletters stretches back all the way to 2019, long before news updates for Brigador Killers were posted here.[/p][p][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]

L O R E

[p]Beauty renders of weapons in were teased in a previous post. In addition to these inventory screen renders, Brigador Killers will continue the tradition of Brigador's lore entries. That means the return of at least one character from Brigador's intel section: Marvin Beck. MB has been gracious enough to give us his writeup on a few of the firearms from the recent Combat Build, while we have added a note on the inspiration behind each gun's design.[/p][p][/p][h2]Wildcat Obrez[/h2][p][/p]
[p]How to make an Obrez: Find a bolt-action rifle and keep chopping down the stock and barrel until you get worried.[/p][p]How to make a Wildcat Obrez: unsafe your Obrez chamber and ammunition specs until you apologize to God. [/p][p]-MB[/p]
[p]
The design of the Wildcat Obrez is based on a sawn-off Karabiner 98k and is one of the first weapons you unlock in the Combat Build. Those of you who have already listened to the Brigador Killers audiobook may recall it as one of the first weapons Team Pilgrim gets their hands on from a dealer in Sady.[/p][p][/p][h2]Catfish[/h2][p][/p]
[p]Harder to go hungry if you don’t care what you eat. Words I’ve lived by, and the famous Catfish embodies them. Don’t confuse ubiquitous with cheap, though. This is not a cheap or poorly made gun. Just a gun that finds its way into the hands of the needy. [/p][p]A clever cylinder wall/extractor star design means the Catfish boasts 20-odd 9mm family calibers it’s capable of digesting. Realistically on Mar Nosso, you’ll see 9mm and .22lr. Maybe .357? Still, that’s handy when you’re scrounging.[/p][p]If you’re bummed about having six (or fewer) shots of .22lr left in a revolver, remember: you can always use little fish to catch bigger ones.[/p][p]-MB[/p]
[p][/p][p]The design of the Catfish is based on a Smith & Wesson Medusa M47 six-shot revolver and in-game can fire either 9mm or .22lr rounds. Zoom in a little and you may notice a few of the stickers on the gun refer to "CHOB". Chobbers are one of the factions you will encounter in Brigador Killers.[/p][p][/p][h2]Drobac[/h2][p][/p]
[p]How better to celebrate a timeless design than progressively bolting more and more garbage to it? Despite being about as old as the Mãe Dois and still as dependable, this particular iteration on the father of all .45 ACP pistols is a police duty weapon. Which means it has grown to resemble NOSPOL duty uniform more and more: somehow both cowardly and excessive, a parody of its own heritage, a mockery of what it stands for.[/p][p]Cut the sight off and it’s still a great pistol, though.[/p][p]-MB[/p]
[p][/p][p]The Drobac is based off the Colt M1911 and fires .45 ACP. If you've ever played another video game with guns in it, chances are extremely high one of the pistols in it was an M1911. In-game it is the standard issue firearm for the Mar Nosso Police, aka NOSPOL.[/p][p][/p][h2]Kriel Tet[/h2][p][/p]
[p]They say nothing makes an intruder loosen their bowels faster than the sound of a shotgun pump racking. I don’t get it. That’s the whole reason I’m inside your house at 3am.[/p][p]The discerningly retentive overwhelmingly prefer the Kriel Tet. Shotguns aren’t hard to make, but they’re hard to make really well, and Kriel’s fit and finish is top notch.[/p][p]Sure, hand-feeding shells and racking after each shot is a little old world cowboy nonsense, but the secret is that guns aren’t as rational as people want you to think. Sometimes you get something old school for the sense of command it affords you. So go ahead and rack the Tet for a little atavistic thrill. [/p][p]-MB[/p]
[p][/p][p]The Remington Model 870 is the basis of this shotgun and in BK is often found in the hands of both NOSPOL cops and their SWAT division, so watch out.[/p][p][/p][h2]Heino9![/h2][p][/p]
[p]A gun so cheap and moronic there’s an exclamation mark in its name. Based on and needlessly modified from an existing disappointment, the Heino9! cannot wait to suggest new and unpredictable places for your 9mm rounds to impact. The very high cyclic rate also throws the hot brass straight down that foregrip ahead of the trigger guard too, so, fair warning.[/p][p]I’d suggest throwing it away, but it is attached to a decent flashlight. If you’re close enough that the beam is completely within your target’s silhouette, be careful: you might actually kill someone.[/p][p]-MB[/p]
[p][/p][p]Ignore the flashlight and you may spot a resemblance to the MAC-11 machine pistol, while the gun itself is a nod towards the famous chase scene in Ghost In The Shell.[/p][p][/p][h2]Nobrelite A18[/h2][p][/p]
[p]Deep in the bones and the blood in the soil of Solo Nobre is a history of trying to stay out of things, how to stay left alone. Back on Earth, a devil’s deal for crates and crates of weapons was easy enough for many small countries to make with the reigning superpower states. The bill came later, as it always does.[/p][p]The expensive option was to do it yourself. In the history of arms and armed conflict there are the super star famous rifles, but then there are the quiet ones, the ones built or purchased at a premium and sometimes at suboptimal performance over the devil’s free guns, in a bid to stay out of it, in a bid to stay left alone. [/p][p]Solo Nobre didn’t stay left alone, and maybe she never will. The rifle known simply as “The 18” to most loyal sons and daughters was one of the tools that bought independence with blood, and will buy it once again.[/p][p]-MB[/p]
[p][/p][p]This rifle is based on the ArmaLite AR-18, not to be confused with its Colt AR-15 cousin (AKA the M16). It is unlocked in the player's hideout in the Combat Build after the player exfiltrates with the required weapon box.[/p][p][/p][h2]Aleph[/h2][p][/p]
[p]Experts agree that main battle rifle calibers are what you want in a serious fight. With the advent of not only sophisticated body armor, tac rigs, power suits and beyond, bullet weight and armor penetration are more important than ever. [/p][p]While full power rifle cartridges come with serious carry weight and recoil issues, both are considerably dampened with the strength augmentation that come with the very tac rigs you’re going to be fighting. So get suited up and grab an Aleph, they’re great rifles. Experts* agree.[/p][p]* Citation: many brilliant, pithy summaries ending with “-MB.”[/p][p]-MB[/p]
[p][/p][p]The Aleph is found on the ground in one of the levels in the Combat Build as a small tease, since no ammo for it is currently available to the player. Its appearance is based on the real world FN FAL.[/p][p][/p][h2]Thumper[/h2][p][/p]
[p]Simplicity itself. A weapon that resembles a cartoon shotgun—because that’s what it is. Point and shoot: the Thumper is a single tube that launches a 40mm grenade. Intuitive enough that it’s an easy weapon to be accurate with aimed offhand. The trick is keeping your shit together as you cycle: fire, break-open, extract, reload, close, fire: for as long as you’ve still got trouble.[/p][p]-MB[/p]
[p][/p][p]The Thumper is our spin on the M79 grenade launcher. If the grenade doesn't take out a pack of enemies, switch to an offhand weapon to deal with any stragglers.[/p][p][/p][h2]Mercy[/h2][p][/p]
[p]The first step is love, the second is mercy.[/p][p]-MB[/p]
[p][/p][p]The Mercy is an over-and-under double-barreled shotgun that shoots 4ga shells. This weapon will occupy a main slot when playing as regular infantry, but when wearing the Carmine suit, the Mercy can be equipped as a sidearm in the third slot.[/p][p][/p][h2]Cut Fifty[/h2][p][/p]
[p]An ingenious (desperate) FSG operator on Brezno invented the Cut Fifty configuration. If you chop most of the barrel and make some judicious cuts, a Mãe Dois can serve within the power/weight ratio and recoil control of most suits. What you lose in accuracy you get back in sheer firepower - punching far above your weight in a suit.[/p][p]Weight is still the limiting factor, though, which means the Cut Fifty has a problem I know a little too well: just when you’re really getting into it, you’re already spent.[/p][p]-MB[/p]
[p][/p][p]The Cut Fifty will be making it into the build soon. Like the description says - it's a Browning M2 with the barrel cut short, but the weight of it means you will need to be wearing the Carmine suit to handle it effectively.[/p][p]Players will be able to read these text descriptions and more when the game's UI gets updated.[/p][p][/p][p][/p][p][/p][p]P.S. We recently launched our 2025 lineup of miniatures - there's lore on each store page too.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]