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"Randomness" in Brigador Killers

[p]Before we get to the post - it's time for another MAVS track from the Brigador Killers OST titled "Where's the Beef".[/p][previewyoutube][/previewyoutube][p]If you have already played the Garage Build or the recent Fabricator Build, this is the track that plays during the Dromon sniper fight after you make your way through the Villa or Undercity mission. Now onto the post.[/p][p][/p]
A new layer to map making
[p]A while ago we looked at some of the map making features of Brigador Killers and it's high time we returned to the topic since some new things have been used extensively for Brigador Killers.[/p][p][/p][p]Our game uses a program called Tiled to make its levels. Tiled is a free and open source WYSIWYG editor used by many games to make maps or levels. We also used it for the first Brigador - and we have been able to add more features to the version we use for BK. One of those features is present in one of the new early missions in the current Itch build, which is called Crow's Field. This level mostly looks like this zoomed all the way out in the game (click to enlarge).[/p][p]Now, because there is now a penalty to the player dying in the recent build, the intention behind Crow's Field is that the player can always go into this level empty-handed to grab some low tier weapons, ammunition and parts for the garage with little to no risk.[/p][p]To keep things fresh, Crow's Field's overall layout changes slightly every time the level loads. Take this initial part of the map just left of the middle. It may appear with a bunch of junk barricades…[/p][p]It might appear with a bunch of concrete barriers…[/p][p]Or it might have no barriers at all.[/p][p]Moving to the northern part of Crow's Field around this destroyed building, a box might appear in one of three places. You might find this box in front of the building…[/p][p]You might find it to the west of it…[/p][p]Or you might find it in the corner behind the building.[/p][p](Those of you scrutinizing the images above carefully may also have noticed slight differences in rubble arrangement.) [/p][p]So what's going on? If we look at this section of the Crow's Field map over in Tiled with most of the map layers turned on, we see the following.[/p][p]Placed on the map are two blue icons and a purple icon, which are the spawn locations of the boxes mentioned earlier. The blue boxes contain parts, which are used in the Fabricator back at the garage. Meanwhile the purple box contains ammo. Other box types exist, but more on that later.[/p][p][/p][p]In the context of Tiled, these item boxes are called objects and are located on what's called an object layer (a list of the map's layers are visible in the top right of the image). Objects are typically things like enemy spawns, item boxes like these, and anything else the level designers would want to freely place independent of the underlying grid of tiles.[/p][p][/p][p]The other main type of layer is a tile layer. Since the map is on a grid, we use that grid to snap down building props or ground tiles that look like dirt or gravel and the like. If we return to the barricades area, this is what that area looks like with all the possible tile layers visible in that area.[/p][p]Seen in this image are both the concrete barriers and the junk barricades, but in-game they are not visible at the same time. The reason is because of a third type of layer, called a group layer. Functionally, a group layer is like a folder that you can put other layers into (even another group layer if you like). Looking at the layer list a little more closely…[/p][p][/p][p]These barricade tile layers are labelled barricades A, B and C and they are located inside the "barricades left" group layer. What is special about this group layer is it has a custom property string called enable_if with the value of __CHOOSE_ONE__. What this means is when the level loads, the game chooses one of those layers to load for that area, and that's what appears on the front end to the player. In other words, there's a one in three chance of seeing one of those barricade setups in that area when you enter Crow's Field.[/p][p]
In addition, just like with different object or tile layers, the contents of a group layer folder don't need to apply to the whole map, they can just exist within a specific area to suit the designer's intentions.[/p][p][/p]
Item variance inside boxes
[p]Returning to the Crow's Field boxes mentioned earlier, when the player opens up one of those boxes, they may see the following contents…[/p][p]If the player returns to the level and, assuming the level rolled the same box position as before, the contents might instead look like this.[/p][p]Now remember: the positions of these three boxes are static in the Tiled editor. In addition, they all have the same inventory .json file attached to them, so how can one box produce different results? The answer is by opening up the inventory .json file, and taking a look. This specific inventory file is called salvagechest_parts_t0_sm_01.json, and this is what's inside.[/p][p][/p][p]To translate the above, there are eight possible things that can appear inside this box, and they are:[/p]
  • [p]100% chance for five simple parts (maximum of seven)[/p]
  • [p]20% chance for two armor parts (maximum of three)[/p]
  • [p]20% chance for one small battery (min. and max. values are the same)[/p]
  • [p]50% chance for two small actuators (maximum of three)[/p]
  • [p]20% chance for one small engine (min. and max. values are the same)[/p]
  • [p]40% chance for one small gimbal (maximum of two)[/p]
  • [p]65% chance for two small hardpoints (maximum of four)[/p]
  • [p]90% chance for one jerrycan of fuel (maximum of three)[/p]
[p]In other words, this is a loot drop table. This kind of thing isn't exclusive to just the contents of boxes - anything that has an inventory like an enemy NPC or a vehicle can have loot tables. Corvids might drop with a good chunk of ammo. Civilians might have a lot of credits on them. The backseat of a cop sedan might contain a shotgun. Knock over a mobile trash collecting Froggy and you might be surprised what they've vacuumed up.[/p][p]
All these loot drop tables on all these things are entirely authored by the designers and, if we're doing it right, the player shouldn't get too tired from picking through the same levels again, because there's just enough of a chance that it'll be different the next go around.[/p][p][/p]
Delivering a narrative payload on top
[p][/p][p]Our designers can also sneak in some narrative wordlessly through the use of group layers to roll different locations of enemies, crate spawns and building props. A good example of this is in a later map called Vilutian Promenade, which looks like this zoomed all the way out.[/p][p]In the middle of the map at the right angle turn of the road, there are three potential appearances. This area is either clear…[/p][p]Occupied by a heavy police presence guarding a large weapons crate…[/p][p]Or that same police blockade but the large crate is gone and instead it's strewn with corpses and there are now Corvids about.[/p][p]The idea here is, when the player revisits this level, they get the sense that some kind of turf war has taken place between these two factions, though the player is never told explicitly. You may know this phenomenon better as "environmental storytelling", which is when a level's physical layout is used to tell a story, instead of a wall of text, as if to evoke the question in the player's head of "what happened here?"[/p][p][/p][p]We don't intend to directly answer that, at least not in the sense of "What are they fighting over?", but in the sense of what level design tools were used? It is nothing more complicated than crafting different arrangements of props and enemy spawns, and letting the game pick between those layouts.
[/p]
The reasoning behind all this
[p]By having slightly different level layouts, a variance of loot that can appear in the inventories of boxes or vehicles, and different things dropping from enemies, we expose the player to what we think is a healthy amount of what's sometimes referred to as "volatility". Volatility is a word that refers to the frequency of rewards a player can get from play. [/p][p][/p][p]If volatility is too high e.g. a single crate that might appear in one spot but it has the most powerful end game weapons in it, then you end up with a scenario where play is ultimately trivialized because any sort of challenge disappears and so does the player. The opposite problem exists when volatility is too low, such as having the same crummy things always appearing in the same places. Creating situations like that is how you end up with players repeatedly farming those locations until they inevitably get bored and quit, because that's not a compelling form of play either. Trying to find the amount of volatility that is "just right" is not an easy task.[/p][p][/p][p]Fortunately, we now have the ability with our map making tools to sprinkle volatility across levels in Brigador Killers in even patches. In addition, all the data behind various inventories is hand authored and tiered according to a set of difficulty ranges. Ultimately the goal behind this design philosophy is that after a prolonged session of play, the player ends up neither feeling like they are on a flat treadmill, nor banging into a wall, but on a power fantasy ramp gently taking them upwards.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

M O A R L O R E

[p]This month we're going to look at some more inventory beauty renders and some of the lore that's been written for them.[/p][p]Before we get to that, two things. The first is another Makeup and Vanity Set track. This one is called To The Ground and is heard in the introductory junkyard mission of the Garage Build that unlocks the first parking slot.[/p][previewyoutube][/previewyoutube][p]Another track will be posted at the end of next month to join the playlist of tracks from the Brigador Killers OST.[/p][p]Second, behind the scenes there have been a few changes to the inventory UI that were originally teased in this post on social media.[/p][p][/p][p]This inventory has received a UI color change, and draw your attention to the second column of the player inventory on the left.[/p][p][/p][p]Unlike in the Garage Build, the second column now splits out whatever the player is carrying between weapons, items and ammo. This is because something we noticed from watching people play the Garage Build was having a general inventory space resulted in the player (particularly the loot goblins among you) being overburdened to the point that they couldn't pick up a firearm they wanted, or ammo they needed, or bandages they might need without having to drop something that they also wanted to keep. Now the on-foot player inventory is separated out so that you only have to sacrifice space for something of roughly the same type.[/p][p][/p][p]Also, as can be seen in the clip or on the backpack in the image above, an icon appears over whatever the player is currently interacting with, and there is also a highlight in the inventory over whatever item is being moused over.[/p][p] Lastly, an interact button (default bind of F) brings up a lore entry for whatever the player is mousing over with alongside the beauty render of that thing, and this is what the rest of this post will focus on. Enjoy several words from MB.[/p][p][/p][p][/p][h2]Amerigo 177[/h2][p][/p][h3]It’s a weird little gun that I can’t help but love. .22 Long Rifle is a varmint caliber, a tiny little baby round for babies. The pan magazine holds an impressive 177 rounds, hence the model designation. The gun has no recoil and a high cyclic rate, very easy to do damage on unarmored targets. Not a bad gun to have in a pinch.[/h3][h3]-MB[/h3][p][/p][h2]Chobfob[/h2][p][/p][h3]A fine .22lr rifle for small game out in the woods or a little target practice at the range. Decidedly less fine for staying alive on Mar Nosso as a poor bastard Chobber. Makes me think of the Zweenie back in Solo Nobre. A lot of Chobbers lost their lives when accurate enough shots from this small caliber rifle were answered in a much higher caliber.[/h3][h3]-MB[/h3][p][/p][h2].22LR[/h2][p][/p][h3].22 Long rifle, short on hope. Designed as gentle bullets for target shooting, lagomorphs and the C-suite. Put it this way: you’re in serious trouble if you’re looking at this entry.[/h3][h3]-MB[/h3][p][/p][h2]Duiker Carbine[/h2][p][/p][h3]For the historical re-enactors with lethal intent. It’s the back half of a bolt action rifle, rechambered and rebarreled in .45 ACP. That’s already a big fat round under the speed of sound, so adding a suppressor works devastatingly well. [/h3][h3]It’s bolt action, because that’s the rest of the gag: a semiauto action cycling can be louder than the shot itself if suppressed well enough. Cycle the bolt when there’s nobody left to hear it.[/h3][h3]Just keep it to mid-range at most: this is still a pistol caliber weapon. Shoot at anyone too far away and they’re going to watch the bullet roll past their feet.[/h3][h3]-MB[/h3][p][/p][h2]Señor Graxa[/h2][p][/p][h3]Lipstick on a pig. Pigs are incredible animals, mind you: it’s the lipstick that’s a problem. Despite having fractional independence from War Council mandates, Nobrelite was possessed by the same manias. They loved lasers. Had to have them. Everyone who ever carried a Nobrelite will have some over-the-top story of the Señor’s reliability and chuggy cyclic rate, but bring up the overbuilt laser sight and they go quiet. Just like anyone on the bad side of Señor Graxa.[/h3][h3]-MB[/h3][p][/p][h2].45 ACP[/h2][p][/p][h3]A lovely slow lethal tugboat of a round. The .45 is big enough that it’s normally already subsonic, making it an ideal candidate for suppression, like most old timers.[/h3][h3]-MB[/h3][p][/p][h2]Lodi[/h2][p][/p][h3]One of the most popular Kriel designs of all time. An old cowboy gun cut down and mated to a laser sight so big you’d swear you were back in Solo Nobre. High polish blued steel throwing a red dot dancing over someone’s heart in a saloon… and looks like Mar Nosso boardrooms now, too. [/h3][h3]-MB[/h3][p][/p][h2]LAW[/h2][p][/p][h3]The ol’ Brezno Toothpick. Single shot disposable rocket launcher. Old tech, but so long as there’s light armor around that needs giving a hard time, you’ll find these discarded launcher tubes on rooftops, in alleys, in the forests and jungles of warzones throughout the Outer Colonies. [/h3][h3]There’s a story about how if you walk a shiftcycle dead north from Seven Ock on Volta, you’ll find a man who lives in a little house built entirely out of old LAW tubes. If anyone who’s fired that many rockets is still alive, they’ve earned their peace. I hope you earn yours.[/h3][h3]-MB[/h3][p][/p][h2]Rasmus Gun[/h2][p][/p][h3]Volta is an efficiency colony in the ass-end of space that has suffered some of the finest cruelties the Concerns have on offer. In return, the Voltans answered in kind with ingenious crudity and fighting spirit. The VMC enjoyed improvised explosives, punji traps, sabotaged machinery, assassinations, and even the resurrection of ancient firearms. [/h3][h3]The Rasmus Gun is another contemporary of the Drobac and Mãe Dois that hasn’t worn as well as those designs, but is just as burly. How it got there, how Volta Kämpfer came to manufacture them is a mystery to be honest; how it came to Mar Nosso is not. The Voltans’ insurrections were quelled by force, with an assist from Clade Vocc to hear it told, and now their glorious battle arms are curios and scrap metal. But you can still feel the old war spirit in its steel. Time to feed it a few more Corporate bastards. [/h3][h3]-MB[/h3][p][/p][h2]7.92x57 (8mm)[/h2][p][/p][h3]For every Twelve Seven, there’s a band that doesn’t make it but deserves to just as much. 8mm is that outer-outer Colony version of 7.62 (.308). I hope that explains at least a little why Solo Nobre adopted it. Super colonial space colony still not making any sense to you? Maybe apocryphal tales about railroad gauges and invasions might clear it up.[/h3][h3]-MB[/h3][p][/p][h2]Rhino Stopper[/h2][h2][/h2][h3]That's the street name. An animal someone saw in a faded picture book. The design is similarly ancient, something the Seppos could improvise from the worn out barrels of crusty old AA guns.[/h3][h3]Calling it a blunt instrument would be an insult to music. Like everything Volta Kämpfer sells it's ugly, heavy, and a pain in the ass. But you forget all that when you pull the trigger and the guy in front of you disappears.[/h3][h3]It's a neat little magic trick.[/h3][h3]-MB[/h3][p][/p][h2]6 gauge buckshot[/h2][p][/p][h3]A psychotic, over the top standard for putting many perforations into many things in your field of view. I’d worry less about fighting against armor than unsafe toxins already present in your bloodstream.[/h3][h3]-MB[/h3][p][/p][h2]Tilo[/h2][p][/p][h3]The discerning shootist’s submachine gun. If you need an introduction, you might not be cut out for this whole “insurgency” thing. [/h3][h3]Still, I love the exotic high contrast tiger stripe camo on this one. Couldn’t tell you what planet this might have come from, what unknown xenoflora these colors help hide the Tilo in. Drilling two shots of nine millimeter center mass and one in the head is something the Tilo can help you with on any planet, though.[/h3][h3]-MB[/h3][p][/p][h2]9mm[/h2][p][/p][h3]“If you want peace, prepare for war” is the funniest possible saying to attach to one of the longest-lived fighting cartridges. I would proffer “If you love war, enjoy the follow-through.”[/h3][h3]9mm got a bad rap for lethality, but humanity course-corrected for powder charge and magazine capacity. 9mm will always be with us. Peace is an infection we can beat.[/h3][h3]-MB[/h3][p][/p][h2]Voltan Bog Rifle[/h2][p][/p][h3]Patience. Patience is how you throw off the yoke of your corporate colonial government that never held your life in higher esteem than profit. Patience is also crucial to using this rifle well.[/h3][h3]You could dry fire the trigger once and walk away because admittedly it is lousy, even for a bullpup. Heavy as an auroch and the break is as mushy as grade-D ground auroch, too. Can’t see shit through that Starlight scope either, but patience wins out.[/h3][h3]The Voltan Bog Rifle, on its integrated bipod from a blind outside the miles of pipeline, held steady in that infernal endless Voltan twilight—this rifle and patience claimed the lives of every VMC supervisor who intimidated and imprisoned Voltan workers. I’m sure this rifle will prove useful for you, too. Let’s just hope the Vocc don’t show up like they did on Volta.[/h3][h3]-MB[/h3][p][/p][h2]8mm Wildcat[/h2][p][/p][h3]Accuracy.
Consistency.
Safety.[/h3][h3]Things that don’t matter when you’re handloading a spent 8mm hull as hot as you can make it, and then some. The sticker on the package isn’t just there to look good. It’s a hood version of the warning labels plastered on every Finvenko. Tells you not to load these things into anything that eats standard issue eight mill, unless you like picking bits of metal out of your eye socket.[/h3][h3]-MB[/h3][p][/p][h2]Zitha[/h2][p][/p][h3]A little spicier, rarer flavor of a law enforcement close quarters carbine. Real slick kit. When shooting people with The 18 doesn’t impress your friends anymore, basically. [/h3][h3]Favored by guys in suits they’ve never worn without body armor under their Oxford shirts. Guys who talk about ingesting "creatine" too much, whatever that is. Guys who shoot this with one hand, while ducking the head of their client into the limousine with the other. [/h3][h3]You pull one of these guns off one of those guys? Means they have failed their very high paying duty spectacularly.[/h3][h3]-MB[/h3][p][/p][h2]5.56x45mm[/h2][p][/p][h3]Turns out a bullet like a .22lr is a lot more effective if you make it a hell of a lot faster. That would be the shape of the middle future in small arms: trading weight and some penetration for lower mass and higher velocity.[/h3][h3]People stop making fun of your gun for looking like a toy when A) you put enough attachments onto it to make it look meaner B) your toy gun is really good at killing the people making fun of it.[/h3][h3]-MB[/h3][p][/p]

Garage Build Impressions & FAQ

[p]Happy new year! Last month we released the Garage Build of Brigador Killers and in case you missed it we recently put up about twenty minutes of gameplay from it.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]This video will be on the store pages until a proper trailer replaces it, but you can always find it in the development playlist on our YouTube channel.[/p][p][/p][p]In addition, here's another Makeup and Vanity Set track from the Garage Build, titled Let's Mingle.[/p][p][/p][previewyoutube][/previewyoutube][p]This song is the one heard in the Dealership mission where the player has to destroy a bunch of Ovo electric vehicles.[/p][p][/p][p][/p]
Your impressions of the Garage build
[p]
There have been plenty of reactions to the Garage Build. Here's a look at what some of you have been saying…[/p][p]
[/p][h2]…On YouTube[/h2]
  • [p]Nice! Getting heavy Crusader No Remorse/No Regret vibes outta this. Looks fantastic.[/p]
[p]- FightWhen[/p][p][/p]
  • [p]LETS GO !!! I need more brigador in my life i've gone over the books and game so much waiting [/p]
[p]- ThatOrphan[/p][p][/p]
  • [p]This is hotline miami but better.[/p]
[p]-ViGsT[/p][p][/p]
  • [p]That guitar rift almost gave me a heart attack. Please MAVS more of this[/p]
[p]-freshglizzy3763[/p][p][/p]
  • [p]Aquele é o sorriso de um homem ao qual pode se dar toda a sua confiança[/p]
[p]-O_Horripilante_Sehhorito[/p][h2]…on r/brigador[/h2][p][/p]
  • [p]This gives me flashbacks to Syndicate Wars which I used to obsess over[/p]
[p]-phildogtheman[/p][p][/p]
  • [p]Hell yeah.[/p]
[p]-MostlyLurkingPals[/p][p][/p]
  • [p]God I want it in my bones[/p]
[p]-KingOfStarrySkies[/p][p]
[/p][h2]…on our Discord[/h2][p][/p]
  • [p]im resetting my garage save cause I want to play through it again, im really enjoying this build a lot[/p]
[p]-lobsterdisco1996[/p][p][/p]
  • [p]i gotta say banger update so far[/p]
[p]-WillWrite[/p][p][/p]
  • [p]I love stealing containers[/p]
[p]-themerchantofbenis[/p][p][/p]
  • [p]Still getting the hang of how it plays vis a vis Brigador but I have to say that even these early levels look fantastic[/p]
[p]-cats[/p][p][/p]
  • [p]Drinking my Nosdelos while doing donuts in my armored Varlet blasting the latest Marpop dance music and accidentally running over 3 Nospol officers in the process[/p]
[p]-captain_flux[/p][p][/p]
  • [p]APC acquired[/p]
  • [p]I slapped an RPG-7 on it[/p]
  • [p]Bootleg tank[/p]
[p]-CorvidThunk[/p][p]
[/p][h2]…via the survey (anonymous)[/h2]
  • [p]I wanna honk the horn of the vehicle.[/p]
  • [p]It reminds me a lot of gta1 but WAY better. [/p]
  • [p]The gameplay loop is solid. Aiming takes a bit to get a handle on but is pretty intuitive once it clicks, just like the first game. On foot movement feels pretty odd at first, particularly with how binary the difference between sprinting and walking feels - leisurely stroll vs sprinting at mach fuck[/p]
[p]
There are just some of your reactions and Stellar Jockeys are pleased that the December build landed well.[/p][p]
[/p]
Frequently Asked Questions
[p]We've aggregated a lot of your questions to these main inquiries: [/p][h2]Where are the mechs and tanks?[/h2][p]In the Garage Build the player can fill their hideout with mean-looking SWAT APCs that come armed with twin Bonesaws. However, the APC isn't really featured in the gameplay footage because the data for vehicles that can mount weapons isn't finalized i.e. the APC is not as accurate as a player when firing the same weapon, when in fact it should be much more accurate.[/p][p]The majority of the mechs and tanks planned for the game also aren't there yet either in terms of art or gameplay data (for instance the untextured vehicles seen in this previous post). What we are hoping for, and a few players have already remarked as much from just the change in feel in using the different suits in the build, is that when you finally get into a Mongoose, never mind a Touro, the step up in the power fantasy journey will feel immense.[/p][p]Also, there is a mech in the Garage Build, but it's in the story segment of the Garage Build and we didn't want to spoil the surprise in the gameplay footage video. Please experience it for yourselves.[/p][h2]Weren't you making a sequel to Brigador? This game doesn't look like Brigador…[/h2][p]This type of question usually came alongside the previous one, but it's deserving of a separate response. The first part of the answer is that Brigador already exists and as developers we aren't interested in making the exact same game over and over again. [/p][p]The second part is that Brigador Killers is partly made in reaction to criticism about the first game, where a common complaint was that there is a lack of things to do. Based on the feedback to the build so far, we seem to be on the right track.[/p][h2]What about melee weapons?[/h2][p]Brigador Killers is still mostly a game about shooting cool guns and not a character action game like Devil May Cry. Each suit you can find in the Garage Build has a melee attack that can vary in strength or animation e.g. the carmine suit kick is much stronger than the loyalist infantry suit version, while the cinderblock suit has a hefty punch. Dedicated melee weapons are potentially possible, but they are very unlikely due to increased animation work involved.[/p][h2]Will there be stealth?[/h2][p]Not in the way games like Metal Gear Solid tracks stealth. Our intention is you can go under the radar until things inevitably go hot, but whether it ends up that way remains to be seen.[/p][p][/p][h2]What's with the aiming line?[/h2][p]Various elements of the aiming system are visualized in the gameplay footage. More specifically:[/p]
  • [p]The dotted line represents the distance between the mouse cursor and the player's location (the bigger the spaces are between dots, the further away the player is from the mouse) - this line turns into an arc when aiming with weapons like grenade launchers or mortars.[/p]
  • [p]The wireframe surrounding that dotted line represents the accuracy bloom that is affected by factors such as player movement and what suit is being worn (e.g. a better suit means better accuracy).[/p]
  • [p]The expanding/contracting circle where the mouse cursor is represents the area where projectiles can land, depending on the player's accuracy at the time of firing.[/p]
  • [p]The orange and red highlights on enemy NPCs are the soft and hard lock on respectively. Soft lock on happens while mousing over things that can be targeted but can be broken by moving the mouse away; hard lock on happens while mousing over and pressing a keybind - it won't be broken by moving the mouse away from the target.[/p]
[p]The different parts of the aiming can be individually turned on or off according to playstyle in the SETTINGS menu.[/p][h2]Is there going to be a demo or a playtest?[/h2][p]We expect to put up a demo of Brigador Killers on Steam ahead of the June Steam Next Fest. We'll be very loud about it when it happens, trailer and everything. No, the demo will not be taken down after Next Fest.[/p][h2]Release plans?[/h2][p]We want Brigador Killers to go into Early Access on Steam (and GOG) this year and that's all we'll say for now.[/p][h2]Who did the music in the build?[/h2][p]Makeup and Vanity Set. Here are the levels in the build and the names of the tracks used in them.[/p][p][/p]
[p]Level name[/p]
[p]Track used[/p]
[p]Intro mission[/p]
[p]To The Ground[/p]
[p]Chop Shop[/p]
[p]Authentication[/p]
[p]Roundabout[/p]
[p]You're Coming With Me[/p]
[p]Causeway[/p]
[p]Incite The Riot[/p]
[p]Shoreline[/p]
[p]Tidewall[/p]
[p]Dealership[/p]
[p]Let's Mingle[/p]
[p]Aubrey's Neighborhood[/p]
[p]Posadochny[/p]
[p]Wilderness[/p]
[p]Never Trust a Death Cult[/p]
[p]Kolchak Park[/p]
[p]Kill Norman Osberger[/p]
[p]Dromon Undercity[/p]
[p]We're Hunting Jackals[/p]
[p]Dromon Villa[/p]
[p]Forced Entry[/p]
[p]Dromon Boss[/p]
[p]Where's the Beef[/p]
[p]Vilutian Promenade[/p]
[p]Betty Says[/p]
[p]Sinkhole[/p]
[p]Storm the Gates[/p]
[p]Vandenberg[/p]
[p]True Believer[/p]
[p]Salvage Yard[/p]
[p]Synchnet Intel[/p]
[p]Posadochny[/p]
[p]Fluids[/p]
[p][/p][p]Some of these tracks are already in the YouTube playlist. A new Makeup and Vanity Set track will be added at the end of every month for the next few months.
[/p][h2]Does "Brigador Killers" mean we're killing Brigadors, or does "Brigador Killers" mean we're Brigadors and we're still killers?[/h2][p]Much to think about.[/p][p][/p][h2]I have another question![/h2][p]Chances are we already answered it in this thread but feel free to ask us questions in the #brigador_killers_chat channel of our discord server.[/p][p][/p][p][/p]

The sequel to isometric mech sim Brigador gives off serious Syndicate vibes in its latest footage, and you can play its alpha version right now




Isometric mech sim Brigador is 10 years old this year—a fact that kicked me right in the mortality given that I was certain it only came out a few years ago. The original version of Stellar Jockeys' shoot 'em up was a decent, if flawed affair. But the developer spent the next year overhauling the experience, delivering a new campaign and several other reworks that netted it a much more favourable Steam rating...
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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]