Greetings, beloved citizens! Just a small notice today. It doesn’t make it any less important though. Here it is! Militsioner will be at Triple-i initiative showcase on October 8! We will have an announcement to make, a pretty big one. We believe you’ll like it. Triple-i initiati
Greetings, beloved citizens!
Just a small notice today. It doesn’t make it any less important though. Here it is!
Militsioner will be at Triple-i initiative showcase on October 8!
We will have an announcement to make, a pretty big one. We believe you’ll like it.
Triple-i initiative is a 45-minute showcase of back-to-back trailers and announcements. As they say, No hosts. No ads. Just games. We ourselves can’t wait to show you more.
Tune in to Triple-i showcase on Youtube or Twitch, on October 8, 2026, 9 AM PT / 6 PM CEST / 4 PM GMT.
Don’t miss it, don’t disappoint HIM.
See you there, beloved citizens! Tallboys & CRITICAL REFLEX
Greetings, beloved citizens! Today, we have an announcement to make. It’s a big one! The town continues to take shape through chaotic evolution. Now it’s almost breathing with its many alleyways and its heart starts to twitch in anticipation. We finally have a release window. MIL
Greetings, beloved citizens!
Today, we have an announcement to make.It’s a big one! The town continues to take shape through chaotic evolution. Now it’s almost breathing with its many alleyways and its heart starts to twitch in anticipation. We finally have a release window.
HE sat still long enough. It is time for him to finally stand up and rain the punishment on criminals. Militsioner will be watching you next year, coming to Steam and XBOX Series X|S via Game Pass.
We can already see the finish line and are treading steadily towards the release. We want to sincerely thank everyone supporting us throughout the development, it means a lot. Meanwhile, expect a public Steam demo, we’re hard at work fine-tuning it right now.
Don’t miss it - wishlist Militsioner on Steam right now!
Greetings, beloved citizens! We’ve been hard at work, building, furnishing and tuning the nameless town under the Giant’s gaze. The city grows, expands in all dimensions, and the Law grows with it. And the time has come for us to share more details about the ongoing development.
Greetings, beloved citizens!
We’ve been hard at work, building, furnishing and tuning the nameless town under the Giant’s gaze. The city grows, expands in all dimensions, and the Law grows with it. And the time has come for us to share more details about the ongoing development. A lot has been added, remade and improved, so take a deep breath. But don’t blink.
Structure and Order
Streets now stretch in all directions – navigation can get complicated. So, to make exploration more directed, we’ve split the game into 3 acts, each unlocking a new part of town and its own ways to escape. The environment will also change, and Militsioner’s character develops throughout – each attempt you play as a new nameless criminal. And as more parolees flee the scene – HE grows weary. He can’t help taking it personally.
If you participated in the public playtest last year, you are already familiar with the suburban train. Today we introduce you to another way out of the town.
The Funicular
Unlike trains, operating on a strict schedule, the funicular courses freely back and forth during the day. And Smoker got a job – he’s driving it now! He isn’t too concerned about your criminal record, and wouldn’t mind helping you, but… There’s no other way to put it, he’s a coward. The Giant’s gaze makes him shake in absolute dread. The ethics of disobeying the Law’s orders concern him much less, than the thought of the punishment to come. He can be more cooperative, you just need to get him out of the Giant’s sight. Which is tricky, considering how the city can fit in the palm of HIS hand.
Although – why even bother with the driver? This man is clearly too much to deal with. Maybe speak directly to the management. Surely, the Boss must be more helpful. You know what’s the best way to reintegrate yourself into society? Getting a job. And the funicular administration is happy to oblige. A couple of small errands done, and you get yourself an employee badge. Nothing warms one’s heart quite like the sense of belonging to a collective.
But there is another prize at the office. A beautiful, alluring wood and glass case with a maintenance key inside. A free pass through the funicular’s back door. A one-way ticket out of this town. Of course nobody will give it to you, it’s not needed for your line of work, not to mention that everyone knows who you are, even if they play dumb in your presence. But the office closes eventually, and it’s pretty quiet outside of work hours. It would be a shame if somebody snuck in and stole the important key.
And there is also one more way to get in and, subsequently, out. You see, the funicular travels to the high mountains. Why waste time with station security, and why not try your hand in trainhopping? We’ll leave the details of this method in the dark. Of course there are safety concerns, but we’re sure you’ll figure it out somehow.
Freedom Below
A lot of effort went into level design – specifically, the sewers. As you might remember from Open Playtest, they were a safe haven from HIS wrath. But, a single room is hardly a sewer system, isn’t it? This is why we’re expanding on their purpose: sewers now stretch throughout the town, offering safe passage between districts and their own puzzles and secrets. One of their sights is a new shop, run by your best (and only) Friend. Being an ambassador of free trade, he buys everything you bring and sells items you won’t find on the surface - for good reason, his wares are illegal. For example, would you be interested in buying an alibi? Kill, steal, surpass – one shady paper and you’re good to go.
Make Up Your Mind
Feedback we got from the Open Playtest showed that some of the testers often got lost - which is fair. The game used to present you with the whole area and its many options without providing directions: you can do anything, but what things would you want to do?
We already mentioned the Mind Map in our previous progress report, and now we’re expanding on it. It still represents a tree of paths you can take, but now it is more closely tied to the gameplay. For example, if the opportunity presents itself and you’ve stumbled upon something useful – it will be highlighted, so that you know it’d be worth exploring further. Additionally, you can now track paths you want to follow. Objectives will be highlighted and markers will appear in the world to help you orient yourself in these streets. It’s completely optional, but may prove convenient when you need to find your way to the funicular office from the other side of town.
Ins and Outs
Visually, the town also improved! We put a lot of time into apartment interiors to make them more lived-in and functional. This includes your own flat featured in the new intro. We’ll leave the intro itself in the dark, for now let’s just say it has a more proper due process.
While the houses were intended to be somewhat cozy (yet a bit forlorn), government buildings are the opposite. Funicular administration is hostile in nature, incorporating elements of brutalism and monumentalism of Soviet architecture - well, as monumental as a town in the middle of nowhere can be.
Technicalities
And, of course, many of the changes we made stay behind the scenes. New animations, assets, reworked physics, UI, character “voices”, new interactions and many, many more. To list them all would take a lot of text, so here’s a little appetizer.
We’ve reworked the clothes of the giant policeman and his animations. They are now much smoother and more consistent, just how a weary colossus should move. He also can lean over the town, to inspect incidents closer. It’s an unnerving sight, to be honest.
And when he’s tired or just dissociating, he now rests on a mountain nearby, trying to get some rest from his work. It’s hardly comfortable, but better than nothing. Which is also your cue that he might not be as vigilant when laying down like this…
We've made a lot of progress in the last months, and there is more to come in the future. Our next big milestone is the public Steam demo – no solid dates yet, but stay tuned for the news! Here’s some behind-the-scenes screenshots as an appetizer.
This marks the end of our report. We’ve still got a lot to show you, but we’ll leave some for later. Meanwhile, don’t forget to wishlist Militsioner!HE would be pleased.
Greetings, beloved citizens! Long time no see. Were you behaving well? This time we were extra busy working on the game and finally have something to show you. To prevent any unrest caused by lack of updates about HIM , we bring you a fresh new trailer from the latest IGN LIVE SH
Greetings, beloved citizens!
Long time no see. Were you behaving well? This time we were extra busy working on the game and finally have something to show you.
To prevent any unrest caused by lack of updates about HIM, we bring you a fresh new trailer from the latest IGN LIVE SHOWCASE. It shows a lot of never before seen locations, scenes and events. Which means, you’re OBLIGATED to watch it, if you follow Militsioner’s development.
Lots of questions might be stirring inside of you after watching it. Who? What? Where? All we will say for now is that Militsioner underwent huge changes. Almost everything you see in the trailer is new. The city, its inhabitants, the game’s opening act – everything has been improved and expanded.
Even HE has changed.
We hope to talk about these changes in detail very soon in future teasers and devlogs. Until then, stay out of trouble and keep sharing your support for HIM.
Greetings, beloved citizens! We looked at all the feedback you left and some of your comments about already yearning to try the game more in the future, and we thought – why not give you some more time to try out the game? So we decided to extend the playtest for a couple of week
Greetings, beloved citizens!
We looked at all the feedback you left and some of your comments about already yearning to try the game more in the future, and we thought – why not give you some more time to try out the game?
So we decided to extend the playtest for a couple of weeks! Now you have some more time to join and try out the game, or, if you did it already – spend some more time with a needy giant and not-so-welcoming denizens of the town.
[img=https://i.imgur.com/y0gLtAZ.gif]
Also, here’s a little tip on some ways to get on the train, in case you haven’t tried those:
There is a back door in the ticket booth, so paying for the ticket isn’t necessary… if you find a way to open it
Ticket booth cashier fears you, to her – you’re a criminal. Prove her you aren’t evil and she may help you leave the town.
Militsioner won’t just let you leave, this includes even getting the ticket. You don’t have to hide from him though. You can earn his trust, blind him with love, and get on the train before he realises.
Or, if you aren’t ready to commit to courting a giant, your best bet is to run when he sleeps on the job. He doesn’t do it usually though, you’ll have to make some arrangements.
That’s all for now, stay tuned for further updates! Have fun testing! Tallboys & CRITICAL REFLEX
Greetings, beloved citizens! Gentle reminder, that you still have time to get into the playtest! You still have two days to explore the town, hide from the Law or… Build some meaningful relationships? Seduce the giant policeman? By any means necessary, catch the last train. If yo
Greetings, beloved citizens!
Gentle reminder, that you still have time to get into the playtest!
You still have two days to explore the town, hide from the Law or… Build some meaningful relationships? Seduce the giant policeman? By any means necessary, catch the last train.
If you haven’t played yet – our playtest is open for everyone, just press the “Request Access” button on the game’s Steam page. From there, download “Militsioner Playtest” from the library and start your escape.
[img=https://i.imgur.com/QFrHnjV.png]
We also wanted to thank everyone who shared bugreports, feedback and their thoughts about the game! It helps us immensely, especially in fixing all the issues.
So – thank you!
We’re working on new fixes right now(as you might’ve noticed from several patches to the playtest that we released already), so the experience is getting smoother with each day.
We’ll share more details about the development in the near future, so stay tuned, there’s a lot of stuff to show.
Greetings, beloved citizens! Your trial begins NOW! Militsioner Open Playtest has officially started. If you requested access before, check your library for “Militsioner Playtest”. From there you can download it and start your attempts to escape the town. Also, check out our new
Greetings, beloved citizens!
Your trial begins NOW! Militsioner Open Playtest has officially started. If you requested access before, check your library for “Militsioner Playtest”. From there you can download it and start your attempts to escape the town.
A part of the game’s town with interactable environment, NPCs and secrets.
Militsioner, the giant policeman. He ensures you won’t run… unless emotions get in the way. You are always being watched, but maybe it can help?
Stealth, narrow alleyways, gifts and bribes – if you want to escape, you should utilize all means at your disposal. Either it's goodwill or sneaky manipulations, brute force or elaborate schemes - the town remembers.
Complete player freedom – you’re free to do whatever you want, if it helps you reach your goal.
If you played our supporter demos earlier (that we post on our Patreon), there’s will be some new stuff for you as well:
New Tutorial: more immersive and concise, now in the main game, featuring Friend!
New Intro: with different introductions, influenced by the outcome of the previous attempt and more detailed overall.
Redesigned UI: updated dialogue system, expanded Mind Map, and Militsioner’s needs are now displayed more clearly.
Townsfolk AI: now they investigate sounds, panic, but you can negotiate to stop them from calling the police.
Stay tuned for our next devlog (that should come out soon after the playtest), where we’ll show new features in more detail!
The playtest will last for 2 weeks, so don’t hesitate to start your attempts today.
Also we want to remind you that this version of the game is work-in-progress, many things are subject to change, and you might encounter some bugs.
You can share your thoughts and wishes in the feedback form in the game, here in Steam community posts or in the official Tallboys Discord server. The more feedback we gather from this playtest, the more stuff we can fix, rework or rebalance to make sure that you’ll enjoy our game to the fullest.
And while you wait for our kafkaesque game, wanna try some new horror directions?
You like surrealism? In Eclipsium you navigate in a trippy realm, where physics and metaphysics unravel and twist in an incomprehensible way. Solve puzzles, get your head around illogical spaces and find what’s beyond the tower.
You like ghosts? Carimara is a creepy adventure about finding clues and asking the right questions all in an effort to conjure a ghost in this godforsaken village.
Greetings, beloved citizens! We hope you signed up for Militsioner Open Playtest, because it starts soon – the town opens its doors next week! In case you haven’t, there’s still time – simply click the “Request Access” button on the game’s Steam page. You’ll have a district of th
Greetings, beloved citizens!
We hope you signed up for Militsioner Open Playtest, because it starts soon – the town opens its doors next week!
In case you haven’t, there’s still time – simply click the “Request Access” button on the game’s Steam page.
You’ll have a district of the town to explore, a giant policeman to meet and a task to escape whatever means necessary. You can learn more about the playtest’s content and check out our new trailer in the previous post: https://store.steampowered.com/news/app/1373530/view/535478173041689326 Your trial awaits, do not waste time…
And while you wait for our kafkaesque game, wanna try some new horror directions?
You like surrealism? In Eclipsium you navigate in a trippy realm, where physics and metaphysics unravel and twist in an incomprehensible way. Solve puzzles, get your head around illogical spaces and find what’s beyond the tower.
https://store.steampowered.com/app/2419670/Eclipsium/ You like ghosts? Carimara is a creepy adventure about finding clues and asking the right questions all in an effort to conjure a ghost in this godforsaken village.
Greetings, beloved citizens! Your trial starts soon! We’ve decided to open the town’s doors for some time for you to explore – We’re collecting applications for Militsioner open playtest! You can already sign up for it on the game’s Steam page and receive access once it starts! T
Greetings, beloved citizens!
Your trial starts soon! We’ve decided to open the town’s doors for some time for you to explore – We’re collecting applications for Militsioner open playtest! You can already sign up for it on the game’s Steam page and receive access once it starts! There will be a notification for the playtest start, so don’t worry, you won’t miss it.
The playtest includes a fraction of the game with most of the mechanics:
Lonely and needy giant with his wishes, attachments and emotions. Learn how to keep his mood in check or to hide when things go south.
The town’s district, packed with a variety of NPCs, items and secrets. All is systematic, interactable and changing based on the time of day
Flood creeping in from below – when the giant feels bad, the whole town is submerged in water.
Gifts to build relationships – most items can be gifted, resulting in unique reactions and outcomes.
Stealth to hide from the giant’s wrath – avoid the light and choose the right time to go for illegal options.
Evading the giant’s hand – hide under awnings and pipelines and wait for the right moment to run for it. The hand might not get everywhere, but it’s faster than it looks.
Complete player freedom. Almost every problem has multiple solutions. There are no wrong ways to play the game.
Your task is to escape the town, and you’re free to do whatever it takes to reach this goal.
Our playtest will last for 2 weeks, so don’t keep HIM waiting, sign up and try to escape the long arms of Militsioner. Or learn the way to his heart…
Please keep in mind – this build is work-in-progress, made for testing, and a lot of things in the game are subject to change: certain areas might lack textures, and you may encounter some bugs.
That is why we’d love it if you share your thoughts with us afterwards! You can leave your feedback in the form in the game, our Steam discussions or Tallboys official server. The more feedback we have now, the better our game will be on release. And, of course, your wishlists are always appreciated.
Hide from him, bargain with him or romance him – do what you need to escape the town.
Greetings, beloved citizens! Welcome to our soon-to-be regular progress reports! In these we’ll keep you posted on new features and changes that happen in our game, as well as share some development insights. There’s a lot, so let’s get into it! Crime and Punishment Let’s start w
Greetings, beloved citizens!
Welcome to our soon-to-be regular progress reports! In these we’ll keep you posted on new features and changes that happen in our game, as well as share some development insights. There’s a lot, so let’s get into it!
Crime and Punishment
Let’s start with the star of the show – the Militsioner. First things first, in the latest update we’ve rebalanced his Mood System and improved his catching tech to be smoother and more physically realistic. Additionally, we’ve expanded his functionality and added more ways to interact with him.
For example, Militsioner now has an inventory of his own. He stores items in his giant pockets and uses them when he needs to… Unless you steal them. But don’t expect theft to go unnoticed: if he catches you in the process, this won’t look good in your case file. Not good at all.
Now he can also lean in to take a closer look at the town – to inspect a crime scene or to question witnesses. Or to search for you. In this case, tread carefully and avoid making noises. Keep in mind that you are a criminal, and if anything causes public unrest… you’re the main suspect. So if you haven’t got an alibi – better lay low for some time.
The town’s inhabitants aren’t the welcoming type. Now if they see you breaking and entering – they won’t hesitate to call the police. To be fair, put yourself in their place: if someone climbed into your flat from the window, you wouldn’t give them a warm welcome, would you?
If you get away, you’ll still have to clear your name somehow. When you’re under suspicion, it’s best to have some friends in town. If your relations with one of the characters are good enough, they can vouch for you and give you an alibi.
Loving the Law
But, if you’re a law-abiding citizen (or slick enough to not get caught) – you can get on Militsioner’s good side! If the giant is happy with you, he’ll let you wander the town freely. Might even give you some money, if you ask nicely. He can also let you off with a warning, if you were caught red-handed.
And, as a new feature, he can give you a lift to the rooftops, saving you some climbing time!
Don’t disappoint him though. It doesn’t just mean you’ll lose his sympathy. When Militsioner feels down, the town gets flooded. You really don’t want to be in its lower parts when this happens. Though it can present some new possibilities for you…
In the recent version we updated the flood system: now water fills the town gradually, slowly creeping on you from below, obstructing your paths and making some objectives impossible to reach until you figure out how to calm down the policeman. Moreover, if he’s happy, the water lowers even more, opening passages that were inaccessible before.
Cycles of Guilt
We don’t expect anybody to escape on the first try. After all, the Law’s hands are long and its eyes are never fully shut. This is why we introduced a progression system, partly resembling a rogue-lite structure.
Anything you achieve prior to your unlucky demise will be accounted for – in your next attempt you’ll be able to change the environment and the giant’s behaviour to make it a bit easier for your successor.
With each unsuccessful attempt you earn more currency to buy these upgrades. And with each successful escape you unlock more things you can influence. Don’t expect the environment to be entirely under your control though. As days pass, certain unique events occur, doors open, bridges get fixed. The town lives on, with or without you.
To help you keep track of all this, we designed the Mind-Map: a feature to keep your thoughts, clues and possible routes in one place. Once you encounter an opportunity to progress, be it a ticket cashier who needs a drink or a VHS tape with information about remote parts of the town, it is registered in the Mind-Map, allowing you to return to the task at hand when you’re ready. It also serves as your own database in case you need a refresher on some of the game’s mechanics.
Taking a Break
For Militsioner it’s not always watching and judging, giants need rest too! That’s why now every four days he gets a day off.
During a day off, among other things, he’s happier (who wouldn’t be?), and some new ways to get around appear. For example, how about a date with a giant? You might get to know him better. Good enough to get along and stop this endless cat-and-mouse.
…Or exploit this possibility to go about your shady business unnoticed. The decision is entirely up to you.
Town Refurnishing
And, of course, there are several changes to the town itself.First of all, there are two trains now! The passenger train arrives at midday and the cargo train arrives in the evening. They have their differences, but both can be your escape.
In some places of the town now you may find a vending machine with coffee, croissants, mineral water and such. We did this in order to spread items around the map, so you don’t have to go to the same place when you need an item, thus urging you to explore more.
We also reworked cars all over the town. Previously, every car had its own set of times, now their configurations change with every run. So you can’t simply remember where to get each and every item – after all, immersive sims are all about improvising.
Lastly, take a look at new game assets! We’re aiming at a down-to-earth, yet somewhat dream-like atmosphere, so the game’s art direction should reinforce it. Every object should look like it has a story (that is not necessarily explicitly told in our game).
And that is all for this devlog, thanks for reading! We’ll share some more details about the development in the next one, there is always something new.
For instance, you might want to check out PC Gaming Show presentation on June 8th...
Meanwhile, don’t forget to follow our socials to get the latest news about the game!Or join our Patreon to try out the game itself – we regularly post new builds for our supporters to try out!
Beloved citizens! Yo! Long time no see. Today we have important news to share! We decided to partner with CRITICAL REFLEX to bring the game to new heights. Maybe higher than HIM, who knows? Here’s a new video to celebrate the occasion (and to show our progress) – new 11 minutes o
Beloved citizens!
Yo! Long time no see. Today we have important news to share!
We decided to partner with CRITICAL REFLEX to bring the game to new heights.Maybe higher than HIM, who knows?
Here’s a new video to celebrate the occasion (and to show our progress) – new 11 minutes of gameplay with new features!
They are already helping us with QA to make sure the game still runs smoothly as it grows and grows. The development is in full swing and new features are added regularly, so you’ll hear from us more often from now on!
This is all for now, but expect more updates from us soon! Make sure to follow us on Twitter or Youtube to get the latest news on the game’s development! Or join our Discord to discuss all the new features!
Also, you can support us on Patreon to check out the latest game build and exclusive development blogposts!
Yo! We've just released a new gameplay video! In our latest update, we’re introduced a new game mechanic: The Flood. Negative emotions worsen over time or due to your actions. When The Giant is depressed, the rain begins, flooding the town. Until you cure The Giant's mood, the to
In our latest update, we’re introduced a new game mechanic: The Flood. Negative emotions worsen over time or due to your actions. When The Giant is depressed, the rain begins, flooding the town. Until you cure The Giant's mood, the town will remain affected.
You can support our development on Patreon or Boosty. By doing so, you’ll get access to our work-in-progress channel, development posts, and early access to The Demo.
If you played the old demo, you can simply update it or reinstall it on Steam. Also we've updated the survey. Please take a moment to fill out it after you play the demo. It’s located in the main menu. Your feedback is incredibly helpful for us to make improvements to the game. Thanks!
And we also regularly post our updates on social media: 🔴 Patreon Page: https://patreon.com/tallboys
I was instantly taken with the idea of Militsioner when I first saw it in 2021. The upcoming "Kafkaesque" immersive sim gives you the simple goal of escaping a town within a few days, a task which is somewhat complicated by the fact that a Leviathan-sized Russian cop towers over
I was instantly taken with the idea of Militsioner when I first saw it in 2021. The upcoming "Kafkaesque" immersive sim gives you the simple goal of escaping a town within a few days, a task which is somewhat complicated by the fact that a Leviathan-sized Russian cop towers over the city, watching you. In a new dev blog, developers TallBoys explain more of how you might court the giant's approval (the term "fully fleshed dating-sim mechanic" features) or avoid it by sneaking about while he sleeps. You might even—gasp!—do crimes. This also drew my attention to a ten-minute gameplay video they released last month and oh, yes, please.
For quite some time now, we've been developing a kafkaesque immersive-sim game about escaping the ever-watchful colossal Policeman. Our last devlog took us through the process of shaping the game's concept, and now, we're all set to finally get to the main course. It all began wi
For quite some time now, we've been developing a kafkaesque immersive-sim game about escaping the ever-watchful colossal Policeman. Our last devlog took us through the process of shaping the game's concept, and now, we're all set to finally get to the main course. It all began with a goal: to complete the demo…
Before that, we created prototypes, designed artwork, and established the technical framework, but all the mechanics were scattered. They simply needed to be assembled into one cohesive and enjoyable game. And, Fully determined to reach the finish line, we… kept repeatedly falling into the same pattern—developing scattered ideas and prototypes. It was challenging to break free from that loop, and the situation was only intensified by a part of the team needing to relocate to another country. It felt like we were stuck, this time for good.
It might sound strange, but we don’t have any intentions of developing this game for another decade. This means that we just needed to make a new plan - to identify the most basic mechanics of our game and shed everything slowing us down.
So what is the core of Militsioner? It's an immersive-sim about a relationship with the Law. So at that time, actively in development were: an open dialogue system with voice input, a tamagotchi-like mood system for all npc’s, a dynamic time system and a law system.
The main mechanic for elimination was pretty obvious. Keeping up with AI advancements while developing a robust dialogue system became a daunting prospect. By seriously developing an open dialogue system with voice input, we risk becoming outdated even before the game's release.
We had to abandon the voice recognition system. it was inevitable that some features we had initially aimed for would be cut. It’s natural for every project. While such decisions are typically made behind closed doors in most studios, our commitment to open development means that you get to witness it in real time. But we feel like it's crucial to maintain transparency with you about these unavoidable decisions.
Immersive-sim
There are positives to this as well – it allows us the freedom to really dive deep into the remaining mechanics. So, let’s jump right in!
All immersive-sims have some form of combat through which its immersion is revealed. Fighting the giant is not an option, so the player will have to resort to tricks - flattering, lying, stealing, giving gifts to appease the giant. His mood is the law, so as you get closer to Giant, different doors start opening up. So basically, we extend the classic immersive-sim staple of "talking your way out of the situation" in to a fully fleshed dating-sim mechanic.
Of course breaking the LAW’s heart is an option too - you can steal anything not nailed down , including chairs and even bricks from the street. For this, we've created a full-fledged store. ...Just make sure you're not caught in the act.
To pull that off, you gotta figure out his routine. The LAW needs to sleep too. Time is a key element, everything in the game world operates on its schedule.
It's very important for us that the player experiments and finds their own way to solve each task. But such an approach is very labor-intensive. Typically, in games like Dishonored, each path is crafted separately and represents a complete segment of the game that the player will never see unless they choose that specific route. We can’t afford such expenses. How to maintain freedom without adding years to the game's development?
We decided to tackle the issues in a more systematic way. We introduced universal locks that can be solved in several ways, something similar to what was done in Amnesia: The Bunker. For instance, there's a lock on a door that you can break with a brick, pick with a lockpick, or acquire a key for.
It's up to the player to decide how to get through. Each door may look the same but offers entirely different solutions depending on whether the player has a lockpick, is on good terms with an NPC who can provide a key, or if the player has swiped it from that NPC. Or even wait for the night time and discreetly break the lock with a brick.
Well, that's it for combining the core mechanics. All that was left was to test it on players, and the demo is ready! ...testing is known to be quick and easy. Games always work exactly as intended.
Numerous logical and gameplay issues arose during regular tests, which had to be promptly fixed and tested again and again and again over several months.
One of the recurring issues was that people were avoiding the game's mechanics all together. Players struggled to grasp what they needed to do in the game at all, leaning towards tactics they had already seen in other games. They were playing someone else's game.
We fought with this for a while before arriving at the simplest solution: a tutorial!
This small addition drastically transformed gameplay dynamics; people's play styles changed instantly. Mechanics began working, tactics emerged in the game, and players started engaging with tamagotchi systems, building relationships with the city's inhabitants. The demo became much more interesting to play.
After spending several months testing and making fixes, we found ourselves with a demo that felt completely different – more like a real game. We significantly changed the overall loop, tossed in heaps of new content, characters, and details to spice up the game.
The last year ended with participation in the Day of the Devs conference and a ready demo. For those who want to play, the demo is now on our Patreon.
A 10-minute gameplay video is available on our YouTube channel. We aim to keep our development process as transparent as can be, so feel free to share your feedback and join us on Discord.
Hey, this is nowhere near the final cut of the game. The tamagotchi thing still needs some tinkering, the dialogue system is on a quest for a new direction and, honestly, the game's a bit of a walk in the park right now. It's tough to be super objective – our eyes are a bit foggy, but overall, we received very positive feedback. The demo has bloomed into something way bigger than our original plan for these two years, even with the inevitable cuts. Most importantly – we've figured out where to steer this ship next.
I hope the next devlog won’t be named “our progress after another 3 years of development”. Militsioner is soon to be old enough for school; he needs to be set free.
And we also regularly post our updates on social media: 🔴 Patreon Page: https://patreon.com/tallboys
Yo! We've just released a new gameplay video! And we also regularly post our updates on social media: 🔴 Patreon Page: 🔴 Boosty: 🔵 Twitter: 🔵 Telegram: 🔵 VK: 🟣 Instagram: 🟣 TikTok 🔴 Youtube: 🔘 Discord:
I demolished the state property to see if The Giant would wake up🌛 And we also regularly post our updates on social media: 🔴 Patreon Page: 🟤 Boosty: 🔵 Twitter: 🟢 Telegram: 🟡 VK: 🟠 Instagram: ⚫ Facebook: 🔴 Youtube: 🟣 TikTok 🔘 Discord:
I demolished the state property to see if The Giant would wake up🌛
Hey guys! We'd like to share a brief development update with you. Over the past few months, we've been focused on different aspects of our project, leading us to temporarily pause communication with you. Our primary focus currently lies in conceptualizing the game loop and fine-t
Hey guys! We'd like to share a brief development update with you. Over the past few months, we've been focused on different aspects of our project, leading us to temporarily pause communication with you.
Our primary focus currently lies in conceptualizing the game loop and fine-tuning gameplay pacing. We're constantly iterating and experimenting with mechanics to make fun gameplay.
While we're developing gameplay mechanics, you can see our level dressing 🌆
Hi there! Just dropping by to share some updates on Militsioner's development. Today we’d like to share with you a couple of our latest gameplay videos. At first.. Can you piss off an officer and actually get away with it? We've also been working on a dialog system to enhance imm
Hi there! Just dropping by to share some updates on Militsioner's development. Today we’d like to share with you a couple of our latest gameplay videos. At first.. Can you piss off an officer and actually get away with it?
We've also been working on a dialog system to enhance immersion within the game. It allows for flexible communication, including the freedom to interrupt, speak at any time during conversation, choose from a variety of expressive options and even walk away from the conversation altogether. Players are welcome to express themselves in whatever way they prefer, even if it means saying something nonsensical.
To give you a taste of what the dialog system will look like, we've put together a mini-demo that we're releasing Today. We hope you'll enjoy playing around with it and seeing all the possibilities it offers. Of course, we know there's still a lot of work to do. We're committed to making sure the dialog system is as robust and enjoyable as possible, and we're eager to hear your feedback on what we've put together so far.
We understand that many of you are excited about the game's development and would love to see more of what we're working on. While the demo is currently only available on Patreon, we want to assure you that it’s temporary and we are committed to making sure that everyone will eventually have access to it. We appreciate your support and patience, and we will continue to provide updates and previews of our progress as development continues.
Thanks for your support, and we'll have more updates for you soon!
And we also regularly post our updates on social media: https://www.patreon.com/tallboys https://www.tallboysgames.com/ https://twitter.com/mytallboys https://www.facebook.com/mytallboys https://www.instagram.com/mytallboys https://www.vk.com/tallboys https://boosty.to/tallboys https://www.tiktok.com/@tallboys https://www.discord.gg/7gP2hCW
Hey everyone! We decided to share our old video from our Patreon, where Alexey will show the basic functionality of the train system. Attention , the video is in Russian, so turn on subtitles. There's a little bit of keyboard and mouse noises on the background. Original date of p
Hey everyone! We decided to share our old video from our Patreon, where Alexey will show the basic functionality of the train system.
Attention, the video is in Russian, so turn on subtitles. There's a little bit of keyboard and mouse noises on the background.
And we also regularly post our updates on social media: https://www.patreon.com/tallboys https://boosty.to/tallboys https://www.discord.gg/7gP2hCW https://www.tallboysgames.com/ https://twitter.com/mytallboys https://www.vk.com/tallboys https://www.tiktok.com/@tallboys