Small fix
- Fixed achievements ...so they are achievable! (˵ ͡° ͜ʖ ͡°˵)
- Fixed achievements ...so they are achievable! (˵ ͡° ͜ʖ ͡°˵)

- Fixed achievements ...so they are achievable! (˵ ͡° ͜ʖ ͡°˵)
- Fixed achievements ...so they are achievable! (˵ ͡° ͜ʖ ͡°˵)

New content update! New instruction available! Help grandma cross the road Fixed so Go Fishing can be completed Fixed a soft-lock Help grandma cross the road In this instruction you'll need to help grandma cross the road. But as you progress, you'll need to do stranger and strang
New content update!
In this instruction you'll need to help grandma cross the road. But as you progress, you'll need to do stranger and stranger things, instead of helping her cross the road.
All while thousands of enemies are trying to kill you! It plays out in the last spot a grandma wants to be crossing the road; in the big city with only skyscrapers.
Can you make it happen? And can you escape before the map gets overrun by enemies?




Hope you'll enjoy it!
Fixed several softlocks in the game modes Fixed softlock when all players in multiplayer has died Fixed one achievement not achievable Fixed connection issue seconds time starting game on steam lobby
* Fixed crash bug in one of the side quests.
* Fixed crash bug in one of the side quests.
To celebrate the demo release of Just Read The Instructions on the Steam Next Fest, ImJustJun and friends are playing through the first map on stream! Join in and see what the game is all about! ImJustJun's YouTube channel:
To celebrate the demo release of Just Read The Instructions on the Steam Next Fest, ImJustJun and friends are playing through the first map on stream! Join in and see what the game is all about!
ImJustJun's YouTube channel: https://www.youtube.com/@ImJustJun
To celebrate the demo release of Just Read The Instructions on the Steam Next Fest, ImJustJun and friends are playing through the first map on stream! Join in and see what the game is all about! ImJustJun's YouTube channel:
To celebrate the demo release of Just Read The Instructions on the Steam Next Fest, ImJustJun and friends are playing through the first map on stream! Join in and see what the game is all about!
ImJustJun's YouTube channel: https://www.youtube.com/@ImJustJun
Hello, dear gamers and fans of Just Read The Instructions, I'm thrilled to share some exciting news with you today. The game will be a part of the upcoming Steam Next Fest, and a playable multiplayer demo will be available for everyone to enjoy! What's in the Demo? Tutorial: Dive
I'm thrilled to share some exciting news with you today. The game will be a part of the upcoming Steam Next Fest, and a playable multiplayer demo will be available for everyone to enjoy!
Dive into the basics of Just Read The Instructions and get a feel for the game mechanics. Whether you're a seasoned player or brand new to my game, this tutorial will get you up to speed.
The first map will have full 4 player support, so make sure to bring a friend to get the best experience with the demo!
Steam Next Fest is just around the corner, it starts the 9th of October and ends the 16th of October. Don't miss it!
I greatly value your feedback. The best channel to share your thoughts, suggestions, and bug reports is our Discord Server. Join and connect with the community, share your experiences, and help me shape the future of the game.
Gameplay trailer done! I've worked on this trailer for quite a while and it's finally done! I really hope you like it! Make sure to watch it on YouTube and leave a like! It's also hinting to the new updated narrative in the game. You will still be doing strange instructions while
I've worked on this trailer for quite a while and it's finally done! I really hope you like it!
Make sure to watch it on YouTube and leave a like!
It's also hinting to the new updated narrative in the game. You will still be doing strange instructions while trying to fight off horde of enemies! But now you have a clear purpose.
You are sent into this simulated reality that is taken over by a corrupt AI, and your mission is to destroy this AI before it destroys you. This is done by confusing and undermining the AI systems and killing all of the enemies it sends your way. Now when you do the instructions, it's now coming from AI experts on the outside trying to decipher and understand the AI to counter and confuse it. So a scenario will be constructed for you, like helping John move, and when you have completed the instructions, the task shall be repeated but this time doing something unexpected! Like throwing all of Johns stuff out of the whole map. The more you subvert the expectations of the AI, the more it and the world it has created will break down.
So you just is just to Read The Instructions and make sure you break it down and destroy it all!
/Knackelibang
Well, just me Tobias. I hope your enjoy!
It is being streamed on twitch: Come and hang out and ask questions!
It is being streamed on twitch:
https://www.twitch.tv/millsylive
Come and hang out and ask questions!

There are three new enemies in the game! Let's talk about the first one. It's called the "jumper," and it jumps around on walls, following the player. The jumper is designed to solve a few gameplay issues. First of all, it's nice to have as much variety in enemy design as possibl
There are three new enemies in the game! Let's talk about the first one. It's called the "jumper," and it jumps around on walls, following the player. The jumper is designed to solve a few gameplay issues. First of all, it's nice to have as much variety in enemy design as possible. But the jumper is specifically designed to encourage teamwork while also working in a single-player setting, here's how it looks:

How do you encourage two players to tackle an enemy together? One way is to create a classic aggro mechanic so that while the enemy has full focus on one player, the other player is able to do other things since they are not being targeted. With the jumper, this is represented by an impenetrable shield aimed at the player who has aggro. It looks like this:
So the player not being aggroed can shoot it from a different angle. Although it will jump away the moment it gets hit, so make the bullets count and wait for the next opportunity.
How do you kill it if you are playing alone? Well, first of all, when it jumps from one place to another, it flies over without any shield. So if you are fast enough to aim, you can catch it in mid-air, which is very satisfying. But the easier way is to catch it just before it jumps. That's when it lowers its shield right before flying over to the new point. Here is how that could look:
Another mechanic that encourages cooperation is its actual attack. On every fifth jump or so that the jumper does, it will fly into or through the player. The player can dodge the attack with timed movement, but if the jumper hits the player, the player will be "constrained." This means they will be semi-stunned, with limited aiming and movement, although they can still use the gun and make slight adjustments. In single-player mode, it's possible to break free by rapidly moving the mouse for a few seconds (making it very challenging to handle other enemies simultaneously):
In multiplayer, you can free your friend by shooting at the constrainer that is literally stuck to the player's feet, and that looks like this:
It's mechanically similar to hunters in Left 4 Dead, but here they are a bit easier to dodge, although there can be a lot of them.
That's it for this little update! Next time, we'll take a closer look at the player's health system, such as what happens when you reach 0 health points and how teammates can revive or save you.
Stay tuned, and don't forget to sign up for our beta!
www.Knackelibang.com
/ The Knackelibang Team

So it's been a while. It's been a while since we last posted anything, but we're back and it's time to start sharing our progress on the game! Lots of things have happened, and we are going to go through all of them over the coming months and show off all the shiny new things add
So it's been a while. It's been a while since we last posted anything, but we're back and it's time to start sharing our progress on the game! Lots of things have happened, and we are going to go through all of them over the coming months and show off all the shiny new things added and improvements in the game.
First of all, the core game idea has not changed. It's still set in a simulated reality, and you are tasked with just reading the instructions and trying to figure out what exactly you are supposed to do. Every time you start a level, it's procedurally generated with a unique layout, making it always fresh and interesting! Finally, there are still a ton of enemies that will attack you at the same time, and your weapons are still very overpowered. Oh, and everything is still a bit surreal.
But let's talk about the new stuff! The biggest change yet is that the dust that is left when enemies die is not what hurts the player anymore. We changed this for a couple of reasons, but the main thing was that it was really hard to keep track of where the dust was, and that made it just not satisfying to handle, just annoying. So now the things that hurt you are enemies exploding in your proximity or enemies flying into you and exploding. Which is sort of the same thing really, it's just that some enemies are more aggressive than others.
And what about the enemy types? When we left, there were two different: crawlers and pillar beasts. There are now three more (and probably more than that eventually). We're not going to spoil them here right now, more details will come in later dev blogs, but just naming them will give some idea of what they do:
All these behave radically differently, and we can't wait to share more about how they work!
Let's look at another thing: the graphics. That's where the biggest upgrade has been, we think. Here is a short clip of how it looked when we left you:
And here is how it looks now:
There are three major upgrades that make the difference. The actual graphical assets are completely remade. There are now real-time reflections of the enemies and effects. Finally, we've added better lighting to all levels, baked indirect lighting to be more specific. Remember, every map is fully procedural, so we cannot bake the light on a static level to improve the light quality; there is no static level. Instead, we've built our own baker that does this baking in the loading screen every time you start a level. It's not as accurate and detailed as if we could have baked it for a long time on a static level, but it certainly improves the look over no baking.
Take a look at the difference:


The feeling of the alleyways between the houses is quite different, a much more appropriate amount of light.


That's it for now. In the next episode of "What the Heck Were You Guys Doing for Almost Two Years?" we're going to take a closer look at one of the new enemies!
Stay tuned, and don't forget to sign up for our beta!
www.Knackelibang.com
/ The Knackelibang Team

Into the Matrix While we don’t want to spoil much of the story or lore about the world, it is quite easy to see where the inspiration comes from regarding how the players start and end a level in Just Read The Instructions. This white room where everyone gets ready for the fight
While we don’t want to spoil much of the story or lore about the world, it is quite easy to see where the inspiration comes from regarding how the players start and end a level in Just Read The Instructions. This white room where everyone gets ready for the fight is a small hint to what is actually going on for the characters in the game. It’s obviously a reference and homage to The Matrix, although the cinematic version might have a leg up on visual quality... In any case, the players start off in this seemingly infinite and empty room. They grab the weapons they want to use and then they go through a portal, a door, a rip in spacetime or whatever one might call it. These are our portals and they play an important part in the game.

Neo and Trinity grabbig some weapons
The player starting the level in the white room and then goes though a portal
The players get to equip themselves with a few guns in that first white room where everyone starts. Then they need to use them effectively and sparingly, because as mentioned in a previous dev blog, the weapons break when they are used enough, especially when they are used with high power. The portals then come into play again when the players need more weapons. Because at the start everyone gets one portal to use later in the level for whatever problem they need to solve. When this “portable portal” is placed in the level, it leads back to the first white room and now there are more weapons to pickup. This really encourages cooperating and sticking together so that when one player uses one portal, all four players can go back together and bring new weapons.
The player going back to the white room for more weapons
There are quite a few intended and unintended consequences of these portals. One intended is that the players can temporarily hide in the white room to catch a breath or to heal a bit. But there are other consequences that we did not first think about, but are quite intriguing to keep in and see how players will use and abuse. For example, if there is a portal open and someone else opens another one, the new portal will replace the connection to the white room, rendering the previous portal non functional. So if a player enters through the first portal and waits in the white room for a new one to be placed, going back out will now be through the newer portal, wherever that is. Lastly, an important limitation of the portals is that they are active for only 30 seconds, so one better return before that, or else who knows where one might end up?
We hope this huge wild card turns the design just enough up side down to make it feel really interesting!
And don't forget to sign up for our beta!
www.Knackelibang.com
/ The Knackelibang Team
Is originality always good? When designing a game there are always choices to make between following the beaten path or trying to explore new ideas and mechanics. It can range from new takes on core mechanics that permeate the whole game, to singular “simple” innovations. The bad
When designing a game there are always choices to make between following the beaten path or trying to explore new ideas and mechanics. It can range from new takes on core mechanics that permeate the whole game, to singular “simple” innovations. The bad ones are sometimes called gimmicks. Balancing between being original enough to stand out and still doing what players expect from your game and genre, that is a tricky thing. In Just Read The Instructions we are taking a big step into mechanics that is completely new, at least for us. Some might say too big of a step, but we hope to be convincing in our execution!
The primary enemy in the game is the crawlers, we have talked about them in previous blog posts. They don’t hurt the player directly, instead when they come near the player they explode into particles. These particles are what hurts the player, it’s not the only thing that does damage, but the primary thing. These particles behave like you would expect particles to behave, they explode out from the crawler and come to rest in the air. Then if you walk into a cloud of particles you take damage. When a lot of crawlers run you down and explode, it quickly gets out of hand with particles flying everywhere, it looks pretty but it’s quite dangerous.
The player walking into some particles and losing HP
How is the player supposed to handle this then? First of all, if the crawler gets shot, the particles coming out of it quickly fades away. But if the crawler gets too close, explodes and the particles get everywhere, the player can still fire away with their weapon and use the “air puff” from the discharge to blow the particles away. That means that when the player is firing, the weapon discharge will make particles everywhere move and generally fly away. We think this is kind of a novel and fun way to deal with the crawlers and their tendency to explode. We are still experimenting with different mechanics that can enhance and make interactions with particles more fun. But so far the particles and their behavior feels both novel to play with and pleasing to look at, and that is a good start!
Blowing away the particles looks kind of pretty!
We hope we will bring something new and exciting to the FPS table!
So don't forget to sign up for our beta!
www.Knackelibang.com
/ The Knackelibang Team
We need more power! In the previous blog post we talked about the amount of enemies that can be present at the same time in the game. As we explained, it came from the fact that the new Unity DOTS framework enables new levels of performance and thus we could have this amount of e
In the previous blog post we talked about the amount of enemies that can be present at the same time in the game. As we explained, it came from the fact that the new Unity DOTS framework enables new levels of performance and thus we could have this amount of enemies. But every action has an equal and opposite reaction, how is the player supposed to handle all these enemies? The weapons are by necessity very powerful and effective.
Powerful weapons have their own performance implications, it’s not trivial to handle a shotgun discharge with 80 individual bullets (pellets). Just spawning 80 bullets is not a big deal, but then there are all the individual hits and calculations following that, which sort of expands into a host of different systems that all need to crunch all the aspects of every single bullet and it’s behavior. And then you need to multiply this by 4 players in co-op. So while the decision to have these powerful weapons came as a result of the amount of enemies, it’s made easier to manage with the DOTS framework.
To make the weapon power more interesting, we decided to make it adjustable. So most weapons have a power level that can be adjusted in real time with the scroll wheel. The available levels are 0, 50, 100, 150 and 200%. In the case with our shotgun when using it with 100% power, it behaves like a normal shotgun, maybe a slightly more powerful shotgun. Then more power will increase the spread and amount of bullets in every discharge. In close quarters with lots of enemies, this is highly effective! And when the power is reduced it has less spread and less bullets come out of the barrel. On 0% it does nothing at all, because why not?
Demonstration of the power levels
The power also has negative consequences. First of all, the recoil of all ballistic weapons are increased quite a bit when used with higher than 100% power. This means that you will not be able to keep a good aim though a couple of fast 200% discharges, the crosshair just flies up in the sky. But with some practice and skill, the weapons are much more effective on high levels of power. The other part of the balancing is the durability of the weapons, all weapons will eventually break when they are used enough. And the higher power, the faster the weapons will break. This is where a lot of finesse with how you use the weapons can help a great deal, knowing to use 200% and when 50% is better, that is the pro-gamer move!
The power is really useful
This is hopefully a quite satisfying feeling.
So don't forget to sign up for our beta!
www.Knackelibang.com
/ The Knackelibang Team
A big focus for this game is crawlers, and we are proud of the technical solutions we have developed to enable the sheer quantity of crawlers we can have on screen at the same time. And the reason for this focus is two fold, technical and honestly the “rule of cool”. One crawler
A big focus for this game is crawlers, and we are proud of the technical solutions we have developed to enable the sheer quantity of crawlers we can have on screen at the same time. And the reason for this focus is two fold, technical and honestly the “rule of cool”.
One crawler in action
The technical part is tied to some recent development in the Unity engine, the Data Oriented Tech Stack, or DOTS for short. It’s a new framework that enables a whole different level of performance in the Unity game engine. It’s still in a very early stage and not a complete or polished system and thus not recommended yet. But we took the leap.
So the idea of this was born out of a fascination of what one could do with this tech, we thought “how many enemies can we have?”. So we investigated that idea and came to some sort of answer. First of all, if we just simulate the behavior we can have tens of thousands of them at the same time. It might get a bit limited by how many we can render, but if we put some constraints on the way we render these enemies, a modern GPU should have no problem with tens of thousands.
After that we need to consider the network, how many can we possibly synchronize between different clients? Without going into the specifics, with some clever specially made synchronization techniques that really only works with the kind of visually simple enemy we have, we can have about 4000 enemies present at the same time. That quantity is quite straining on the whole system, primarily on the host's CPU and Internet connection, but it is certainly possible.
We will probably not push it quite that far though, even with the powerful weapons the player has, 2000 is overwhelming enough. It’s hard to even appreciate that many at the same time, or in other words, we don’t think the player will notice the difference between 3000 and 4000 for example. With this we are seeking to pull the player between two different feelings. One of excess power with the weapons that enabled them to destroy hundreds of enemies per second when utilized properly. And the other one a feeling of being overwhelmed by the massive number of enemies on screen.
We think this is quite an interesting dilemma, and we hope that other players will enjoy it as much as we do!
Below is a scene with a bit over 2000 crawlers.
And once again, don't forget to sign up for our beta!
www.Knackelibang.com
/ The Knackelibang Team

Roadblocks Last update we presented the first look on the games procedurally created levels, on these levels the players will have to navigate to find and ultimately solve the various instructions. We will discuss the instructions specifically in a future update. The levels so fa
Last update we presented the first look on the games procedurally created levels, on these levels the players will have to navigate to find and ultimately solve the various instructions. We will discuss the instructions specifically in a future update.
The levels so far are quite straightforward with relatively logically structured streets and paths (especially the current city theme) for the players to walk through. While we have a lot of space within the procedural tool to change the exact structure of the level-layout, we also need some minor hindrances to make it more challenging to navigate, one of the solutions are roadblocks.

Roadblocks are essentially what the name suggests, in its simplest form a wall that blocks a specific path, forcing you to find another one, thus making navigating the level a bit more difficult by creating maze-like paths. However, just blocking a path can be quite boring, it really does not present you with much of a choice as there are no solutions to such a hindrance other than picking another path. So aside from strait-up blockage we have several types of roadblocks that can be bypassed.
A simple example of this is a destructible wall, the wall has a small hint that it can be damaged, and with a bit of firepower you can bring the entire wall down. However, this does force you to use your weapons extensively, which leads to wearing-down your gear.
Another type is more of a “puzzle-light” blockage. For example a wall with 3 doors, where only one door leads to the other side. You still need to spend time opening them, something that is risky while surrounded by enemies. Finally we a password protected door where you need the correct combination to open it.
We also have a few other concepts of roadblock-types that we hope to have in the game:

Roadblocks will, as the rest of the level, be procedurally placed around the level. The goal with roadblocks is to make the levels more interesting to navigate, as well as create a way to control the difficulty depending on the type and number of blocks. It also creates smaller continuous choices where the player has to evaluate if its worth the time and effort trying to solve them or completely bypass them.
More updates in the coming weeks!
And lastly, don't forget to sign up for our beta!
www.Knackelibang.com
/ The Knackelibang Team
Our very first news post! We'll start of by showcasing our first type of procedurally generated map. As the title of the game suggest, the game is focus around instructions that you'll need to read and follow. These instructions will be a constant in an always changing scenery. S
We'll start of by showcasing our first type of procedurally generated map. As the title of the game suggest, the game is focus around instructions that you'll need to read and follow. These instructions will be a constant in an always changing scenery. So for our first news post we wanted to show off how our procedural city generation look at the moment.
It will change and evolve a great deal before the beta, but right know the little town you are placed in is always different. You can se that there is a strong theme and everything looks familiar, but every street, house and prop is different every time. We will continue to work on the look and variation of the map, but the general concept is working very well for us already!
We believe a good metric for how fun a game is, is how much we as the developers want to play our own game during the development. It's not only a good metric for the general entertainment value, but also the replayability of the game. It took a few handmade maps and some playtesting on these maps to realize this. It was really challenging to make interesting scenery and gameplay, and then it quickly became repetitive and not that interesting to play. So that lead us to procedurally generated maps.
We will post small updates about the game every other week, showing of different things in the game or exploring challenges we are facing. Hopefully you'll find something interesting or exciting in these post. And if there is any burning question, don't hesitate to reach out to us! In the forum or directly.
And lastly, don't forget to sign up for our beta!
www.Knackelibang.com
/ The Knackelibang Team