
The Scramble Vice
Coming soonStudio PICOESQUADRA,inc. · Flyhigh Works
- Planned release
- 2025
- Platforms
- Last updated
Updates & announcements
Developer post
Developer postHave a great summer!!
Developer postIt's Summer!!
It's our second Summer since we`ve started developing this game…… It's pretty playable and getting into shape now, but we're tweaking the details and are still working on enemies such as the boss characters. We're working towards our goal of releasing the game by the end of this
Original postIt's our second Summer since we`ve started developing this game…… It's pretty playable and getting into shape now, but we're tweaking the details and are still working on enemies such as the boss characters. We're working towards our goal of releasing the game by the end of this year. To keep us going, we've asked Officer Sakuragi to cheer us on a bit, although I dare say she doesn't seem too enthusiastic.

"See you, Scramble Vice!!"
Developer postCharacter Introduction: Lord of the Flies
In chapter 3, “Lord of the Flies,” you get to meet a criminal who lives two lives: unknown to all, he's a skilled hacker, but notoriously, he is a popular exposé-type V-avatar, using the alias “Lord of the Flies." He hacks into security cameras and drones throughout Tokyo to spy
Original post
In chapter 3, “Lord of the Flies,” you get to meet a criminal who lives two lives: unknown to all, he's a skilled hacker, but notoriously, he is a popular exposé-type V-avatar, using the alias “Lord of the Flies."
He hacks into security cameras and drones throughout Tokyo to spy on politicians and people with significant high profiles to get the dirt on them. Despite over 3 million subscribers on his account where he spreads their scandals all over the internet, he's managed to retain his anonymity so far, but his enemies aren't few; the bounty on his head exceeds 100 million yen.
Beneath the facade of his v-avatar, he is secretly researching a severe corruption case related to a public works project. What is his real objective for risking his own life to expose all the black rumors that surround him? While the police and bounty hunters from around the world are in pursuit of him, the Lord of the Flies operates his rumble gear remotely, leading a swarm of drones to face Officer Sakuragi! What will become of her?
"See you, Scramble Vice!!"
Developer postSpring has come!
I started drawing this in March, but by the time I was done all the cherry blossoms had already fallen…… Destruction is a big part of the game, so now we're working on making tons of background graphics and destroyable objects. We're eager to show you all what it looks like in ac
Original post
I started drawing this in March, but by the time I was done all the cherry blossoms had already fallen……
Destruction is a big part of the game, so now we're working on making tons of background graphics and destroyable objects. We're eager to show you all what it looks like in action, so we're working on it everyday.
As the weather is starting to get warm, things are heating up in development too! Hope you look forward to it!
"See you, Scramble Vice!!"
Developer postViper the Chivalrous
An independent AI created by the late professor Eleanor Stoneman, who was known for her unconventional approach to AI research. Created with "Beliefs from Lore" embedded in its core, Viper grew into a character with an obsession for aesthetics. Its principles and behaviour center
Original post
An independent AI created by the late professor Eleanor Stoneman, who was known for her unconventional approach to AI research. Created with "Beliefs from Lore" embedded in its core, Viper grew into a character with an obsession for aesthetics. Its principles and behaviour center around one rule: To be cool. Viper believes itself to be the last hero left in this mad world.
Using stolen Rumble Gear to save the weak and eat the rich, Viper targets corrupt politicians and mobs to steal from, with the purpose to distribute wealth to the poor and charitable organizations.
Surprisingly, Viper is quite aware that its actions and values are too good to be true, and that good and bad can never be black and white. Nevertheless, this does not sway Viper, because "living up to one's own beliefs is the coolest thing to do."
In the 2nd episode, “The Great Outcast,” Officer Sakuragi comes in contact with Viper on an illegal gambling boat. Will Viper be her friend or foe……?
"See you, Scramble Vice!!"
Developer postRumble Gear
"Rumble Gear" is the term used to call the two-legged exoskeletons in Scramble Vice. Originally, they were manufactured as robot suits to help foot soldiers seize control of war zones , but during the 21st century, after a global treaty restricted use of middle to long-range miss
Original post
"Rumble Gear" is the term used to call the two-legged exoskeletons in Scramble Vice.
Originally, they were manufactured as robot suits to help foot soldiers seize control of war zones , but during the 21st century, after a global treaty restricted use of middle to long-range missiles, they gained wider recognition for military use because of their high mobility, ability to carry heavy weapons and short-range guided missiles.
The world has been relatively calm after the Northern Conflict, which lasted 5 years…… Yet big corporations in the robotics industry are thriving, and older generation exoskeletons are now either discarded, or traded on the black market to be used by terrorists.
With time, pilots coined the term "Rumble Gear," partly sardonically, knowing that even the most advanced technology is ultimately nothing more than a disposable tool used for fighting.
"See you, Scramble Vice!!"
Developer postHappy New Year!
Developer postHappy Holidays!
Developer postGoodbye, summer.
We had warm weather till the end of October in Japan, but now we've had a sudden shift to winter. Where did autumn go? Take care, everyone. "See you, Scramble Vice!!"
Original postWe had warm weather till the end of October in Japan, but now we've had a sudden shift to winter. Where did autumn go? Take care, everyone.

"See you, Scramble Vice!!"
Developer postWingmen
Scramble Vice is a single player action game, but to create the effect of being on a team, we're creating a "Wingman" system where support characters may come and help. Each team member of the 9th unit will ride a wingman machine with its own unique characteristics. Allow me to i
Original post
Scramble Vice is a single player action game, but to create the effect of being on a team, we're creating a "Wingman" system where support characters may come and help. Each team member of the 9th unit will ride a wingman machine with its own unique characteristics.
Allow me to introduce a few.
"Johnny"
Used by the unit leader "Jōtarō Jingūji". It specializes in rescue operations in hazardous situations. Its strength lies in its capability to move through rough footing, making it the perfect companion to Sakuragi after she's destroyed the roads during her missions. It's a reliable machine, but may fall short in speed and is not as suitable for combat.
"Betty"
The unit used by "Professor", a defiant old man who originally worked for Public Security. It has large rocket thrusters installed in lieu of legs, allowing it to elevate itself to reach high areas easily. However, its airborne functions consume a lot of fuel, so it rarely gets called on site. Also, because of its thrusters, it cannot have large artillery installed for stability reasons.
As you can see, every machine of the 9th mobility unit has its own strengths and weaknesses. We hope that's something you'll look forward to!
"See you, Scramble Vice!!"
Developer postWanted Criminals
Our previous game ”Shinobi non Grata" was created to work like an arcade game, and we were quite particular about it. It paid off, and we were able to make the gameplay fast-paced the way a ninja game should be. For "Scramble Vice" we're trying to focus on destruction instead of
Original post
Our previous game ”Shinobi non Grata" was created to work like an arcade game, and we were quite particular about it. It paid off, and we were able to make the gameplay fast-paced the way a ninja game should be. For "Scramble Vice" we're trying to focus on destruction instead of speed as the element of fun.
There are several named "Wanted Criminals" in Scramble Vice that have absolutely nothing to do with the 12 chapter main story. Finding them is a part of the fun. Why are they wanted? What kind of machines do they ride, and how do they fight?
I'll tell you a little bit about one such criminal, dubbed "Snake Eyes".
He owns an illegal casino on a ship, is a gambler himself, and a veteran pilot that fought in the Northern War. He wears an exoskeleton and finds excitement in betting his life on each fight he gets himself into, survival being his ultimate prize.Having lost his eyes in a previous fight, he currently wears AI prosthetics that have the pupils colored red. Hence his name, Snake Eyes, which is a gambling term meaning a roll of two 1s on a pair of six-sided dice. He's a wanted criminal for his illegal gambling business and several murder charges.
"See you, Scramble Vice!!"
Developer postAre you ready to scramble up Tokyo?
Developer postSummer greetings
Developer postThe music of Scramble Vice
Music played a big part in our decision to create a 90's anime styled game in 2024. While creating our current PV, we tried various types of music to figure out what would work best. It came as no surprise, however, that retro jazz fusion suited the game the most. Once that was d
Original post
Music played a big part in our decision to create a 90's anime styled game in 2024. While creating our current PV, we tried various types of music to figure out what would work best. It came as no surprise, however, that retro jazz fusion suited the game the most. Once that was decided, it also helped other areas of the game's design to take shape.
When I was a kid, I used to watch the reruns of "Lupin the 3rd" and "Space Adventure COBRA" (which my parents tried forbid me to watch) every week, and I still love both animations to this day. I watched "Cowboy Bebop" after I turned into an adult, and that too left an impact on me.
It's no secret I'm influenced by these works, so combining the unlikely worlds of "Gasoline-filled robots working in mundane life" and "Cool and stylish jazz fusion" has been great fun. It's exciting to see what synergy it could create.
"Shinobi non Grata" was intentionally designed to be a fast-paced 8-bit action game, so we requested our composer to use the old Famicom sound palette to create the background music. (I still believe it has some of the best soundtracks ever.) This time, we don't have to emulate an old gaming console, and our priority lies in choosing music that fits the "90's anime" vibe.
If you're a fan of 90's anime, you'd know what I mean. The objective is to get that "feel" throughout the game. We put in a lot of effort in the graphics for "Shinobi non Grata" and we aren't lowering our standards for this game, either.
Till the next time.
"See you, Scramble Vice!!"
Developer postSaul Bass and Scramble Vice
Our previous game "Shinobi non Grata" had three visual key points kept in mind during its design. (1) Using a Nintendo Famicom palette, (2) Brush calligraphy and (3) Silhouettes. To create a concrete design, I thought it would be for the best to decide on a visual keypoint for Sc
Original post
Our previous game "Shinobi non Grata" had three visual key points kept in mind during its design. (1) Using a Nintendo Famicom palette, (2) Brush calligraphy and (3) Silhouettes. To create a concrete design, I thought it would be for the best to decide on a visual keypoint for Scramble Vice too.
While thinking about it, I had the idea to combine elements that are on the polar opposite of what you would expect from a Sci-fi game with robots. (I'd have to admit it's also because a futuristic imagination has never been my strong point.)
That's when I thought of Saul Bass. He's the graphics designer that worked on the title logos for movies such as "Psycho", "The Man with the Golden Arm'', "North by Northwest", "Vertigo", and of course one of my favorite anime, "Cowboy Bebop". His style of using simple shapes and deformed silhouettes seemed perfect to create a retro look that would give a contrasting edge. Something that would seem contradicting in style, which is what I was looking for.

Once that was decided, it was easier to grasp the tone of the game and what kind of music we should use. Something set in the future, yet feels old. A game where you could vibe with jazz in the background while you blow up villains and Tokyo.
There's a bit of fear wondering how this game would be received, being something that fuses two different styles together. But we're working hard to make something solid, so we hope you'll stick with us.
"See you, Scramble Vice!!"
Developer postAntiheroes and Scramble Vice
Scramble Vice was inspired by the late Mikiya Mochizuki's manga "Wild 7". The idea formed when I began to think it might be interesting to create a robot story with a hero that breaks the rules. Everything started out light-heartedly, but as I was creating the movie clips it evol
Original post
Scramble Vice was inspired by the late Mikiya Mochizuki's manga "Wild 7". The idea formed when I began to think it might be interesting to create a robot story with a hero that breaks the rules.
Everything started out light-heartedly, but as I was creating the movie clips it evolved into what it is now: Rule breaking policemen that ride robots, wreak havoc even when there are civilians around, and even think nothing of destroying the city as they take down criminals.
Modern society can lead us to feel trapped, so having a game that allows you the freedom as an antihero that goes a little crazy to get the job done could be fun and liberating. I thought something like that would be appreciated globally. It's what I keep in mind as I write the instruction manuals, work on the dot art and run the test plays.
Storywise, I was influenced by the book "Farewell, my lovely '' by Raymond Chandler. It's a book I read when I was in primary 5, and although I didn't understand it at that time, it got me hooked on mystery novels. Instead of a storyline that deals with large scale wars and revolutions, I wanted to work on crimes that humans commit. Problems that are solved by utilizing robots, but occurring in daily life so it can be relatable enough. That's what will make or break the game.

It's a robot game essentially, but I want it to feel human. That's why I plan to have the protagonist Sakuragi and her teammates be expressive of their emotions. They need to laugh, get angry, get shocked, dumbfounded, be raw. That sounds completely the opposite of what you would expect from a protagonist of a mystery novel, who's usually calm and collected, but I'm aiming to create a game that can fluctuate easily from something serious to comedic, and vice versa.
We're in the stage where both enemy and protagonist machines are in motion. We're getting into the meat of things. Hope you stick around to check it out.
"See you, Scramble Vice!!"
Developer postAnimation: 3D movement
There's one thing we've been particular about in the animation for Scramble Vice, and that's to make the characters look and move as if their 3D. Lately, there's a popular tactic using rotation, shrink and expand functions to create layers for 2D animations, but we've made a poin
Original post
There's one thing we've been particular about in the animation for Scramble Vice, and that's to make the characters look and move as if their 3D. Lately, there's a popular tactic using rotation, shrink and expand functions to create layers for 2D animations, but we've made a point not to use those methods as much as possible and create animation patterns instead.
We haven't been drawing the characters straight from the front, or directly from the side. By drawing how they run and walk with their 3D dimensions in mind, they have a more solid presence. Having designated artwork of the characters standing with their legs slightly apart and their feet firmly planted to the ground give a better effect of their weight.
Although it's a robot game, it was also important to make their movements not too stiff… To express their hydraulics for their punches, jumps and landing, we're using more frames than usual. (We do need to keep operability in mind, so the balance is difficult.)
Also, pursuing their three-dimensional movements inevitably leads to having the characters pose stylishly in each frame. One of my favorites is using the roller dash; the crouch, the spike hammered into the ground and swivel like a compass is just so cool.
I could talk about this all day. The enemy robots have their own signature movements and poses to express their character. For example, I think we did great with the builder-bot; it looks a little janky in action. Again, keeping their 3D movement in mind has been crucial in bringing out each robot's uniqueness.

Progress is going smoothly for the pixel art for the objects. We have a few robots and characters that are important on which we will start. My ambition is to have players of the game think, "Wow, those robots were awesome, what a cool game." We're working on it.
"See you, Scramble Vice!!"
Developer postPixel Art: Density
In our previous game Shinobi non grata, the topic was to try and push the limits of 8-bit animation. Because the story has a protagonist left behind the times, it was meaningful to have the graphics look like it was made for a very old game console. This time however, the game is
Original post
In our previous game Shinobi non grata, the topic was to try and push the limits of 8-bit animation. Because the story has a protagonist left behind the times, it was meaningful to have the graphics look like it was made for a very old game console.
This time however, the game is about combat robots in the future… Having solid, realistic details are essential to make it work. That's why we're putting a lot of effort in the pixel art. One of my favorite games, "In the hunt (1993)", comes to mind as I create the art pixel by pixel so this would become a game that makes destruction fun.
The protagonist's exoskeleton has been redone from scratch. That's how committed we are. Even the enemy robots have several varieties of animations, although their main purpose is to be taken down. I think I mentioned in my previous post how enemies play a big role in world creation, so we're making a point to create their visuals to make them act and look the part of a villain.
As for the pilots and other human characters, they are colored in a cartoonish, simple manner, but we're being careful in their clothing and details. The goal is to make each character come alive in their own skin, so they look the part of a team of misfit police officers. Personally, I'm fond of the undercover agent character "Nanigashi". The "?" drawn on his mask is so silly, I love it.

The pixel art takes 10 times more than Shinobi non grata, but even so, whenever I see the art on screen it makes me want to do more. It's beginning to be a problem.
That's it about the pixel art.
"See you, Scramble Vice!!"
Developer postAbout the storyline
Shinobi non Grata wasn't meant to be focused heavily on the storytelling, but even so, it was designed to plant a seed of doubt by the last stage through the background, credit visuals and effects. "Was the fight truly about a generational change? Maybe it has a different meaning
Original post
Shinobi non Grata wasn't meant to be focused heavily on the storytelling, but even so, it was designed to plant a seed of doubt by the last stage through the background, credit visuals and effects. "Was the fight truly about a generational change? Maybe it has a different meaning to it." If you were led to believe so, you might see the game in a different light.
Scramble Vice, on the contrary, has a plotline that develops as you make progress. The main storyline unfolds as you gradually get closer to the truth, you're able to enjoy banter between the protagonist and other team members, and there are sub-missions that are short stories of their own. We're trying to put in effort even in the details apart from the gameplay.
It was difficult to get to know the characters in Shinobi on Grata, since it was a hardcore ninja action game where most characters are killed off quickly. This time, you'll be able to watch the characters grow.
If you're interested in our previous game Shinobi non Grata, check it out here!
https://store.steampowered.com/app/1796870/SHINOBI_NON_GRATA/"See you Scramble Vice!!"