To celebrate 3 years of New Babel, we are reducing the base price of the game to $9.99 USD! Thank you all for enjoying the game and playing along with us over the years!
To celebrate 3 years of New Babel, we are reducing the base price of the game to $9.99 USD! Thank you all for enjoying the game and playing along with us over the years!
Howdy friends! We have been mulling over some of the reports that have been coming in on the bug forums and thinking of a way to fix some of the frame rate issues and black screen problems and I think we may have exposed an in-game solution to address most of them. "Async On/Off"
Howdy friends!
We have been mulling over some of the reports that have been coming in on the bug forums and thinking of a way to fix some of the frame rate issues and black screen problems and I think we may have exposed an in-game solution to address most of them.
"Async On/Off" is now available in video options, and should be saveable to settings!
This feature took a little development to round out and test so we appreciate yall sticking with us while we worked on a fix.
Thanks again for playing and for your continued support.
It was brought to our attention on the forums that one of the narrative events resulted in a dead-end. We've got a fix for it hot off the presses here. Keep us posted if there are any regression problems or new issues from here, and as always: THANK YOU FOR PLAYING! :D
It was brought to our attention on the forums that one of the narrative events resulted in a dead-end. We've got a fix for it hot off the presses here.
Keep us posted if there are any regression problems or new issues from here, and as always: THANK YOU FOR PLAYING! :D
Howdy folks, getting a solid patch going for a few big bugs that were reported. Fixes: Fixed bug for recurring boss crashes Fixed missing Ragdoll for Mecha Ragdoll fixes for ingocnito defeat states.
Howdy folks, getting a solid patch going for a few big bugs that were reported.
Fixes: Fixed bug for recurring boss crashes Fixed missing Ragdoll for Mecha Ragdoll fixes for ingocnito defeat states.
Greetings citizens of New Babel! Please enjoy your quarterly allotment of Steam Achievements published fresh this morning! Many of them are hidden, but adept constables will certainly discover them, some more quickly than others. Please enjoy, -Lasso Games Dev Team
Greetings citizens of New Babel!
Please enjoy your quarterly allotment of Steam Achievements published fresh this morning!
Many of them are hidden, but adept constables will certainly discover them, some more quickly than others.
Greetings constables - just checking in with a few fixes, QOL updates and balance changes for you to enjoy! Patch notes: - Ragdoll sprites implemented for . - 'Disable Video Distortion' now available under video options, allowing players to... well, disable video distortion! - Mi
Greetings constables - just checking in with a few fixes, QOL updates and balance changes for you to enjoy!
Patch notes: - Ragdoll sprites implemented for [REDACTED]. - 'Disable Video Distortion' now available under video options, allowing players to... well, disable video distortion! - Minor fixes to a few cover pieces. - Sleep margin changes to enhance/fix performance on higher end machines. - Some balance and gameplay changes in hand to hand combat:
Enemy attack cycles play through even if you block them, so you have that much extra time to retaliate. They will still take the same stamina penalty, giving the light and heavy counters more meaningful use in a fight if you still want that stagger. In fighting game jargon, enemy attacks now have minus frames you can take advantage of if you properly block the attack.
On top of that, enemies can no longer block like before if they are already attacking - you can now reliably hit them through their blocks by blocking one of their light attacks. Let us know how you feel about the new combat update, and we thank you for continuing to play!
Keep an eye out for a sale soon--we typically cut prices pretty heavily out of step with the big sales as a surprise and a thank you to our continued and loyal fan base. We appreciate all of you!
Greetings New Babelites! This experimental patch features a few minor changes made to optimize the game for machines with marginal hardware and lower-end specs. Most notably, a suite of hidden Steam achievements has been added for your enjoyment. In order to access this build, pl
Greetings New Babelites!
This experimental patch features a few minor changes made to optimize the game for machines with marginal hardware and lower-end specs.
Most notably, a suite of hidden Steam achievements has been added for your enjoyment.
In order to access this build, please enable the beta/experimental branch from your game properties menu.
Back again with another largely under the hood optimization patch! This should be a significant performance boost for struggling machines with optimizations to practically every non player object in the game, as well as a redesigned permadeath screen! There are also a few stat re
Back again with another largely under the hood optimization patch! This should be a significant performance boost for struggling machines with optimizations to practically every non player object in the game, as well as a redesigned permadeath screen! There are also a few stat related changes related to enemy stamina generation.
[img="https://i.imgur.com/Jh6ISfY.gif"]
Changelog: - Tons of performance related optimizations of npc objects and subroutines. - Reworked enemy stamina management, enemy stamina recovery now slows while staggered. - 'Kernel panic' permadeath screen effect added. - Most airtight version of player air to ground transitions yet. - Pigeons optimized.
Hello players! Thanks to everyone who supported us and checked out the game during the summer sale! We've got a patch coming out today with a few small fixes for issues we've seen brought up. Changelog: - Changes to map generation that should keep important buildings in bounds an
Hello players! Thanks to everyone who supported us and checked out the game during the summer sale! We've got a patch coming out today with a few small fixes for issues we've seen brought up.
Changelog: - Changes to map generation that should keep important buildings in bounds and fill out more of the available space. - Fixes to help higher end Win10 machines that were struggling with performance issues. - Cutscene/newscast speed slightly slowed. - Optimizations on platforms and some placement/architectural tweaks in a few stages. - Various other under the hood corrections and optimizations.
[As per usual, you will need to start a new game once your game is patched for these fixes to take effect. Sorry!]
We are keeping an eye on the forums and making considerations for optimizations moving forward.
Thanks to all of you for your continued support and engagement!
Movement should feel more crisp and reliable across various actions. Clarity to all Constable animation frames. We also added tweaks to multiple other things. Check it all out below! Player Movement Changes We have made some changes to various aspects of player movement, feels mo
Movement should feel more crisp and reliable across various actions. Clarity to all Constable animation frames. We also added tweaks to multiple other things. Check it all out below!
Player Movement Changes
We have made some changes to various aspects of player movement, feels more crisp.
Running or walking or dropping off a ledge will now put you in an 'airborne' state, making it a consistent transition state while in the air now.
Movement on stairs now tracks down to said stairs, so running and dashing on stairs should feel better now.
Climbing on top of a ledge will now properly snap you down to the ground as you come up.
When the player drops off of a ledge, now they are pushed away from that ledge less.
Player regains control over movement up to 8 frames faster after landing than previously.
Jumping and combatrolling also function better on stairs.
Rewrote how jump-ending controls and timers work. Each jump now comes with it's own time limit, meaning you shouldn't be able to bunnyhop nearly as fast as before.
Additions and Optimizations
Cleaned up every instance of the character's in game gun in all the player character sprites. Now the gun should be a cleaner box shape and should more closely resemble the title screen and cover art. Also edited the intro cut scene to match above.
Went over all 1500 frames of the Constable's animations and cleaned up details for consistency
Cleaned up a couple rough looking sprites for some of the first enemies that got animated (Boyka, Biofreak assault, Rudeboy soldier).
Syndicate assault reloads and aims more slowly, and has a lower ammo per reload.
Syndicate ranger should block slightly less often.
More quotes added to the final death quote screen.
Tightened Biofreak initiate's hitbox so he should push you back during your melee moves. Biofreak initiate now has idle and talking animations.
Biofreak hacker now has idle and talking animations.
Doubled framerate of player character idle animations.
Several enemies which are already highly resistant to gunfire and explosions are now less resistant to melee attacks (Biofreak assault and soldier, Syndicate assault and soldier).
Replaced outdated tile effect with tile sprites. Produces porcelain bits from bullet hits instead of concrete bits.
Player one handed 'push' move now has significantly more knockback if it connects (more than the kick) which scales up faster than almost any other move. Performing a cross, uppercut, or one handed shove and then crouching no longer causes your character to glitch back up for a second after the move is completed, so these moves can now reliably used to transition into a crouch.
Blocking and dashing/jumping off ledges should no longer conflict. You can now properly dash-block forwards while standing or crouching. Blocking and moving off a ledge in any way now cancels said block out.
Enemy types scale up faster with time, and the default enemy roster now has two types instead of one for more apparent immediate variety.
New chest high cover object: TILED WALL. Covers up your pooping and peeing in bathrooms. Also another type of toilet added.
Cleaned up depiction of Constable's gorget on lots of frames that either had it wonky or didn't have it at all. If you know what a "gorget" is without searching please reply in the comment section without spoiling it for everyone else.
Particle update! Player now moves smoke during a jump. The Constable's car now kicks up dust when it's low enough. The dust the player kicks up from skidding should be placed more accurately now.
Bug Fixes
Removed automatic recentering of windows from all cutscenes.
As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D
We are now at third patch following the full release. Thanks are in order for everyone who has helped us along the way. The bug reports seem to be slowing down and everything is getting resolved and more stable. We plan to keep up the work and improve on the game going forward. A
We are now at third patch following the full release. Thanks are in order for everyone who has helped us along the way. The bug reports seem to be slowing down and everything is getting resolved and more stable. We plan to keep up the work and improve on the game going forward.
Additions and Optimizations
Enemies can no longer spot a friendly npc/player while said npc/player is traversing a stairwell.
All in-platform minigames/interface bars (hostage untying bar, lockmap and brainjack bar, dna minigame and subsequent printouts) now all draw chunkier pixels. Makes these minigames look more consistent with the rest of the game. (See below)
Enemies have many conditions now in which they cannot attempt to warn their friendlies, whereas before the effect was constant.
Hold to skip action now also prints out a text prompt indicating as much next to the circle.
Fan scenery objects now operate at variable speeds. We hope Mr. Kearns doesn't come after us for this invention.
Bug Fixes
Fix to Gang Leader calls, each now has a new dialogue tree to prevent a soft lock dialogue loop under some circumstances.
Windows are no longer capable of 'pushing' the player back at low speeds, and now the player can walk into a window to damage it to breaking point. Jumping through a window should no longer glitch your skid backwards.
Fix to player chest-high cover taking checks, player shouldn't have issues with it close to ledges anymore and should start lower even uncrouched.
Fixed coyote time. Slight delay before consequences manifest.
As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D
Developer: Lasso Games Publisher: Lasso Games Release: Out now On: Windows From: Steam , itch For: 11/ 12.50/$15 “I have ninety minutes to stop a nuclear bomb from going off, so I’ve given up on arresting and just started throwing people off buildings,” I told the RPS hivemind. T
“I have ninety minutes to stop a nuclear bomb from going off, so I’ve given up on arresting and just started throwing people off buildings,” I told the RPS hivemind. This was a half truth. I’d been trying to figure out how to throw people off buildings all day.
That is the problem with MiniLAW: Ministry of Law, the hectic dystopian action game from Lasso Games. It is very nearly excellent, but frequently undermines itself with terrible controls.
Here's a small patch to update/fix the few things that have popped up recently. 'Hold to Skip' cutscenes, more visible DNA sequencer minigame, and a fix for a CTD during phone calls. Additions and Optimizations Functional 'hold to skip' added for all cutscenes that are relevant.
Here's a small patch to update/fix the few things that have popped up recently. 'Hold to Skip' cutscenes, more visible DNA sequencer minigame, and a fix for a CTD during phone calls.
Additions and Optimizations
Functional 'hold to skip' added for all cutscenes that are relevant. Button needs to be held down for about 1/2 of a second. A small circle draws in the lower right hand corner when this is happening.
Incognito has new voice clips for REDACTED emerge cutscene.
Updated the DNA Sequencer minigame to be more visible.
Bug Fixes
Fix for a CTD during certain phone calls. Basically some legacy phone scripts that weren't working with newer updated phone system.
Fix to hatch in cube level drawing incorrectly after it opened.
Car equipment/skills screen now shows requisition overhead again.
Enemies should now be capable of using back cover.
As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D
Good news! We've tracked down the last of the issues (we hope!) plaguing the phone system! Some phone numbers, largely the ones listed in the Auto C.B.D. directory, were not working with the new system. The fix coming this Saturday should shore up the last of the known issues we'
Good news! We've tracked down the last of the issues (we hope!) plaguing the phone system! Some phone numbers, largely the ones listed in the Auto C.B.D. directory, were not working with the new system. The fix coming this Saturday should shore up the last of the known issues we've had with the phone, and not compromise your current saves (though sadly you will need to start a new game to gain access to the numbers that currently don't function)!
There are a couple other fixes and requests being worked on as well:
Colors on the DNA minigame adjusted for easier viewing.
Showing your current requisition amount on the purchasing screens.
Whatever else we run into between then and now, we'll have a full patch list on the day of!
We'll be spending the next few days getting these fixes implemented and testing the hell out of them - thanks again to everyone for your patience while we work out the last of the kinks!
In other news, we've collected and remastered all the tracks from the game into:
Sounds of New Babel miniLAW: Ministry of Law OST
32 tracks, almost an hour long!
We'll be putting it up as a free DLC as soon as it's uploaded and configured on the Steam store! Hope you enjoy it!
Thanks again everyone - we'll be seeing you this weekend!
First off, we just want to thank everyone for the amazing reception we have had since launch! We've been hard at working squashing the discovered bugs and improving the overall experience. As announced yesterday, due to the nature of the overhaul of the phone system, this update
First off, we just want to thank everyone for the amazing reception we have had since launch!
We've been hard at working squashing the discovered bugs and improving the overall experience.
As announced yesterday, due to the nature of the overhaul of the phone system, this update will make older save files incompatible with the newest build. We know this isn't optimal but be sure to start a new game after downloading this update.
Additions and Optimizations
Controller QOL Improvements
Car Screen: Pointer moves faster now except when over the beeper. Since the car screen requires you to use the pointer to navigate anyways, pointer now also engages "level engage" lever like when in mouse/keyboard mode even when in controller mode, so holding a button and then pressing down are an optional alternative instead of the only way to engage a level in controller mode. Level Engage lever has a more accurate hitbox now to facilitate it being used in controller mode.
Phone Screen: Controller mode makes the pointer snap to keypad numbers (see below), and slows down over the codec up/down buttons.
Map Screen: The selection car hologram now moves more slowly over blocks in controller mode, so hovering over the right one should be less of a finicky process. Hovering over the beeper on the map screen makes the pointer move more slowly like it does on the car screen.
After more than a few questions concerning non story/timed mode, we realized that the "Endless Mode" option wasn't clearly available as an option despite being available for a while now, so we made some visual changes to make that clear via the main menu. Below you can view the two different screens.
Changed the Restock/Reroll/Barrel Equip/Equipment/Skill Upgrade screens to work more intuitively when using a controller.
Phone dialogue prints out twice as fast.
Updated the ragdoll system to use "Accessors", which should work more smoothly and efficiently.
Bug Fixes
The phone system's backend has been completely overhauled. Variables concerning call progression were being saved/loaded improperly sometimes and therefore were not working as intended, sometimes causing crashes or unfinished storylines.
Fixed a bug that caused the player to become invisible if hit while entering/exiting an elevator.
All exploding/tension traps are now incapable of being detonated via triggering until the player is within a reasonable range of having it onscreen. So your primary target shouldn't suicide off screen now!
Fixed a softlock caused by Danny the Flash phone call not having a viable end.
Fixed a CTD caused by the map screen not detecting an isobuilding in some instances.
Fixed a CTD caused by VR Civilians not having enough animation frames.
Enemies will no longer spawn in the exact position of another enemy.
Enemies can no longer spawn in certain inaccessible areas.
Added checks to make sure high end machines don't run the game too fast and inadvertently hinder performance.
Fixed Master Detective/Deadeye bonuses and information being switched.
Steam Screenshots now function again! (EDITED IN)
As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D
First off, we just want to thank everyone for the amazing reception we have had since launch! We've been working on a new build that will fix many of the phone related issues we have seen reported in the forums, as well as address a number of other fixes and quality of life issue
First off, we just want to thank everyone for the amazing reception we have had since launch!
We've been working on a new build that will fix many of the phone related issues we have seen reported in the forums, as well as address a number of other fixes and quality of life issues!
However, due to the nature of the overhaul of the phone system, this will make older save files incompatible with the newest build. So, we thought we would give you a little bit of notice to shore up your games while we are in the final stages of testing. The new build should be ready to go live sometime tomorrow evening!
Changes include: - Fixes for several edge case crashes - Revamped phone system code - Faster phone text readout - Some changes to controller functions within the menus ...and more!
Full changelog to come tomorrow with the patch update - see you then!
It’s been several years since I first played MiniLAW: Ministry of Law , the side scrolling shooter/fighter/screamer based on being a hybrid of Robocop and Judge Dredd. In that time it’s come a long way, adding more structure, story and flavour to its already colourful crime-stomp
It’s been several years since I first played MiniLAW: Ministry of Law, the side scrolling shooter/fighter/screamer based on being a hybrid of Robocop and Judge Dredd. In that time it’s come a long way, adding more structure, story and flavour to its already colourful crime-stomping action.
The full release landed yesterday, and I have Some Thoughts.
Greetings players, After spending nearly 4 years in Early Access here on Steam and 5 years since development began, we at Lasso Games are happy to announce that miniLAW: Ministry of Law is officially released for Windows/PC here on Steam. It has been a very long road full of obst
Greetings players,
After spending nearly 4 years in Early Access here on Steam and 5 years since development began, we at Lasso Games are happy to announce that miniLAW: Ministry of Law is officially released for Windows/PC here on Steam.
It has been a very long road full of obstacles. There have been many ups and downs throughout the development of this title. In 2017, we took the project from the United States to Finland for the Game Development World Championship, where we were a 3rd place finalist in the commercial category. Later, we were featured in Kotaku by collaborator Leo Wichtowski in really neat feature.
Developers and team members have come and gone over this period, but the core of the work has been completed by a dedicated team who refused to see the project go unfinished. As Lasso Games flagship title, as well as its first fully released game, we look forward to seeing the community expand and are ready to take on the responsibility that it entails.
I would like to take this time to extend one last call to action to our dedicated fans and followers. Please spread the word of this game release and help get it into the hands of players, content creators, journalists, and other media outlets. The future of our studio depends largely on the success of this title, and I know it is capable of reaching some amazing heights with your help. The best way to do this would be to follow us on social media platforms such as twitter (@lasso_games, @lassominilaw) and facebook, and simply help circulate our content with shares, retweets, etc.
Finally, I would like to extend our warmest thanks to our fans and players who have stuck with us this whole time. Our gratitude cannot be put into words and your dedication to this project along with your continued interest in it have kept our team motivated and eager to finish it out strong.
This changelog coincides with the transition from Early Access to Full Release, check out all the things we've done to get it ready for the masses. Additions and Optimizations Six new cutscenes featuring NEW BABEL ACTION NEWS now play when appropriate to elaborate on the story an
This changelog coincides with the transition from Early Access to Full Release, check out all the things we've done to get it ready for the masses.
Additions and Optimizations
Six new cutscenes featuring NEW BABEL ACTION NEWS now play when appropriate to elaborate on the story and add lore to the world. Also some play on the mini tvs in level!
New "Help Screen" accessible via the Title Menu featuring animated info screens.
All phone conversation portraits now have talking animations
New cutscenes and art for the various endings added.
New Game Intro cutscene has been dressed up.
Experience the PANNNNN, New Babel's most secure prison (seen below) and two additional slummy levels.
On easy difficulty the upgrades should become available sooner to account for the extra time the player has, making it so that the augment screen won't be so barren for easy players. Enemy and crime generators account for extra time in easy mode now as well, so enemies should scale up with time in easy mode like they do now in normal/hard mode.
Credits updated and will now display if you finish the game.
Color swap palettes added to various civilians.
New lit wall panels added and distributed throughout levels.
Updated in level enemy-chatter to use a less intimidating font to indicate their normal people voices. Enemy-chatter now draws a black box around the text.
Fast Collision compatibility mode, tested and switched on.
Rewrote ragdoll ledge collisions to be more efficient with the Fast Collision mode.
New baseboard tileset placed in appropriate places
Nerfed goliath grenade to have less weight and to factor in more of the enemy's melee and ballistic resists.
Increased the tracking lag on several of the harder hitting enemies. They won't be as fast to murder you now.
New music track.
Bug Fixes
Multiple fixes for rain sometimes crashing the game.
No longer see Minilaw HQ in the background when you are docked at Minilaw HQ
If player is docked at Minilaw HQ and views hangar while it is also raining over Minilaw HQ it should no longer incorrectly produce raindrops on the car.
Stairway-movement animation takes priority over jumping animation, which should fix jump/stairs animation glitch.
Fixes for vertical doors in "Highrise" level, should make up/down function as intended, all floors should be reachable.
Fixed some wonkiness with the tension trap.
Lots of various typo and capitalization fixes for phone conversations.
As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D
This update makes the Title Screen look like a proper Title screen. Weather patterns are happening around New Babel. Four new levels enter the rotation. A new Dash Grab move for you to try out! There is also a ton of behind the scenes ending stuff happening that we are keeping un
This update makes the Title Screen look like a proper Title screen. Weather patterns are happening around New Babel. Four new levels enter the rotation. A new Dash Grab move for you to try out! There is also a ton of behind the scenes ending stuff happening that we are keeping under wraps and not including the details in the changelog for obvious reasons.
We have a pretty clear and concise internal roadmap to 1.0 and plan to release very early 2020.
Additions and Optimizations
Rain clouds now rotate around the map screen and display rain fall in car screen and the levels they are over. Check out the car with rain below!
Updated car interior. You can see it in the above rain gif as well.
New tactical move: Dash Grab. Self explanatory. Can be executed mid dash or by dashing mid grab.
New Main Screen Title art x2 with a new Title track (still in production) are in game. Make sure you check out both Main Game (shown below) and also the Title Art for endless mode!
Four new levels: two shit hole slum areas, a more tech savvy shit hole slum area, and a tall shit hole slum area. This New Babel sounds like a nice place to live.
Stamina damage to enemies from player executing a perfect block now has more effective range, and does slightly more stamina damage than before.
Made dash more responsive.
Biofreak Assault's melee move happens at roughly half the speed it used to so it shouldn't be quite so overwhelming.
Added the build version number to the bottom right of the Title Screen.
Wall cling vertical speed now slows down based on player speed.
Lowered minimum velocity required to trigger crouch landing and three point landing, so at higher dexterity you should still get the superhero landing.
Bug Fixes
Vertical door interaction fixes to keep the player from being in mid-drop from a jump as they attempt entry.
Downed enemies shouldn't randomly blink to behind cover when knocked out or dead now.
Fixed typo in bulldog phone call.
As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D