A lot has changed over the course of the last few weeks, and we here at Gamma Minus would like to show a bit of our progress and the iterations Rough Justice: ‘84 has gone through. Check out the video below to get an overview.
CONTRACT CHANGES
For now, we have settled on having 3 Tier 1, 3 Tier 2, and 3 Tier 3 security contracts when the game starts. This will indubitably change for the demo, but for testing purposes, it’s a great benchmark to assess the overall difficulty of the various tiers. As we went over in our last video, contract tiers indicate the difficulty level of the tier. 1 being easy, 2 being moderate and 3 being hard.
TIER DIFFERENTIATION
One of the major changes in regards to contract tiers, especially with this new update, is that Tier 1 contracts auto-repopulate. This gives the player the opportunity to always have something to do, even though it may be low level.
In order to take on Tier 2 & 3 contracts after the initial batch is completed (or have been removed, for lack of inaction on the player’s part) you’ll have to purchase more.
This can presently be done in the Agency. You will have to pay, either using money or reputation to unlock batches of contracts. Once you have gained enough reputation you can unlock Night Shift contracts.
DAILY CONTRACTS
Don’t want to “pay to play”? No worries, we got you covered. As mentioned, only a certain number of contracts are available at the start of the game, once the Tier 2 and Tier 3 are gone, you’ll have to purchase new ones, and only have Tier 1 contracts available.
Fresh contracts spawn at 6 am, 9 pm auto spawning stops.
MORAL DECISIONS
We’re very excited about this new change! We have started to add moral decision contracts. Initially, they may seem like any other normal contract, in which your agents are required to do either a stat roll or a puzzle, but the player is then presented with a binary choice of how to proceed. These unique contracts have a percentage chance of dropping coveted intel points.
24/7 CONTRACTS
This is a new type of contract that we’ve added since the last update. In total there are 20 24/7 contracts and on any given day 3 of them will be on the map. These contracts can be repeated ad nauseam throughout the day. They are very direct contracts and the goal or rather challenge, be it a puzzle or a stat roll is clearly indicated in the contract title.
The purpose of these contracts is for players to at least be able to do something with their agents and hopefully earn a bit of money. These contracts are not lucrative, but they are a steady constant throughout the day.
CONTRACT TIER COLORS
Each contract tier has an associated color now. This may or may not change, however, we feel as if it is a quality of life mechanic that allows you to easily see the overview of the presently available contract tiers.
DECISION EQUIPMENT
This has been a feature that many people have requested which we have now since implemented. Previously when making a decision you were presented with two options, and you would see which stat would be involved in the decision, however, you were unable to click on the gear that the agent presently had. With this added mechanic, the choice is a lot more obvious.
REPUTATION LOSS
When you fail a contract not only do you lose money but you also lose reputation now, at least for Tier 2 and Tier 3 contracts. The logic behind losing money is the overhead costs ensued by your agent’s inability to successfully complete the contract, requiring the client to get someone else to do it. The loss of reputation is simply an added malus, as failing contracts do not put your agency in good standing.
- Reputation loss implemented for failed contracts
- Range of potential minimum/maximum for gain or loss implemented
SHOP
A few minor changes to the shop as well:
- Implemented warning/confirmation screen
- Tier indication of shop item
AGENTS(STATS)
- Can now refresh the list of currently available agents for the cost of 1 reputation.
- Can now unlock next tier agents
- Agent Cards now show Agent Tiers.
- Hirable agents pool increased from 3 -> 5.
- Agent Roster Slots increased from 3-5
- Refreshing returning hirable agents doesn't refresh gear, they keep their old gear.
CHEAT CODES
In order to speed up the testing and bug fixing at this present stage, as well as to work on the balancing, we have implemented cheat codes. Whether or not we accidentally forget to remove them for our initial public build remains to be seen, however having this extra feature has allowed us to make significant progress with testing and balancing so far.
INFORMANTS WIP
We are currently working on the implementation of informants. Informants provide the player with daily goals that the player can aim for. These are not required, however, if informant directives are met within the allocated time frame, then the player reaps the rewards provided by the informant.
This will also eventually be used for story progression. One key feature that we are aiming for is no forced story progression. Story elements - or as they are referred to in-game as “Operations” will be shown in a similar fashion as to standardized directives from informants. The player can choose when to do them.
QUALITY OF LIFE IMPROVEMENTS + BUG FIXES
- Agent markers remain after contract, reusing the same agent markers for new contracts.
- New Dice Effects: DiceSuccess & DiceReRoll Item Cards implemented.
- Temp debug text on each dice ("G" represents this dice was added by a gear card, ">=[NUM]" is the
minimum success value of this dice).
- UI visual updates.
- Agent Tiers Unlocking.
- Decision Timers for lower left agent thumbnails.
- Enabled/Disabled buttons for unlocking/buying contracts depending on the time of day (6 am -
enabled, 9 pm disabled).
- FFWD timescale increased (180 -> 240)
- Default car speed decreased (15 -> 10)
- Button sizes fixed.
- Map marker scaling adjusted (0.7 -> 0.4).
- General BP fixes and clean up (attempted fixing some possible memory issues).
- Bug Squashed: #485 - Unlock & Hire more than 5 agents, no longer limited by office capacity
- Agent Slot purchasing, first 2 free, then pay to unlock.
- Contract Spawning, fresh contracts at 6 am, 9 pm auto spawning stops.
- ContractsUnlocking screen implemented - buttons spawn appropriate contracts.
- Currently disabled buttons for Repo/FugRec/Night contracts.
- Missed/Completing contracts now only spawn new contracts (of T1) if they were a T1.
- Office slider menu re-implemented.
- Shop now has warning/confirmation screens.
CHECK OUT THE RECENT DEVS PLAY VIDEO
WRAP UP
It goes without saying that Rough Justice: '84 is currently in development and the info as well as the above-showcased videos, images, and GIFs are representations of the current state and are subject to change.
WISHLIST
You can wishlist Rough Justice: '84 and show us some love and by doing so, keep up to date with our development process.
https://store.steampowered.com/app/1291860/Rough_Justice_84/
HIT US UP

Our discord server is alive! You can join the conversation and hang out with other fans on the discord server and talk directly to us regarding your thoughts and ideas about Rough Justice.
