A whole slew of features added, tweaked, and fixed since the beta update. Details on all of the major points preparing for the final release.

Posted by dgedarovich on Feb 25th, 2014

It's been a while since I've written a proper dev post. After the beta, I was consumed with adding features and preparing the game for release. Concurrently, I was also managing the Greenlight campaign, which is going pretty well so far. Every vote helps, so be sure to tell your friends! It's about time I wrote up a proper news post with all of the new updates.

One of the most major features that wasn't in the beta can be seen above. The badges screen is a key point to the game. It contains 30 seperate challenges that allow the player to unlock permanent badges. The challenges range from cumulative achievements such as collecting $25,000, to one-off accomplishments such as closing a case while being hunted by the police or the mob. The badges can be earned in any order. Every 3 badges unlocked increases the player's detective level, up to a maximum of 10. For each level, new bonuses are granted the the player anytime they start a new game. Check out the screenshot for a glimpse of what some of these bonuses are.

One major point of feedback I received from the beta was a more in-depth investigation. Thus, I've tripled the size of the notebook and made it chock-full of useful information. To add to this, each suspect now has a specific hobby. Clues will no longer just point to gender or group affiliation, they will also help the player discern what hobby the culprit has to further narrow down suspects.

For the hardcore players out there, I've added the option of changing the game difficulty between normal, hard, and impossible. These do a number of things each, such as making hunger far more dangerous and requiring deeper investigations to solve each case. On the other hand, score is doubled or triple respectively for hard and impossible modes. To account for this, the note in the player's home now notifies them which groups are out to get them. Hard mode sets one of the groups to hostile from the start, while impossible sets them both to hostile. One way to undo this is a new vendor who sells favor with each group.

There are so many other new features that I can't possibly cover them all in this post. So, the last thing I'll mention is I've added journal logs left by the killer on different days. Additional back-story was a highly requested feature. You'll have to grab the final version of the game to see how far it's come. The next news post will detail the final release date of the game. Be sure to keep an eye out for it!

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