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Regulators! Welcome to the fresh new DEMO for Regulator City: version 0.0.66
Regulators! Grab your gear and suit up! a fresh new developer build is here for you to have some fun with.
This demo has a lot of changes and improvements since v0.0.62 and the biggest feature is that your "team" is now a "duo", I've been playtesting this format for some months now, and I feel like it simply improves the game in various areas:
- It removes a lot of chaos from the game area
- It allows the player to focus on their own movement instead of constantly looking at what the team is doing
- And it still saves the coolness of having this skillful buddy moving alongside you covering your back!
You'll also run into a much improved level-up system for your team mate, bigger variation of enemies (including possessed furniture), different level maps and improved map layouts overall.
So give the new demo a try and let me know what you think!
For those having a Steam key for the Play test build, all the character "abilities" have been changed and improved on. Removing all the "full-destruction"(cool, but mostly useless) abilities and replacing them with powers that can be used more strategically and in a tactical way.
I'm working towards a beta test phase, so if you like what you see in the demo, drop by on the Orangepixel discord where I'll be handing out the Steam Playtest keys over time!
https://store.steampowered.com/app/1892750/Regulator_City/
Go Regulate the city!
- Pascal aka Orangepixel
Work on Regulator City continues, be it a bit quiet lately. But that's mostly because I was head down into the code and working on so many details and aspects of the game, that doing a demo update always felt like it would be outdated the next day!
But I'm happy to say that I finally got around to building a proper new demo build, and can't wait for you to take the game for a test-drive!
This is still not a completed game, pretty much everything keeps improving constantly, but you should get a good solid amount of fun from playing the latest version.
From the new mission-setup briefing and story, to the finer details of operating missions with your team backing you up, this demo should give you a nice sample of what the final game is heading towards when it releases later this year!
Don't forget to drop a wishlist and tell your friends!
https://store.steampowered.com/app/1892750/Regulator_City/
Dungeoneers and Adventurers! Heroes of Loot: Gauntlet of Power just received a brand new demo for you to come and play for free!
This demo is one of the last ones before we release the actual game, so a perfect time to check it out and wishlist Gauntlet of Power:
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
PS: There is also a "closed" beta coming soon, for which you can sign-up over on the discord right now!
Grab your gear, and get ready to be shipped out into Regulator City! The new public demo is here (v0.0.51) and it is the one you've been waiting for! The changes list is extremely long, so you might not want to go through all of those things, but don't worry, I can highlight some of the key changes while you grab and wishlist the demo on Steam!
I made many changes to the gameflow, this means an improved layout for the HQ building, but it also means the removing of the city-map view and only one mission per street (replacing the 3 missions per street). This all ensures better feeling of progress, and a smoother experience overall.
The money-system and somewhat forced Gear-shop are also removed from the game. Instead you will find cool upgrade-crates spread across the games, including some new weapon-unlock crates. You will always get a few extra gadgets when you return from a successful mission back in HQ. The grabbing/collecting of dropped money always felt a bit of a distraction from the actual mission and action, and removing those features make the core game mechanics a lot more prominent and feeling better.
Another thing that got removed, or perhaps, replaced is the inventory screen. We now have a radial-select, as requested by various players, which allows you to grab (flash)grenades or other useful items a lot faster than browsing inventory screens. Still being tweaked and improved, but have a play with it!
Finally there is now a much more interesting level-up for your AI team members, statistics info for your team-members in the pause menu, a cool extraction event when you complete a mission, new airfield and hospital maps and various small improvements to other existing maps, and I'm probably forgetting a BUNCH of cool things from the new demo!
So grab the demo now , and take it for a spin!
https://store.steampowered.com/app/1892750/Regulator_City/
Full changes list:
When you start a project like Regulator City, there is a certain vision and idea of what you want the finished product to be like. Getting from that first idea to that vision is sometimes extremely easy and straightforward, but in the case of Regulator City it has been a massive path of many ups and downs.
So it's hard to describe the relieve and many other feelings that unleash the moment I noticed that Regulator City became that game I originally had in mind. A great mix between action, stealth, coolness of leading a team, and finally the rogue-like elements I try to put in all my games.
Before I dive into the specifics for this v0.0.50 demo update, PLEASE grab yourself a copy of the demo and make sure to wishlist the game, I can't wait for you to play it and enjoy it!
https://store.steampowered.com/app/1892750/Regulator_City/
The list of changes is LONG, so there's no way I'm going to cover all of it in detail. The key changes for this demo, and the gameplay, are most certainly the implementation of a Game Over state - if you (the Alpha) dies, it is game over in a traditional rogue-like sense. This gives you some extra things to think about on how you go into the missions.
I also restructured and streamlined the way your squad is made available and how you can revive new squad members, AND your team members can now actually level-up and learn new skills! This is a major difference in the gameplay, because you now WANT to keep your team members a live and help them out, so you don't have to replace them with a Level-1 grunt later on.
The way they learn skills will be improved in a later demo update, for now they will automatically get skills assigned as they level-up. This means that all the mission stuff is originally done by you as a player : place bombs, get intelligence, crack safe, etc. But over time your squad members will be able to take care of these things for you and much faster!
I also reworked all the interface things and cranked up the feedback to players to close to maximum! You will not miss out on important gameplay events happening!
So go check out the demo, it's a longer demo than before, you can now play 4 city blocks, so a lot more fun to be had. Come talk about it over on the Discord and don't be shy in dropping your ideas!
Here's the full list of changes and fixes, if you want to stay updated on these on a more daily and smaller version: there's now an automated update list being dropped in the Discord channel for the games I'm working on at the end of every work day! so come hang out!!
Full changes list:
Hey guys, it's Pascal from Orangepixel, and I wanted to give you a quick message to let you know that I uploaded a fresh, brand new, demo for both Regulator City and Heroes of Loot: Gauntlet of Power!
Grab the demos (and Wishlist!) here:
https://store.steampowered.com/app/1892750/Regulator_City/
Squad based top-down arcade shooter, with some stealthy/sneaking moments and a lot of cool vibes!
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
A quick mix of bullet-heaven shooters and dungeon crawlers like Binding of Isaac. It's early in development stage, but many gamers seem to really love it so far!
These games are still in development, but your feedback on the demo's are VERY welcome! Drop by on https://discord.gg/orangepixel to find out more about the games and have a nice chat about features you'd love to see before they get released!
Its here! The new demo, and its a BIG one in terms of changes, improvements and steps towards the final game. The list of changes is extremely long, so let me quickly talk through some of the highlights while you download the latest demo !
So where to even start? Theres so many improvements here, from the character-select screen showing more info on the special abilities, to the flow of things on how you get your team and you can now have the computer randomly create your team (Im a big fan of such features, cause I personally dont like fiddling with all these settings in games).
The whole level-up/upgrade system is replaced with a much more straight-forward Gunstore that appears after every mission. Same for finding upgrades to weapons and ammo inside buildings, this is now much easier done with clear upgrade-boxes spread across a building.
Players who enjoy sneaking and stealth will also be happy to learn that there are some improvements there. Sneaking up on someone will show you an action-circle and timer to let you know when the enemy is about to detect your presence. You can now also turn off lights and that will confuse enemies suddenly being in the dark, and you or your team can go in for a quick and silent kill.
Everything thats important to complete a mission now is also much more apparent in the game, and there are more guiding markers and general information bits all over the place. I also tried to declutter various events happening as much as possible (so dont show a dialog pop-up alongside a tutorial thingies while in the middle of battle!) Its hard to completely get rid of all overlapping things, but most of the time you wont be bombarded with information all at once.
Besides that there are so many improvements all over the place, including a couple of new items that should be interesting on your missions (and a LOT more are coming, dont worry) and just a general nicer handling of the game itself. I even improved the level-editor while Im still not even sure that will remain in the game when it finally releases!?
Im really confident about this demo, and I hope you enjoy playing it! Dont forget to drop by on Discord to talk about the game, give your feedback, pitch in some cool ideas, and perhaps make it into the credits of the game
https://store.steampowered.com/app/1892750/Regulator_City/
Full changes list:
Another month, and time for a new and improved demo of Regulator City. Based on a lot of feedback from, well, everywhere and everyone, this demo is mostly a quality improvement demo, and not so many new features.. well.. maybe one or two!
https://store.steampowered.com/app/1892750/Regulator_City/
As with the last demo, most of my attention has been put into making the game more user-friendly and clear in what the player has to do. One main piece of the puzzle is markers that guide you to certain key-locations. So if you push a button that opens a door, but you have no idea where the door is or what is happening, then you will notice bright orange markers leading you from the button to the door that just opened.
Same with the extraction point, once you completed a mission. Many people told me they got lost on that part, so there is no a clear path towards the exit of the map.
I also modified the way the upgrade system works, this is phase one, there are a few more tweaks I have in mind, but this should already make it much more interesting to go for those sneaky kills and grab more cash to upgrade your gear. You can now spend 3 credits on the upgrade screen, which will allow you to either grab a bunch of grenades, or go for that fancy armor, or both!?
Full changes list:
Almost a month after the last demo, I bring you a brand new demo with the main focus of "onboarding players" and making sure things are more clear and obvious to especially newer players.
I'm slowly building a roadmap towards a release, and with this demo the main focus was on creating a better experience for players which also makes the demo more usable for Streamers to showcase the game. So in the coming weeks/months I will be able to contact various streamers and see if they are interested in taking it for a spin.
Regulator City will also be part of various events and things requiring a good demo, so I'm REALLY happy I got this out the door!
A large amount of work has also been put into tweaking and perfecting the interaction with your Squad mates and also the enemies. It's a big improvement over the last demo, so make sure to check it out! (And don't forget to Wishlist the game)
https://store.steampowered.com/app/1892750/Regulator_City/
In this weeks video I also played the game a bit and gave some more background information on the various tweaks and changes made to improve the experience for new and returning players:
[previewyoutube=CYKgufkGvjs;full][/previewyoutube]
Full changes list:
added: Infobubbles to "loud devices"(washingmachine, audio, etc)
added: Energy drink effects now shown in speech-bubble
added: "generating city" to pre-game loader (indicating it's a unique city every game)
added: Noise-generating devices will have a limited "noise" time (washingmachine, music, etc)
added: security alarm lights and sounds
added: post-tutorial animation
changed: Lime-green interface to Orange interface (removes the idea of being xbox focussed)
changed: Squad AI tweaks
changed: Disabled AI settings for now
changed: Powered up ability promped replaced with speech bubble
changed: removed empty-weapon being thrown away (creates confusion)
changed: Grenade-launch replaced with grenades in inventory
changed: Ammo boxes now also drop grenade/flashbangs,etc
changed: secret-area walls now operate same as dataretrievel/vaults
changed: added an appear-delay to the upgrade screen
changed: out-screen spawns now make a "drop noise" so player can identify them
fixed: show settings more prominent on start screen
fixed: Made more apparent which characters are still locked
fixed: Sneak-instructions in tutorial now more clear
fixed: removed "distractions" from tutorial level (enemies spawning, pickups, etc)
fixed: Made some dialog-action-buttons more present/connected to dialog
fixed: open-door floor tiles looking like voids (blackness)
fixed: enemies shooting and showing ooze when in hidden rooms
fixed: oozebits spawning in level-void
fixed: issues with data-recovery events and vault-cracking
fixed: certain damage being done through walls
fixed: improved enemy rope-spawns
fixed: enemy alerted by player, just stands there if very close to player
fixed: player starting with X amount of XP already collected before anything done
fixed: improved enemy response to "danger" (like bombs, grenades, etc)
fixed: bug with Camera not highlighting it's target areas
fixed: enemies will now try to attack the team-member that shot him
fixed: Camera's were still detecting morphed players
fixed: City-building layouts are now better randomized per-block
fixed: Enemy taunts causing frame-drops
Hi! Just a short update to let you know that there is NOW a new Regulator City DEMO available ! Still in heavy development, but I'm very pleased with where the game currently is.
There's a smoother game-flow experience (mission structure, city progress, all make more sense as you play) and there is even some on-boarding for new players in a short little "tutorial" level. You'll also experience a much better stealthy and sneaking-around experience to complete your missions!
This demo also brings you a new playable character: Wrecking-ball ! His dash is VERY nice to use, and his Special ability certainly packs a punch ;)
So please come and check it out, and if you haven't yet, wishlist the game!
https://store.steampowered.com/app/1892750/Regulator_City/
Hey guys! Just wanted to do a quick update for all the followers/wish listers and future regulators!
I'm currently working hard on getting a whole fresh new demo up and ready for you to sample, the last demo is from January, and the game has gone through a LOT of improvements and changes that it will feel like the last demo was just a 24 hour game jam version ( it wasn't ! .. but it will feel like that.. maybe! )
The new demo will focus on the new playable character: Wreckingball! His dodge move and special ability are now pretty much done, and I'd love to get feedback from players on the feel of it all. Personally I love him so much, that I've been playing with him exclusively since getting it all done!
A lot of development time has gone into all the juicy stuff, we now have headshots, more gear to unlock, a better gameplay flow, and just in general a much better game as a result!
I also reintroduced the stealth gameplay mechanics! So sneaking up on enemies, choking them, and moving on, will be a big part of the game ( IF you like to play it like that ). Hiding from camera's, disabling camera's, using new gear to scramble camera's.. you'll have to come up with a lot more tactics to complete missions ! ( of course, get a good grenade launcher or machine gun or UZI, and shooting your way out of a building is still an option ! )
Further more I'm now finalizing the various things to make the game more user friendly. From settings to having a little tutorial level to explain the controls and how to sneak up on enemies. Again something I hope to get some feedback on from you guys once I get this demo out!
So don't forget to follow and/or wishlist the game's development on here
https://store.steampowered.com/app/1892750/Regulator_City/
and come hang out on discord.gg/orangepixel to join a friendly group of peeps excited by the Orangepixel Universe!
Weekly videos still dropping on : YouTube !
Welcome to 2023, the year that Regulator City should officially launch! Luckily for me I still have 12 months to accomplish that!
I wanted to drop another fresh demo for you guys to sample, it's still far from done, it comes with silly and weird bugs, and not all features are fully completed, but I think you'll enjoy the game and it should provide you with a good enough sample to WISHLIST THE GAME!
Make sure to come hang out on the discord.gg/orangepixel as I will be moving towards more closed private demos soon, and I will need testers!
I have an extremely long list of changes and things done to this version of the game, but all you need to know is that it's more stable then the previous version, more feature packed, and even closer to something resembling a completed game.. so grab the demo and drop me some feedback on Discord or where ever!
Full changes list:
Hi guys! Just wanted to let you know that I just pushed the release button on a new Orangepixel Steam release: Sir Questionnaire!
It's a quirky game at a bargain price, it provides hours of gameplay in a VERY small package: The game is played in single dungeon rooms, where you are given the choice to either "interact" or "get outta there!".
Do you attack the skulls? got enough health? got the right weapon for the lobsters? Got some magic left to hit the huge Wolf on his head? Dare to drink the milk before the next encounter?
A game of choices - how far can you venture into the dungeon? Come play Sir Questionnaire, and make sure to drop by on discord if you need tips & tricks!
https://store.steampowered.com/app/2124790/Sir_Questionnaire
A fresh new public demo! This is to welcome people coming over from the Indie Live Expo 2022 that Regulator City is participating in. Check out the demo, its still a heavy work in progress, but it does show you where this game is moving towards and its only getting better from here !
For existing demo players, this version comes with such a long list of changes, I dont expect anybody to read through it, but trust me, its a good list from a development point of view. A lot of changes, fixes, improvements and new content all over the place. I also changed some of the level maps, giving them a better flow and more interesting tactical wise. Ill continue tweaking these things and of course Ill be adding new maps to play on (there are already one or two new ones in this version).
Make sure to wishlist the game, and also come hang out on the Discord: discord.gg/orangepixel where eventually we will be moving to private betas/demos closer to release!
https://store.steampowered.com/app/1892750/Regulator_City/
One or two of the bigger changes are featured in my latest devlog video, so if you want to hear me explain some thought process on these things AND show the creation of a couple of NPC avatar pictures, then this is the video to watch:
[previewyoutube=tuBdlVRjvdE;full][/previewyoutube]
Full changes list:
A brand new demo is now available! The previous demo was a build, many , many centuries old.. or at least that's how it feels! The game has seen improvements on all fronts, and even tho this is far from stable, and far from finished, you should have a pretty good time taking on some of the missions!
The purpose of this demo is to give a good new sample of what I'm trying to create here, there will be bugs! there will be issues! there will be things that get tweaked and changed over time, but it IS a good indication of what the final game will be (just that it will be more, bigger and better).
I uploaded a new video talking about the dodge moves, city map changes, mission structure, etc, over to youtube, which you can check out here:
[previewyoutube=_ryzFzMXe5s;full][/previewyoutube]
A shorter version, mostly just the gameplay stuff, can be seen on the Regulator City Steam page ("Dodge moves").
The game is now fully back on track, after a few months where I was simply struggling with some of the parts in the gameplay. Things simply weren't matching up! And sometimes that happens when creating games.. it's not as easy as people might think ;)
Some key changes now put the game in a great state, and new ideas are flowing again. Take the demo for a spin, and see the possibilities of what this game will/can become in a few months from now, and don't forget to WISHLIST it !
Join Discord.gg/Orangepixel to talk about the game and share your thoughts and ideas for a chance of getting your name in the credits !
important: Don't forget to wishlist the game!
So many things are currently happening to the game, that it's hard keeping up with these little update posts! Last few weeks it felt like a lot of the features finally all came together: The problems I had with the mission-select screen are now all fixed and the whole game-flow is amazing. The gameplay it self has undergone a bunch of tiny tweaks that make the game just a lot smoother and nicer to play; Things like having a little "push back" on enemies when they get hit by bullets, but also big things like adding "dodge" moves to every character!
Let's start with the new way the mission map works, I've been struggling with the whole concept of it for months now, trying various features, then removing those features, trying other features, but ! - after a good talk in the discord.gg/orangepixel the idea was to use the Street view as actual mission-select screen. So instead of having every building selectable, we now only select the center building of a block, and when we enter that, the street view will contain three mission buildings/doors that you can tackle in any order you like, and you can back out of a mission, and return to the street and from there you can even return to the mission-map by getting back in your car!
It all just makes more sense, gives more meaning to the street-level, makes the city-map interface a lot cleaner and easier to navigate.. and pretty much just improves all of it!
Next thing, and this also came from the discord! is adding dodge-moves to the characters. These will be different for each character and most will come with a little up and down side to things. Right now the v0.0.34 build has three dodge moves build in:
Morph - will do a quick dash move. While dashing you'll be invulnerable
Cruse - will do a tiny "circle of fists" as they block bullets and enemies, and deal a little damage. It does take a little longer to refuel that move compared to Morph
Bionica - does a little ghost/invisibility trick, making you invulnerable during that time, but you also can't shoot!
The other two characters will also get their own dodge ability, and it will require a little bit of tweaking to make sure it is all balanced out, but it certainly enhances the game!
What doesn't enhance the game, but just looks freakin' cool, is the new night time.
Still figuring out when/how to use it, but we'll probably have some missions that need to be played in night-time, and that might just host a few changes to the gameplay -- because we all know: monsters come out at night.. !
The game is now in a really nice solid state (as far as development builds go) and I'm also confident that I can start working on a public demo version which will be stable enough for people to play around with and get a sense of the game. So that will be one of my main missions for the next few weeks: make it a stable build and do some sort of public demo or beta test phase thing..!
Full changes list:
Time for another update, as we are a few internal build versions later than the last update I posted about. Many things have changed in all aspects of the game, for a large part becauseI've been struggling with Regulator City, and if you want to know more about that struggle then please check out last weeks video: [previewyoutube=Vkbt1TOG4Pg;full][/previewyoutube] I've been slowly trying to fix the issues I'm having with the game, even tho I'm not exactly clear on what those issues were! A large part was some sort of creative block I guess, and I needed to change a few things in the game's design in order to fix that creative block. When you do open-development like I do, with almost weekly videos and talking about things in the discord, a lot of people have certain ideas and expectations of the game (mostly without actually playing the game) which can be a great asset for a solo game developer: you get to tap out of a large pool of ideas and suggestions. BUT - and yeah, there's a but: it can also be a terrible thing as you're pretty much trying to keep everyone interested in the game and don't want to let down people's expectations.. which of course will happen! For me this meant that I was trying to do too much in a single game. Many people have seen this game as being a strategic/tactical game, where you give commands to your team and then they go in and do exactly what you told them to do.... which is great, but I was personally going for something a little different! My main goal was creating a "cool action game" where you are part of a team that moves and operates as a single entity, and you might be the leader, but your team will mostly operate around you on their own. And that's what a large portion of development time went into: creating Squad AI that behaves in a cool way. Now THAT game is the one I've been making, and may of the other ideas and suggestions are based on more slow-paced strategic games, which are great games and ideas, but NOT the game I was trying to make. So it somewhat started to affect my game development process a bit, where I was trying to add all these things and make sure people wouldn't get disappointed by the result.. meaning I was making a monster game that was a little bit of everything, but nothing specific. I decided to turn things around and get some focus back on what my goal was. This means a few things that the current Patreon build has: "Dumbed down" enemies - their movement pattern and attacks are now more predictable, making it a lot more fun as a player to take them down "Declutter" the screen - less garbage pixels (icons which aren't needed, less debris particles, less effects, etc). This makes things clearer at all times and doesn't make you get lost in the action. "Declutter" the flow - less pop-up dialogs, replacing the "searching for items" with just seeing the item and being able to grab it, and other such game-design tweaks. Cleared up gamedesign - mostly for myself I had to get certain design directions more clearly on paper. So that I know what I'm working towards and regain focus on the important things that need to be added. So for all Patron's, grab the latest copy and check out some of those improvements. The difficulty balance is pretty far off the mark right now - so take things easy and slow, or you'll die on the first level! I will start tweaking those things soon enough! There will also be a new Steam demo coming soon, once I get things back on track with the game! So stay tuned for that Full changes list of v0.30,31 and 32:
We are moving in the right direction gameplay wise! Based on demo feedback, and also knowing that certain things needed work, Ive been tinkering with the game in recent weeks and have been slowly making big changes and decisions to the whole map-view and progression system.
The game now takes a more traditional approach to the city-view, which honestly fixes a lot of situations and design problems that I was running into with the more fancy stuff I was trying to do! Also I cant keep wasting time on that mission screen because after all.. its just a mission screen! With the new mission structure in place, it also became easier and clearer to balance the whole difficulty regarding your opponents and the missions.
Early missions will pose an easier challenge, with less enemies, weaker enemies and it allows you to learn the game more and get into the groove of leading your team!
I also decided to put all dialogs on a pause mode, where originally the dialogs would just turn the game into a slow-motion mode.. which is cool and all, but for most players, its just going to be annoying! So lessons learned from previous games should not be discarded in future games!
A few new maps added to the game, and the game will also flip/mirror levels at random.. and even if you know a building very well, playing it in a mirrored version will surely keep you on your toes!
With so many changes to the game, I decided to also push out a new version of the demo to Steam, and have it up for a few weeks longer.. so if you want to try out all these changes, grab the latest version of the demo and have a play! I also made a fun video talking about these changes, while at the same time trying to see if it would run on an iiRcade cabinet.. Check it here:
[previewyoutube=Pv43m5l_oBQ;full][/previewyoutube]
Full changes list:
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