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This month, much of the team’s work focused on three major areas: making rival gangs and the police more capable of reacting to the player, defining the game’s criminal economy in greater detail, and exploring the visual direction for our in-game UI.
This month, we expanded combat, connected crews more directly to the action, strengthened character identity, and continued building a city where rival gangs, police, civilians, and unexpected threats can collide.
This month, our team began building the first playable version of the core experience, with progress on fog of war, crew systems, combat, and the living city that will form the foundation of our crime strategy game.
We transitioned from prototype exploration into a focused MVP roadmap !!
From replacing our old quest and dialogue systems with stronger new implementations to improving crews, commands, tools, analytics, and testing, this month was all about building a better and more scalable crime sim.
February was a strong month for Project Kingpin, with progress across gang setup, persistent crews, crew pins, and core game design. We also shared a sneak peek at new map building and building creation tools.
January brought major forward motion for Project Kingpin: refactors complete, performance upgrades, clearer logistics, and a sneak peek at Mafia vs Cartel gang archetypes.
We took an honest look at our prototype and made a tough call: improve cohesion and clarity before pushing into broader testing.
Organized crime stories didn’t stop with movies and TV, they evolved into games. Explore the crime strategy niche and how Project Kingpin aims to deliver a deeper, more reactive kingpin fantasy.