March was a major month of behind-the-scenes progress for Project Kingpin, our upcoming crime strategy game focused on empire-building, operations, and gang management. This month, the team made progress on core gameplay systems, internal tools, and development pipelines, all of which move us closer to delivering the deep, replayable crime sim and gang management game we aim to deliver. If you missed it, you can also check out our previous development update for more on the project’s recent direction !
We Replaced the Old Quest and Dialogue Systems
One of the biggest developments in March was a full overhaul of both our Quest System and Dialogue System.
We completely removed the older versions of these systems and replaced them with new implementations built to be more robust, more flexible, and better aligned with the quality bar we want for Project Kingpin. This was not a small adjustment or simple cleanup pass. It was a meaningful upgrade to the game’s underlying architecture.
For players, this matters because stronger systems lead to better mission design, better interactions, and a more reliable gameplay experience overall. As we continue building Project Kingpin into a deeper crime strategy game, having modern and scalable quest and dialogue systems is essential.
Crew System Improvements Continue
We also made solid progress on the Crew System, which is a major part of the player experience in Project Kingpin.
During March, the team reviewed the current setup, made adjustments, fixed UI issues, made key diagram decisions, and cleaned up core scripts. These improvements help strengthen the systems that support how players manage personnel, organize operations, and build their criminal network.
Because Project Kingpin is designed as a systemic gang management game, getting these foundational systems right is critical. Every improvement here helps support the broader fantasy of building and controlling your own organization.
Command System Design Moves Forward
The Command System also continued to move forward in March.
We worked on low-level design, robbery wireframes, and police encounter details, while continuing to refine documentation around the system. Some of this work is still under review, but it represents important progress for one of the game’s most important strategic pillars.
This system plays a big role in shaping the high-level decision-making and operational planning that we want to define Project Kingpin as a crime sim and strategy game. The goal is to create gameplay that feels deliberate, layered, and driven by meaningful choices.
Better Tools for Building the World
March also included progress on internal tools that help us build the game more effectively.
We continued work on the vehicle management UI, including reviewing the existing setup, refining diagrams, gathering feedback, and refactoring parts of the system. We also made strong progress on the Map Tool, including wireframes, feedback passes, and map creation flow work.
These kinds of internal tools may not be the most visible part of development, but they are incredibly important. Better tools help us create content faster, iterate more efficiently, and continue shaping Project Kingpin into the kind of detailed crime strategy game we want it to be.
Pipeline, Analytics, and Testing Improvements
On the production side, we also improved several parts of our internal pipeline during March.
The team worked on analytics implementation, including wrappers and gameplay triggers, while coordinating with game design to make sure the right data is being captured. We also made progress on automated testing, build logging from Git pull requests, and internal Git workflow documentation.
These updates improve reliability and help us scale development more effectively. For a complex crime sim with interconnected systems, better testing, cleaner workflows, and stronger data support are a big part of building quality over time.
March Was About Building a Better Foundation
Overall, March was a strong month for foundational progress on Project Kingpin.
A lot of this work happened under the hood, but it directly supports the bigger vision: creating a deeper, more polished, and more replayable crime strategy game where players rise through the underworld, manage crews, expand operations, and build a criminal empire.
As development continues, these system upgrades and workflow improvements will help us move faster and build better. We’re excited to carry that momentum into April and continue pushing Project Kingpin forward as a unique gang management game and crime simulation experience.
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