MAJOR: Every core gameplay system is now represented in the build. From Planning & Orders to the Live Workday and Review phases, the pieces of our crime strategy simulation are beginning to function together as one connected experience.
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.
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.