Hi. Dan here.

Seeing as this is the first blog post, I figured I’d explain the core game loop. I’ll be putting out a video in the next week or so which shows the same thing, but with the game’s current graphics, and a lot more sound and motion. For today though, these are my original mockups, and show how the game looked a year ago when I first started.

When you start the game, you’ll find yourself on the streets of the City, armed only with a pistol and a mobile phone. Keep that pistol out of sight for now, and take out the phone, ’cause you’re about to get a message.

The contract system is the pivot around which everything else turns. Hopefully you’ll be given a nice, clear photo of the intended target, but you might only get a description, or even just a hotel room number.

Once you’ve been given a photo of the target and their current location, you have to make your way there. At the moment, walking is the only option, but taxis, driveable cars, motorbikes and trains will all eventually be available.

Tracking down the target plays out like a tense and lethal game of ‘Where’s Wally?’ First find the target, then figure out how to take them down without arousing too much attention.

When you do find the dark alleyway that’s right for you (and wrong for the target), seal the deal as fast and as quietly as you can. but be careful…

You’re never alone in the City. There are thousands of people around you, and some of them will be other players. If you’re very sharp-eyed, or they’re just incredibly careless, you may spot them before they become a threat. You can choose to kill them, or…

…you could take their photo! Not as lethal as a bullet, but shooting people with a camera won’t raise as much attention.

If you’re ultra-sneaky, you can send a player’s photo back to the Agency, and call a hit on them! There’s nothing better than keeping the other players busy fighting each other while you concentrate on the main target.

It’s not just the other players you have to worry about. There’s also a full compliment of police in the City, and several thousand NPCs who know their number. It’s possible to get away from the cops, but it’s best not to get in their way in the first place.

So that’s it for the core mechanics. I’ll try to expand on these systems in later posts, and most likely say something about how and why the visual aethetic has changed over the last year.

Thanks for reading!