Pity Please! Is a Casual Indie Survival Simulation RPG where you travel as a vagrant, panhandling your way to success! It's a game about mastering the lifestyle of being homeless. You'll need to keep yourself well fed and healthy while keeping an eye out for the police! It's all about survival, exploration, and exploiting societal systems for survival. Coming to PC & Mobile

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Pity Please! Devlog #5


It's quite surprising how much can change between the numbers four and five. For some situations it may be the last hour of a 9-5 day at work, while in other cases it could mean going from reading an indie developer's 2D sprite based game devlog, to a fully 3D game devlog. Yes, Pity Please! is now a fully 3D isometric homeless survival strategy game!

Code Simplification, Now Refactoring?!

So in devlog number four, we told you how we did a code simplification pass. It was a lot of work, and helped us a lot when we had to refactor all of our systems that were originally expecting to work with only two dimensions, suddenly got thrown an extra vector that it was never expecting. The Godot Engine's 3D capabilities enables us to provide a 3D game experience while still allowing us to remain committed to bringing a unified experience to both PC and mobile gamers, and we are really excited about that!

Blessland Island Conversion.

With the old 2D version of the Island, our buildings, trees, plants, objects, and vehicles were all created in Blender 3D, and then exported as 2D isometric sprites. Our roads, sidewalks, paths, and other such ground tiles were all tiny 2D sprites. These had to be converted into 3D planes with materials, and the buildings which had a lot of details omitted due to the original 2D design, had to be modelled and then properly travel through the pipeline from Blender to Godot. Now that we have full 3D models, we can get some great visual features like dynamic shadows!

Here are some of the buildings that have been converted to full 3D and brought into Godot.

Converted buildings

Below is the 3D Island without any buildings, to give you a sense of the island's very important road and path network!


Everything Isn't So Static Anymore!

We have added some basic character animations for the most common actions! Some of these include a walk, idle, give/take, and talking animations.


We have also created a custom water shader that brings an extra bit of life and movement to the island of Blessland.


Grid Movement System Remains.

Movement in Pity Please! works on a grid, and each character moves one grid space at a time. Each action takes time and costs stamina, and everyone is on their own turn time clock which results in a more or less real time environment, but emphasizes planning and strategic movements. If you don't plan how you will use your stamina, you're going to have a bad time. This is a strategy game after all!


Quest For Completion.

We have been putting a lot of effort into our open world's lore and quests. We have completed the major plot lines of our story for the first beta. We are currently working on getting the dialog finished as each quest will have a meaningful impact on the world, based on how you choose or to complete, or not complete them!

Thanks For Reading!

That concludes Devlog #5, thanks for reading!

If you want to know more; follow us on Twitter, join the Discord, & subscribe on YouTube! Twitter: Twitter.com Discord: Discord.gg YouTube: Youtube.com

Pity Please! Devlog #4

Pity Please! Devlog #4


Traffic & Island update with some code simplification. The 4th Official Pity Please! Developer's Log.

Pity Please! Devlog #3

Pity Please! Devlog #3


The third development log for homeless mastery game, Pity Please!

Pity Please! Devlog #2

Pity Please! Devlog #2


It's all about survival, exploration, and exploiting societal systems to master the homeless lifestyle.

Pity Please! Devlog #1

Pity Please! Devlog #1


It's all about survival, exploration, and exploiting societal systems to master the homeless lifestyle.


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As someone whos been homeless, I dont really see how this is supposed to be fun. Its a degrading, sad way to go through life.

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PityPleaseTheGame Creator

Firstly, we just want to note that homeless life can be a horrible thing, and many people will understandably get the wrong first impression of the game. We're really sorry that you've had such a bad experience in your life, and hope the future is better for you.

Having said that, while your experience may vary, the director of the game is someone who spent years on the streets, and it was the most rewarding and challenging experience of his life. It has dramatically changed how he views the world. It's overcoming adversity and thriving, that's the human story. However, it's just the same as some war veterans having problems playing FPS games perhaps its not the right game for them, where others will enjoy it because of their past experience.

The unique challenges being homeless brings is something he thought was worth exploring as well as the somewhat secret culture of traveling hobos. As far as degradation, that is NEVER our intent. Its precisely the opinion that being homeless is degradation in and of itself is one of the reasons we want to make this game. To show another side to the story!

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