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Announcing Regulator City, the upcoming public (free) DEMO and the latest devlog on the development of the game. Get ready to protect your city!

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Steam Next Fest Demo

It's coming! A publicly playable demo, as part of the Steam Next Fest, and even tho the game still has a long way to go I do think the core mechanics are there and a starting amount of content is there to experience (and hopefully see) the potential of the game. So few more weeks!

If this is your first time reading about the game, I do weekly devlogs over on Youtube talking and showing the various changes to the game and also the decision making that goes into game-design. Right now we are a few versions further since the last update, and that also means a lot has been done! The latest devlog talks about some cool new "mini tasks" added to the game, which really enhance the game:

This weeks changes-list

I skipped a few weeks of updating the list publicly, so the list is fairly long this time just to have a complete overview for reference - I am skipping the various (minor) bug fixes (would triple the size of the list!)

  • added: if all player-controlled characters die - end mission (Failure)
  • tweak: moved skill-set AI to triggersystem (can now handle multiple at once)
  • added: buffs and debuffs to building-placement
  • added: effects of buffs and debuffs to game code
  • added: game starts with placing HQ
  • added: nightvision lights when power is cut off
  • added: city-view cars can drive over pedestrians
  • added: city-view pedestrians can start shooting at each other (based on how violent the city has become)
  • added: countdown numbers to grenades
  • added: countdown to C4
  • added: if player enters tiny room with 1 door, AI should not follow (unless player inFight mode)
  • added: Enemy groups running in when "interacting" with items
  • added: health-bars above character when restoring HP/resting
  • added: showing mission-progress in HUD
  • added: Music loop when turning on music (record player)
  • added: tiny effects to the city-view (construction debris, smoke, etc)
  • added: setting to "Show AI marker"
  • added: draw generic "scorched" debris things from metal+wood that can be used when ANY furniture explodes
  • added: wall-mounted explosive items
  • added: mission to "destroy building"
  • added: mission-countdown (get to exit before it's done
  • added: first "task" dialog (explosive placement)
  • added: "push button" task (opens electronic doors)
  • added: "data transfer" task
  • added: "Safe cracking" task
  • added: movement-bomb gadgets
  • added: "Detonator" task
  • added: when regrouped, and player holds.. move out from the group (if no danger)
  • tweak: improved various settings/interface navigational thingies
  • tweak: improved and changed the way interaction triggers work
  • tweak: added bounce to activated cars
  • tweak: city-overview interface improvements
  • fixed: city-view now properly sorts stuff on screen
  • tweak: AI more active moving into rooms when opening a door
  • tweak: swapped "options" and "settings" naming
  • tweak: small changes to enhance visiblity of player sprites
  • tweak: replaced static menu-background with city-view

regcity screenshot08

One of the tasks/mini-games in the game: disable these motion-activated bombs or become fragmeat!

regcity screenshot09

Another task, fairly simple, but they break up the gameplay a bit and provide a nice emerging addition to the game.

Join the community
You can follow and get more involved in the development of this game at the following places:

A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game!
Join here:

I upload new videos every Thursday, documenting the games progress and talking about game design, development and business.
Subscribe here:

Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head!


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