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oliverjosh

oliverjosh

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oliverjosh posts

Next Getaway Vehicle

Vote on the next getaway vehicle to be added!

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Container Ships, Large Targets, Intel Teams - Devlog 04/08

The Early Access launch was a big success, and I'm very happy with the amount of players we got and the reception that the game has had. Despite some fairly serious bugs and glitches, especially during the first few days of launch, the game has around a 91% positive review rating on Steam. I'm grateful to everyone who has supported the game in this early stage, and I'm really excited to see where things go during Early Access. I started working on new content recently, alongside continued bug...

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Early Access and the Future of Patreon

Early access rapidly approaches, after two and a half years of development. Thank you to all of the extra-early patrons who have supported me during this development period.

I will be sending out keys to patrons once early access goes live. If you have not yet contributed the $15 for a copy at launch, you will still receive a code which will keep working while you are subscribed. This means people who have subscribed recently will still get a code so long as they stay subscribed for at ...

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Swag Bags, Attic Antics, and Character Customisation - Devlog 20/04

I've been frantically adding the final few touches which were needed for Early Access release over the past month, as well as getting things ready for Playtest 8, which is now announced! It will start on the 28th April, check the discord for details.

Swag Bags

Small stealables have long been the bane of any would-be completionist burglar. So far, you've only been able to carry up to two items at once, which means lots of runs back and forth to collect books, small electronics, and...

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Guards and Cameras, Tase Effects, Spectating - Devlog 21/03

With the game set to release in Early Access this Spring, I've been making a lot of bugfix and polish changes over the past couple months. When you're only playing the game for a weekend, it's easy to look past janky or unpolished mechanics, but for a released game these things become more important. I have been adding small new features here and there though, which this devlog will cover.


Guards and Cameras

The mall level has always been a little too easy compared to t...

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Rockets, KOs, Public Lobbies - Devlog 17/01

Yep, I'm still alive. I apologise for the shocking amount of time since the last dev update, for most of the end of last year I was head-down getting the last bits of multiplayer finished, and following the playtest I suddenly had a bunch more multiplayer stuff to fix. But the game seems to be in a better state now, so I've been working on some more exciting things which are worthy of an update. 


Rockets

The remote piston has been a staple of the game for some time...

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Rewriting Everything, Keys, New Intel, Breaking Bad - Devlog 30/09

It's been a while since the last update, mostly because I've been focusing on re-writing most of the major game systems to work better. There's not much interesting to show off when you're just breaking everything and then fixing it to be slightly better than it was before.


State of the Game

At this point, these are the things I've re-written so far over the past month or so:

  • Non VR movement
  • Multiplayer character and animation syncing
  • Level...

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Mission loading, locking up, stealing doors - Devlog 19/08

The main focus for this past week has been redesigning the level loading system. If you played the last playtest, you may have noticed that the mission preview images in the intel board mysteriously disappeared. I liked having those previews, but generating them for each level took way too long, so I experimented with removing them.

New mission loading

In the end, I decided it wasn't really worth having the mission preview images. The load times would be far too long once there ar...

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Flatscreen Revamps, New Stores - Devlog 06/08

Last devlog I mentioned that there were a lot of changes and improvements coming to the flatscreen mode, and since then I've started the long process of swapping out the flatscreen character movement for a brand new system which should match VR player movement more closely. There's still a lot to be done on this, but I've got the main areas working to a basic level so I thought I'd show it off.

Quick Climb

The first issue with flatscreen climbing was when doing quick climbs up and...

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Playtest 6 Post Mortem, Flatscreen Redesign - Devlog 27/07

Playtest 6 has finally ended, after a whole week of burgling! Hope you guys had a chance to play, let me know in the comments or discord if you have suggestions or questions about the latest build. In this post I'll go over how the test went, and then talk a bit about the new direction I'm taking with the non VR version of the game.

Playtest 6 - How did it go?

It went very well! Since the test was part of Steam's VR Fest, we got a lot of new eyes on the game from Steam itself, whi...

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Covid, saving states, and playtest 6 - Devlog 18/07

It's been a cough-y couple weeks dealing with one of those new-fangled covid strains. Not the greatest timing, but I am at least mostly recovered in time for playtest 6 to go live and for me to do a week of hotfixing.

Saving the Game

One thing I did manage to get done in time for the test was saving the game. This is obviously something that's been requested for a while, but it wasn't all that important given how easy it was to rack up money and how little there was to spend it on...

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Bikes, VR Jumping, New Mall Varieties - Devlog 03/07

It's been a slow couple weeks, hence no dev update for a little while. I've been planning a lot of marketing stuff to try and make the most of the next playtest, which should bring some extra publicity. I also took a week off to mentally prepare myself for the next test, which is coming a little sooner than usual. But there are a few additions worth talking about

Bicycle Getaway

As part of the new getaway system, I added an even cheaper vehicle than the pickup truck: the bike. Thi...

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Taking a cut, New Unity, Performance, and Daves - Devlog 19/06

Burglary is too profitable. It's been very easy to build up money in the game in the past, because you can get so much from one mission if you get the right items. This needs to change to add some sense of difficulty and progression to the game, so as the first step in this, I've generously given a cut of your profits to the intel team and the getaway driver.

Ignore the blank space, that's a separ...

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New Lobby, Getaways, and a cat - Devlog 10/06

I've been itching to add something new after spending a little while on mostly bugfixes, so I decided it was time to start working on different getaway vehicles. 

Lobby Extension

The lobby was feeling a little cramped though, so first I had to make a bit of room for the new getaway UX. Here's a sneak peek at the burglar HQ extension. The lighting still needs a bit of work, and I'm hoping to put some extra little details in over time

2022-06-10 10:41:59 +0000 UTC View Post

Non VR Improvements, Streaming?, Playtest Post Mortem - Devlog 02/06

It's been a busy week, with the fifth playtest bugfixes taking up most of my time. I managed to get quite a lot fixed during the weekend, with plenty more bugs reported to look at over the next couple weeks. It looks like the major physics bugs which made stealing large heavy objects easy are resolved now, which sets the stage for new gear items to make it more of a fun challenge.


Non-VR improvements

I also got some of the long-needed quality-of-life improvements done f...

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Playtest 5 now Live!

The fifth alpha playtest for The Break-In is now open! The demo can now be downloaded from Steam and played until 31st May, 8:00AM US Eastern. 

https://store.steampowered.com/app/1397390/The_BreakIn/ 

Use the team-finder channel to find people to play with, and the discord voice channels for voice chat (in-game voice is coming...

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VR Toolbelts, Boxes of Tech, Balls - Devlog 17/05

Toolbelts

I finally got around to implementing toolbelts in VR, which was a little more effort than anticipated, but I'm quite happy with the results. There are 4 slots on the physical toolbelt, which appears around the waist of the player model when using full-body IK. When not using fully body, the toolbelt will float in place. I might add an option to turn off the toolbelt visuals because it might be distracting for some people

2022-05-17 16:53:06 +0000 UTC View Post

Accidentally Exploiting Steam, Rooftop Adventures - Devlog 30/04

Whoops

I noticed a strange uptick in my steam page views a few days ago, apparently from the home page. I was a little surprised by this, because steam doesn't typically push indie games until they release, so I checked my page settings. Turns out steam thought I was releasing on 29th April, so it put the game right to the top of "Popular Upcoming".

Steam requires you to give it a release...

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A Mall is Born - Devlog 22/04

Or it's in the process of being born. The waters have broken so to speak, and I've started working on the new mall level, as voted for by yourselves. It's been a slow week-and-a-bit since I took some time to visit family over Easter, but I'm back at it now.

Here's a quick sneak peek at the first shops in the shopping area. Roof access will be a big thing in this level, and there will be back-room office areas like this one as well as the main shop parts.

2022-04-22 18:04:28 +0000 UTC View Post

Non VR Toolbelts and Axes - Devlog 07/04

Toolbelts were on of the most asked-about and suggested features from the last playtest, and for good reason. Many of the gear items have now started to actually become useful, and in the next test players will need a way to easily carry multiple items into the mission target.

Toolbelts in VR are very easy. They're just areas attached to the player's body which gear items can be dropped onto to attach them there. The non-VR mode presents a challenge, however, because players can't simpl...

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Windows, Axes, and Suspicious Toasters - Devlog 31/03

It's been a little while since the last devlog; I had to spend an ungodly amount of time updating assets and recording a new trailer / reddit video over the past couple weeks.

So this week I decided to have some fun with a few of the easy features I've wanted to add for a while. First up is a bunch of new window varieties for the suburban levels.

Windows

I've always wanted multiple types of window, since the typical sliding window gets a little boring and doesn't offer much ...

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Patron Poll! Next Level to be Added

Help decide which level I'll work on next. This level will be playable during the next playtest, so choose wisely!

I want to save the more advanced levels like bank vaults and museums for later, when more gear and features have been added

There will be another dev log out soon, I've been busy finishing up the level selection and working on a shiny new trailer / marketing videos 👀

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Level Selection and New Intel - Devlog 12/03

Most of my time since the last update has been spent on managing the playtest, fixing bugs and putting out hotfixes to some of the major issues people encountered.

Playtest Post-Mortem

The fourth playtest has been the most successful so far, even overtaking the October Steam Next Fest demo in terms of players, wishlists and new discord members. Over 2000 people joined the discord server during the test, and we're quickly approaching the big 10k members milestone!<...

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Breaking Computers, Fixing Multiplayer - Devlog 04/03

I'll be giving weekly (ish) updates here on patron for early supporters, so you get a behind-the-scenes look at how development is going and the kind of things I'm working on right now

Breakables

I've been working on making more objects breakable this week, as well as making better workflows to speed up the breakable-making process

I've seen some games using fully automatic breakable generation, splitting an object into chunks at runtime when they're hit to ...

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Fourth Public Alpha Playtest!

The fourth alpha playtest for The Break-In is now open! The demo can now be downloaded from Steam and played until 8th March, 8:00AM EST. https://store.steampowered.com/app/1397390/The_BreakIn/ 

Use the team-finder channel in the discord to find people to play with, and the discord voice channels for voice chat (in-game voice is coming s...

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