XaiJu
TallBoys

TallBoys

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TallBoys posts

🚂Cargo Train — WIP

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🪑 Interior Furniture — Concept Art WIP

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🔑 Interaction system updates — WIP

Hey! Quick progress update. We’ve gathered a lot of feedback on interactions and started reworking the core pieces.

What’s new

  • More responsive and immersive interactions (as shown in the video).

  • Input remap: primary interactions are now on LMB — it feels more intuitive.

  • Early pass on improving item-based systems like the shop and VHS player.

  • Working on exp...

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⚡Electricity System & VFX — WIP

Hey! We’re currently reworking the power system and making new VFX assets.

And the an overall scheme (of course, not representative of the final game):

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Militsioner Demo — Latest Build

We’ve switched to a direct download of the build to make updates easier.

Download:
https://drive.google.com/drive/folders/1CUOwqVl2n1LTrJgw7yQzeNW9W3EnQPfU?usp=sharing

Keep your progress (from Steam):

  • Copy the Saved folder from your Steam version

  • Paste it into this build’s...

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All 10-meter patrons will keep access to the playtest demo

Yo, Patreonboys!

We’ve been very busy over the past few months with the playtest, which is why there were no posts and responses may have been delayed. Now that we’re back to focusing fully on the development of Militsioner, we’ll continue sharing details of the process with you.

All 10-meter patrons will keep access to the playtest demo, even if they no longer hold this role—just as we’ve done with all previous demos.

...

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🚲Bike: Concept & Asset WIP

Hey everyone!
It’s been a while—thanks for your patience. We’re slowly getting back to regular updates, starting with this new in-game bicycle prop.

More soon—stay tuned!

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Demo 3.0! - How to get access and Change List

Yo! New demo 3.0 is ready!

What does that mean? Well, over the past several months, we’ve been hard at work rethinking and gathering all the feedback you provided from the old demo. This iteration brings a bunch of new things we want to test and hear your thoughts on.

Let’s dive into the main changes. Here’s what we’ve got:

  • Militsioner (M) Updates: M can now move the player to roofs, store and consume items, and has a new state where he ...

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Urban Details: Street Stairs

😓 Oh... this ended up being one of the toughest assets to work on. Stairs might seem simple, but they went through endless iterations. We sifted through countless references, striving to balance beautiful design with technical precision. Every model was carefully optimized along the way.

The final result is not only perfect for creating complex structures but also maintains a sleek and elegant design.

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🪴Designs for Flower Pots and Vases

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📚 Book Covers Designs

We’ve been working on in-game book covers—experimenting with typography and layout

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Apartment Accessories 🏠

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Militsioner Demo 2.5

Update Summary

What’s New:

  • Two simultaneous escape scenarios (+1 secret escape for the true romantics).

  • Expanded location area with new places to explore.

  • Enhanced dialogue system

  • New house-dwelling characters.

  • And much more!

⚠️ WARNING

Demo 2...

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WIP: Environment Animations ✨🌿

Here’s a sneak peek at some WIP animations for props! These subtle movements are part of our effort to make the game world feel more dynamic and alive.

Using Vertex Animations, we’ve created a performance-friendly way to animate objects like air conditioners, fluttering flyers, swaying cloth, and even some interactive elements. These small touches bring more realism and energy to the environment without impacting performance.

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🛠️Militsioner Debugging Video Update

Hey everyone!

We know it’s been a bit quiet lately—most of our recent work has focused on refining core game systems and structure, which isn’t always the most visual part of development. However, we do have something cool to share: a behind-the-scenes look at the debugging process for Militsioner’s hand movements as he catches the player!

In this video, you’ll see how we work on fine-tuning his movements, along with more details on how he behaves in various scenarios. <...

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🪴New Concept Art | Interiors Update

Recently, we’ve been focusing on redesigning the interiors—how they should feel, function in gameplay, and fit the overall vibe of the game. Our goal is to create spaces that feel alive and lived-in, striking a balance between messy realism and avoiding a junkyard look. These are homes, not abandoned ghost towns (even though, in the last demo, it literally was a ghost town—but we’ll show more about the apartment dwellers in future updates!).

The interiors aren’t ...

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Car Model WIP Update 🚗

Hey! There's a quick update on my current car model. You can see the blocking in our previous post. There’s still plenty of refining to do, but it’s shaping up well. We’ll keep you posted as more progress is made.

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Interior Props - Concept Art

Hey! In this update, we're showcasing some concept art along with a few design iterations—like this stove. Every object goes through multiple stages of refinement before becoming a 3D model.

We carefully consider factors such as the game's color palette, real-world prototypes for atmospheric accuracy, and how each item ties into the in-game lore. It’s important that every prop not only looks good but also feels authentic and fits seamlessly within the overall interior design.

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VHS Player 📼

Here’s a sneak peek at a new feature—the in-game VHS player.
It allows us to play 5-10 second videos, with the duration depending on the texture quality and framerate. We can even extend the playback for longer videos, as the CRT-screen emulation in the shader helps mask any loss in quality. This versatile feature not only adds a nostalgic vibe to the game but also enhances gameplay—you can gift tapes, sell them, or discover secrets and use as quest items.

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Props Concept Art - Air conditioners

We’ve working on new concept art for the town props, including variations of small and large air conditioners. We’re also giving you a sneak peek with some WIP screenshots of the block-out phase for these future 3D assets.

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Car Interaction Prototype

Continuing our focus on interactivity, we've been diving deeper into car mechanics. We've finally begun reworking the car models and gameplay. In this video, you’ll get a first look at our progress. We’ve refined the shapes and proportions to create more comfortable and detailed interactions, aiming for an experience that’s even more detailed than what you saw in the demo. Now, you can open all the doors and explore the interiors, discovering items hidden inside.
If you have any idea...

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Breakable Windows and Doors - Interactions Update

Hey everyone! We're working on enhancing world interactivity, especially when it comes to adding a bit of controlled chaos. We're reworking windows to be more dynamic—not only can you break the glass, but you can also open them quietly using the latch from the inside. This feature allows you to navigate the environment more strategically, avoiding unnecessary attention from the Militsioner and reducing frustration.

We've seen how much fun breakable objects were in the demo, and we're ...

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Demo 2.0 - 10 minutes of gameplay

Attention: If you're considering playing the demo, we recommend not watching this video to avoid spoilers.

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Demo 2.0 - How to get access and Change List

Yo! New demo 2.0 is ready!

What does that mean? Well, over the past several months, we’ve been hard at work rethinking and gathering all the feedback you provided from the old demo. This iteration brings a bunch of new things we want to test and hear your thoughts on.

Let’s dive into the main changes. Here’s what we’ve got:

  • New Emotion System: Affects the game world based on Militsioner’s moods.

  • New Gifts &...

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👁💙 Art Direction Document

Yo, bandits! So, recently, we had to put together an art direction document – basically a mini artbook – to capture the essence of our game's vision. We thought, why not share it with you guys? IMO It came out pretty cool. We've packed it with all the main ideas and visual language we're aiming for in the game. Plus, we dive into some neat details about Mili's design and the overall look and feel of the world.

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Demo Time ☕

Yo, new demo is up! Hope you haven't spoiled it with the latest video 🙉

Keep in mind—it's a work in progress and not the final vision for a game. We're counting on your feedback to help us shape it further. Take a moment to fill out the survey after you play the game. Also, please don't stream the demo.

We're all about open development, but this is still an early preview and could be misunderstood as the final game, despite being far from done.

How to a...

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Pawnshop Prototype

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🏛️ New Architecture Assets and Video of Location Dressing

Hi everyone,

We'd like to share a brief development update with you. Over the past few months, we've been focused on different aspects of our project, leading us to temporarily pause communication with you.

Our primary focus currently lies in conceptualizing the game loop and fine-tuning gameplay pacing. We're constantly iterating and experimenting with mechanics, aiming to deliver an engaging and enjoyable gameplay experience. While this process remains under the hood, it's funda...

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Source Res Arts and Media - Architecture

Yo! We've put together a pack that contains source res concepts,  screenshots and other art related stuff. You're free to use this as you like for your personal purposes.

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Concept Art - Ticket Booth

Hey there, it's Vova! This is the concept-art of Ticket Booth for train station and researching process with various roof design. The goal was to create a ticket booth that looks both realistic and appealing, and that fits the context of a train station.

To achieve this, I started by researching various types of roof designs that would complement the overall aesthetic of the station. After considering all the options, I finally settled on a design that I felt would look great in the con...

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