“Break, Enter, Repeat” Devlog #4

Hello again, fellow criminals,

It’s time for another development update for “Break, Enter, Repeat”, and we’ve got quite the selection of new features, game mechanics improvements, and bug fixes to share. Let’s dive right in!

Getaway cars

One of the most exciting additions in this update is the introduction of getaway cars! Here’s what’s new:

  • You can now use the newspaper to browse classified ads and find the perfect getaway vehicle. Will you prioritise cargo capacity? Or speed? Or reliability? Or perhaps you have a limited budget and you’ll have to settle for a beat-up Insect Nova (totally not a VW Beetle)?
  • Having a getaway vehicle will greatly improve your chances of escaping successfully, particularly if the police are already coming!
  • You can now also store loot in your car in the middle of the heist, allowing you to completely empty the target, without having to worry about your inventory limits all that much.
  • Need some extra cash for some new tools or a bribe or two? Unload your old getaway cars for a profit.

This is still a work in progress, and we’re continuing to refine the feature, including better integration into the planning mode and UI improvements for tracking your fleet.

New carrying system

We’ve completely redesigned the way you handle large items during a heist, making looting even more dynamic and interesting. You can now carry one item that exceeds your inventory’s normal size, at the cost of mobility. Remember to think ahead or ask your accomplices for help! Once your hands are full, you won’t be able to pick locks, disable alarms, or even open doors.

This mechanic works beautifully with the new getaway car feature. You can now make multiple trips to your car, to make sure that you get every last bit of loot you can. Now you can decide whether that giant TV is worth the slower getaway, or if you’d rather make a run for it!

More ways in (and out)

Breaking and entering is an art, and we’ve expanded your options for ‘creative infiltration’ and escape:

  • Jumping through windows now requires a minimum agility skill and checks for obstructions. No more getting stuck in furniture when going in through a window! 😛
  • Reworked window breaking: New particle effects, better textures, and more window types that can actually be broken.
  • Gem & Tonic level overhaul: Window breaking mechanics are now integrated into this level, allowing for new approaches.

Doors have also gotten smarter! Here’s what’s changed:

  • Unlock from the inside: No need to force your way out anymore. In some cases, if you’re inside, you can simply unlock doors. But some always require being picked or forced, so it’s better to scout the target thoroughly to know these things in advance!
  • Kicking doors: You can only kick doors open from the outside… obviously! Plan accordingly!

Visual upgrades

The world of “Break, Enter, Repeat” just got a little prettier, if we may say so ourselves:

  • New 3D art: Updated outdoor assets, including trees, bushes, and rocks. We also improved alarm system visuals (motion sensors, control panels, etc.) for better clarity and a more 1970s style.
  • New colour grading: A fresh look to make everything pop a little more, inspired by the way analog photos look like, contributing to the retro vibes. Does this look beautiful or what?

Keep your eyes peeled for more updates, and if you’re keen on sharing ideas or telling us what would make this game great, don’t hesitate to follow us on our brand new Bluesky account, Twitter (or X, or whatever) or join our Discord community. Meanwhile, go ahead and wishlist “Break, Enter, Repeat” on Steam if you haven’t already… Every bit of support helps!

More updates to come… Stay sneaky!

Login
Loading...
Sign Up

New membership are not allowed.

Loading...