Hey everyone!
We’ve decided it’s time we kicked off an official devlog for “Break, Enter, Repeat”. We’re thrilled to finally open up a direct line to our community, to share updates, and engage in some good old shop talk about game development. So, here’s our very first devlog entry, giving you a sneak peek into what we’ve been cooking up and where we’re headed with our new title.
Welcome to Flumenborg
Welcome to Flumenborg: a city filled with opportunities, especially if you know how to pick a lock or disable an alarm system. Set in the 1970s, amidst the tension and intrigue of the Cold War, “Break, Enter, Repeat” has you starting off small, burgling homes and shops. But soon, your targets will grow, involving high-stake heists on banks and museums, and maybe even involve some espionage missions if you play your cards right!
What we’ve built so far
So far, we have built prototypes of most of the core mechanics of the game. All of them still need some extra polish (some more than others) but we have a solid proof of concept. And we think it’s a lot of fun already! Here are some of the locations / mechanics that we have been working on so far:
- Lair: Some people might see just a grimy motel room. But we see a lot more potential in there! Here you can check out your skills, tools, accomplices, and loot, and also orchestrate your next steps.
- The Hog & Thief: Want to expand your crew or find juicy new targets? The neighbourhood pub is your go-to spot.
- Harmony Hardware: Gear up! Whatever tools or gadgets you need for your next job, you can find them here. This prototype is fully operational. A lot more shops will be added to the game in the future, with different areas of expertise.
- The Bargain Basement: You can offload your ill-gotten gains here. Our prototype of the fencing mechanics is up and running, allowing you to turn a profit (and, of course, share it with your crew, because sharing is caring).
- Scouting & Planning Heists: We’ve got the basics in place, but we’re looking to add lots more depth to scouting. The planning mode has just moved beyond the initial phase and it’s shaping up to be a very engaging part of the gameplay.
- Executing Heists: It’s mostly functional but needs a bit of tender love and care. We’re talking bug fixes, additional animations, performance tweaks, and extra features to really bring the heists to life.
What’s next?
Moving forward, our primary focus is on refining the planning mode (smoothing out the edges, improving stability, and making sure it’s intuitive to use). Following that, we aim to overhaul the scouting mechanics, enriching them with more interesting player choices.
As for the game’s lore and story, it’s on our list! Although we haven’t started yet, developing a compelling narrative that complements our rich setting is high on our priority list.
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 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!
- Devlog, Games News, News
- November 8, 2024