Opening thread at @Tiavals request.
Sorry about the long silence, everyone!
Didn’t want to post anything without having anything concrete to post(which, while not quite yet done, is getting there at good speed).
Short version is, rather than immediately start writing once I had pre-written everything(which is done now), I decided to also properly structure/”think” the entire rest of the project with the assumption that it’ll make my work during busier times far easier.
As it is, my work pace has been very uneven during the five years I’ve been working on this, and it’s often been because while I can get a lot done when I’m “in the flow”, when I’m not, I barely get anything done. This is usually because I need to do a lot of thinking, which isn’t great when I have limited time per day. (which leads to cumulative problems if I can’t work on most successive days and I have to “reboot” my writing mentality too often)
This will no longer the case since ALL the thinking is done now. Meaning, I not only have pre-written the stuff(each scene has a detailed list of stuff I need to do, and the examples are written up so I know exactly how to write it in prose), but all the laborious big-brain stuff is done as well(why stuff is as it is, how character motivations are linked to each other, etc).
In any case, I’ve already tested if all of this works like I hope, and so far it’s been great. Workflow has been smooth despite me currently being busier again. We shall see whether it’s a fluke, or the new standard.
I hope to soon post the first new update of “real” content(along with the Stillwater “patch”. Mouse/Carr will have to wait until feedback from that). No ETA as that never ends up working. ![]()
Here’s to a productive rest of the year! ![]()
It’s okay. I will hate you forever! =P
Joking!! PLEASE take time to enjoy life!
Short progress update:
It’s been going pretty well overall. I’ve been focusing on one of the side/subplots, and I hope to get it mostly done(no sub-plot finale though for spoiler reasons) when I post the update.
Conversely, haven’t been doing any of the re-editing of the early stuff yet, since I want to get new content out as it’s been way too long since I posted normal stuff. ![]()
As for the ETA, I’ll try to get it out before Christmas(before the 20th perhaps? We’ll see. Updated Stillwater stuff will accompany it naturally, probably not the Mouse/Carr stuff yet), as I’ll be taking a break then as usual.
Depending on how far in the subplot I get, I may end up doing some of the “free time roaming” stuff too, which the player will be able to choose every now and then(once per in-game day or two, depending on whether it’s sensible for the story or not) to explore specific characters and places at their own pace rather than at the plot’s pace. (that stuff naturally affects the rest of the game at specific points of the plot, etc. As such, unless I change my mind again, they’ll be categorized into segments of early, mid, and late-game, so the timing isn’t super wonky).
Just curious as to what level of cybernetics everyone tends to go with.
- None
- Cosmetic
- Light
- Heavy
I always liked the enhanced eyes or legs myself. Not being cyber in cyberpolice felt wrong, the superheavy cybernetics felt like overkill, and cosmetic and light didn’t feel like they meant anything, though the occasional cybernetic heart RP is fun.
Medium Cybernetics erasure

Technically its superheavy cybernetics that is missing I think
Completely forgot to add the medium option lol. I’ll add it to the poll.
(New poll since I forgot to add the medium cybernetics option)
Favorite level of cybernetics?
- None
- Cosmetic
- Light
- Medium
- Heavy
Wow, an unusually large amount on conversing. ![]()
Interesting to see the cybernetics distribution.
Speaking of which, the sideplot has the skill system implemented in it. I figured it might be a good idea to give it a trial run to see if it’s worth the hassle or not. (won’t be implemented for the rest of the game until I get some impressions on it, of course. And if it seems it’s not worthwhile, it’ll never be in the rest of the game, naturally)
For anyone who doesn’t know/remember what it is, in short it’s a way to “reward” people with less cybernetics. You’ll have a pool of points you can use to get either cybernetics or skills, the more skills you have the less cybernetics you’ll have, etc. The skills are all be minor stuff, not like the “major” skills already in the game. More for flavor than for big effects, but they often have some sort of effect when it’s relevant(allow you to choose some option that’s otherwise not available, change some numbers in scenes where the numbers matter, etc).
It also allows for players to have more than one cybernetic, which is great, and make the cosmetic and light choices less pointless. (the medium, heavy, etc categories work a bit differently, both based on a pool of total points as well as the highest tier used, whichever is greater)
You’ll be able to modify your characters from the inventory to have the correct amount of skills/cybernetics once the update is posted, so no need to start a new game just for that.
Will there ever be a Cybernetic Arms option, as opposed to the legs?
If there was, what would you like it to do? There’s already the mega strength, which is kind of that, but to an extreme degree.
I guess a lower class of strength might be okay? Problem is, I can’t really think of that many scenarios where it might be unique and interesting, so it’s hard to “justify”, so to speak. It can’t do the stuff mega strength does, so it would have to be less than that, but that doesn’t leave for too many useful options. I suppose in the new system I could have it but just price it cheaply, to signify that it isn’t so useful.
Yeah, just a lower-class version of mega strength. Nothing insane, but something more than enough to help with unarmed combat, and/or more dangerous foes.
I wouldn’t mind just… regular ones? Except they’re cybernetic.
With the new system it’s very easy to do cybernetic arms that “do nothing”, so to speak. I’ll just price them at zero or something. ![]()
Should be fine for the “somewhat stronger” arms too. Makes sense for unarmed combat, that’s something that can happen sometimes in the story after all.
Since there’s not yet an implemented relationship system, is there anything in particular that must be done to romance Mari? (yes I wanna see the spicy scenes with her, don’t judge me lol)
That would certainly be a pretty interesting contrast to players that focus more on cybernetics compared to those that take none.
Also, definitely looking forward to the implementation of the PC being capable of having multiple cybernetic options instead of just 1 singular enhancement. Cause the variety of options for them felt like you should’ve had the choice of getting many of them rather than only one.
Not sure if these are still needed, but here are my negotiation stats.
Player had Negotiation skill.
Player didn’t have retino social enhancer cybernetic.
Potira’s Guilt: 10
Potira’s Fear: 8
Potira’s Cooperation: 11
Potira was ultimately: Persuaded to make a deal with the prosecution.
