Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
my main worry is after a few cases players will discover patterns and an optimal way to solve them leading to a very repetitive game after that
But on the other hand I think that the procedural generation also added a great feeling to the game. I feels like that this case is my case and not just some invented story by some game developer. It felt like everything can happen. Maby I can find three dead ends after another. Maby my first lead is the right one.
So even if it gets boring after 3 cases, I hope that these 3 cases were worth it
There was pre-generated map, which had the same story happening always at same address with slight variations like where exactly the NPC got killed, but you were able to generate a new city, where the story happened at different places. You are also able to share the random seed of the generated city, so you could play the same city with a friend. Basically, once you generate a new city, the game simulates the citizens and figures out, which citizens are most suitable to act in the main story.
The main story is not procedurally generated, it just happens to different people if you have generated a different city or names.