Sir, You Are Being Revealed In A New Video Series

IMPORTANT DISCLAIMER THING: As well as working on RPS, I run a three-man game-dev outfit called Big Robot. Our current project is Sir, You Are Being Hunted, which did fairly well on the Kickstarters. Rather than pretend RPS can be objective about this I am making a policy of declaring this interest and letting you decide for yourselves.

Without further ado, I’ve posted the latest videos below, so you can take a look. Love you!

A general overview:

I think this next one is the better video, and gives a flavour of how the game plays out. Please watch in HD! It took me forever to upload that.

Sir, You Are Being Hunted is available for pre-order via the Humble Store.

The game will be playable at Rezzed 2013.

Oh, and to pre-empt the question: yes, there’s a Madam, You Are Being Hunted. You choose the gender of the game at that start, and all the UI and voice-work updates correspondingly.


  1. Swanny says:

    Looks better every time i see an update. I hope the amazing skies have been kept. I can’t tell, as the weather in the vids is wonderfully dreary, as it is where i am now.

    • Jim Rossignol says:

      The skies are still there, they just don’t come down to the horizon now, so they don’t feature so heavily in screenshots.

      • Hmm-Hmm. says:

        Hmm. So what’s between the sky and the horizon?

          • Howard says:

            Is the fog a permanent thing now or is it weather specific?

          • Jim Rossignol says:

            It adjusted in the graphics options. But by default it’s set up to nicely hide any pop-in of scenery objects.

          • Howard says:

            Sorry to drag the point out, Jim, but “configurable” as in ” can get rid of, or is there always fog? Would be shame not have lovely vistas to look out across while fleeing, tea in hand.

          • Llewyn says:

            @Howard: The game epitomises Britishness. Of course you can’t “get rid of” the fog, all you can do is learn to ignore it.

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            phuzz says:

            Or have conversations about it, that is the point of weather right?

          • Jim Rossignol says:

            You could probably get rid of the fog. Depends how we end up clamping the fog slider. If you do get rid of it, though, it will not look good.

  2. andytizer says:

    Looks really good, very excited to play it at Rezzed. It’ll be available on both days to play?

      • syntax says:

        Jim, love how this is going so far! I think it would be great it, visually, you could take some queues from Bioshock: Infinite for visual style. I want the robots to fizzle when killed!

  3. yabonn says:

    Why heeelllooo, Invicibility Bush! Along with your buddy Helpful Audio Cues, I see!

    Too much time no see!

    … might even buy this one.

    • yabonn says:

      Also a question : will there be a way to have some kind of binoculars tagging the robots? So they appear on scan?

      • Jim Rossignol says:

        Possibly. We’ve been debating whether we should have a UI sort of solution for keeping track of the robots, but we can’t come up with one that doesn’t feel like a cop out.

        • norfolk says:

          Less UI the better I reckon – it is, after all, a game of Victorian stealth and evasion, no? Don’t break the illusion!

          • JiminyJickers says:

            I agree, the less the better for this. I want to find robots by sound etc, not some kind of tagging.

            If it is in, at least make it manual tagging instead of automatic, so that you can play without it if you want.

          • DXN says:

            Hear, hear. The less UI and the less handholding the better IMO, especially for a game like this. Or at least give the option to disable them.

            If it was possible to play this game with no UI at all I would love you (by which I mean Jim, by which I mean figurative, not literal Jim) forever. Stalker had a no-UI-whatsoever option and I used it every second I possibly could. Likewise for Demons’s’s Souls’s.

        • DannyMB says:

          Maybe have some kind of last-known position marker with a direction of travel indicator? Not quite tracking them but gives the player some indication of the whereabouts of that robot.

        • Stevostin says:

          Just put let less robot until our weak brain are up to the tast of trying to remember them.
          Alternatively you can make them say different things when they are 4 than when they are 2. The idea is to make the tricky part of locating them a game of itself, requiring learning, skill and bringing satisfaction, rather than kill it with ui.

          • Jim Rossignol says:

            That’s pretty much how it works. At the start of the game the hunters are more docile and less dangerous, and then it ramps up.

          • yabonn says:

            Sound arrows? Helps you locate robot mumble/bangs/etc ?

        • Ricochet64 says:

          I think it’d be better to let the players use their own senses to determine where the robots are. I find it much more enjoyable that way.

        • Jayblanc says:

          Indistinct lightning flashes above robot activity? This would also be self-limiting in it’s usefulness as the number of robots increase. So that as the game progresses you go from calm over-cast where it’s easy to figure out where the robots are, to midst of an electrical storm where it’s hard to gain any meaning from it.

    • DeVadder says:

      My thoughts! Give them back!
      This really looks to easy. Especially in the first one, where he even stands up in clear sight with the robots only a few meters away and coming at him. But apparently they cannot see past fences or hip-high weed. Or they just cannot see things in vision for only a second or so. Anyways, looks too easy.
      It hardly ever appears to be as frantic and panicky as i would assume a game about beeing hunted to be. I want it to be chaotic and hectic, not a game where i am the aggresor (see the looting and especially attacking the two robots).
      I would much prefer no weapons or only very very late and a lot more of running away and hiding.
      Basically what i mean is: I want a game not about empowering me, giving me the tools to overcome some human-shaped targets. We got plenty of those.
      I want a game about actually beeing hunted. Actually beeing the prey.
      Because i believe i have never seen that in a game. Except maybe in Eve Online in some situations.

  4. Penguin_Factory says:

    Seriously looking forward to this.

  5. Gnoupi says:

    If this is representing the gameplay, I see a lot of the looting window in it.

    So please, please, provide shortcuts, easier than the drag and drop, or it will probably be tedious after a while. The usual shift-click, the “loot all”, and all those fancy things inherited from a decade of refining looting in ARPGs and MMOs

    • Jim Rossignol says:

      That sort of stuff is already on the To Do list. Although I think we are disagreed about how exactly to do it.

      • Reapy says:

        Could steal from project zomboid, each action takes time to complete, so while you can tell your guy to loot all or rapidly click a few items, they will still queue up one at a time to come over, that way you still have some constraints for picking up objects, but doesn’t annoy the user by having to flail about.

        • DXN says:

          That’s a rather neat idea. I second it! *raises newspaper briefly into the air*

        • Blinky343 says:

          Perhaps a scaling time thingy for multiple items. Like grabbing one thing takes five seconds, two things takes 7.5 seconds, with the rationale that now your pockets/backpack/etc are now open and primed for pilfered items. Or perhaps not, I’m just some guy

        • Urthman says:

          Yes. This. The problem is tedious clicking. The solution should not be to change the rhythm of the game by reducing looting time to zero.

          Looting should be slow. Standing exposed and looting a house should be nerve-wracking.

  6. wodin says:

    Any chance of a loot all button…

    • Jim Rossignol says:

      Seems inevitable.

      • Strangerator says:

        As a counterpoint, it seemed like the lack of a “loot all” button was forcing you to be more picky about what you took the time to take, since at all times you are being hunted.

        • Jayblanc says:

          “Grab All” would likely result in an early-optimal-strategy of “Run in, grab all, run out. Dump what you think is junk.” There’s some downsides to this in that it’ll be more likely that the player accidentally dumps a “quest item”, and it can quickly turn into a routine.

          Maybe make the character make a *lot* of noise when walking around with pockets full of candlesticks and bookends.

          • welverin says:

            What if the hunters can use your loot piles to track you? Makes that strategy a bit dangerous, would also force you to be careful where you drop things.

    • hyperYoda says:

      Another feature that would be nice would be to able to eat the items without first transferring it to your inventory.

  7. GaiusJulius394 says:

    Jim, you and your team should be very proud – I think you’re making one of the most exciting games this year. It scratches a certain STALKER/DayZ itch but in a totally original and unique way. Love the robot noises as well – harks back to classic Battlestar Galactica.

    Also very pleased to hear about the ‘Madam’ option – I was wondering how that will factor into the marketing, because obviously at the moment it is being presented as ‘Sir’ (I guess in a similar fashion to how the first two Mass Effects were generally marketed around the ManShep option).

    • Jim Rossignol says:

      I’ve been toying with renaming it Sir/Madam, You Are Being Hunted. But I honestly don’t know. I just like having that feature in.

      • GaiusJulius394 says:

        It’s a great feature. As for the title, it’s difficult because English isn’t very good at being gender neutral without things getting very long-winded and losing their impact (e.g., s/he or he/she are just very annoying to read). I’d say keep the title – Sir/Madam just looks too weird-but try and ensure that the ‘Madam’ option gets its deserved coverage. If this had a physical edition I’d say do two different covers, one for each title!

      • UncleLou says:

        How about Sir or Madam, you are being hunted? Would keep the sentence intact, and convey the same politeness combined with a total indifference on the robots’ side as far as the gender is concerned.

        But then I am not a native speaker, so it might not have that effect. :)

        Anyway, this looks great. Properly so.

      • yxxxx says:

        Sir can be used to acknowledge both men and women.

      • OrangyTang says:

        Perhaps the game name should stay the same, but if you choose a female character then the title / boot screen changes to a “Madam, You Are Being Hunted” logo. Kind of the worlds most easily accessible easter egg.

      • MadJax says:

        Gentlefolk, you are being hunted.

        Nah, doesn’t have the same ring to it

      • stahlwerk says:

        To whom it may concern, you are being hunted.

        • Ross Angus says:

          That’s perfect. Formal, gender-neutral and funny.

        • Bhazor says:

          Ok I actually really like that. It’s exactly how a gentleman robot would address his quarry in a letter. It’s the wholly impersonal yet rigidly formal and polite touch that makes it.

        • Lambchops says:

          Yours Sincerely, The Robots

          (none of this new fangled “Kind Regards” malarkey)

        • wererogue says:

          I like “To Whom It May Concern” a lot.

          I’m surprised that nobody’s floated the idea of just calling it “Madam, You Are Being Hunted” and leaving all the gender options in. If you leave the trailer saying “Sir” it immediately conveys the idea that you can choose, and there aren’t that many two-gender games that push the female option in their marketing.

          • The Random One says:

            I’m not sure I agree, but I like the way you think.

        • DXN says:

          I like this idea a great deal. Maybe ‘You Are Being Hunted’ could be the title and ‘To Whom It May Concern’ could be like a subtitle that goes before it. A supertitle?

        • DeVadder says:

          That sounds perfect.
          Has all the right irony to make me smile, more so than ‘Sir’. I mean i would certainly be concerned if i found myself on an abandoned island beeing hunted by robots.

      • DrollRemark says:

        Why don’t you just use the two interchangeably? Rather than a clumsy amalgamation of both.

      • Sinomatic says:

        ‘Sir, you are being hunted’ is fine, as is – it has a great ring to it and probably shouldn’t be messed with.

        If you really wanted to get the ‘madam’ in there (and thanks muchly for adding that option by the way – very appreciated), perhaps you could do it by way of a sub- or extended title? Something like: Sir, you are being hunted (Madam, we are in pursuit)
        That way you can continue to refer to Sir in the shortform for most things?

        I still think it’s probably fine as just ‘Sir’, but having it well known and advertised as having the madam option too is very welcome.

        • sinister agent says:

          I agree with this. I respect that you’ve made the game neutral, but “sir …” is simply a better title. Don’t compromise on the title, it’s an important thing far too many games screw up on (how many games do you have that are titled “Star [something]”?).

          Also “Madam” and “ma’am” are horrible words. Just try using either one without wanting to restore some balance to the universe by punching yourself in the face.

      • Stuart Walton says:

        If you had a character selection screen, you could change the title screen to Madam or Sir based upon whichever sex the last chosen character was.

        The Official title would still be ‘Sir, You Are Being Hunted’,

      • SuicideKing says:

        Yeah “Sir, You Are Being Hunted” sounds awesome, but if you want you can simply keep it as “You Are Being Hunted”, and then depending upon what gender’s chosen, add Sir/Madam in front like it is now.

      • Glycerine says:

        Sadam, You Are Being Hunted

        …perhaps not.

      • Eoph says:

        I Say, You Are Being Hunted.

      • Lemming says:

        I think the onus is on the English language evolving to adopt Sir as gender neutral, not on you to make your game title sound like an insurance form.

    • Gap Gen says:

      “Cad, thou art being pursued.”

  8. roryok says:

    Jim, can the other loot be of any use? Or is it just filler? I saw some candlesticks there, are they useable?

  9. Goateh says:

    I don’t know if this is mentioned in the updates somewhere and I’ve missed it, but what’s the intended length of a single time through the game? Will a single playthrough be a big, multistage and many-hour task that leads to eventual freedom (death), or is it more rogue-like with shorter escapes (death) and repeat plays?

    The procedurally generated englishness sounds great, I just can’t tell what kind of scale the game is aiming for.

    • Jim Rossignol says:

      A single playthrough should take just a few hours, and be repeatable. Although that’s still being developed as we drop more content in, so I expect that to increase a bit.

      It’s quite fast paced, and definitely not a drawn out epic. That said, you can save at certain locations, so you’ll be able to try particularly tough things repeatedly.

      For an idea of scale, STALKER: Call Of Pripyat is 6.75km2 across three maps, we are 5km2 across five maps.

      • Berzee says:

        Why isn’t there a save-anywhere option? Is it a technical compromise or a design decision? (As a fan of the quick-save, interested to hear more of the reasoning if it’s a design decision).

        • Ravenholme says:

          I’d guess because being able to save for before any particularly challenging bit of sneak and loot would remove the challenge/scare of not being able to reach it safely.

  10. choconutjoe says:

    Watched it in 1080p.

    It looks lovely!

  11. Gwyddelig says:


    Shameless, sir! Withdraw, withdraw!!


  12. Stijn says:

    The graphics remind me of Oblivion, for some reason. Maybe it’s the low-resolution reflections and shadows, or the tufts of grass.

    Looks interesting, though. I like the tense atmosphere.

  13. Vast_Girth says:

    Looks very interesting. I certainly am looking forward to playing.

    I understand it’s probably a cost/time reason but the only issue i have is its a bit odd looting houses through the front door. Would be much better to be able to go inside to find the stuff. This would also give you great places to hide in the town, and also attack out of windows etc.

    • Jim Rossignol says:

      Yes, having lootable interiors would be more desirable. We just couldn’t justify the additional work and complexity. (And we’d have ended up with a Skyrim sort of solution, rather than Arma type buildings, I suspect, which would be less cool.)

      It’s already been an enormous project for a team as small as us – something that Tom is going to talk about at Rezzed!

  14. Wurstwaffel says:

    looks good. I like the way the camera wobbles when moving. Lacks the wobble when shooting though. Is that going to be implemented? Also, what about recoil spread, is that in?

    I also like the sound the robots make when walking by. Comedic, yet disturbing.

  15. galaxion says:

    haha i watched it in 360p – …in your face!

  16. derbefrier says:

    I cant watch the videos at work but I am looking forward to this game. PC gamer had an article a few days ago on this and its looking great. Gonna have to pre order since I was totally lame and didn’t get in on the kickstarter. Also, I wish i could go to Rezzed :(

  17. InternetBatman says:

    I’m okay with it as long as no Doritos are involved.

  18. Niko says:

    Looks really interesting. I’m imagining protagonist equipped with a really long telescopic tentacle-like arm which is used for looting houses without entering them.

  19. zentropy says:

    This will be so awesome! :O

  20. SuffixTreeMonkey says:

    It could be me, but when playing FPS, I often enjoy both body parts (usually hands) being present on screen and reloading animations being detailed. Since the weapons resembled Bioshock Infinite’s a bit, I was sad not to see any part of the hand that holds them or some cool reloading animation. It looked like they just fly in the space, even when the protagonist is pulling them out.

    • Jim Rossignol says:

      Yeah, there are no hands, currently. We’ll see if we have time and resources to do them, but I am not sure we will.

      • Sunjumper says:

        Is there any chance of adding that latter as an update in case this turns into a run away success (pun so very intended) and you all get to wear money hats?

      • Strangerator says:

        Just show the barrels of the guns and it should be ok. It’s a bit odd to see the entire gun floating.

  21. Jason Moyer says:

    Huh. I can honestly say everything about this looks phenomenal. Can’t wait to play it.

  22. nyarlathotep says:

    I would be very curious to know if there’s a well-loved copy of Geoffrey Household’s novel Rogue Male floating around the SYABH studios.

    I also can’t wait to buy this game.

  23. hyperYoda says:

    Looks cool, I’m glad I backed it :) I’ve two questions, 1) Will you be able to rotate objects in your inventory to aid the tetris mini-game? 2) Are the first person animations still place holder or are they done?

    • Jim Rossignol says:

      As upthread, we don’t have hands in, and I am not sure we will, but the item stuff is certainly not totally done yet.

      As for rotating stuff, I hadn’t really considered. Some of the items would look v weird rotated. Hmm.

      • hyperYoda says:

        Yeah I am not sure how useful rotating stuff would be – most objects seem to be square or 2×1. I was mainly thinking about the Shotgun.

  24. MadJax says:

    After accosting Jim in the pub at last years Rezzed about the lack of Sir at the show, the fact it’s playable this year makes me a happy Jax! Pre-orders already in, and Jim, I owe you and the other Big Roboteers a pint at this years event :)

  25. engion3 says:

    Does it have patriot missile or chopper support?

  26. Andrew says:

    Looks great!

    Question: Are the skies always leaden?

  27. Parge says:

    I’ve backed this on Kckstarter, but hang on…. what is the official stance of RPS on Pre Orders?

    I’m sure I read a huge column not long ago on why they are bad bad bad…… but now in this article it suggests I go and pre-order the game (or at least encourage my friends to)?

    Double standards?

    • Jim Rossignol says:

      John argues against pre-orders, at length: link to

      I don’t happen to agree with him, although he makes some excellent points about where pre-ordering is going. I’m quite happy to offer pre-orders as an option, and I think Kickstarter looks a lot like a sophisticated pre-order scheme – obviously I endorse KS as a system of funding. (As does John.)

      It’d be a double standard if we were the same person, but as far as an “official” RPS editorial line goes, well, there isn’t one.

      • Berzee says:

        Is there a special gun I can only get if I pre-order through Gamestop? Only I have a gift card, is why I ask.

      • Parge says:

        Ok, well thanks for taking the time out to reply.

        In regards to Kickstarter – its both really isn’t it, a pre-order, and an investment, though I think there is certainly a higher element of risk as to what the final product will look like, as usually the games are at an earlier stage of development. On the flipside, I don’t think you can put a price on the funding of the indie/publisher free games industry, so I’m willing to take the risk that maybe one or two of the games I’ve backed don’t turn out to be as good as I’d hoped.

        I personally, am fairly apathetic towards pre-ordering, and usually only do it for games I’ll definitely be buying, where I’m getting money off (so for example I pre-ordered BF3 for £23 from Tesco).

      • JiminyJickers says:

        As long as there is no pre-order exclusive, I am happy with this. I hate having to pre-order games to get extra missions, companions, weapons, etc.

        I am happy to pre-order something that I know will be good. This is looking more and more like a game I will pre-order.

      • LionsPhil says:

        No severed robot torso for pre-orderers?

    • Sunjumper says:

      Backing a game via Kickstarter is an investment and not a pre-order. You pay money to make a project possible. Usually as an investor you would get a cut of the profits but in this case you get among other things a copy of the game in exchange. It is also perfectly possible to back a Kickstarter project and decline any kind of goodies.
      So while I can see how this is in a way a pre-order at the same time it isn’t.

      Furthermore RPS has been quite vocally been commenting on various other Kickstarter projects. With the main point being that these projects can happen in the first place. Pre-orders are usually already funded so someone buying them does not help the game being made in the first place.

      • Jim Rossignol says:

        All good points, but I also think a lot of people treat KS as another channel of shopping, rather than simply viewing it as funding. Plenty of folk said they would have backed us if we had cooler rewards, which speaks of acquisition being the motivation, rather than promotion or funding.

        In my own case, I’d already invested a lot of money into Sir, so it would have come out in some form, at some point, even if the Kickstarter had failed. It would probably not be doing quite so well at that point, of course.

      • hyperYoda says:

        Rather than an investment, I like to think of kickstarter as an act of patronage.

        • Sunjumper says:

          Patronage is actually a very good point of viewing it, as you won’t get your money back from backing it and as a patron of the arts you are certainly looking forward to a greater output of the artist you are funding.

          In the end Kickstarter seems to be a hybrid of investment, patronage and very early adopter pre-ordering.

  28. JimDiGritz says:

    Love it.

    You should consider swapping the robots out and put zombies in instead.

    I kid.

    Just pre-ordered!

  29. redredredguy says:

    Will there be any verticality (hills,valleys etc.), or will it just be plains? Looking fantastic so far!

    • Jim Rossignol says:

      Yes, there’s some small scale verticality with cliffs and low, steep rocky hills, but there’s also going to be a full island-scale verticality, with the entire map making up a hill. That’s still prototyped at the moment, but I will roll out some images of it when we get there.

  30. kyrieee says:

    I know it’s a work in progress, but I hope you guys touch up the HUD a bit. It looks out of place, especially in a game that I imagine will rely a lot on immersion.

  31. pakoito says:

    I would add a timer before you can see the loot in a house depending on the size, as in “looking for stuff” and make drops based on the time spent.

    • Jim Rossignol says:

      I’ve proposed exactly that, but we’ve not yet seen whether it’s actually fun to do that. It might be once the village-based robot is patrolling. We’ll see.

      • pakoito says:

        Prototype, prototype, prototype. And you have millions of potential betatesters right here.

      • Guzzleguts says:

        Perhaps if you had individual items appear in the loot box at timed intervals it would create an exciting gambling mechanic. Ie: the player knows they are in danger but want to hang on for more treasure. ‘What’s it going to be… Damn another boot!’
        To prevent this becoming tedious in safe areas maybe you could link the time interval to number of enemies in the proximity?
        You could also introduce some mechanic where more useful items have a higher chance of appearing late in the drop.

  32. Abendlaender says:

    1. Who is TB and why does he smell?
    2. There is no Co-Op mode in this right?

    • Jim Rossignol says:

      TB is Tom Betts, our programmer. He smells lovely.

      We’re planning to bring out a multiplayer add-on after release of the single player. It’s going to be optional whether you regard playing with other people in your game as “co-op”.

      • Berzee says:

        Oh, I hadn’t even considered a multiplayer this. It could be kind of amazing! Especially with that level of freedom. Haven’t ever played an open-world sandbox multiplayer game…maybe with ship parts to collect, it will be a good answer to the wistful sighs I was uttering the other day, thinking about how 2 Player Minecraft was such great fun before me and Mrs. Berzee got existential about its lack of an end state.

    • Gap Gen says:

      If I understand the news correctly, TB spends a lot of time with badgers and/or cattle.

  33. GallonOfAlan says:

    I love how the robots walk like characters in Trumpton/Camberwick Green/Chigley.

    Also – so hard for this game.

  34. overgrownpath says:

    Your voice is so pleasant to listen to.

    Oh, the game is looking good as well.

  35. frymaster says:

    my main complaint is I can’t hear what the robots are saying because their voices are too robot-y

  36. Ian says:

    Will I be able to talk to the Robots and come to an agreement that it’d be better for all if we just get along before parking ourselves in front of the fire with tea and crumpets?

  37. Sinomatic says:

    Looking really good Jim. I love the atmosphere of the world, and the tension around the robot hunters.

    A few questions though:

    – I could see some rain here and there in the vids, but is there more in the way of weather and if so, does it affect your situation in any way?

    -When looting buildings (and I’ve seen from above comments that you can’t have interiors), what exactly is your status in terms of being hunted? Are you technically ‘inside’ the building and hidden? Is it more like looting through the window, so you may be discovered the longer you take etc?

    – Item tetris makes me smile….but I noticed you weren’t picking everything up when looting….is there a weight penalty involved?

    Also, nice graffiti on the back of the sign!

    • Jim Rossignol says:

      – I could see some rain here and there in the vids, but is there more in the way of weather and if so, does it affect your situation in any way?

      Not currently. Just a bit of light rain. I’d to to tie it to your vitality, but don’t tell Tom!

      -When looting buildings (and I’ve seen from above comments that you can’t have interiors), what exactly is your status in terms of being hunted? Are you technically ‘inside’ the building and hidden? Is it more like looting through the window, so you may be discovered the longer you take etc?

      You remain outside, yes. One of the robots will only react in a hostile way if it sees you looting.

      – Item tetris makes me smile….but I noticed you weren’t picking everything up when looting….is there a weight penalty involved?

      No, it was just a space factor.

      • Sinomatic says:

        On the point of the weather, I just thought it might have some impact on play such as heavy rain limiting visibility for you, the robots or both (perhaps also affecting movement through certain terrain). Or lightning storms affecting the robots (their view distance, aiming ability or perhaps even shutting them down for a few moments etc). Or perhaps even something less visual, like the temperature (too cold? get clothes, too hot? Don’t carry as much gear).

        But….these are things that I imagine would take lots of balancing and added work, and its very easy for me to type but not so easy to put into practice. Still, I thought it might make for some interesting tactics.

    • Stuart Walton says:

      ‘Item Tetris’ reminds me of S.T.A.C.K.E.R..

  38. Ross Angus says:

    I think I heard one of the ‘bots say “Turned out nice again”. Excellent.

  39. MistaJah says:

    One would imagine the dreary weather would take a toll on the robots, but they don’t make a single clank when they walk! Do they lubricate each other frequently? Can I sneak up on them meanwhile?

    • BigSmallFeet says:

      One does not sneak up on a lubricating robot, it is not proper.

  40. Berzee says:

    I am not able to watch the videos until I go home (or become daring!) either. So that will be an exciting future-seven-minutes. =)

    On a random other note, I just imagined if you sneaked up on three or four of these robots and saw that they were sitting around a campfire, one of them quietly attempting to play a guitar. It was one of my more successful imaginations of the day!

    • Jim Rossignol says:

      Ha, yes. We should do that. As it is they just smoke a pipe or toast each other with tea.

      • Ravenholme says:

        They should read poetry to one another in a pretentious, upper class english way. Even better if it’s their own “compositions” – written as terribly as you guys can.

      • Zogtee says:

        You know, robots with umbrellas to protect them from the rain would be a nice touch. ;)

        Anyway, it looks great. I’m glad I backed it.

      • Gap Gen says:

        Or they could play the accordion for a bit before saying something incoherent in a regional accent.

  41. Thurgret says:

    Looking good. I didn’t get in on the Kickstarter, but I rather think I’ll purchase it now, especially if the inventory UI elements promise to be a bit sleeker and smoother (because, tiny little nitpick that it is, I’d go batty with all that dragging and dropping on a game that strikes me as loot-heavy).

  42. sinister agent says:

    I really like the hiding thing. It’s nice to see a game in which hiding in tall grass or crops seems to be as effective as it would be in reality, but also still giving you reaonably good visibility.

    Sky effets look nicely eery. Sounds have had an update, unless I’m imagining it? The gunfire is kind of nice, sounds less over the top than what games tend to do, which in a game where you’re probably not hearing many loud noises could be just right.

  43. Lemming says:

    Not being able to go inside the buildings seems rather crippling to the core concept. It appears to be a huge element of the hide/exploration missing.

    “If I’m hiding, why can’t I hide in that house?” is the first thing a layman would ask or try in this game, I’m sure of it.

    Hearing the creak of wooden floorboard as the robots slowly make their way around the house, forcing you to jump out of an upper floor window or barricade yourself in the basement…seems like many lost opportunities for emergent game play there.

    Are you sure, Jim, that it wouldn’t be wiser to delay the release to get that aspect in?

    • Kefren says:

      I agree – even if the interiors were decaying and fairly bare apart from the odd chest there is something so atmospheric about sneaking into buildings. On one hand you feel safer with walls around you, but it is a double-edged sword, since you are going to be less aware of things sneaking up on you, and if they enter the house too you have fewer directions of escape (especially if it is a coordinated entrance).

      If there won’t be interiors then at least add an in-game reason (e.g. when you open a door or window it is always trapped and blows up or sets off an alarm), or there are forcefields just inside to protect the teacups.

    • Jim Rossignol says:

      Delaying means being able to afford to delay it. I don’t know how long interiors would take, and the Kickstarter money will run out at some point. I’d go for it if I thought we could do it within the budget, but I don’t think we can do it.

      We could certainly remove the buildings entirely ;)

      • Guzzleguts says:

        Something to look forward to in Sir 2 then.

        Along with robo-beagles??? Come on, please!
        Beagles are nearly as cool as pugs.

      • Lemming says:

        Would it be out of the question to add them at a later date in a patch? Say, once you started getting some revenue from release?

        I just want you to do well Jim, that’s all! *blubs*

      • Muzman says:

        I understand the functional problems of building interiors with regards to effort and systems. I wonder if hollow structures would work with the design style though as a sort of half way measure. Something like barns and sheds, mills perhaps as well.
        Going back to the Stalker inspiration, there’s a lot to be said for the way in that game you really feel it as you move from open spaces to more enclosed ones (which can be either a false sense of security or increased threat because anything that surprises you in there will be very close indeed). Village streets have that to some extent, but more is always good.
        I expect there’s a wider array of structures to be implemented yet anyway.

      • Jayblanc says:

        Keep the buildings, but change what you “loot”. Have the doors and windows firmly boarded up, and show signs of alarms on some of them. But leave out lootable dust bins, coal scuttles and maybe even luggage and crates showing people were trying to leave in a hurry?

  44. skalpadda says:

    Looks very nice, I really like how the visuals have come along. I see there’s a compass, but how big will the maps be and will you have/need an in-game map to navigate?

    • Jim Rossignol says:

      You probably won’t need a map. This ain’t no Chernarus. But we’re looking at providing one anyway.

      • skalpadda says:

        Splendid, I like maps! Procedurally woven in-game cloth maps, pretty please. :)

      • Strangerator says:

        I’d love to be able to append text to the maps a la Ultima Underworld. Adding “Here be robots and treasure!” or “Relatively safe area” to my maps would be quite enjoyable.

        • welverin says:

          That’s one of those old timey features modern games lack that make you realize how much game design has regressed in a lot of ways.

  45. Kefren says:

    Dear Sir, please can the selection screen let you choose sex: male/female (rather than gender)? Or even just say ‘choose’ and offer two images? link to

    By the way, I love games with changing weather.

    • BenAffleck says:

      Surely the masculine gender is the male sex and the feminine gender is the female sex? I’m all for correct wording and grammar, but let’s be reasonable.

      On a side note; Are you the demon offspring of Alan Partridge and Garth Marenghi?

      • welverin says:

        Not necessarily, the link provided details the distinction and not everyone falls into the gender their sex would imply.

        • BenAffleck says:

          I followed the link and read the article prior to posting my comment (Incidentally, thank you for insinuating that I did not).

          The thrust of the argument is that ‘Gender’ is an incorrect term when asking someone their sex.
          And the thrust of my counterpoint was “Come on now, although I agree that we shouldn’t contribute to the destruction of the English language, when you begin sound like Alan Partridge, it’s time to go home and sleep it off”. And then I topped it off with a sly jab at the Garth Marenghi-esque blurb at the top of his blog page.

          Sorry you had trouble understanding this; I’m glad I was on hand to clarify it for you.

      • Kefren says:

        You could be right about the parentage, I remember seeing the Garth Marenghi live show before it ever became a TV series. One of those stabs in the dark going to something unknown that turned out to be absolutely hilarious. It was a shame that there wasn’t a big audience, their performance deserved one.

        And I do have the greatest sympathies for Alan Partridge. His contribution to horror should be recognised by watching this clip. link to

        Good day to you, sir.

      • Kefren says:

        Since you mentioned AP, and this game is a scary game set in the English countryside, I think this clip is relevant too.

        • BenAffleck says:

          Alan Partridge and Chris Morris, a match made in heaven ;)

          • Kefren says:

            Absolutely, Chris Morris is a true master of darkness coated with a polished veneer of comedy.

  46. Strangerator says:

    I’m not sure if there’s any way to do this, but for some sick reason I think it would be amazing if the robots were randomly named after RPS usernames. Not sure how the names would be visible to the player. Perhaps if you implemented some sort of upgraded binoculars it could give the outlines of the bots with the usernames floating overhead?

    • Jim Rossignol says:

      Hmm. I think I know a way of doing that.

    • Sinomatic says:

      I’ve always wanted to be immortalized in a game, and given my username, I feel this would be nothing short of destiny, dammit, destiny.

      (Alternatively, using spambot names would potentially be even funnier.)

    • Gap Gen says:

      Of course, I agree completely with Lord Cunningham’s missive. Why, just the other day, my cousin received a payment for the sum of five guineas and sixpence, all for work completed from his very abode! At first I was somewhat skeptical, but have since been convinced of the scheme’s merit. For a more complete account of how you too can come into such sums, send a telegram to Percy Farnsworth’s Pyramidical Plans along with a payment of seven shillings so that the bureau may process your request.

  47. Bloodyhell says:

    I saw a vid for this a little while ago and liked it. Today’s vid’s convinced me to pre-order. It’s looking like a helluva lot of fun.

  48. BigSmallFeet says:

    I know you can’t go into buildings, but I wondered if there is a pub in the game? It seems like it would complement the setting. The ‘Robots Arms’ Perhaps. (Insert grammar at your convenience)

  49. pbnjoe says:

    Thank you for reminding me of this! Pre-ordered :) Can’t wait for more update videos.

  50. JonasKyratzes says:

    Really looking forward to this! And the title is brilliant.