this fortnight focused on finalizing two core player roles: Hacker and Insider, and establishing foundational AI Guard Patrol Systems. The game remains a stealth-based, cooperative multiplayer heist where each role has unique gameplay mechanics:
"Payday 2" inspired the class-based heist system — each role contributes uniquely to the mission (e.g., Hacker like the “Mastermind” supporting remotely).
“Among Us” influenced the typing mini-game mechanics and abstract UI-based player design
. NavMesh-based patrols and detection logic are standard practices seen in games like Assassins creeds where guard either remains stationary at one point or patrols
Role specialization encourages teamwork and replayability. The wall transparency mechanic for “Eagle Vision” is cleanly implemented using material switching with tags. The typing mini-game is intuitive and will benefit from further UX polish. Insider and Hacker interdependence enhances tension during missions. What Needs Work: Detection system is currently harsh — instant game over might frustrate players without a warning or suspicion build-up. UI needs visual polish and better feedback on typing performance. Currently single-player — networking the logic will require syncing all events and enemy states.
Core roles and tasks are implemented and behave as designed in offline testing. The detection system works but may require more flexibility based on early playtest feedback. Team feedback praised the role uniqueness but recommended adding more “clue-based” cues before detection triggers.

This devlog wraps up the core functionality for the Hacker and Insider roles, blending stealth, support, and teamwork mechanics. Their synchronized gameplay adds a unique cooperative challenge where both players rely heavily on timing and precision. The next and final devlog will focus on wrapping up the Leader and Lockpicker roles, bringing the game to a feature-complete alpha version!
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