Chicken Police is an "Orwellesque Buddycop Noir Adventure", with a carefully crafted world, a gritty, dark story, and absurd humor. The game mixes elements of classic adventure games with visual novel style storytelling.
All Reviews:
No user reviews
Release Date:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

This game is not yet available on Steam

Planned Release Date: TBA

Add to your wishlist and get notified when it becomes available.
Add to your wishlist

Recent updates View all (9)

July 10

THE DEV DIARIES #7 - Theme Song of Chicken Police

THE DEV DIARIES #7 - Theme Song of Chicken Police

Hello and welcome to a tour into the world of audio. Please let me be your guide today and show you the (one possible) way of creating a video game's main theme song.

Music plays an important role of setting the mood of a movie or video game. A sad melody makes you cry, a playful instrument cheers you up. It's that easy, right? Well, the answer is both yes and no.

It's easy, because the classic noir has a specific instrumentation, we can call it signature sounds as well. So it's basically easy to pick the right instruments and create a music with them.

However, it does matter what kind of musical notes those instrument do play. A main instrument has to play a remarkable melody to catch your ears and make you whistle. It shouldn't be silly or happy because the game's theme is dark and moody, it's a detective story with crime involved. The melody should also reflect on the main characer(s) personality, where the cop is an alcoholic bloke and he is way beyond of his best days.

Bánk's knowledge about Noir is priceless. He helped me a lot with example songs, detailed description and more. The guy knows literally everything about that era of film making. Really! We had numerous talks about the direction to take and decided to go with one I would call: "simple yet effective".

The instrumentation is a classic jazzy-swingy stuff:
Drummer uses brushes and sweeps the snare monotonously-ryhtmically. Maybe he is bored with it but his face doesn't show anything.
Bassist smokes a cigarette and has a slightly deformed body due to the fact he lies on his upright bass all the time. The pianist seen better days as well, his glass is empty and is desperate to have another drink but he has to finish the song first.

And then, there is the broken hearted saxophone guy. He gives his best and plays with all of his heart. His instrument cries out a simple yet powerful melody. This was the very first image I pictured in my mind about the main theme.

We wanted the main melody be played with saxophone and base the whole track on it. This also serves as a homage to the genre, we want to show respect to the musicians of that era. People often ask me "how do you come up with a nice melody?". The answer is:

Research, inspiration, experiment, trial and error.

Research is critical here, I wanted to know about the musical style and instrument as much I possibly can. Again, Bánk's suggestions and examples helped a lot to find the right direction and mood. Then, I jammed on the keys a lot, spent time with finding good sounding chord progression and melodies. I wanted the saxophone to play just a few notes without overcomplicating or overplaying it. Paper, pen and writing notes in a classic composer's way is not a method I use.

I like to record everything I play and later I listen to them a few times because there might be some useful parts that come handy. It's also easier and simpler to revert to a previous idea in case a new one fails.

How do you know when a music is good enough?
Short answer is that music is a very sensitive material and is it good or bad depends on the listener's personal taste. Slightly longer answer is that you never know. From a composer's point of view it's never good enough. There's always something that could be changed and would make it better but at one point you have to stop.

At this point the composer needs feedback from people, see their reaction when they listen to the music. Feedback is very important, it helps developing the music further. I had a few iterations on my hdd and showed the version I thought is the best to the guys. Based on their feedback modifications were made, however, I'm proud of the fact that the version I showed them was already good and they are satisfied with it.

This means we are on the same page and the direction is just right.
I have to mention Bánk's idea of adding (female) voice to the end of the main theme. It gives me goosebumps all the time I listen to this music, hope you will feel the same.

As closing words, I would like to present you the latest iteration of Chicken Police's main theme. Enjoy! - Laszlo 'vincenzo' Vincze /StrayBoom Music

(Disclaimer: main theme is not final and might change in the release version of the game.)

Thanks for your attention, folks!
Stay tuned and don't forget to spread the word:


Find our previous updates here:
0 comments Read more

July 1

THE DEV DIARIES #6 - Reboot Develop Blue 2019

THE DEV DIARIES #6 - Reboot Develop Blue 2019

Once the development of Chicken Police ramped up, we soon discussed our options for trade shows and conferences for 2019. Based in Budapest as an indie team this meant that our focus was mainly on Europe. Browsing through the calendar Reboot Develop Blue (in Croatia) caught our eyes.

It’s close (8-9 hr drive), it’s small but growing (ideal for a first introduction of the game), it’s industry only (not exactly open to the general public) which meant that we can show our game to other developers in a well contained space. Also some publishers are present and we could even participate at the Indie Awards there.

Last but not least pricing was very friendly, getting an indie exhibition desk and tickets (including accommodation and meals) Is affordable for even the smallest teams. So we got really excited and started to prepare for the first appearance of The Wild Gentlemen and of course the main course: Chicken Police.

“….but how should we make a fully playable trade show demo of an adventure game which heavily relies on long conversations?”

Since assets for a new location just got complete (The Czar Club) we knew we wanted to build the demo around it. Okay, but how should we make a trade show demo of an adventure game which heavily relies on long conversations? Obviously attendees won’t have hours to play through the demo, nor will we be able to present to more than 8-10 people a day (bear in mind we only got a small desk space with enough room for one machine).

Our small but decorative space at Reboot Develop Blue 2019

The plan was to build a demo that cuts to the chase, present the player at around 30% of the game, puts them in action. A lot of conversation, dialogues and features were removed or disabled in order to ensure that the actual gameplay wouldn’t last over 20 minutes. Yet, still shows enough in terms of visuals, music and - of course - gameplay.

At this point Reboot was probably only weeks away, so we had a lot of work ahead of us, but it set a great goal. Also somewhere around this time we had to apply for the Indie Awards. Unfortunately we had to apply with a really old, single-room, boring demo as this shiny new one wasn’t ready yet. We believe this is probably one of the reasons we didn’t win any awards, but more on that later.

So, with weeks left the stress was building up (though the good one, which pushes you further to step over your boundaries and succeed in the end). The whole team was really working as one machine, everyone was really efficient and basically we were all surprised how nicely it is all coming together. In the meantime we were juggling with a lot of other things, too. Some still had (have) their daytime jobs, the main development also needed to progress, also our appearance (shirts, dressing our desk, stickers, posters, business cards, etc, etc.) had to be dealt with. It’s a lot of overhead for a small indie team but vital for a games conference.

As days were passing by and we were getting closer and closer to the ‘final’ build of the Reboot Demo we tried to focus on the trip also. It was decided that we’d take my SUV as it’s the most spacious vehicle in the team. The ‘core team’, Bánk, Péter, Zoli and myself plus the car fully loaded with luggage and stuff for the show.

Come 10th of April I picked up Péter and Zoli at 4:30 AM in Budapest and the journey began to Dubrovnik. Along the route we picked up Bánk. The weather was rubbish, once we left Hungary it was raining heavily almost until we arrived at the venue. For some reason Waze detoured us from the highway so we had the chance to drive through some flooded areas. It really added to the adventure feel.

While the weather wasn’t great, the scenery was truly amazing!

“We haven’t even started our demo machine when we already had interest and that was just the beginning.”

Between 3 and 4PM we pulled up at Sheraton Hotel where the event took place. We unpacked, picked our spot (it turned out to be perfect for visibility) and went back to our hotel for some rest. I believe we still did some small bug fixes and a new build - well, when the team is together there’s always things to improve on.

Bánk, Péter and myself (Tamás) still tweaking in the hotel room

The next morning we arrived and set up our little desk area and were quite proud about it. It stood out as most teams only bought a laptop and nothing else. We haven’t even started our demo machine when we already had interest and that was just the beginning.

We all love the concept and realisation of Chicken Police but it was eye watering to experience that complete strangers also like your work. In many cases passers-by had the ‘What the F did I just saw?” on their faces but sooner or later they came back and either had a conversation about the game or - in most cases - they played the demo. And they liked it! Even those who don’t like adventure games told us that they still love the style and story and how it comes together in a neat package... It was very emotional for us in many ways.

Truly emotional

The second day brought more and more visitors, even some who had already visited the day before, but this time they’ve brought a friend or colleague so they can also check it out. There was networking also going on, some people came from publishers, or even speakers (thank you Kate Edwards once again) played through our demo and gave us a little on-site feedback. It was truly amazing, and still is, we cherish those moments. The day passed by, we were quite tired - but still wanted to sort out an issue in the evening. This night we also went to a really expensive restaurant and spent a small fortune there on seafood. It wasn’t really our plan but places were either crowded or closed, so we had no choice. It was a great, but expensive evening.

"It’s going to be amazing!”

On the third day we were a bit more relaxed - or too tired. It went by in a similar fashion as the first two, however, we had a bit more experience on how to handle anyone who’s interested. What to tell them, what to show them and how to aid them if they needed help during the demo. It is worth to mention that due to our surprise most of the players played the demo until the end. And most of them played it without using the cheat card we prepared which had some clues on how to progress in the demo.

Also the indie awards ceremony was on this final day and we were excited to see if the - may we call it - ‘hype’ over Chicken Police translated into any awards or not. As we sat down in the main hall and the ceremony began our excitement slowly washed off. We soon realised that probably the awards was primarily based on the video footage sent during application - which in our case was our very first internal demo with very basic functionality from six months before Reboot. But it was also a relief for us. It meant that we are heading in the right direction and we knew - and still know - that Chicken Police only gets better.

We still have a long road ahead of ourselves in terms of features and content and a lot of polish which should give the looks and feel another boost. It’s going to be amazing!

Closing ceremony

Another important aspect of the whole Reboot experience was meeting fellow Hungarian indie teams (check out their games below!). It was great to help and comfort each other. Huge thanks for Vargus and Moss Destruction teams!

Also a very big thanks goes out to Attila Szantner. I bumped into Attila on the first day and we instantly had a good chat. From there on it really felt like He was part of our team at Reboot. He visits many trade shows, conferences and - by being a speaker himself - knows many of the speakers and conference organisers. This also helped to raise some attention to Chicken Police and steer some of the prominent people at Reboot to our desk. Attila - by the way - brings science to MMO games, so if you like MMOs then check out his project as it’s really interesting:

So, was it worth it to visit Reboot Develop Blue? ABSOLUTELY!

I recommend it to any indie developer, it’s a great event for first timers also.

What’s next ? Gamescom, baby! Yes, it’s a huge one compared to Reboot but we are gearing up for the challenge. Expect an even bigger, even shinier demo and many surprises at The Wild Gentlemen booth and check out Chicken Police for yourself.

We thoroughly enjoyed the whole event.

- Tamás

Check out thiese amazing games of our fellow Hungarians:

Thanks for your attention, folks!
Stay tuned and don't forget to spread the word:


Find our previous updates here:

0 comments Read more


“I simply must have it!”

“It’s a point and clicker, which means I’ll almost certainly never play it. But I’d still like you to revel in this trailer with me. It’s a cinematographic masterpiece.”

About This Game

„She stood in the dark,
light painting stripes on her body.
And yet, I knew she was not a zebra…”

Chicken Police is an "Orwellesque Buddycop Noir Adventure", with a carefully crafted world, a gritty, dark story, and absurd humor. The game mixes elements of story-rich adventures with visual novel style dialogue-heavy storytelling, complete with a complex interrogation system, detective gameplay and a an ever-changing city.

A mysterious Dame...
A strange case...
and the wildest cops of the Wilderness!


Sonny Featherland and Marty MacChicken were once legendary detective partners in Clawville PD. Predatory division, nicknamed as the Chicken Police. But that was a decade ago and time had passed them by... Sonny is a semi-alcoholic wreck of a bird on paid leave, while Marty still hides behind the facade of a star-detective.

On the night of New Year's Eve, a mysterious woman visits Sonny with an errand which goes back to a dark corner of his past. Now, Sonny and Marty are back together again on a case stranger than anything they've ever encountered before!


Chicken Police is a story- and dialogue-heavy game combining elements of the visual novel and classic adventure genres. There will be more than 30 characters to talk to, with some having to be seriously interrogated. Collect tons of clues, evidences and sensitive personal information from the shady characters of Clawville to be used ruthlessly against them!

EXPLORE THE CITY OF CLAWVILLE (again, and again...)

There are more than 25 places to visit and all of them will change several times during the story. The player can return to previous locations at any time, to find hidden secrets, meet new characters or even uncover new story-arks!


Chicken Police has a weirdly stunning visual style with photo-manipulation and photo-realistic 3D backgrounds, inspired by classic film-noir movies like The Big Sleep, Double Indemnity or Gilda and games like Grim FandangoPolicenauts (and Snatcher)L.A.NoireAce Attorney or the Tex Murphy series. 

The noir mood is enhanced by a beautiful musical score, backed up by professional voice acting  from the studio that brought you the voices of The Wolf Among Us, Horizon Zero Dawn and Warhammer: End Times - Vermintide 2.


"Clawville never sleeps - they say.
Yeah... maybe that's why it is so cranky all the time."

The city of CLAWVILLE was built as an Edenic place, where predator and prey can live in peace with each other. But obviously, the dream remained a dream and, in the end, Clawville became the most dangerous city in the Wilderness, where predatorial crimes are commonplace and corruption rules the streets.

Chicken Police is a dark story and a satire, which recalls the mood and atmosphere of the 40's film-noir movies. And as the best noirs and hardboiled detective stories, it's so dark and gritty that it can only be served with a lot of cynical humor.


  • A thrilling, rich storyline
  • A unique, "colorful" world
  • A complex interrogation system
  • More than 30 characters to meet and 25 places to explore
  • Lots of optional and backtracking content
  • Lots of clues and collectibles
  • A cinematic film-noir like experience
  • Original soundtrack
  • Professional voiceacting


DESCTRUCTOID: "I know I mostly cover animal-based games, but few have ever stopped me dead in my tracks like this one. I mean, did you hear that song in the trailer? That's original music, baby! I'm a sucker for games with quirky themes and original music, so of course I took notice to this one straight away. Mix that with the animals-as-people motif and spot-on detective visuals, and yeah I didn't really stand a chance."

ROCK PAPER SHOTGUN: "Fortunately I’m batting my jet-lagged eyes at Chicken Police, an upcoming noir detective adventure with grizzled chickens and a very good raccoon. It’s a point and clicker, which means I’ll almost certainly never play it. But I’d still like you to revel in this trailer with me. It’s a cinematographic masterpiece."

Mature Content Description

The developers describe the content like this:

The game deals with themes such as racism, domestic violence, crime, homicide and political and police corruption.

System Requirements

Mac OS X
    • OS: Windows 7 32-bit
    • Processor: Dual Core CPU - 2.6ghz
    • Memory: 4 GB RAM
    • Graphics: 1GB VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
    • Storage: 3 GB available space
    • OS: 10.7.5
    • Processor: Dual Core CPU - 2.6ghz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.0+ (2.1 with ARB extensions acceptable)
    • Storage: 3 GB available space

What Curators Say

5 Curators have reviewed this product. Click here to see them.
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.