Roam the dystopian future city of New Babel, Mankind's Last Hope, in search of crimes in progress. Use lethal weapons, non-lethal force, and diplomacy to take down bad guys.
All Reviews:
Very Positive (77) - 89% of the 77 user reviews for this game are positive.
Release Date:
Aug 25, 2016
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We are constantly trying to find new ways to involve the community in the development of the game and give players an opportunity to provide meaningful feedback. By using Steam's distribution platform for an early build of the game, we can more effectively interface with the game's community and more efficiently address bugs, suggestions, and feature requests.”

Approximately how long will this game be in Early Access?

“As long as it takes to complete the project. Hopefully no longer than a year, but delays can occur and unexpected bugs or feature issues could delay the final product.”

How is the full version planned to differ from the Early Access version?

“In the final version, there will be more levels, enemies and environments to encounter as well as multiple endings and progression paths in the plot.”

What is the current state of the Early Access version?

“The current build is a stable and complete representation of the gameplay and encounter system, however the plot and progression are going to be largely overhauled before final release.”

Will the game be priced differently during and after Early Access?

“Yes. The final price of the game will likely be $9.99 USD.”

How are you planning on involving the Community in your development process?

“Questions, comments, suggestions, bug reports, and all other forms of feedback are always welcome. We are very open to criticism and hope to implement as many changes as possible to the game to create a more complete gameplay experience for an interested community.”
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Recent updates View all (40)

June 24

0.5.1 - Low Blow



Back on track with 0.5.1! In this build you will see a lot of minor bug fixes that add up to a lot, and a few cool additions to combat and the environment. Strap in and get ready to bash your way through New Babel with a few more new maneuvers in your arsenal.


Additions and Optimizations
  • New low rumble sounds for various heavy melee moves
  • Adjusted maths and tolerances for all mouse-over functionality in both equip and buy menus; player pointer location should be a more consistent representation of what they are actually hovering over than before, and the area of the buttons should match what is onscreen almost exactly.
  • New grab move, backwards throw, happens faster than forwards throw but has less range.
  • Perfect blocks of enemy melee attacks now impart a stamina penalty against the nearest enemy, which is probably the attacker.
  • Two new player moves, rising knee and rising shoulder bash.



  • Raid console warning now stipulates that flipping failsafes is necessary. Three switches are now labeled as failsafes. Instead of 'caution', flipping all failsafes will make the raid console register as 'ready'.
  • All enemies now have an explosion resistance. Most lightly armored characters still take full damage and force from explosions, while several tankier, heavily armored enemies will practically shrug explosions off.

  • New type of civilian, the VR Junkie


  • Explosions can now interact with swinging light objects.
  • Ragdoll verlet collisions now have less bounceback, so bodies should ricochet off walls/floors less from perpendicular impacts.

Bug Fixes
  • Fixed several oversights in the new glancing hit system for enemies that got them locked into a walk animation that they could not exit until hit.
  • More adjustments to new enemy hit-taking system to make it more airtight.
  • Adjusted enemy alarms during attack tracking so they should only be delayed for a maximum of 10 seconds if they get really, really confused.
  • Changed compression on all music tracks to work with sync groups and also not take up a huge amount of space in final export
  • All dash moves have an increased range of detection, trigger faster after the detection, and animate through to their last frame after the fact.
  • Renegade Justice ranger should have better spacing on his attacks now, making them land much more consistently.
  • Dispatch now makes a specific message to the player if they have augments in their inventory, but no augments installed
  • Player dash smoke objects shouldn't travel through the ground now
  • Coming out of a combatroll should now properly put you in a crouching state.
  • Door lock object should now properly self destruct in event that it's door is destroyed, preventing a hard crash in event that a door becomes unhinged the moment it gets unlocked.
  • Block/grab interaction fix: block cancels grab
  • Rewrote roaches to behave more consistently, shouldn't randomly float down to the ground sometimes.
  • Changed the way enemy knockout and death states get triggered to be faster; should be no more apparent gap between an enemy reaching 0 health/stamina and switching to the correct state


As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D



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June 3

0.5.0 - The End is Extremely Fucking Nigh (Update and Roadmap!)



So here we are at 0.5.0 ! It's been a long time coming, but now the game is finally fully completable - we're very excited for you to see what is in store at the endgame!

There is now a final boss fight culminating with multiple possible endings. Can you save the city or will it end in the destruction of every living thing in New Babel?


Additions and Optimizations
  • Lots of new optimizations to the smoke simulation in game. Various exploding, burning, and mechanical items have pretty smoke. Player muzzle flashes can now produce variable amounts of smoke; shotgun and rifle muzzle flashes consistently produce the most smoke.



  • Bigger, animated phone activator icon should now be more obvious and also has a brief opening animation when you hover over it.


  • Multiple touch ups to the New Game intro cinematic
  • New Level \\REDACTED\\, experience the fun and excitement in \\REDACTED\\ if you can reach it.
  • New music to go along with the \\REDACTED\\ level.
    Listen Now Here-------------> https://soundcloud.com/lasso-games-llc/incognito

  • Completely new intro cutscene when starting a new game.
  • Functional credits now roll at the end of a game.
  • Time now serves to scale up enemy count as well as the block condition. MORE DUDES.
  • New work in progress ending cinematics for the various endings that are possible.
  • Fairly large change to armor system maths. Armor now starts off taking 5% more damage from all enemy attacks, but the impact that increases in armor value have on it's durability should be considerably more pronounced; now you should be able to build a tank proper.
  • Player block now mitigates a flat 15% of the damage taken to the armor before any other calculations are made, improving player durability during even non-perfect blocks.
  • Enemies now take a stamina penalty for having their melee attack/hacking attack against you blocked, meaning that you can essentially knock out some of the weaker melee fighters just by repeatedly parrying them, making their spammed attacks hopefully less of a problem in close range.
  • More sound variety to various objects. Screens no longer make computer noises, and now have their own set of VHS sounds. AC units no longer sound like transformers and have their own set of noises. Computer monitors and towers make 80s/90s computer clicking noises.
  • Beefier swoosh noises, given to several characters with heavier melee moves.
  • End call button now has a response to the pointer both visually and aurally. If the other line hangs up on you, you get a dial tone. Hanging up yourself results in a phone hangup noise.
  • New Tape Reel and Server Monitor cover objects as well as light bar objects.
  • Interacting with brainjack locks now imparts a slight amount of screen interference.
  • Map screen sidebar now flashes view switch button when over a block with a crime.
  • Crime grid now responds to the player pointer.

Bug Fixes
  • Fixed the mouse position desync issue found in the buy menu.
  • Enemies should no longer be confused and have to regain their targets if an attack may have killed the player but was blocked (e.g. perfect block of 'lethal' attack).
  • A series of small adjustments to death alarms and death scripts to ensure that player character won't get stuck in hacking mode if 'killed' right before a hack is completed.


Roadmap
We have been asked about a roadmap for the future of miniLAW. While we don't have an exact timeline for the rest of this content, we are shooting for full release this year! The final stretch roadmap includes:

Revamped Tutorial - The tutorial we currently have is very combat and movement focused, and while that is a huge part of the game still the scope has dramatically expanded since it was designed. We will be revamping the tutorial to cover and explain more aspects of the game, and try to streamline it to get you playing as quick as possible.

Multiple endings - While there are a few in there already, we've got some more plans! Stay tuned!

Cinematic Assets - To go along with these multiple endings we are working on several new sets of animated cinematics, as well as tuning up the ones we currently have.

Detailing - While the game is largely feature complete, we are still going to be adding quality of life and visual changes where applicable, whether that be UI tweaks, edits to dialogue and text, or new props in levels. We'll let you know in the future changelogs!

As always, click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on Facebook or Twitter, look us up! :D



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Reviews

“miniLAW blends the perfect amount of action and story telling to give you a sense of pride and justice as you clean up the streets.”
N/A – Alpha Beta Gamer

“When you first enter a crime scene, you have to pull the eject button and fall out of your flying police car onto the ground...which leaves me with a question: why isn't that in every video game?”
Leo Wichtowski, Kotaku

About This Game

In miniLAW, you take the role of a Constable, an elite officer of the Ministry of Law.

Roam the dystopian future city of New Babel, Mankind's Last Hope, in search of crimes in progress.

Use lethal weapons, non-lethal force, and diplomacy to take down bad guys.

Successfully apprehending criminal elements grants you Requisition Points that you may use to purchase gear or upgrade modules from your superiors at miniFACT to improve the various abilities of the powered exo-frame bolted to your skeleton. Overclock your various combat abilities to perform superhuman feats as a matter of course.

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Intel or AMD Dual Core CPU
    • Graphics: Intel HD 5500, GeForce 720,or Radeon HD 5570
    • DirectX: Version 9.0
    • Storage: 80 MB available space
    • Additional Notes: 1 GB RAM
    Recommended:
    • OS: Windows 7
    • Processor: Intel i7
    • Graphics: (Integrated): Intel HD Graphics or AMD (formerly ATI) Radeon HD Graphics (Discrete): Nvidia GeForce GTX 760 (or greater) or AMD Radeon HD 7600 (or greater)
    • DirectX: Version 10
    • Storage: 80 MB available space
    • Additional Notes: 4GB RAM

What Curators Say

8 Curators have reviewed this product. Click here to see them.

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