Become a dead body disposal specialist. You need to hide the body and clean the mess before someone arrives. Remember, you’re on a clock. Use proper tools and be thorough because one smear of blood will get you in trouble.
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Release Date:
Q1 2019

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Available: Q1 2019


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October 25

Body of Evidence Devlog: The Story of "SC Ropewalker"

It all started a long time ago, during the second or third month of our work, when we desperately needed some new levels. That's when we realized that the game has to contain more than just flats or houses requiring a cleanup.

We had to come up with something fresh, but also something that would fit the game's theme.

The main question was, what else can you find in a typical big city? One of the initial answers - a metro station! We instantly thought that it was a viable idea, so we decided to throw it in.

The backstory... we'll figure it out later, for now, we need a body, and maybe an NPC involved in the whole story. Unfortunately, somebody came up with a "genius" idea, that this NPC is going to lead the player to the body after a quick chat. What's the problem you might ask?

Well, let me remind you that the game is being created by just three of us. Our past experience... Yeaaah... not too much of it, we are still learning even as you read this.

Anyway, let's move on... the problems!

First of all, we already have a ready walking animation, and it looks quite nice. Great! Now, all we gotta do is turn the NPC in the right direction, and let him go forward in the direction of the body.

Even the smallest mistake regarding the turn angle will result in a failure.
The NPC has to walk in a straight line... but it seems the animation doesn't really want to cooperate with us here. It just doesn't work this way.
These problems, believe me, are quite simple and easy to get through, for someone who knows what he's doing... hah.

Then, someone calculated that we will be able to create 10 (TEN!) working levels in a single MONTH. We really had to take care of the issues, and we didn't have too much time on our hands.

Alrighty! A script that checks if the NPC is walking in a perfectly straight line and manually moves him instead of trusting the animation should be good! Done! Oh wait... it doesn't look too natural (just look at the legs).

Whatever, we will fix that later! For now, it goes to the "TO DO" list (yes it's the same list that includes stuff like "I'll go to the gym tomorrow" or "I'll start studying hard next week"), someone will surely keep that in mind, right?

Time flies, and a couple of months later, SUDDENLY we remembered about all this... we just simply forgot about it. WHO WOULD HAVE THOUGHT?

More problems! No one really remembers what's up with the scripts so we either have to start over...


We can just say that the guy is a big fan of a tightrope walking club called "SC Ropewalker" (where everyone walks "this" way), create a proper logo and add some graffiti to make it look legit. Now, guess what we've chosen? Yup...

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October 15

A Reference to Dialogues

At a certain moment, we realized that giving the player all the information he needs before the mission starts is possible, but not that easy and definitely doesn't feel natural.

Actually, it happened almost at the beginning of our work
Our first idea...?
Let's give a big round of applause to Mr. Telephone:

To be honest, we planned the telephone to be just a temporary solution, but... oh well... it worked so why get rid of it? Anyway, knowing how things go, replacing it with something different would take ages. (not that it's hard to do, it would just remain on the "to do" list forever)
In this case, we just wanted to give the player all the information he needed for the tutorial, and somehow avoid doing it through a massive wall of text. Now... to take it to the next level, we had to create a system that would more or less take care of how the dialogues work.

"Well, there is a Unity asset that does just that!"

Oh yeah, I remember these words. If there IS a ready solution, and people say it's not that bad, it has to work right?
At least in theory!
I mean... it looks pretty good and does its job.

That is till we had to play around it a little bit (if I remember correctly, it was about to trigger off a particular code after a conversation). The documentation didn't help us too much either.

I screamed a lot (ask the rest of the crew). If I had to describe everything I went through... the censorship wouldn't allow that.
And the worst part is, that there were no alternatives. We fought... and oh man... the scars are still visible.

Criticising other's work is not my point. (not here at least)
I'm just criticising my own.

Eventually, it was pretty cool that we had a dialogue system. We had to use it for something more than just talking to a phone right? What about adding some NPCs? We knew it was just a matter of time. Surprisingly, it wasn't even hard to do (unless the NPC has to move... SC Ropewalker...)

Okay so now we have some NPCs talking to the player... it would be nice to let him respond though.
And here we faced yet another problem. You see... there is one person who is present in all of the dialogues... yes that's Mark, the main character!
As I've mentioned in one of the earlier submits, there are 3 people involved in the project.
And they all work on different in-game levels
And if they work on a level, they also write the dialogues.
And if they write the dialogues, they also write the lines for the main character.
And while writing the lines for Mark... they also form his personality through them.

Because of that, when playing the game you can notice three, a bit different personalities of our protagonist. From one order to another, he switches between being a vibrant enthusiast, a self-aware cynic, and a lover of questionable humour. At least it's clearly visible for me...

THEORETICALLY one of us could just remake the dialogues to keep everything consistent.
OR we could just let it be and count on the in-game events to explain this "anomaly" well enough.

All I can say is that I polished the dialogues here and there, only to make them feel more natural (cuz who the hell answers with a 3 sentence epic to a simple "hi"?)

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  • Drag and hide the ragdolled bodies! Gruesome fun!
  • Wicked sense of humor and pop culture references
  • Multiple ways to pass the levels
  • Bloody scenes in low-poly graphics

About This Game

From the makers of House Flipper comes a gruesome first-person dead body disposal game with black humor and pop culture references.


Time flies fast when you have to dispose of two bodies and clean the blood before the arrival of the police. You have maybe 10 minutes and you can’t find that goddamn mop because this isn’t even your apartment!

Hide the body, erase all traces and convince curious visitors that everything is okay, and it has actually never been better. Remember, the clock is ticking!


Earn money and spend it on additional equipment. Lockpicks, nicely weighted body bags for throwing the unfortunates into the water, a parachute... wait, what?

Find your own way to finish each level, discover interesting and weird crime scenes and become a cleaner! Accept jobs from the cops to the mafia, and follow the most important rule: don't get caught.

After stuffing two bloody bodies with flailing limbs into a shower cabin, tiding your own room will be a breeze.

Mature Content Description

The developers describe the content like this:

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, General Mature Content

System Requirements

    • OS: Windows® 7/8/10
    • Memory: 4 GB RAM
    • OS: Windows® 10
    • Processor: Core i5-2300 / AMD Athlon X4 760K or better
    • Memory: 8 GB RAM

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