Become a dead body disposal specialist. As a “cleaner” you need to get rid of the body and make sure there is no evidence left behind. Remember, you’re on a clock. Think fast, use proper tools, and don’t mess up… leave one smear of blood and you’re in trouble.
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Release Date:
Q1 2019

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Available: Q1 2019


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December 17, 2018

Body of Evidence Devlog: Ragdoll

Ragdoll is one of the mechanics that we decided to focus on since the very beginning. Quite obviously, Body of Evidence had to have some kind of decent mechanics when it comes to moving the dead bodies around.
In our creation the bodies are behaving exactly like "rag dolls", and yes, I am not using the word "realistic" on purpose. You see... the human body is a complicated construction which we didn't really get to know well enough to make its behavior perfect.

At least it wasn't that hard to start, Unity already had all the needed elements for this aspect, and we've found an asset that connected these elements pretty well:

Of course, we could just use those tools and leave it as it is, but as I've already mentioned, it was all just kind of "semi-realistic", and the outcome was a bit random at times.
Knowing that, we had to (I mean "I HAD TO") work on each and every model a little, as we also had to add bleeding and some scripts controlling it. So even though going through all the bodies in the game was a very tedious process, we had to take care of it.

Fortunatelly, we did not use a fully automatic solution (exceptionally) to deal with this problem. Why is this a good thing? Well... the default ragdoll settings are a bit... loose.
- Reach your shoulders with your toes? No problem!
- Knees capable of a full rotation?? YEP!
- Twist your head 180 degrees??? Hell yea!
Not cool.

Honestly, these were some extreme cases which didn't really happen too often, but it was still a bit worrying.
We decided to make the bodies a little bit "stiffer", to make them behave in a more natural way (ya know... rigor mortis and stuff), and to make it somewhat harder for the player (heh) to put them where he wanted to.
The results were... not perfect but not as weird as they could be, it all worked just fine.

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December 4, 2018

Body of Evidence Devlog: Music

Today I will talk about something that you cannot see, but you can hear.
Yep... music.

The soundtracks for the game were produced by a composer going by the name Draco Nared.
You might already know this guy, as he also worked on the music for games like Agony, Lust for Darkness, Phantaruka, and even House Flipper. (even tho the music shouldn't be dragging too much attention in that game)

Gotta admit, this guy is really good, just listen to some of his work:

The process of creating already started during the production of our teaser. We didn't have too much stuff to show Draco what kind of track we wanted, we only knew we needed a short piece of music that would fit the unique style of BoE. Fortunatelly Draco only needed a couple of key words, and came up with some solid stuff:
Then came the time for our first full tracks for the game. We introduced Draco to the game (srsly what we had back then shouldn't be called a game but whatever), and described what kind of music we wanted to include in there - and that was enough.
Also, a new idea popped up - we decided that every track is going to have 3 versions, calm, neutral and dynamic. Then we wanted to play them depending on how much time the player has left to complete the order.

Additionally the volume on each of those would also increase depending on the time left for the objective. Here are some volume graphs to visualise this:

If it comes to the whole "dynamic" nature of our soundtracks, you will have to check it on your own ;). All I wanna say is that the best way to check out specific tracks is to either pause the game, or play a mission without a time limit in it, so that you can analize the music endlessly.

There is also some music that is not affected by any aspects of the game - the main menu and credits tracks, and also one that is hidden (not too deep, just look for it!). These were actually created in the end, and are not included in the game yet, so you will have to wait till the official release to enjoy them :)
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Feature List

  • Full of black humor.
  • Many ways to complete each level.
  • 30 different flats with unique crime scenes.
  • Advanced hiding body mechanic.
  • Inspired by Quentin Tarantino movies - remember Jules from Pulp Fiction?
  • Advanced ragdoll effects - lift, bend, move, drop, squeeze naturally.
  • Music by Draco Nared (Agony, Lust for Darkness, Phantaruk, House Flipper).

About This Game

Become a dead body disposal specialist!
As a “cleaner” you need to get rid of the body and make sure there is no evidence left behind.
Remember, you’re on a clock. Think fast, use proper tools, and don’t mess up…
Leave one smear of blood and you’re in trouble. All of this in a low-poly noir style.

Hide the body in a locker, dump it off the coast or put it in a barrel full of acid,
the choice is yours!
Start with some simple cleanups, work your way up by completing new orders.
No jobs are the same, but each one requires you to be quick and professional!

Develop your own style, accept jobs from the cops to the mafia,
and find a unique way to complete each one of them.
Meet new characters on your way up. Follow the storyline full of plot twists,
low-poly bloody scenes, wicked sense of humour and tons of references.
Always stay sharp, expect the unexpected, and of course... leave no evidence.

Can’t open the door? Get that lockpick out and work that lock.
Use a mop, a brush soaked in some soap, or a nearby hose to make the mess disappear.
You should probably use some luminol to expose some hidden blood stains as well…
Cuz the police won’t miss those!
Then just leave carrying the corpse in a body bag like nothing ever happened.

Every order is not just a body to ditch, but also a race against time.
Any blood stains left behind will only lead you to one place…
Fuck up one order for the mafia, and you better start digging your own grave.
Body Of Evidence is full of dangers, and if you want to exist in this business,
don’t let the fear beat you.

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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