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oliverjosh

oliverjosh

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oliverjosh posts

Next Getaway Vehicle

Vote on the next getaway vehicle to be added!

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Container Ships, Large Targets, Intel Teams - Devlog 04/08

The Early Access launch was a big success, and I'm very happy with the amount of players we got and the reception that the game has had. Despite some fairly serious bugs and glitches, especially du...

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Early Access and the Future of Patreon

Early access rapidly approaches, after two and a half years of development. Thank you to all of the extra-early patrons who have supported me during this development period.

I will be sending...

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Swag Bags, Attic Antics, and Character Customisation - Devlog 20/04

I've been frantically adding the final few touches which were needed for Early Access release over the past month, as well as getting things ready for Playtest 8, which is now announced! It will st...

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Guards and Cameras, Tase Effects, Spectating - Devlog 21/03

With the game set to release in Early Access this Spring, I've been making a lot of bugfix and polish changes over the past couple months. When you're only playing the game for a weekend, it's easy...

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Rockets, KOs, Public Lobbies - Devlog 17/01

Yep, I'm still alive. I apologise for the shocking amount of time since the last dev update, for most of the end of last year I was head-down getting the last bits of multiplayer finished, and foll...

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Rewriting Everything, Keys, New Intel, Breaking Bad - Devlog 30/09

It's been a while since the last update, mostly because I've been focusing on re-writing most of the major game systems to work better. There's not much interesting to show off when you're just bre...

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Mission loading, locking up, stealing doors - Devlog 19/08

The main focus for this past week has been redesigning the level loading system. If you played the last playtest, you may have noticed that the mission preview images in the intel board mysteriousl...

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Flatscreen Revamps, New Stores - Devlog 06/08

Last devlog I mentioned that there were a lot of changes and improvements coming to the flatscreen mode, and since then I've started the long process of swapping out the flatscreen character moveme...

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Playtest 6 Post Mortem, Flatscreen Redesign - Devlog 27/07

Playtest 6 has finally ended, after a whole week of burgling! Hope you guys had a chance to play, let me know in the comments or discord if you have suggestions or questions about the latest build....

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Covid, saving states, and playtest 6 - Devlog 18/07

It's been a cough-y couple weeks dealing with one of those new-fangled covid strains. Not the greatest timing, but I am at least mostly recovered in time for playtest 6 to go live and for me to do ...

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Bikes, VR Jumping, New Mall Varieties - Devlog 03/07

It's been a slow couple weeks, hence no dev update for a little while. I've been planning a lot of marketing stuff to try and make the most of the next playtest, which should bring some extra publi...

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Taking a cut, New Unity, Performance, and Daves - Devlog 19/06

Burglary is too profitable. It's been very easy to build up money in the game in the past, because you can get so much from one mission if you get the right items. This needs to change to add some ...

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New Lobby, Getaways, and a cat - Devlog 10/06

I've been itching to add something new after spending a little while on mostly bugfixes, so I decided it was time to start working on different getaway vehicles. 

Lobby Extension

T...

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Non VR Improvements, Streaming?, Playtest Post Mortem - Devlog 02/06

It's been a busy week, with the fifth playtest bugfixes taking up most of my time. I managed to get quite a lot fixed during the weekend, with plenty more bugs reported to look at over the next cou...

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Playtest 5 now Live!

The fifth alpha playtest for The Break-In is now open! The demo can now be downloaded from Steam and played until 31st May, 8:00AM US Eastern. 

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VR Toolbelts, Boxes of Tech, Balls - Devlog 17/05

Toolbelts

I finally got around to implementing toolbelts in VR, which was a little more effort than anticipated, but I'm quite happy with the results. There are 4 slots on the physical toolbe...

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Accidentally Exploiting Steam, Rooftop Adventures - Devlog 30/04

Whoops

I noticed a strange uptick in my steam page views a few days ago, apparently from the home page. I was a little surprised by this, because steam doesn't typically push indie games unti...

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A Mall is Born - Devlog 22/04

Or it's in the process of being born. The waters have broken so to speak, and I've started working on the new mall level, as voted for by yourselves. It's been a slow week-and-a-bit since I took so...

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Non VR Toolbelts and Axes - Devlog 07/04

Toolbelts were on of the most asked-about and suggested features from the last playtest, and for good reason. Many of the gear items have now started to actually become useful, and in the next test...

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Windows, Axes, and Suspicious Toasters - Devlog 31/03

It's been a little while since the last devlog; I had to spend an ungodly amount of time updating assets and recording a new trailer / reddit video over the past couple weeks.

So this week I ...

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Patron Poll! Next Level to be Added

Help decide which level I'll work on next. This level will be playable during the next playtest, so choose wisely!

I want to save the more advanced levels like bank vaults and museums for lat...

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Level Selection and New Intel - Devlog 12/03

Most of my time since the last update has been spent on managing the playtest, fixing bugs and putting out hotfixes to some of the major issues people encountered.

Playtest Post-Morte...

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Breaking Computers, Fixing Multiplayer - Devlog 04/03

I'll be giving weekly (ish) updates here on patron for early supporters, so you get a behind-the-scenes look at how development is going and the kind of things I'm working on right now

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Fourth Public Alpha Playtest!

The fourth alpha playtest for The Break-In is now open! The demo can now be downloaded from Steam and played until 8th March, 8:00AM EST. 2022-03-04 16:23:48 +0000 UTC View Post