MiniLaw: Ministry of Law cover
MiniLaw: Ministry of Law screenshot
Genre: Shooter, Platform, Tactical, Indie

MiniLaw: Ministry of Law

0.7.0 - Closing In

With this update and version number (0.7.0) we want to highlight that the game is substantially past halfway complete. Almost every main feature that we plan to include in the full release (0.1.0) is already available. With this current build we added two new enemy units, fixed endless mode, and added lots of optimizations. See below for a more detailed log and a few gifs.


Additions and Optimizations



  • New enemy units have arrived!

  • Renegade Justice Ranger. Fast and agile, be careful he doesn't counter your moves.


  • Syndicate Ranger. A melee unit that is particularly tall and may have illegally procured augments similar to your own.

  • Additional player throw move, heavy throw, a two armed throw that has a longer windup. Heavy throw scales up twice as fast with melee power, so eventually it throws significantly farther and higher than standard forward throwing action. Activated by pressing in the direction of a currently active forwards throw.


  • Endless mode should now function as originally intended: no overarching case to solve, no bomb to find, no plot to foil. Clues no longer drop in Endless mode. Crime grid no longer draws. Just beat the dudes up and get dat req.
  • Reduced the new armor damage reduction by 40%, bringing the player damage model slightly closer to pre 0.5.0. End results is maximum armor build is now less tanky.
  • Map screen blocks display street names now instead of just numbers from a grid.
  • Enemies now have a chance to resist a knockdown, so now stronger enemies will shrug off a knockdown from a dash, jump landing, or heavy melee moves.
  • Increased the drama of the Cube level.
  • Grab now works more consistently. Constable can no longer crouch while attempting a grab and the grab cant be spammed repeatedly.
  • Small crouch change: crouch move speed scales up with player movespeed, up to the point where player can crouch and uncrouch twice as fast as default. Letting go of crouch now automatically makes the character stand even if a full crouch has not been reached.
  • Player cover taking speed scales up like player crouch speed does now.
  • Visual and audio changes to non in-game menus. New font for said menus matches more old school monitor look. Also changed various other fonts in game. Tell us what you think!
  • New animation variations for Constable for walking/running+other actions: now instead of drawing normal walking/running motions for melee/blocking/grabbing/getting hit, Constable animations now ground his feet in the middle of walking/running for these actions. Result is a sort of dragging walk animation in place of his legs stopping mid walk or run.
  • Melee sprites for transitioning two heavy moves (right cross, uppercut) into a crouch should look more natural and less janky.
  • Doubled framerate of new architectural style printout animation for main
  • Revamped main title card animation and doubled the framerate to add a bit more drama.
  • Increased the number of possible endings by at least 1.
  • Implemented new "monitor pile" cover objects into various levels.


Bug Fixes



  • Fixed the crash to deskstop while hovering over the Cube.
  • Fixed the crash to desktop while talking to the Renegade Justice leader via phone.
  • Isoblocks that have the cube over them should now be properly incapable of hacking your vehicle.
  • Fixed a bug that was giving enemies stamina in fast collisions.
  • Player switches out of a hit-wall state and goes back to knockback, so on a long fall where the player contacts multiple walls the pc should not get stuck in the single animation and fall straight down.
  • Rewrote player knockback collisions to make the animation cycles more consistently look as they should.




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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




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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!

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0.4.1 - Gun Barrels, Kicks, and Convo Fixes

We finally got around to implementing gun barrels! Worth the wait? Let us know. Two new levels to explore. We've also patched a few conversation system bugs and added some kicks.


Additions and Optimizations



  • Gun barrels or "Constricting Aperture Barrels" are now dropping from certain persons in New Babel. They can only be swapped and installed at HQ.


  • Added 2 new levels:
    "Automat Lane"


    "Encabulator Fabrik"


  • Two new quick kick moves, accessed by pressing down while in the middle of a stationary standing jab/pistol whip. Kick can either interrupt a jab/pistol whip or follow it up. Try experimenting with the kicks as they can be comboed into each other and into some other moves. Updated the commands screen to list the above new moves.


  • Optimized some conversations to include reference to light, as it is relevant to the populace of New Babel.
  • Touched up the intro pixel cinematic.
  • New wall props and effects placed where appropriate in levels.



Bug Fixes



  • Fixed a bug that immediately revealed all leader conversations on some saved games.
  • Fixed a convo looping bug in the RJ leader convo.
  • Fixed instances of contraband objects spawning in multiples.
  • Fix a bug that caused the player to get stuck at the end of a skid animation in specific circumstances.
  • Increased the virtual room size for some levels to let camera and fluid simulation effects not go wonky.
  • Fixed player Drop animation looping over from the start on particularly long falls.
  • Salty gumball now work 1000% more correct and do not start broken.


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Number 0.4.0 is alive.

Progress continues towards full release. The way to endgame through dialogue and clues is almost complete. We are still working on fleshing out New Babel's world with many additional pixel assets. Neons, power poles, graffiti, dancing, and more than a few new levels and lots of new dialgoue has been added. And a few necessary bug fixes.

Additions and Optimizations



  • The four gangs: Rudeboys, Biofreaks, Renegade Justice, and Animus, now have leaders, with portraits and corresponding dialogue trees that are accessible when certain criteria are met.


  • Six new levels for you to explore and punish. (Two previews below.)



  • Dancing and lots more neons are available. (See above!)
  • Added some foreground objects. Glass screens, horizontal and vertical rafter, and railing objects now draw in front of the player.
  • Two new music tracks.


    Soundcloud Link to new track: Hammerhead

  • Power lines and various power poles objects are throughout New Babel. Praise Edison. Also picture frames!
  • Created and distrubuted a ton more graffiti in New Babel. 99% more gritty feeling.

  • Pixel smoke simulation adjustments; resolution of simulation doubled! Creation sprites and velocities altered. Improved terrain occlusion offsets in smoke simulation, now all smoke collisions with platforms and walls should be correct within 1-2 px. Adjusted smoke creation angle maths for many objects. Wall gauges and wall valves should now vent smoke when damaged.
  • Adjusted math for enemy trap creation; should dramatically reduce the number of traps you need to look out for when a gang becomes unhappy with you.
  • SALTY GUMBALLS.
  • Red lights.
  • Updated dialogue for the Commander and Toboloswsky.
  • Sky color adjustments, gives the sky a touch more green and red so it's all less blue.


Bug Fixes



  • Shift/Ctrl/Alt keys will now show up properly in control rebinding screens.
  • Several series of calls that did not get removed from possible clue drops when completed now do so, so you shouldn't repeatedly get clues for these storylines after they have been finished.
  • Adjusted buy-menu maths to try and get pointer and cursor to match up.
  • Large explosions now properly produce a glowing, occluded explosion, without borking a background layer for a second.


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0.3.6 - Contraband Commandeering

The phone system is still under construction so we wanted to flesh out how the clue system works, now you can reliably get clues and move forward in any run. We revamped the way clues are dropped and introduced a new industry intel mechanic (see below for details).

Additions and Optimizations



  • You can now more reliably find the clues that you are searching for. Previously clues were assigned random industries based on the enemy gang it was dropped by, based only on what industries that gang was involved in. Now clue generation makes the same previous checks, but now blocks generate and save their own industries (viewable on map when hovering) and enemies that belong to that faction will have a higher chance to drop clues related to that particular industry. You will have to uncover which industry a block is involved in by gaining 'block intel' through clearing a crime, picking up various contraband and clues found within a block, and a small percent by simply patrolling and having a block in your passive radar sweep. You may also be able to find out more if you get in good with any certain gang.

  • New trait 'Situational Awareness', gives you an optics boost, starts you off with 25% discovery of industries on all blocks, and increases industry discovery rate by 2% over base amount in passive radar sweep.
  • The return of launching knocked out or killed enemies with high powered melee moves: Now all melee moves with considerable knockback get a bonus to that knockback on defeating an enemy, so taking out an enemy with a kick or uppercut will send them properly flying based on your melee strength/skill.


  • All explosions are more discriminating in who they knock down: previously the player and enemies in range of any explosions would get knocked down. Now explosions will only knock down the player or enemy if they do not pass a physical resistance check, meaning explosions can be shrugged off based on armor values and the damage being dealt by said explosive.
  • New wooden objects, a sofa chair, a fancy couch, a small side table, and cover object wooden dresser to go along with new wood sounds! Also added Artiforgs, Counterfeiting, and Guns/Ammo contraband items.
  • 'Meticulously Minded' trait now has it's own icon.
  • Nerfed Syndicate initiate, assault, and soldier considerably.
  • Significantly reduced Animus hacker turret health and ammo count, this should make it feel less over powered. Turrets also spawn facing the direction they will be active in, instead of always to the left.
  • All ragdoll bodypart impacts against terrain have their damage mitigated by 15%. On top of that Ragdoll heads are about 15% more resitant to damage. Should mitigate instakilling perps with accidental hard hits.
  • All cover objects that can be hit now have sound classes: Ricochet, Wood, and Soft classes currently.
  • Heavy impacts for ragdoll joints now make slightly louder bone-breaking noises.
  • New medium "thud" noises between very soft landings and very hard landings. New thud noises are used in lieu of the very heavy landing noise for wall/door impacts and melee hits.
  • Enemies that get knocked back and hit doors will properly make the doors shake and produce a banging sound; ragdolls will do the same.
  • The bleepy confirm noise is now less noisy than before.


Bug Fixes



  • Biofreak Initiate/Ratman no longer gets locked into an attack animation, and has better spacing on some of his attacks (so he can actually hit you with them).
  • Fix for 'enemies to the far right of level cannot be shot' bug.
  • Hostages no longer cause a crash if they die.
  • Fix for 'unlock/stuck in place' bug
  • Player can no longer wall cling while making a 'stumbled' action, such as getting hit or climbing.



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0.3.5 - Too Hard or Easy? Try it again!

Additions and Optimizations



  • New difficulty settings are now available for both the normal and endless modes. These settings influence the time til bomb detonation and some starting character stats. Also added some flavor text and images in game giving your character different titles, abbreviations, and portraits to go along with the difficulty choice in conversations and where ever else appropriate!



Bug Fixes



  • Patched up a few conversations so that they function correctly.
  • The long awaited fix! Hostages, murder victims, and stolen goods now have additional checks to keep them from generating in/clipping into and through objects.
  • Fix to an alarm that was causing a "roach" crash.



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0.3.4 - Updated art, phone is fixed, and combat options.

Upscaled art, restored cell service to your area, and some combat revamps. Added some much need feedback to the unlocking and DNA skill checks. We've also update the store page with fresh screen shots and are working on a new trailer for the game! Check them out.

Additions and Optimizations




  • Upscaled the car screen constable art.

  • Combat Roll Mechanics Update: now you can no longer turn around entirely when a combat roll is activated. Not pressing anything during a combat roll will give you a medium distance roll. Holding in the direction of the roll will give you maximum speed and clearance. Tapping in the direction against the roll will slow it down.
  • Player dash tackle is more consistent, and is no longer tied to normal movement tackle. Player dash can now knock over enemies in the 'get up' phase of their knockdown cycle, opening up new possibilities for bullying foes.
  • Attempting to unlock a door or object through the brainjack interface now has more feedback for failure or success. Error and a sound for fails or red lines and good sounds for a success. (Bomb has the same feedback.)
  • More feedback on DNA sequencing minigame. Failure gives you some sort of reason so you know you messed up; success lets you know the case is closed.
  • Acquiring the bomb code or disarming the bomb increases the difficulty appropriately so you get higher tiered enemies and now introduces Syndicate enemies into the spawner rotation even if the game time is early.

  • Upscaled the constable MiniLAW hq docked screen. "engage"

  • Filtered garage sound with a low pass so it's not quite as grating.
  • Automatic doors now have 'autodetectors' so they will open when people come within their motion detector ranges, instead of the only means of opening them being to come into contact with it directly. You know, like normal automatic doors.
  • Renamed 'VISION' in skills to 'SENSORS' to more accurately reflect it's purpose.
  • Npc stamina resistance now factors into their fall damage. Npcs who transition into KO or surrender now maintain more of their stamina resistance in the changeover.
  • WHERE IS YOUR GOD NOW? Updated God as appropriately as us benevolent beings should.


Bug Fixes



  • Fixed the issue with phone numbers not saving after closing and reloading the game.
  • Tuned the phone up so you can no longer tamper with things while in a call.
  • Long trait titles should not print over the image now.



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0.3.3 - Everyone's talkin bout...Conversations, shouts, and the new REQ screen.

0.3.3 - Lots of talk around New Babel. Enemies have conversations if you listen closely. Fixed a fair amount of bugs as well, especially one which affected higher end machines, those high end machines which experienced unexpectedly low fps should now be way higher. (Click here for more info on the fix.)


Additions and Optimizations



  • New "Requisition Screen" to differentiate from the "Skills/Equipment Screen".

  • Gang members will now talk to each other in level. When enemies talk you can see the what they are saying drawn next to them. Lots of New Babel lore and mundane offerings to listen in on. You have to be sneaky and listen through walls or floors though, if they notice your presence they will stop talking (and shoot you most likely!).

  • Rudeboys conversations with portraits completed and implemented in game.


  • Series of new player shouts for ko-ed enemies; 13 shouts related to this category. Reordered player character shout priority, so dead/ko-ed enemies will take priority over several other idle shout triggers. Also a new class of lines, 'post surrender', for shouting at surrendered enemies with hands on their heads.
  • New set of industrial "tv shows" so people aren't watching jungle cats at work anymore.
  • IED detection range in player vision more than doubled, and now the 'ammo' icon changes to a 'warning' symbol.
  • Enemy ledge detection changes, lets them walk off ledges with acceptable drops when they need to do so.
  • Reduced the speed of Punchbot rocket fist by 25%.
  • Improved player shout line of sight detection.
  • More paper and wood destruction particles
  • Tweaks to ledge climb and grab to make it function properly in dash/high velocity interactions.
  • Adjusted turret trap's health and ammo to have less of each.



Bug Fixes



  • Adjusted Windows Sleep Margin to 10ms. This is small fix with large implications. High performance machines that were experiencing unexpectedly low framerates should have no problem anymore. If you previously played the game and had low framerates please try this update!
  • Rebooting the game and loading a previous save should no longer make your phone numbers invalid.
  • Fixed minor bug involving Lex Dangerfield conversation.
  • Retooled the way that map iso-block information draws, now relevant level information should remain onscreen at all times instead of sometimes drawing offscreen, especially at the extremes of the drive range when player "driving" skill has been improved. Made it so that map interaction limits and sidebar button limits are synced up instead of there being a 5 pixel gap where both could be active at the same time.
  • Revamped the way enemies engage in melee attacks, and also the way that enemies lose focus. When the a friendly npc/player gets knocked out/killed, enemies who are still attacking them should be able to switch focus properly now, and won't continue trying to attack a downed target.
  • Fixed an error that displayed the player pain reaction when picking up health.
  • Projectiles that knock-back no longer produce huge amounts of blood, they simply knock-back.
  • Combat-rolling through a rocket fist can no longer force it to hit a tile like a bullet.


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Sleep Margin? What The Heck Is That?

Howdy yall!

Jack again.

We received some reports about extremely low FPS on a few Windows 10/High end GPU machines, and after some extensive QA have released a build that affects something called the Windows sleep margin. Apparently if the buffer isn't set to a certain value on some machines, certain game events can cause CPUs go to absolute dookie.

If you're having sub-60 FPS at runtime, please set your branch to [Experimental] and give the sleep margin fix build a try.

Hopefully this gets it sorted out!

Thanks again for all the reports and sticking with us :)