Repo Man cover
Repo Man screenshot
Genre: Indie

Repo Man

Repo Man dev stream

Come to see a really tired dev suffer through bugs he failed to fix in time

Demo Livestream

Head dev here, I'll be playing through some demo content and answer questions live!

Also, you'll be able to watch a very tired developer suffer through the bugs he failed to fix.

On the demo

We messed up. Got delayed, lost time on fixes and putting together systems that weren't meant to exist until later in the production. In short, the demo wasn't ready for the Festival and we were looking to pull out.

But our hand got forced - for better or for worse!

At the Festival's start on Monday, an early dev build got auto-pushed to release on Steam. The meaningless hellscape that some of you have attempted to play was never meant to see the light of day; its sole purpose was testing out some scripts and searching for holes in the environment.

But upon discussing the situation internally, we figured we might have just enough actual content ready to put a demo together after all.

I'm pushing the first update to the demo right now. it's got some neat dialogue now. The card games (3 of them for now) should be easier to get through now (we're working on a proper tutorial though! For now, just remember all you have to do is keep the bars from BOTH filling or emptying.)
The performance is improved. We fixed like a hundred bugs that we originally meant to tie up months from now. We threw in some systems that were slated for later.
It's certainly not where it *should be* as a proper demo, but we'll be getting there soon.

We'll be pushing an update with more content each day until the end of this week, and the demo should reach its intended state by Sunday. Not optimal, I know. Kinda bad. Nobody wants to watch the birthing pains of a videogame. But we'll try to rinse down that bad aftertaste of a raw dev build getting released.

I'd also like to acknowledge how INCREDIBLY understanding y'all were in general - most people noticed something was off right away and withheld their judgement. We don't deserve you guys.

Anyway! Check out this new build or wait for the updates - Friday, Saturday, Sunday. I'll also be personally livestreaming the game on Friday evening. :)

Thank you for your patience!
Alan Padziński
Head of Studio at ACHARA

IT'S REPO TIME // On the reboot, the new team and what happens next



Hello everyone! Alan here, Achara Studios. We're the new devs. Buckle up, this is going to be a long one.

Earlier this year, GAMES BOX asked me to pitch a reboot of this game. So we did, and here we are - with this new incarnation of REPO MAN.

We've decided to keep the core idea - that this is, in essence, a game about debt collection.
Everything else was thrown out the window, making space for


THE NEW:
We looked at the budgets (*you've got to be realistic about these things*), the human resources and, most importantly, the story - and designed everything from ground up to fit the parameters. After all, there is no greater fuel for creativity than constraints. Here's what we came up with:

THE STORY
This is what we're able to write and deliver with the most confidence. It's also the least costly thing - writing is *cheap*, has always been cheap compared to other things in gamedev - so writing, story, lore, dialogue are now at the center of this game. Prepare for human drama, office politics, criminal conspiracy and vast deposits of occult lore to uncover.

ACTION
This is something that can't be delivered in AAA quality without AAA budgets - the costs of developing complex combat and movement systems are huge. So we're scaling down on it, by putting things upside down.

Is there combat? Yes, Arthur can engage in fisticuffs. There's plenty of people who want to beat him up too, especially in the port district of San Alma.
But a debt collector's job isn't at all about beating people up. You're not a thug. You're a clerk. And be sure that low-lifes of San Alma are much better at brawling than you are.

It is possible - if unlikely - to take them head-on and prevail. But it's difficult and usually doesn't pay off at all.

So fist-to-fist combat, in essence, isn't there so that you can beat people up. It's there so they can beat *you* up. Which forces you to sneak, find alternate paths and find ways to strike a truce with the most aggressive NPCs.

You'll get to hit people in the face *to make a point*, and we're making sure it feels *good* when you get to do it - but it shouldn't be your default mode of


NEGOTIATION
We're placing negotiation, persuasion, and deception at the core of this game - because being a repo is, realistically, about striking a deal. It's presented in the form of a collectible card game, where you play your "cards" - notions, emotions and rhetorical skullduggery - against those of your debtor. Everything preceding this part - dialogue, exploration, combat, looting, investigation - affects this final game that awaits at the end of each quest.

Oh, and about the


EXPLORATION
There is a whole city to uncover. It's not vast and empty - we want the exact opposite: a town that's limited, tight and packed with content, one that feels cozy, familiar and *alive*. It doesn't follow the direction set by Skyrim or Rockstar games - the Gothic series is a much closer inspiration for our level design. We're making sure there's something to discover behind every corner, in every nook, and that finding a new shortcut is its own reward.

To sum up - it's a new game, designed from ground up and made into something entirely different. It's an RPG/immersive sim now. It's not about dishing out violence and robbing people in broad daylight.

It's about chatting up the waitress. It's about insinuating yourself into a ball hosted by a secret society. It's about framing the wealthiest woman in town with a murder.

It's about talking a guy into paying his debts in manageable installments, rather than jumping and exploding against the cobblestones 10 stories below.

Hope you're coming along for the ride!
--
Alan Padziński
ACHARA STUDIOS

PS. We've already got A TON of questions about the world of this game. I'll tell y'all about it in the next update!
PPS. I'll take your questions in the comments or the Steam forum.

Development Update - #2

Hello everyone,
New update about game development.

Announcing new feature: Hacking



Hacking mode makes it easier to get to locked places, and sometimes this will be the only option.









Feature update: RepoGlass



RepoGlass has a new feature - the ability to scan to check the value of items.



Kind Regards,
Paweł

https://store.steampowered.com/app/1065740/Repo_Man/

Development Update - New Feature

Hello everyone,
We'd like to let you know how the development is progressing.

Announcing new feature: RepoGlass



Sometimes work is hard, but the technology is useful. Everyone in this work should have special glasses. Thanks to them it will be easier and faster to complete the tasks.
This technology is RepoGlass. Thanks to them we will find items that should be checked.



The most valuable items are often in hard-to-reach places, also closed. To get there will be needed key or the ability to open locks. Thanks to the improved version of RepoGlass you can quickly locate such places. Thanks to this, it will be faster to know where the most valuable items are.



Kind Regards,
Paweł

https://store.steampowered.com/app/1065740/Repo_Man/