Vigilantes is a crime themed turn based tactical RPG, and the second game by Timeslip Softworks. An older demo is available in the files section, and a more feature/content rich paid version can be purchased direct from the developer here. All purchases include a Steam Key, when Vigilantes is released on Steam. Vigilantes also has a Steam page here.

The city’s going to hell. On the streets and behind closed doors, the Mafia infiltrates and corrupts the civic power structure. Gun crazy paramilitary survivalists wreak havoc, while packs of flat out crazy Churchers roam, stealing anything that isn’t bolted down, and burning anything that is. Enter Sam Contino.


  • Lead a vigilante team in tense, deep, turn based battles against 3 distinct gangs.
  • Turn based tactics in a fresh crime setting. No mages or sci-fi warriors need apply.
  • Run surveillance and interrogate enemies to locate each gang's leadership and facilities.
  • Build a base of operations, comprised of 5 upgradeable structures.
  • Develop your team with the deep UPLIFT system, choosing stats, skills, and many perks.
  • Take down foes with choreographed, bone shattering melee, firearms, and explosives.
  • Craft special items, such as hotloaded ammo, armour, weapons and medical items.
  • Experience a compelling story, supported by quality artwork and voice acting.

Stay In Touch!

If you'd like to stay in touch with development, you are most welcome to stop by my Facebook page, Forum or Twitter or watch on Indie DB for all the latest updates.

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Vigilantes is a neo noir turn based tactical RPG for PC, which was successfully Kickstarted and Greenlit in 2016. Vigilantes is currently 10% off the already reduced Steam Early Access price here, while an older demo is available here.

Version 22 Released

Vigilantes version 22 is now available for download. This version adds enhanced leadership mechanics, anew ally, new enemies, perks, maps, AI improvements and much more. A summary of the additions is included below, along with two development videos, and update notes.

Enhanced Leadership Mechanics & New Characters

Now, both the player and criminal team can have bonus providing squad leaders, but there's a catch: losing a leader inflicts the "Ronin" negative status effect on the entire team, which creates new risks and opportunities in combat.

Arcadi Konstantin

Arcadi, a fugitive Russian officer joins the vigilante team, offering a strong candidate for the squad leader role. The newly introduced mafia made man, and survivalist NCO do the same for their respective organisations, when no gang lieutenant or boss is present.

New Perks

The latest update adds a total of 6 new perks. The majority of these perks are for leader characters, and help add value to and define the squad leader role. The new perks are:

  • Stand Fast: Twice per battle, when an attack should incapacitate an ally, the ally will survive with 1HP
  • Tactical Delay: Allows the entire team to delay turns at no AP cost
  • All Out Offensive: Increases team damage by 40% for 1 turn, for a substantial AP cost
  • Terrifying Presence: Inflicts terror on enemies who enter this characters area of influence
  • Mind Cracker: Increases this character's interrogation score
  • Medical Emergency: Can only be activated if an ally has < 40% health. +3 AP, reduces AP cost of trauma kits by 1, does not trigger AOO, but attack damage reduced to 20%

New Maps

Two additional maps have been added in version 22, one subway and one china town. This brings the total number of maps in Vigilantes to 40, just 5 short of the minimum number we agreed to provide on Kickstarter. While it's likely that we'll over deliver in this area, it's good to be almost there!

Chinatown Map

Chinatown at night!


A more upscale subway location. Take the battle underground!

Development Videos

These development videos provide more information on the improvements and additions made to Vigilantes version 22.

As always your feedback and comments are very welcome!

Update Notes

+ Enhanced the importance of leaders in combat
+ Added leadership bonuses to the criminal factions in combat
+ AI characters will now target fuel barrels and gas canisters

+ New ally: Arcadi, an on-the-run Russian soldier skilled in battlefield command and firearms
+ New map: subway map
+ New Enemies: Mafia Made Man & Survivalist NCO - support their gangs and provide leadership in the absence of a lieutenant/boss
+ New perk: Stand Fast - Once per battle, when an attack should incapacitate an ally, the ally will survive with 1HP.
+ New perk: Tactical Delay - allows the player team to delay their turns at no ap cost
+ New perk: All out Offensive - Increases team damage by 40% for 1 turn at a substantial AP cost
+ New perk: Terrifying Presence - a scaled up version of initimidating presence, which is has been renamed to "fearsome presence"
+ New status effect: Ronin - applied to characters whose leader has been incapacitated
+ Added voiced cutscene for Arcadi
+ New perk: Mind Cracker - increases interrogation score
+ New perk: Medical Emergency. Can only be activated if an ally has < 40% health. Grants +4 AP, reduces cost of trauma kits by 1, does not trigger AOO, but attack damage reduced to 20%
+ Added Personal Armour Mk 3
+ Added new map: Chinatown 3

+ Added code to allow more control over enemy loadouts and made a number of changes to loadouts
+ Demoralised now inflicts -1 Initiative, -1 AP
+ Slightly reduced cost of gang member recruitment.
+ Diagonal Melee attacks can now be made through tiles with adjacent half, but not full cover
+ Fuel barrels and gas canisters now trigger at the end of the turn they were activated in, allowing them to be used by melee characters
+ Gang leaders and rackets now start with a couple of specialists
+ Added code to allow for gang characters to be weakened in certain circumstances, such as the enforcer in the Ray Case encounter mission

+ Main UI buttons now available on Cityscape
+ Added better information on difficulty levels
+ Enemy status effects now have information provided on them on mouse over enemy + key press
+ Environmental factors affecting combat are now displayed
+ Improved layout of the combat UI

+ Fixed a non existent ammo object appearing in inventory when auto reloading. (Nomad)
+ Fixed the last enemy dying from fire/bleeding causing not to be auto looted to player inventory. (Nomad)
+ Fixed an issue causing the mafia lieutenant Rico Lucchesi not to end his turn. (Nomad, PhotoFinish)
+ Fixed enemies attacking through cover (Sheepify, Murkki017).
+ Fixed crash when trying to launch attack against gang bosses.
+ Fixed a number of typos (Nomad, Sheepify, Alatar, Shawdawg)
+ Fixed audio volume not being set on startup (Ushas, Nomad)
+ Fixed Peacemaker second fire mode not added correctly (Murkki017)
+ Fixed missing tooltip in options. (Ushas)
+ Fixed subsequent shots from an SMG going in unnatural angles, after hitting an environment object (Murkki017)
+ Fixed voices in cut-scenes still playing after cut-scene has ended
+ Prevented racket locations being accidentally revealed through surveillance
+ Fixed an issue which could allow the main gang HQ being overwritten by a built racket.

Vigilantes Version 22 - Interim Update: New Ally, New Map, New Perks!

Vigilantes Version 22 - Interim Update: New Ally, New Map, New Perks!


This post covers the work to date on Vigilantes version 22, including a new ally, map, perks, and enhanced leadership mechanics

Vigilantes Version 21 Released: Of Ambushes and Explodiing Barrels!

Vigilantes Version 21 Released: Of Ambushes and Explodiing Barrels!

News 2 comments

Release notes for Version 21 of Vigilantes, a neo noir turn based tactical RPG.

Vigilantes Version 21 - Interim Update

Vigilantes Version 21 - Interim Update


The article and video covers the changes made so far on version 21 of Vigilantes, the turn based, neo noir tactical RPG for PC. Version 21 will be available...

Vigilantes Live on Steam Early Access!

Vigilantes Live on Steam Early Access!


After three years of relentless work, Vigilantes, the neo noir turn based tactical RPG for PC is now available on Steam Early Access!

RSS Files
Vigilantes Alpha 10 [Windows]

Vigilantes Alpha 10 [Windows]


Vigilantes is a crime themed, turn based, tactical RPG. Alpha 10 is the official version for the upcoming Kickstarter and Greenlight campaigns. It features...

Vigilantes Alpha 10 [Linux]

Vigilantes Alpha 10 [Linux]


Linux release of Vigilantes. Unzip, and run x86 or x64 version. Note: Changing texture quality requires restart.

Vigilantes Alpha 10 [Mac]

Vigilantes Alpha 10 [Mac]


Latest alpha release of Vigilantes for Mac. Note: Changing texture quality requires restart for mac version of Vigilantes. This appears to be a Unity...

Vigilantes Alpha 9

Vigilantes Alpha 9


Alpha 9 includes a new enemy: the fanatic, a new mission: the poisoned crucible, post mission looting, visibility improvements and a number of fixes.

Vigilantes Alpha 8

Vigilantes Alpha 8


Vigilantes alpha release 8 adds a new enemy, new AI behaviours, a new combat area, and incendiary grenades. Armour can now be upgraded to new types, and...

Vigilantes Alpha 7

Vigilantes Alpha 7


IMPORTANT: Update: The issue with starting a new game has now been fixed - Added new vigilante: Ray Case - Added new encounter: Too Many Questions - Added...

Comments  (0 - 10 of 12)

Congrats on getting the game into early access!

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TimeSlip Creator

Thanks OmegaKill :) Just released the first post ea update.

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Very interesting theme for a game of this type. Would love to see how it looks later on.

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TimeSlip Creator

Thanks G_Fest. Glad you like the theme, made a decision quite early to avoid more commonly used settings. The alpha levels are quite polished, but later on there will be much more content. I hope you well check back later : )

Reply Good karma+1 vote

Looks good.

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TimeSlip Creator

Thank you wilk1000! Appreciate the kind words. In case you've tried to download the latest build, there is an issue with it, I'm currently re-uploading it, and it should be available in an hour or so!

Reply Good karma+1 vote

I'd like to give some feedback if I may. Although i'll start off by saying great job so far, looks very promising. Also while I know that this is still early days and what I suggest may be in the pipe line already I'd still like to say the following:

1. The animation for running, especially when it is an enemies turn isn't very fluid.

2. It would be nice to have an end turn shortcut key.

3. When there are no enemies about it would be good to go into real time, I don't like having to click 3 or 4 times to get to the other side of the map.

4. Speaking of the maps, they're so tiny. Again I know that this is early but I really hope the maps are going to be much bigger.

5. weapons, are there just going to generic, pistol, SMG, assault rifle, shotgun types or are you going to include a few different types?

6. What will the replay value be in the final version of the game? Would I be able to get a different ending or quests depending on how I play?

7. It is hard to see the difference between 8 and 0 because with the ingame font 0 looks like an 8

8. The animation for shooting around corners needs to be better, for example if you do a snap shot, you could just have the character point the weapon round the corner\cover and pop off a shot, and with an aimed attack, they could lean out and shoulder fire.

9. It would be pretty cool if for example my characters close combat skill was high enough that they could not only dodge but counter attack (maybe with the help of a perk). The animations are pretty good for this stage in the game though.

10. Consider an overflow system for AP, for example you can use 50% of your max AP that same turn (on top of your current AP) but you lose your next turn for that character.

Again I very much appreciate that this is a game in it's early stages and i'm giving you a lot of feedback here, but it's only because I feel a Jagged Alliance which is one of my all time favourite games. Please feel free to PM me if you'd like to discuss any of this.

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TimeSlip Creator

Hi OmegaKill. Glad you are enjoying Vigilantes and thanks for the feedback, it's very helpful and helps me plan what to add in future updates. Please see answers below

1/8: I agree that the animations could do with some extra work. While it's unlikely I can bring the overall animation to xcom levels of polish, it will be possible to improve them.

2: Agreed. Will add this for next update.

3: Will look into this. The loot all button makes moving around the map unneccessary, so to date, I've been inclined to develop other aspects of the game. Any thoughts on this?

4: There will be some bigger maps, but not vastly so. With an emphasis on combat rather the exploration, and the fact that all enemies become hostile and aware of you when you enter the map, it would seem that larger maps will have a limited impact on gameplay.

5: Between weapons, equipment, and armour, there will probably be around 60-70 items, so lots more to come :)

6: Hoping to have 2 separate endings depending on the level of chaos you cause. It's unlikely there will be quests per se, outside the main quest of tracking down and dismantling the gangs. There will also be difficulty levels, and quite a bit of scope in terms of how you build your character, so that should help with replayability. I have quite a few other ideas on factors which could be added to increase the variety in the game. I'll do my best with these, but it's going to be impossible to do everything. Hoping to launch a kick starter soon, which I'm hoping I can use to increase the development time.

7: Will have a look at this.

9: I like the idea. Am considering interupts, both for ranged and melee, but can't make any guarantees as I have to cover the bases first.

10: That's a good idea. It probably won't make it into update 4, but I'll give this some serious thought.

Thanks again for the feedback, there are a lot of useful observations here. Likewise, the turn based genre is very dear to me, and I'm going to do my best bring Vigilantes as far as I can.

Reply Good karma+1 vote

Hey thanks for replying to me, after thinking about what you said in point 3 I do see what you mean in the fact that there isn't much need to walk around after combat is finished.

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TimeSlip Creator

Not at all, happy to. I'm hoping to add a post mission looting screen, where you can find additional items based on your surveillance and bypass skill. Pretty good chance this will happen.

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