About:

Vigilantes is a crime themed turn based tactical RPG, and the second game by Timeslip Softworks. A 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.

Features:

  • Lead a team of Vigilantes in tense, turn based tactical combat against 3 distinct criminal gangs.
  • Engage criminals with choreographed, bone shattering hand to hand attacks, a variety of firearms, and explosives.
  • Run surveillance operations to locate the criminal threat. (Not yet implemented)
  • Develop your character with the in-depth UPLIFT system, improving 9 skills through use, and choosing from a wide variety of perks.
  • Locate and team up with other vigilantes operating in Reiker City.
  • Purchase equipment, ranging from sniper rifles to machetes, assault rifles to smoke grenades.
  • Craft special items, such as high damage, hotloaded ammo, and advanced medical items.
  • Experience a compelling and meticulously crafted story, supported by high quality illustrations of the vigilantes, the city, and the gangs who occupy it.

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 crime themed turn based tactical RPG for PC, which was successfully Kickstarted and Greenlit in 2016. An older demo is available here, whereas a more feature and content rich version can be purchased direct and at a discount here. Vigilantes also has a Steam page here and our Facebook page is here, if you'd like to stay in touch.

MainMenu

Hi again!

Hope you're having a good day! Version 18 is coming along nicely and includes a number of new combat features: overwatch, attacks of opportunity, and the ability to delay your character's turn. Collectively, these bring a lot of new options and tactical depth to gameplay. Version 18 will be the last version where the addition of features will be the main focus; from here on in, we'll be working on preparing Vigilantes for release, focusing on balance, content, polish and bug fixes.

Several testers have expressed the view that combat takes too long to resolve and we agree, so our first step in the last leg of development will be to improve combat pacing and begin finalising the character system. Here's a quick summary of what the changes will involve:

  • Less, relatively more powerful enemies in combat. Currently there can be up to 20 characters in combat. The result is long turns, with many enemies getting to act between your characters' turns.
  • Less stat points. The current system of one stat point every level was created with quickly building test characters in mind. With less enemies, the player team must be balanced in relation to the opposing force. The ability to build stat increasing facilities will recoup some of these "lost" stat points.
  • Ally skill points. You will now get some skill points to allocate for your allies, providing better control over their development.
  • Less perk points, but more powerful perks. Underpowered perks is an other issue brought up by testers. We feel less perk points which unlock more powerful perks would be beneficial.

If you'd like a more in-depth explanation of the upcoming changes, feel free to check out the below video.

We plan to look at combat pacing and the character system in version 19. We've thought a lot about these changes, received a lot of feedback, and while we believe these changes will offer substantial benefit, they are not set in stone. If you have any comments, observations, or concerns, we'd really like to hear from you.

Vigilantes Version 16 Released!

Vigilantes Version 16 Released!

News

Covers the improvements and additions made as part of the V16 update to Vigilantes. Key additions include interrogations and gang leaders.

Vigilantes Version 15 Released!

Vigilantes Version 15 Released!

News

Good news! We've just released version 15 of turn based tactical RPG Vigilantes. You can get the full scoop below.

Vigilantes Version 15 Sneak Peek!

Vigilantes Version 15 Sneak Peek!

News

This video covers the addition of two new mission types: escort and prevent enemies fleeing in upcoming crime themed RPG Vigilantes.

Vigilantes Version 14 Released!

Vigilantes Version 14 Released!

News

This article covers the second part of development for Vigilantes version 14, which is now available.

RSS Files
Vigilantes Alpha 10 [Windows]

Vigilantes Alpha 10 [Windows]

Demo

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]

Demo

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]

Demo

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

Demo

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

Demo

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

Demo

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
G_Fest
G_Fest

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

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TimeSlip Creator
TimeSlip

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
wilk1000
wilk1000

Looks good.

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TimeSlip Creator
TimeSlip

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
Omegakill
Omegakill

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
TimeSlip

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
Omegakill
Omegakill

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
TimeSlip

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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ApornasPlanet
ApornasPlanet

this one looks real cool! is there gonna be a lot of choice and consequence in dialog?

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TimeSlip Creator
TimeSlip

Hey ApornasPlanet, thanks! There are skill and stat checks in dialogue (though none of these will appear in the alpha). For the most part, picking a response tied to a skill will give you an advantage in combat, such as demoralising, distracting, or locating a weakness in an enemy, so attacks on that enemy do more damage. As to overall choice, there likely won't be many sub quests, or diverging quest lines, but I'm hoping to have a "good" and "bad" ending depending on the amount of chaos the player causes.

Reply Good karma+2 votes
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Vigilantes
Platforms
Windows, Mac, Linux
Developer & Publisher
Timeslip Softworks
Engine
Unity
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