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 available on Steam Early Access here, while an older demo is available here.

Hi everyone,

The V21 update for Vigilantes is now available, introducing new features, content, balancing improvements and fixes. In the latest update, the hunter becomes the hunted with gang lieutenants setting up ambushes for the player. The environment can be used against the enemy with the addition of gas canisters and fuel barrels, and you can take the fight underground with the introduction of the first subway map!

A survivalist captain ambushes the player team!

The release notes for this update can be found below, and a more in-depth explanation of the additions and improvements can be found in these two development videos.


+ Gang lieutenants can set up ambushes for the player
+ Fuel barrels and gas canisters as objects can be activated to set an area on fire or explode
+ Characters with 2 or more adjacent enemies gain the surrounded status effect. Being surrounded causes them to pay less attention to active threats, and are easier to score hits against
+ Night missions now impose a 5% penalty to ranged CTH and cover is more effective at night... could be a good time to hit the survivalists
+ When fighting indoors, assault and precision rifles suffer a 5% CTH penalty due to being used in an enclosed space

Use the environment against your enemies


+ Added first subway map
+ Added 15 illustrations for gang leaders
+ Added MK II incendiary grenades and MKII improvised explosives
+ Added crafting recipes for MK II Incendiary and IE
+ Added new non combat encounter: From The Precipice
+ Added new encounter: Intimidation

Take the fight underground!


+ Gang lieutenants now require 2, rather than 3 pieces of intel to locate.
+ Rackets require 2, rather than the planned 3 pieces of intel to locate
+ Racket and boss encounters are now more difficult
+ The per tile tactical re-positioning cost is now lower
+ Failing tactical repositioning imposes a -1 initiative penalty on your team
+ City tiles with high wealth have a chance to provide gangs members with improved equipment
+ General Arms Peacemaker SMG can now fire a single, more accurate, 3AP shot in addition to a burst
+ Gang members gain a level bonus at Hard Boiled or greater difficultly
+ Gangs get a scaling bonus to income at higher difficulties
+ Penalty for having an adjacent enemy and trying to use an assault or sniper rifle is now more severe
+ The Friendly Fire perk now prevents allies being hit by the shotgun's cone of fire
+ The Battle Frenzy perk now has a 30%, rather than 10% to activate
+ The shop now generates more component items


+ Added an option to toggle between fullscreen and windowed
+ Added an option to disable film grain
+ Added an option to set camera move speed
+ Increased camera rotation speed
+ Camera scrolling can now be disabled when the level starts, and re-enabled with a key press. Workaround for the Linux wandering camera bug
+ Camera movement speed increases as camera gains elevation
+ Individual tutorials can now be disabled
+ Changed how current / max health is displayed, to make it more clear when a character is wounded


+ Fixed a bug where swapping between regular and hot loaded ammo could cause errors with the ammo unloaded from the gun (Supervoid)
+ Fixed a bug where input was being disabled in error, forcing players to click a UI element to re-enable it (Ushas & murrki017)
+ Fixed a bug whereby input was enabled when enemies changed weapons, which caused an issue in AOO and potentially other areas (Ushas)
+ Fixed a number of typos (Gloomseeker)
+ Fixed reachable tile display showing for enemies is escaped to menu during enemy turn (Ushas)
+ Fixed armour replaced during combat not updating protection until first hit (Ushas)
+ Sodium Thiopental no longer used if you opt not to use it (MotherAce[No])
+ Fixed issue with loading some gang leader fights (degzee64)
+ Rackets can no longer be found by surveillance only
+ Fixed issue with enemy fleeing in survivalist training facility (Ushas)
+ Made changes to code for switching between scenes, in the hope this resolves the issues with level loading.
+ Fixed crouching bonus was not being applied to characters in cover
+ Fixed issue with character not strafing after one strafe per turn
+ Fixed characters being able to shoot through one of the buildings in alleys 2 (Sheepify)
+ Fixed a bug where failing and retrying the first mission could cause crashes and unpredictable behaviour (Ushas, Tortousit, Tchey, Alatar)
+ Fixed an issue whereby dragging a stack of items onto a stack of the same type could cause unpredictable behaviour with inventory
+ Fixed rackets not being removed
+ Fixed rackets not providing a piece of intel on a lieutenant or another racket

I hope you enjoy the update. Should you have any feedback, please let us know!

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!

Big Annoucement Time: Steam EA Release & Updated Trailer

Big Annoucement Time: Steam EA Release & Updated Trailer

News 2 comments

Big Announcement Time: Steam EA Release & Updated Trailer!

Vigilantes Version 19 Released!

Vigilantes Version 19 Released!


This update covers the additions and improvements made to Vigilantes in the V19 update!

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.

Reply Good karma+1 vote

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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