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Solve the Mystery

Crimes have been running rampant in this city, and the cases are piling up. As the legendary attorney Conrad Cross, you'll be tasked with exploring the crime scenes and tracking down leads as you uncover the mystery behind a series of murders that are somehow connected. Ominous organizations, spies, and rebel groups are all after a seemingly harmless piece of computer hardware that holds a deadly secret. As the situation develops, you'll have to use your skills in logic and reasoning to outwit the criminals who want to escape your grasp of justice.

Make Your Case

The burden is on you to present what you've learned in the courtroom, and to counter your opponent's statements with smart remarks. The Judge has acquired Counselors who have a say in the verdict, each with their own personalities. To succeed, you must not only convince the Judge, but these new Counselors as well! Cross-examinations are vital to drawing the truth out from witnesses, and your evidence is key to developing the court's understanding of the crimes you face. However, the culprit won't always go quietly. In moments of panic, you must shoot down faulty reasoning with contradictory evidence in order to bring the Counselors and the Judge to your side. You have the power to choose whether or not to object when a controversial statement is made in the courtroom, and your choice could either help or harm your case. Choose wisely, and demonstrate your understanding to the court in order to get the verdict in your favor!


  • Complete challenging puzzles in the courtroom that test your deduction skills
  • Play as both a prosecutor & a defense attorney
  • Choose when to "object" and when to remain silent
  • Face a variety of opponents with unique strategies and personalities
  • Explore the crime scene in full 3D
  • Branching paths that allow you tackle the case how you want
  • Duel your opponent in a series of rapid-fire questions regarding the case
  • Demonstrate key mechanics of the crime to the court
  • Full Visual Novel experience with over 15 hours of story
  • Cross-examine important witnesses & discover the true culprit
  • 4k screen support & runs at any framerate
  • Native versions for Mac OSX, Windows, and Linux
  • Support for the XBox One and Playstation 4 Controllers
  • An original soundtrack & album release
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Since Skyway was released, I have been working non-stop on new projects. One of them I've abandoned early, but another I've been working on for over a year. It's called Burden of Proof, and it's a Visual Novel/3D adventure hybrid game that puts the player in the role of a lawyer named Conrad Cross. It's quite heavily inspired by Ace Attorney and Danganronpa, in that you must solve evidence-based puzzles and explore crime scenes. But where it differs is that the game is entirely in 3D.

Screen6 1

It has been a real challenge for me to develop this game. I've spent quite a few hundreds of hours doing... everything. I've been programming, making art, modeling environments, animating characters, writing music, designing UI... everything. Just like Skyway, this was a one-man mission. And it's tiring.

Many times over the past year I've wanted to give up and start something new. Many times I've wanted to cut corners find a way to salvage what I had. But I didn't want my work to be for nothing. I've canceled too many projects and left so much unfinished in my early days of game development. I stuck with it. I knew from the beginning that it would be a huge challenge in terms of content creation. The programming and ideas were all things I easily figured out, but when it came to making the *content*... it was a huge strain.

I had to write several hundred pages of story, which in itself was already too much for me to handle. Then I had to insert that story into the game, which isn't just a copy-paste job. Every line needs animations, camera angles, visual effects, audio cues, and more. Even things like changing the text speed when someone speaks with an exclamation had to be done manually. But it's done. It's finally over. I can't stress enough how much work went into every part of this game, yet there are still things I felt didn't turn out that well. Overall, this is more than expected this game to be, yet also not as creative. Cut mechanics, rushed animations, and an abridged section of the game are all sacrifices I've made to have this release on time. But in my opinion, it's way better to have something finished and as polished as possible than to have something that expands out of proportion and never releases.

In the end, this is still an indie title by a random developer most people have probably heard of. Some of the characters are under-designed, some of the levels lack detail, and some of the story is contrived and lacks subtext. But at the same time, some of the puzzles and situations are well thought out, some of the characters have a real charm, and the close-knit connection to everything ties the game together for a consistent experience. In the end, I'm proud of how much I've improved from Skyway, and that's all I can really ask of myself. As always, I'm very transparent about what my games are. This is a Visual Novel at heart, and the graphics and writing quality are clearly displayed in my trailers and screenshots. I've honestly pushed my own limits for this project, and I wasn't able to achieve the same polish a AAA team could put in for something like Ace Attorney. But that's okay. I'm not a AAA team. I'm just myself.

No matter how much I've wanted this game to be something else (there's plenty of things to improve on) this is really the limit of what I could've accomplished in the past year. Considering all the issues I've had in my personal life recently, this game has almost made things worse. Every day I would just come back to this project, working my butt off to make it better. It would be my creative release, but also my horrifying chore. I've known from the start how much work this project would need, but I underestimated how much I can deal with at one time. I didn't plan for everything to hit me at once. I'm sorry if that was a little personal, but that's gist of what I've put into this game. I think some of that stress shows in my work, and in the future I can look back and remember these times.

But enough about that. I've learned a lot and I've already got ideas for my next projects. In the future I plan to make projects that are more manageable and that focus on quality of content instead of amount of content. But I'm glad I at least tried to make something like this. Burden of Proof should feature over 15 hours of story to play through, and plenty of challenging puzzles; a far cry from Skyway's 2 hour campaign and severe lack of characters.

I think the game really shines when the player gets caught up trying to understand the crime scene during the court sections. And I think there are some great character moments and fun little easter eggs that players will enjoy. There are plenty of references to my previous games, and I can't wait for players to really explore the world I've been building.

Well, this really turned into a development post instead of an announcement... but that's okay. Burden of Proof has entered the scene, and it'll be releasing in just a few weeks. I'll update this page soon with the Steam page link and more details on what the game is about. You can follow me on Twitter to keep up with development! And you can watch the trailers on my YouTube channel or right here on IndieDB. Thanks!


I think this game holds great potential! Good luck to you sir!

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Burden of Proof
Windows, Mac, Linux
Developer & Publisher
Rob Productions / RP
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Visual Novel
Single Player

Latest tweets from @robproductions

In other news, Burden of Proof finally has info filled out for its Giant Bomb Wiki entry! Feel free to add your scr… T.co

Sep 18 2018

Sorry there haven't been many updates lately, I'm still getting into the semester and Spider-Man is about to consume my life

Sep 18 2018

New timelapse! This is the process of designing an original character called "Lotus," who is the player character i… T.co

Sep 13 2018

Working on another timelapse video for some concept I've been doing! #art T.co

Sep 6 2018

But the key difference is hopefully in the design, as I'm taking the time to sketch out the important stuff and pla… T.co

Sep 4 2018

The downside is that the higher poly budget and extensive use of post processing will affect the minimum system req… T.co

Sep 4 2018

When doing a more cartoonish style it's easy to end up with a mismatch of detail resulting in simplified characters… T.co

Sep 4 2018

The reason I'm able to put so much more detail is because my poly-budget has increased thanks to working on a new c… T.co

Sep 4 2018

The 3D model for what could be the main character's signature weapon! This game is gearing up to be pretty detailed… T.co

Sep 4 2018

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