• Register

IndieDBDescriptionBreak

Shadows of Doubt is a first-person detective stealth game set in a fully-simulated sci-fi city. There's been a murder and it's up to you to solve it by any means necessary, with the condition that you keep a low profile. A unique mix of procedural generation and hand-crafted design enables every room of every building to be explored. Citizens go about their lives independent of the player as you watch from the Shadows, in search of crucial information.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Shadows of Doubt is a detective stealth game set in a fully-simulated sci-fi metropolis! There’s been a murder and it’s up to you to solve it by any means necessary, with the condition that you keep a low profile. A unique mix of procedural generation and hand-crafted design enables every room of every building to be explored. Be sure to wishlist on Steam, join our Discord or read previous dev blog entries here!

Hi everybody! It's time for a 2021 retrospective, where I'm going to wrap up all the fantastic progress we've made on the game in 2021...

Where were we this time last year?

Looking back in my source control commits reveals that I had just finished a revamp of the way the citizens were put together. Something that we've really capitalized on (and you can read about here). The fleshing out of the citizen visuals is something I'm super pleased with, and arguably the biggest area of improvement this year; giving them a real new lease of life.


The game was, at this point last year, only really playable in terms of the more scripted story component we have; a lot of the procedural gameplay elements were still lacking refined enough systems to be properly part of the gameplay. And in fact, due to the complexity of it all having to fit together to work; something this remained so for a large portion of this year.

What notable progress happened this year?

I'm pleased to say the game has come together a lot (especially in the last half of the year).


We launched a short closed alpha in June to gather feedback, and although the game was buggier than I would have liked at this point, we did gather plenty of vital feedback which we've been busy implementing. It's always hard to semi-publicly share something you feel is still very much a work-in-progress, but in retrospect, this was a good time to do this. Most things at this point were not set in stone, so we were able to chop and change a lot, whereas if we'd waited it's possible a lot of work would have to be undone (or feedback thrown away). Thank you to everyone who participated. And to those of you who chose not to, or didn't get into the alpha, rest assured you'll be playing a better game!


Miles, our excellent pixel artist turned voxel artist has been working very hard over the course of this year. Not only had his hard work on the citizens paid dividends, but the number of props we have in the game has exploded (and we've still got plenty to add that you haven't seen yet). The new street props help differentiate city districts, making them feel much more unique.


The world has been further developed and fleshed out thanks to our star writer Stark Holborn, which you can read about here if you haven't done so. We'll also be looking to share more exciting detail about the sound design with Monomoon in the new year.

Weather effects such as rain and snow make the world feel more alive than ever.


Gameplay has seen huge shifts too: Playable side missions, AI killers, identifiable footprints, guns, hilarious passive-aggressive AI behaviour, a GUI revamp, a huge array of interactable items, status effects, weather effects, basements, purchasable upgrades and apartments... Plus I fixed that condiment bug.

Where are we now?

Obviously, global events continued to throw a spanner in the works this year. A good portion of the start year here in the UK was spent in lockdown. We're hoping 2022 will be the year we can safely think about public events again, but if 2021 has taught us anything, it's to keep plans like this on ice.

Me working on the game in the middle of a pandemic.


But game-wise I'm feeling very positive about 2022: We're going into it more or less at a phase where the core systems are all in and functioning (minus bugs and in some cases more iteration).

What's next?

Much of 2022 will be about adding content and iterating (fun), and then bug fixing and optimizing (less fun but necessary). I'm really looking forward to sharing the progress. And to address this elephant in the room, we're not quite ready to talk about release dates, but you'll read it here first when we are!

Shadows of Doubt DevBlog #28: Building the World Through Writing

Shadows of Doubt DevBlog #28: Building the World Through Writing

News

In this development blog writer Stark Holborn takes us through writing for the game's world.

Shadows of Doubt DevBlog #27: Populating the Population - Clothes

Shadows of Doubt DevBlog #27: Populating the Population - Clothes

News

In this month's Shadows of Doubt dev blog, Miles the voxel artists walks us through the process of creating the outfits.

Shadows of Doubt DevBlog #26: Populating the Population: Sculpting Faces

Shadows of Doubt DevBlog #26: Populating the Population: Sculpting Faces

News 1 comment

In the latest Shadows of Doubt dev blog Miles talks about creating the faces for the citizens in the game.

Shadows of Doubt DevBlog #25: Closed Alpha Conclusions

Shadows of Doubt DevBlog #25: Closed Alpha Conclusions

News 3 comments

In the latest development update I talk about our findings from the closed alpha, and where we're going next!

Comments  (0 - 10 of 16)
The_Preacher
The_Preacher

This is awesome concept - I just thought recently about this, thinking about procedural generation and low-res textures and low poly meshes within a more modern setting, when I was observing Valheim.

And here it is - definitely very similar to what I had in mind (didnt know about this game up until now), and it looks visually great. Yeah, the AI will probably be your biggest obstacle overall.

Good luck !

Reply Good karma Bad karma+1 vote
Sluggo971
Sluggo971

Looks visually stunning! Exited to dive into the story!

Reply Good karma Bad karma+1 vote
Xairo_180
Xairo_180

Loving the atmosphere in these new screenshots, havent checked in in a while but still looking great!

Reply Good karma Bad karma+3 votes
Guest
Guest

WOW this looks amazing it has a great visual style and we're always in need of more detective games. also can you guess who brought me here... Yes! Tom Francis re-tweeting your stuff. I hope this turns out as great as it looks.

Reply Good karma Bad karma+2 votes
Xairo_180
Xairo_180

Just checking back in... and wow! its great to see your inspirations, gives me personally allot of confidence that you've got a great vision!

Reply Good karma Bad karma+3 votes
ColePowered Creator
ColePowered

Thanks Xairo! Very eager to get this translated into the game :D

Reply Good karma+2 votes
Guest
Guest

This game looks super interesting, love the style! Yogscast brought me here too :D
I don't use this website or anything atm, what can I do to keep up to date on the development?

Reply Good karma Bad karma+2 votes
ColePowered Creator
ColePowered

Hi there! Thanks for the interest, there's a couple of places you can keep up with the development:
1) Here
2) My site at colepowered.com
3) This TIGSource thread: Forums.tigsource.com
4) On twitter @colejefferies or @detectivesim

Hopefully I should have a Steam page set up by the end of the year.

Reply Good karma+2 votes
Xairo_180
Xairo_180

Latest update looks great!... Regarding the crime scenes will stuff like blood splatter direction come into play and be an important aspect when regarding stuff like balistic investigation? By this I mean you can determine where the suspect was when someone was murdered or if they where even in the same room. For example there may be a glass window smashed from the out side (glass landing within the apartment) in one of the higher up apartment buildings and the dedudction from that would be the suspect shot from an adjacent building.

Reply Good karma Bad karma+2 votes
ColePowered Creator
ColePowered

Yes, this is exactly the kind of detail I want to simulate. It's not working to that extent yet, but definitely in regards to blood spatter etc that's the goal!

Reply Good karma+3 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Twitter

Latest tweets from @colejefferies

RT @darkestimeline: T.co

Jan 20 2022

Have been adding controller support to the game: There are occasionally a lot of interactable objects around the pl… T.co

Jan 20 2022

RT @NEDymond: Heads-up that I'm intending to share more audio and games related stuff on my work account. Give it a follow for up… T.co

Jan 5 2022

RT @monomoon_sound: Back in the studio, messing around with some ideas for @detectivesim. My old MS10 manages quite a nice Carpenter vi… T.co

Jan 4 2022

Just another day on Shadows dev T.co

Jan 4 2022

2021 get in the bin T.co

Dec 31 2021