Thank you for all the continued support. Today, we want to share more details about BLACKWOOD's core gameplay loop, along with what you can expect from the game.
At its heart, BLACKWOOD is built around a repeating daily rhythm that integrates routine, choice, and consequence: Wake up → Get ready → Manage the store → Enter a main mission or side mission → Return and close the store → Upgrade and plan → Rest or sleep
Each day begins at home, where you get ready before opening your store. Managing the shop is an important part of progression, from handling inventory to deciding how much time you spend behind the counter. When you’re ready, you can step away to take on either story-driven main missions or optional side missions. After returning, the day winds down with upgrades and decisions: upgrading your loadout, ordering new weapons, unlocking skills, buying outfits, and investing in store upgrades or decorations. You can then take a quiet moment to pause, or head straight to sleep and move on to the next day.
Time in BLACKWOOD moves in structured cycles. Seven days make up a week, and four weeks form a month. The name of the month is never stated. At the end of each month, you’re required to pay your bills and hush money, which can total around 11-13k. You can pay this amount all at once or gradually throughout the month, but failing to cover it comes with consequences. Missing a monthly payment triggers a warning sequence involving police attention or loan sharks showing up to investigate why you couldn’t pay. Failing to pay a second time results in a game over. Planning ahead and managing your finances is not optional, it’s survival.
Your store can run on its own, but the earnings depend on how much effort you put in. If you don’t manage inventory or keep things organized, you’ll only earn around $60–$80 per day. But if you actively run the store, restock properly, and optimize pricing, you can earn $500 or more each day.
Amelie acts as your assistant, taking care of customers while you focus on other tasks. You’re free to step in and handle the checkout yourself if you choose. Spending time with Amelie and building their relationship opens up new opportunities as the game progresses.
Anton lives a divided life, reflected through two separate currencies, each tied to a different path. Clean Cash and Dirty Cash represent this split, with neither fully replacing the other. How you balance them shapes progression, pacing, and narrative tension.
Clean Cash
Earned through legitimate work like running the store and managing daily life, as well as completing special missions. It provides stability and is essential for living a normal life.
It’s used for:
Monthly rent and recurring expenses
Store upgrades and expansions
Outfits, civilian weapons, and relationships
Dirty Cash
Earned through missions and contracts, Dirty Cash is riskier but far more lucrative.
It’s used for:
Rare weapons and ammunition
Black-market upgrades and combat gear
Special items that unlock unique takedowns
Each day, a portion of your dirty earnings is converted into clean cash. 15% of whatever Clean Cash you earn daily is taken from Dirty Cash and added to your Clean Cash total, showing how Anton launders money to keep his life running.
Choreography Mode allows you to assign unlocked takedown animations to multiple slots. Enabled takedowns play in sequence with each execution, shaping combat flow and cinematic style without affecting speed, difficulty, or enemy behavior. The system can be toggled on or off at any time, and additional slots unlock as you progress, giving players the ability to choose their own takedown moves they want to perform.
That’s everything for now. We’ll be sharing more details in the future, so keep an eye out. If you want to stay up to date, share feedback, or connect directly with the team, join our Discord and be part of the discussion. We’ll be sharing more updates, insights, and behind-the-scenes details as development continues.
Discord: (Join)
If you’re interested in helping us test Blackwood, you can also fill out our playtest form.
Playtest Form: (Apply)