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Police Stories: Zombie CaseEventsDEVLOG #5 - Salary, Insurance, and Pension
Community

DEVLOG #5 - Salary, Insurance, and Pension

Police Stories: Zombie Case · published 28 Oct 2025, 15:42 UTC

All eventsPlayers around this dateRead on Steam

WELCOME, OFFICERS!

Today we'll talk about the foundation of any organization - personnel.

When we were planning the second part of the game and had already decided to create recruitment for different cops, we faced a serious question.

How would they differ? Just in stats - that's boring. Making a significant difference in gameplay would make it more of an RPG than a tactical police shooter.

Keep the atmosphere of the first part and add a bit of variety to each mission. That's roughly how we formulated this goal. Everything written below is our first draft of the stats, and some will likely be added and some removed. Perhaps your comments will influence this. So, we are eagerly waiting for them - both in this devlog and on our Discord :)

The police officers you hire are ordinary people. They have preferences, features, and the hard work will leave them with old wounds, even injuries. Remember that every cop you command is a living person, and ignoring their needs will get you into big trouble.

And here's another piece of advice: don't play favorites. A cop's life is always a risk.

A simple example: Johnson, who's worked two shifts, is an excellent marksman, but he's tired and can barely move. His speed is reduced, his accuracy suffers, and he can no longer kick down doors.

Or take Jeremy - he's a former thief and turns a blind eye to breaking the law. On your last mission, you accidentally killed a civilian. It's not a problem - Jeremy goes to the car, gets a homemade gun he'd brought with him, plants it on the civilian, and the job is done. But damn, his partner, Jesus, has a zero "Willingness to Break the Law" stat. And after the mission, Jeremy himself goes to prison, and Jesus gets a bad mood because of what happened.


CHARACTER STATS

Fitness - is strength and speed combined into a single stat. Each point in this stat increases turning, walking, and running speed by 5%.

Also, with an athleticism level of 4 or higher, you can knock down locked doors with a dashing kick. It's loud, but it's impressive.

By the way, not many enemies can brag about their running speed, which means you can catch up and neutralize them if they try to run.

Here comes Johnny!

Composure - your agent’s ability to stay calm under pressure. This stat ranges from 1 to 5.Agents with low Composure are more affected by injuries, deaths, or dismissals of their partners — their mood drops faster.
Meanwhile, officers with high Composure barely react to such events at all.

Moments like this are when you really need to keep your cool.

Mood - the emotional state that affects an officer’s willingness to go on a mission. At Mood level 5, the officer joins the mission without hesitation. At level 4, they’ll agree if you offer a little extra pay.

If their Mood drops below 4, there’s a 30–90% chance they’ll refuse to go at all.You’ll save a lot more time and money by choosing candidates in a better mood.

Lawlessness - this stat reflects an officer’s moral flexibility. You won’t need it if you always play by the book. But if you need cash fast or the mafia sets terms you can’t refuse, you’ll want officers who won’t hesitate.

At 1–2, the cop is principled and strictly follows the law. The most upright will never team up with “dirty” colleagues and may even refuse to go on missions with them.

From 3 and up, cops may plant evidence.

At 4, they can cover up excessive use of force against detainees.

At 5, the officer is essentially tied to the mafia - hiring them significantly increases rewards for criminal jobs.And remember - pair officers who can work together and share similar views on breaking the law. Otherwise your plan will fail: someone may refuse the mission, or worse, betray you completely.

This is definitely not how you should do things.


SKILLS

Special Equipment - shows what kit an officer carries.

At level 3 and below, the officer has a basic kit: a borescope, a flashbang, a smoke grenade, a taser, tear gas, sedative gas, a lockpick set, a gas mask, an inspection mirror, and body armor.

At level 4, the kit is expanded: a hacking laptop, a medical kit, strobe flashlights, a sledgehammer, a crowbar, a shield, and a bomb-disposal kit.

At level 5, the agent is fully equipped. Added tools include an explosive charge, a remote-controlled rover, a radio jammer, a radio for sniper comms, and a motion sensor.

With the basic kit you operate in a standard way. Stun enemies and block their view with grenades during an assault. Eliminate troublemakers non-lethally with the taser. Disperse crowds with gas (don a gas mask first). Use the mirror and borescope to check corners and doors before you rush in, wear body armor for safety, and pick locks to open doors.

With the expanded kit you change the game. Smash doors and weak wall sections with the sledgehammer. Break doors open with the crowbar (a medium-loud option between lockpicks and explosives). Use the shield to cover incoming fire (best with an accurate partner). Save teammates, hostages, or even enemies by using the medical kit. Hack electronic systems with the laptop, move through dark areas and disorient enemies with strobe lights, and defuse bombs with the disposal kit.

With the full kit you act like a true spec-ops unit. Blow doors or weak wall sections to stun everyone inside. Scout the area with the remote rover or distract terrorists. Jam their communications with the jammer. Throw a motion sensor around a corner to check for movement. Ask your sniper over the radio whether the room is safe -and, if not, request they neutralize the threat.

You’ll need most of this on the job (beer is optional).

Weapon Mastery is a stat that determines a police officer's shooting reliability. The closer this stat is to 5, the faster the reload speed becomes, reducing the chance of malfunctions and misfires.

With each level, reload speed increases by 5%, providing a noticeable boost in dynamic firefights.

Similarly, the 10% chance of a misfire decreases in 2% increments. A misfire can also be repaired by simply reloading.

The risk of weapon malfunction after a mission decreases from 20% to 5% for each skill point.

If you store your weapon this way, don't be surprised when it disappears.


INJURIES

Injuries are physical or mental limitations of an officer. They manifest as a serious health penalty, but there are also advantages - such an officer will not require high pay per shift.

Limp - an injury or congenital disease. But the result is always the same - reduced speed and the inability to kick down doors without special equipment. Lockpicks and shooting accuracy are your best friends.

Obesity - excess weight, preventing you from running and kicking down doors. May sometimes fall when jumping through a window. It's worth planning your movements better.

Lost eye - injury or congenital blindness in one eye. Accuracy and field of view are reduced by half. The agent requires surveillance support. Use more special equipment to compensate for the vision problem. Machine guns and communication with a sniper will be useful.

Hand wound - damage to the shooting arm, reduced accuracy. Such cops have a harder time in long-range firefights. Ensure cover from the outside, and it's best to use grenades and a partner's assistance more often.

Muscular dystrophy is a physical limitation that limits an agent to carrying only one type of weapon and two types of special equipment. This reduces flexibility during missions, requiring more thoughtful planning.Disabilities not only limit an officer but also shape their role within the team. The principle is simple: don't assign a lame person to run or a blind person to shoot.


TRAITS

Negative traits that new cops may have or that can manifest if their character's mood remains at zero for three days in a row. They are triggered without your control, temporarily (1-1.5 seconds) taking away control. Each trait has a visual indicator indicating this is happening.

Split Personality - can start shooting at a partner at any time. Especially dangerous in confined spaces or during a protracted fight.

Be prepared to use a first aid kit for your partner.

Bungler - has a chance of dropping a weapon or any special equipment during any active action, except opening doors.

A good time to let a colleague go first.

Kleptomaniac - after a mission, equipment, weapons, and special equipment may mysteriously change their owner.

Sometimes you'll have to spend a little more on purchases than you planned.

Aggressor - may suddenly attack surrendered individuals, arrested persons, and civilians.

Try to stay away from unwanted confrontations.

Nervous - tend to impulsive actions. May accidentally fire upon sight of an enemy. The officer remains combat-ready, but may disrupt the entire operation. You might want to consider a medical kit.

Schizophrenia - a mental disorder in which the officer yells and threatens enemies even when they are not present. Requires a role with minimal contact with suspects, as this could reveal your location. A good solution is to give him a radio and shield and split up.


FACTORS THAT INFLUENCE WAGES


Stay tuned for more, officers!


ABOUT THE COMMUNITY

Don’t forget about our Discord. There you can:

  • discuss previous versions

  • share your impressions and ideas

  • find partners for co-op missions

Join us:

Discord Twitter (X)

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