Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Police Stories: Zombie CaseEventsPolice Stories 2: Devlog — “Welcome to the Shift”
Community

Police Stories 2: Devlog — “Welcome to the Shift”

Police Stories: Zombie Case · published 12 Jul 2025, 10:40 UTC

All eventsPlayers around this dateRead on Steam

Hello, Officers.

Starting today, we're launching a devlog series for Police Stories 2. Our goal isn't just to share the development progress, but also to give you a glimpse into our inner workings — what inspires us, which systems we’re reworking, and how each one is shaped by our core principle: decisions have consequences.


First — a quick look back at the original.

Police Stories was a game about tactical clarity and the chaos of the moment. Every room was a puzzle. Every move — a risk. But we wanted more:

  • More consequences beyond the raids

  • Deeper character development

  • Greater variety in tactical approaches

  • And finally, more ethics and gray areas — the kind rarely explored in games about cops


So, how does the game work now?

The gameplay is now structured around three key phases:

1. Preparation

Choose your officers, gear, and equipment. Conduct the briefing. Figure out what you know, what you don’t, and what you're worried about.

This is where the compromises begin: Who do you send on the mission? What gear do you take? Who's already burned out? Who hasn’t slept in three days?

2. Mission Execution

Tactical action: clearing rooms, rescuing hostages, arresting suspects. Everything you love: doors, flashbangs, shouts of “Get down!”, and stress.

But now it’s bigger and more varied. We’ll get into the details in future devlogs.

3. Consequences

The mission’s done, but there are still interrogations, reports, injuries, gear budgets, salaries, and pensions to deal with...

Every action comes back like a boomerang. And you’ll have to answer for it — to the governor, your team, and yourself.


Core Themes & Mechanics

🎭 The Dichotomy of System vs. Human

You serve the system — but you're still human. Not everyone will make it to sunrise. But it's you who decides whose turn never comes.

🏛️ Precinct Management

The second half of the game is about running the precinct. Interacting with departments, allocating the budget, keeping personnel in working condition, purchasing equipment, upgrading the precinct, choosing missions, and preparing for them.

Please don’t fire Cole — he’s got a mortgage and he’s actually great.

🧬 Characters & Their Development Every officer is not just a character, but a person with a story. Some were in the military, some struggled with addiction. Some have kids and loans, others carry a dark past. Their mental state affects everything: from combat performance to the likelihood of snapping under pressure.


What do we have so far?

Right now, we’ve got:

  • The core of mission gameplay — the player, enemies, and your partner.

  • The foundation of human interaction — arrests, shootouts, and partner commands.

  • The base AI — it can already fight back and shoots just as well as before!

  • The police precinct — with its core functionality in place.

  • Large, small, and themed levels — where we test all gameplay variations.

  • Plenty of game interactivity — the world gets more alive each week. The number of interactive and decorative elements keeps growing steadily.


🗣️ For now — we want to hear from you

Police Stories 2 is a story we're writing together. Your ideas, thoughts, critiques, and memes — all of it fuels our motivation and makes the game better. Share, suggest, debate.

We’ll be back soon. And in the meantime — don’t lose your badge.

More from Police Stories: Zombie Case

Other announcements

All events
Community21 Aug 2026Devlog #8: Tools for Every SituationWELCOME, OFFICERS! In Police Stories 2, not every problem can be solved with gunfire. Sometimes you’ll need to pick locks, disarm explosive devices, provide first aid, or complete special objectives right in the middle of an operation. Today, we want to show you several new mechanics and tools we’ve been working on over the past few months, as well as some updates to tools we’ve already talked…Community14 Jul 2026Devlog #7: From Gray Walls to a Full-Scale OperationWELCOME, OFFICERS! It's been a while! A lot of time has passed since our last devlog, but we're here to catch you up. Let's start with the levels. Have you ever seen a level before it actually looked like itself? Most players only ever see the finished version complete with detailed environments, enemies, and intense firefights. Every developer has their own approach to level design. It all dep…Community3 Apr 2026Intravenous 3 RevealedHey folks! If you enjoy tense top-down action, stealth, and tactical firefights, take a look at Intravenous 3 — the newly announced sequel is now available for wishlisting on Steam. Tense stealth action, tactical hardcore gunplay, and missions & story shaped by the way you play. Step into the roles of Steve and Sean, outnumbered and forced to survive a relentless manhunt. The hunt begins.