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Police Stories: Zombie CaseEventsDevlog #6 - Don't just shoot: use your surroundings to the fullest
Community

Devlog #6 - Don't just shoot: use your surroundings to the fullest

Police Stories: Zombie Case · published 14 Dec 2025, 11:20 UTC

All eventsPlayers around this dateRead on Steam

WELCOME, OFFICERS!

There is an enemy and there is a partner. There are a couple of clever devices on the belt. A good old Colt in your hands.

What else is there on the level?


Interactive elements

Interactivity of the environment in any game is always cool. Any little thing you can “touch” adds a bit of atmosphere and immersion. And if this interactivity affects the gameplay, then it also opens up new possibilities for the player.

As we create the game, new ideas for gameplay and atmosphere are constantly popping up. Turn on the TV and the lights in the room? Great, let's do it. Shoot a steam pipe, scaring the enemy and forcing them to surrender — that's really cool. Walk up to the coffee machine and drink a cup of coffee? Probably overkill.

Now let's talk about what's already done.


Interactive gameplay elements

The switch turns off the lights in the room, instantly plunging it into darkness. This can scare your enemies and confuse them. In such conditions, a flashlight works more effectively — you can blind your enemy by shining the light in their face. If you want, you can break the switch so that it is impossible to turn the lights back on.

The shield powers all electronics, including all computers and cameras. If you have wire cutters, you can temporarily disable the shield. After a while, the power is restored automatically.

When shot, the pipe releases hot steam, scaring everyone nearby. If someone is too close, the steam causes significant damage.

The switch on the electric door allows you to open and close it. It also activates when shot.

When shot, the fire extinguisher releases a cloud of powder that scares enemies and reduces visibility and shooting accuracy. It can be used to disorient opponents and create chaos on the battlefield.

The glass door allows you to look into the room without opening it. You can not only observe through the glass, but also shoot. This makes such a door a convenient tool for inspection and attack.

The grate with a window blocks the passage. You cannot get through it without a tool, so always carry a crowbar with you.

The desire to use gameplay interactivity as much as possible always struggles with the voice of reason. Exploding red barrels near every enemy is a long-standing cliché. But on the other hand, if you reproduce reality in games, it can become too boring.

We tried to use gameplay elements based on logic, but with a little bit of game design. You won't find a “red barrel” in every room, but we strongly recommend using a borescope and exploring the room before engaging the enemy.

Instructor Richard Johnson says, "All these ****** with guns drawn actually want to surrender and go to prison. They just don't know it yet. Convince them of this with a kind word and a warning shot in the air! "


Not exactly gameplay interactive elements

Jukeboxes periodically play music, sometimes quite annoying. You can always change the track or just shoot the jukebox to make it stop playing.

The TV constantly plays videos, which are not always interesting.

Vending machines - you can't get yourself a drink, but what you can definitely do is shoot the machine to scatter all the goods inside.

And then there's the toilet. We haven't figured out what it's for yet.


Stay tuned for updates, officers!


ABOUT THE COMMUNITY

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

  • discuss past versions

  • share your impressions and ideas

  • look for partners for joint operations

If you have any ideas, we'll be waiting for you in the comments or on our Discord. By the way, we've also started a TikTok account. If you like hanging out there, don't forget to subscribe.

Discord | Twitter (X) | Reddit | TikTok

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