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Militsioner is a first-person simulation that places the player in the role of a detainee in a small provincial town. The arrest occurs without explanation, and the objective becomes finding a way to escape. The central obstacle is a giant policeman who oversees the settlement and reacts to the player’s every move. At the same time, the town itself functions as a dynamic environment with citizens following their daily routines.
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Militsioner is a first-person simulation that places the player in the role of a detainee in a small provincial town. The arrest occurs without explanation, and the objective becomes finding a way to escape. The central obstacle is a giant policeman who oversees the settlement and reacts to the player’s every move. At the same time, the town itself functions as a dynamic environment with citizens following their daily routines.
The game allows the player to decide how to approach the challenge. Dialogue choices can persuade or deceive, while stealth provides opportunities to move unnoticed. It is also possible to bribe, steal, or cause disruptions in the town. Each action has consequences that influence both the townspeople and the giant policeman. Because the world reacts dynamically, strategy and improvisation are required at every step.
Key elements of Militsioner include:
· An interactive giant who responds to speech and movement
· Town residents with personal schedules and routines
· Multiple escape strategies ranging from stealth to confrontation
· A focus on decision-making and consequence-driven outcomes
The project is being developed by TallBoys for PC. Although a full release date has not been confirmed, a public playtest gave players access to a limited version of the town and the basic escape mechanics. This stage revealed how strongly the environment responds to player input and how varied the paths to success can be. Feedback from testers is being used to refine both artificial intelligence and world-building.
The giant policeman serves as both an enforcer and a character bound by his own emotions and principles. This design choice connects the gameplay with broader themes of surveillance, trust, and responsibility. By merging systemic simulation with narrative weight, the game positions itself as a distinctive exploration of control and resistance.
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