Blackmail Protocol Devlog #4 The City Is Alive Now (Engine Move + Procedural Rebuild)
Hey everyone!
It's been a while since the last post, so here's what's been going on behind the scenes.
Blackmail Protocol started out in Unreal Engine. But as the game grew, the city map became a real problem for us building it by hand was slow, and changing anything meant redoing tons of work. Instead of fighting it, we made a bold decision: we switched engines and rebuilt the whole thing and while we were at it, we changed how the world itself works.
you create your own city, and it's yours. When you start a game, a brand new city is generated just for you and that's the city you live in, learn, and play in. Your streets, your alleys, your shortcuts. Your city won't look like anyone else's, and that makes every story that happens in it feel like yours.
And honestly, the new city just feels right. Neon signs stacked on every building, wet streets glowing at night, lit windows where you can actually see into the rooms, people walking the sidewalks, traffic rolling by. That dense, back-alley Japan at night atmosphere we always wanted it's here.
The city isn't just pretty, either. Around town you'll find places you can actually walk into clothing stores, gyms, a tech shop, and public toilets hidden in the back alleys (trust us, they'll matter 😏).
Best of all: you have your own apartment now. Somewhere in your city there's a discreet door, and behind it your home. Your bed, your desk, your computer, your printers. Your days start at home, planning the next move. The old van served us well, but this feels like a proper hideout.
Development is moving fast and we're genuinely excited about where this is heading. We'll be back soon with more and better.
Thanks for sticking with us. It means a lot. ❤️
Comments (2)
I still want to get handsy with that policewoman's big, juicy ass.
Maybe you'll be able to do even more than that... 👀
