2026-02-20
big refactor: legal upgrade
Who doesn't like the police? They're the cool guys fighting the evil bad guys and they would never do something like harass you for no reason or beat the shit out of you at a political protest or because they found some weed on you.
I have been working on a huge update concerning the event system in the game; arguably the most important part of it since it represents the core of the simulation. With this new system, we already have cool stuff like logging, and we'll even be able to add saving and loading the game in the future. A standout feature (most games don't have this – correct me if I'm wrong).
Anyway, since I know most of my audience thinks the police is really cool and awesome, I put in a lot of work making the police and judicial simulation a lot more robust.
Right now, I have heard that some players were experiencing not even encountering the police once. Selling drugs without the risk of losing your freedom, where is the fun in that?
In the prototype, there was only a steep fine issued if you're caught with a bag of pills, but that's not very realistic.
In the updated version, the outcome of your encounter with the police depends on factors such as how many pills you get caught with, whether or not you have a criminal record and all that good stuff. You might get arrested, let go or the officers might even fail to find the contraband entirely (although, I doubt it, police officers are usually very intelligent). Furthermore, all the seized pills get tested, so if you're caught carrying 200 caffeine pills, you *will* eventually get exonerated, but only after spending a month or two in the can, because the proceedings of the courts are painfully slow, just like in real life! But who knows, you just might end up meeting a new future client or two during your vacation at the local jail.
This is precisely where Pill Pusher *Deluxe* differs from other drug dealing -themed games. It is not simply gamifying the fun aspects of drug dealing, it also simulates the excruciating bureaucracy of its consequences.
I am quite excited about the alpha release. With each addition, the amount of possibilities for storytelling grow exponentially. The first playtests will be in May and I am excited to see the reactions, yet the immutable fact of a lot of work having to be done remains.
-v
2026-02-15
introduction
3 years since my conceptualization of this idea and 2 years into the development I have finally arrived at writing the first dev log.
I often choose to work on my projects without sharing much, even with people I know in real life and I never really talk much to people online. In fact, sometimes I go for days without talking to anyone, but I doubt this is strange behaviour for a game developer. Despite that, I am incredibly serious about projects that I commit to; I zealously adhere to working on them, as if a matter of life and death, but this is known only to some people that know me personally and even though I have (attempting to overcome my shyness) met quite a few people in recent years, it is inevitable that most people interested in this project will be strangers from the internet and because I understand that (as a stranger on the internet myself) working in silence does not garner me any favors, I have decided to also commit to writing periodical dev logs to show the progress that I am making.
Documentation is important, especially in a big project such as this — I have written quite a bit of it so far — and these dev logs are just that; documenting the process of creation. Conveniently, I also enjoy writing.
I am excited to see the project grow, but also to look back on these posts as they will be another testament to the rollercoaster ride and the relentless grind that is creative work.
-v
2025-12-29
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