Thank you.

Last month we formally announced our next game, the Quintessential Construction Simulator; Landlord’s Super. This month, thanks, media coverage, and a clearer insight into the core gameplay loop of the game.

So first of all, thank you! We are blown away by the support for the announcement, Steam Wishlists have far exceeded our expectations and we’re on track for a solid Early Access launch. Like the theme’s of the game itself, game development is a precarious trade, so you have our humblest and deepest thanks for the support you’ve all provided.

Thanks to your enthusiasm, the media picked up the announcement. Here’s some of the coverage that stood out to us.

Special thanks to this comment.


Jalopy out on Xbox One, September 27th

Don’t forget that Jalopy releases on Xbox One on September the 27th. Thanks must go to Arvy (He of Shoppe Keep franchise), who has endured the gruelling task of porting Jalopy over to C# & through Xbox submission. More info in the link.

Jalopy & Greg in Edge Magazine, Again!

For all you Jalopy fans, Greg was interviewed in the October issue of Edge Magazine. The piece is a great insight into what games are doing to ensure they preserve the memory of the recent past, specifically the fall of the Berlin wall. Two other games were included in the article, OSMI2 & All Walls Must Fall. So if you want some more Berlin Wall action, check them out!

Jalopy was also featured in the July edition of Edge, including an interview with Greg discussing the inspirations, design ethos and future of the Road Trip genre.


Jalopy en France!

French youtuber’s Wankil Studio picked up and played Jalopy. Give the video a comment and a like to show your support!


The ‘inhell you even do in Landlord’s Super?

While the Announcement Trailer for Landlord’s Super did a great job of showing the minutia of the gameplayer, it didn’t do a lot for explaining to people what the heck we’d be doing in that world.

Landlord’s Super is a Life-Sim with deep construction gameplay set in 1980’s Northern Britain. You’ll be mixing concrete, then going for a pint. Searching for Jobs at Job Centre, then going for a pint. Laying bricks then going for a pint. It also has peeing mechanics that will give Death Stranding a run for it’s money (No water for the cement mix? Just pee into it. Oh, you spent all last night drink the in-game Porter, Doyle? Looks like your cement is now tinted black, friend!)

That’s all well and good in the moment to moment gameplay, but what will players be pushing towards? Why are they investing their time in this prison of poverty? Below is a high-level Core Game Loop. This details the overall gameplay loop found in Landlord’s Super.

At the core of Landlord’s is the property the player inherits at the start of the game. This property provides players an outlet to experience the Quintessential Construction gameplay, whilst also building towards the promise of fortune gained via the Landlord business. Also, there’s plenty of slinking down the Anchor Tavern (how else you going to regenerate your energy?).

That’s all from us this month. Thanks again for all the support. So far Steam Wishlists have started strong, and we’re getting a nice steady average. Once there’s more to show of Landlord’s we’ll do another big push again.

Next Month we’ll be showing you the new, expanded game world, some of the reading material going into the research of Landlord’s Super, and some of the beautiful concept work Ruta is creating.

Till next month. Tara!

Early Access coming to Steam soon.
Wishlist now.

The developer of Jalopy is proud to introduce you to the world of their next game.

The Quintessential Construction Simulator

Landlord’s Super, is a First-Person Life-Simulation set in the murky midlands of the British Isle during the polarising years of the 1980s. Build stuff, get drunk, build stuff while getting drunk. Your choice.

Explore the Fictional County of West Berklands.

Interact with a diverse cast of characters, during the polarising years of the 1980s. An honest insight into ‘English Culture’.

The Quintessential Construction Simulator.

Order supplies! Mix your own cement! Assemble scaffolding to reach high places! Build walls brick by brick! The most ambitious construction gameplay ever seen!

Plan & Execute

Carefully manage your time and energy around time of day, weather, seasons, world events, union interference and your own well-being. Some days it’s better to soak yourself down the pub than risk working in the rain.

Speak the Queen’s English!

The game is localised in both American English and British colloquialisms.

Early Access coming to Steam soon.

Wishlist on Steam Now

So this week I was working on getting the job system up and running till I couldn’t go any further without needing to finish hooking up the dialogue system. I panicked because I lost a lot of time to the dialogue system in jalopy, and need to get a working build ready by end of next week.

Fear not, because I am a cunning bugger, and have knocked out a workable dialogue system. Details below:

The dialogue system in Jalopy sucked, so like everything on this project I was excited to start from scratch. With the dialogue system in Landlord’s Super, I wanted to keep something that felt more alive than the canned animations in Jalopy, but was also fast and reusable and didn’t hamper development speeds for a solo developer like myself.

With these two compromises in mind, here’s the current solution I’ve come up with:

There’s a lot of dynamic stuff going on here, so as to avoid the pitfall of creating endless canned animations.

  • The character has a static, full body idle pose
  • The character has an emotional reaction layer (happy, sad, angry, etc)
  • The character has lip sync tied to the typewriter effect in the UI
  • The character also controls blinking independently

Screenshot 2018-08-03 15.54.43.png

By separating all these and allowing them to work independently of one another, I can crack on with writing dialogue, and building the rest of the game. It doesn’t look perfect, but this system took me about one long day to get in, so it is fast. That’s also thanks to a little time saving elsewhere, though…


Sage advice: You don’t need to model pants if the player isn’t ever going to see them.

Also, talking of time saving, Jimmy pays the player after a days work, so I was looking for the AdjustWealth function and came across these.

I vaguely remember coding in the ability to change the player’s urine. The idea being if they get beaten up too bad they’d piss blood, or if they drank too much Stout they’d piss black, but I can’t for the life of me remember why I thought this was a good use of my time.

Anyway, as the project starts coming together I look forward to sharing more with you all.


Here’s Landlord’s Super.

This is the next game I’m working on. It’s about being a builder 1980’s Great Britain. It’s life-simy / simulatory type thing. I hope the idea interests you.

Very few of you will probably know that before working in games I worked as a concrete erector, and later a steel erector. With Jalopy, I was drawing inspiration from my days driving a Minsk motorbike through Vietnam. With Landlord’s Super, I’m drawing from those days travelling up and down the country erecting and installing things.

The setting is a desire to show the Britain dear to me. A Britain that isn’t just tweed & jokes about being posh, but one that’s more diverse, more northern, more working class. For a visual idea, I’m drawing from the work of Chris Killip, Ken Grant & Peter Mitchell and from directors such as Ken Loach & Shane Meadows. If I buckle down and put in the graft, I’m hopeful that this game can be worthy of similar regard.

With how badly Jalopy’s code turned out, and it being stuck on an unsupported engine, I’m building Landlord’s Super from the ground up. This means it’ll take longer, but it also means I can learn from what didn’t work with that project.

The gameplay will focus on allowing the player to engage in an as real-to-life construction experience as I can achieve, whilst being wrapped in a life-sim layout. Some days you’ll be building scaffolding or mixing mortar or building a wall, brick by brick. Some days union interference might just mean you spend the day down the pub playing darts.

Another thing I found while showing the announcement page internally to non-brits, no one could understand the colloquialisms. So instead of dialling back the flavour, I’m going to localize the game in both American English & British colloquialisms.

Hopefully I don’t make a dog’s breakfast of the whole thing, but either way I invite you to join my progress as I make this game a reality.

Be sure to sign up for the mail list, join the discord, and follow @minskworks to be the first to see what becomes of all the ramblings above.