Posts

Heading to Early Access!

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 Get ready, Profiler Files is coming very soon! Hello everyone! We are actively preparing for the Early Access launch of Profiler Files , coming in the next few months! Here is a full breakdown of where we are in development and what you can expect when the game goes live. Development Status (75% Complete) The game is already in a very playable state: Full Playability : Playable from start to finish (up to the latest available episode) in both English and French, including all branching narrative endings. Core Systems in Place : The save system, UI, and mechanics are fully functional. Save files should transfer to the final release, though if compatibility issues arise, it’s just a great excuse to explore different story paths. Current Polish : A few temporary assets (graphics, audio, place-holder texts) remain, but everything currently implemented is very close to the final release standard. Minor text revisions and localization polish will continue. Roadmap to Version 1.0 (T...

Profiler's Log #4: Unexpected Joys

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 I know, I know, it's been a while since I last dropped you a line, sorry about that. To make it up to you, let me tell you a bit about how I work on Profiler Files. You probably know this already, but every creative process is paved with pitfalls and surprises, quite a few of them self-inflicted — at least in my case. The pace of progress, especially when writing dialogue and jokes, is anything but steady. You can prepare a nice, detailed synopsis, know exactly where you're going and how to get there, and it still goes off the rails most of the time. Right in the middle of a scene you've carefully prepared and planned, a spontaneous idea pops up and turns all that neat preparation upside down. Sometimes it goes away just as fast, once you think about it a bit and realize, no, that doesn't work. But sometimes it works so well that you HAVE to include it. Even if it means reworking a bunch of other stuff, already done or still to come. Why put yourself through that extra...

Profiler's Log #3: The DNA of a narrative adventure like no other

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 Welcome to this new Profiler's Log! As you can see, from now on, these logs won't be videos anymore—just text. It’s not out of laziness (well, maybe a little...), but because video just isn't necessary for the upcoming chapters of this dev diary. Even more importantly: we don't want to risk accidentally spoiling the adventure for you. But don't worry—our posts will still have plenty of images, and we’ll drop some gameplay clips every now and then... after double and triple-checking that they won't ruin the surprise. Honestly, it’s a real dilemma and a bit frustrating not to show you more, but it’s for your own good, I promise. I’m David, the game designer, and today, I'd like to take you to the very heart of what makes Profiler Files tick, and explore with you the design philosophies that have guided every decision, every mechanic, every line of dialogue in the game. An Unapologetic Gaming Oddity I don't think I'm taking too much of a risk in saying...

Profiler's Log #2 - No AI... no game

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Today, we take time to address a topic that's been sparking debate in our industry: the use of generative AI. Why this transparency? Because you're investing your time (and maybe your money) in this project. You have the right to know what you're supporting, where AI is involved in development of Profiler Files - New Orleans ... and what comes directly from the developer's brains and hands (spoiler alert: most of the game)! Profiler’s Log will continue throughout development, with regular entries covering design, writing, production, gameplay direction, and the people behind the work. You can view Episode 2 right now on our YouTube channel, Profiler Files - New Orleans - the game - YouTube or read the transcript below. Thank you for following the journey and supporting the project as it grows. More episodes soon. Don't forget to play the demo - it's free and you can play the full first episode of the game. and of course, please, wishlist Profiler Files - New ...

Introducing Profiler’s Log – Our Developer Diary Series

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 Today, we are opening a new chapter in the development story of Profiler Files New Orleans with the launch of a dedicated dev diary series, the Profiler’s Log. This series is designed to give you a clear look behind the scenes: our creative decisions, the challenges we face, the evolution of the project, and the principles guiding the game’s identity. Each entry will explore a specific aspect of development, giving you context, intentions, and concrete insights into how the game is built. For this first installment, now live, we are going back to the roots of the project. Profiler’s Log #1: the origins retraces where the initial concept came from, how the core pillars of the experience were established, and how the game nos differs radically from what it was supposed to be in the first place. If you want to understand what shaped the DNA of our game, this is the best place to start. Profiler’s Log will continue throughout development, with regular entries covering design, writing,...

Surprise ! The new "WIP" demo is here! La nouvelle démo "en cours" est dispo !

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  Hey, everyone! We just couldn’t resist—we’re so excited to show you how far the game has come over the past few weeks! We went back to the very first “prototype” demo and completely rebuilt it using the new engine and updated visuals. Plus a few extra surprises, too. It’s still free, still on PC and Steam, and still available right here: Profil Files - New Orleans   "WIP" demo Enjoy! Hello, tout le monde ! On n'a pas pu s'empêcher, tellement on a envie de vous montrer à quel point le jeu a avancé, ces dernières semaines : on a revisité la toute première démo "prototype" du jeu et on l'a entièrement refaite avec le nouveau moteur et les nouveaux graphismes. Plus quelques petites choses, aussi.  C'est toujours gratuit, c'est toujours sur PXC et sur Steam, et c'est toujours disponible ici : La démo "Work in progress" de Profil Files - New Orleans Éclatez-vous !