Posts

Profiler's Log #4: Unexpected Joys

Image
 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

Image
 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

Image
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

Image
 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 !

Image
  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 !

Our updated roadmap

Image
Hello everyone, We’re excited to share our roadmap for the coming months. Development is moving forward , and here’s what we have in store for you: 🗓️ 2025 - Complete overhaul of Episode 1 and the demo with brand-new visuals. - Migration to a new game engine: Ren’Py, for a smoother and more immersive experience. - 🗓️ 2026 – First Half - Completion of half the episodes for the full version. - Customization of the user interface for intuitive navigation. - Full translation of the content in English, to reach an international audience. 🗓️ 2026 – Second Half - Early Access launch on Steam, accompanied by a new demo. - Writing the remaining episodes while testing and debugging the earlier ones. - Translation of the final episodes. - Composition, recording, and integration of the original soundtrack. 🗓️ Early 2027 - Official release of the commercial version 1.0 🎉 Thank you for your support and patience. Every step brings us closer to delivering a game that’s rich, alive... and VERY fun...

Profiler Files - New Orleans and the Principle of Uncertainty / Profiler Files - New Orleans et le principe d'incertitude

Image
Hi! This is David, the designer of Profiler Files – New Orleans . I'm taking advantage of being just a few days away from the release of the playable demo on Steam to tell you a bit about our "philosophy" in the game – what I call our "principle of uncertainty." In many games, choices are guided, and often, after several clues and dialogues, you can guess what might be the "right" choices and the "wrong" choices. We didn't want anything like that for Profiler Files – New Orleans . In a sense, we wanted to reflect the real world, in that every choice and decision can have consequences, but in any case, life goes on... and we never have absolute certainty.  It's the same in Profiler Files – New Orleans : there is no "game over," no bad choice that leads to a dead end (or at least not before the very end of the game). Whatever the outcome of an episode, the game continues. But, of course, what has happened will influence what ...