Psycho Patrol R Patch Notes — August 3, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hey everyone. I'm still working, it'll take a while before I have anything ready for release since a lot of these things are quite complicated and take a while to get to any playable state, especially with all the writing involved. Basically all of my work time is just going to level design and writing dialogue and quests. I've mostly finished setting up the beginning of the next major case, which was easy since it didn't require any new npcs or areas. I'm not going to spoil too much of it but here's a rough screenshot from the level editor of the next major area. It'll be a sort of throwback to the Seaside Shock level from Cruelty Squad but with more stuff going on. It should be a fun change of pace from the earlier levels.

My goals for the next update are the following:
Gambling
Chapter 2 playable to completion. This is the thing that will take the most time as I will need to create at least three new areas minimum, two of them quite complex.
Some more side quests.
Drawing the missing portraits.
Adding more stuff to Y-net. I've already done some of this.
Adding more dialogue for existing underdeveloped NPCs.
Writing descriptions for more weapons, parts etc.
Balancing and fleshing out the skill system. Possibly adding an actual XP system so you don't have to use money to level up, making it more useful.
Giving different enemy types etc. a different amount of money depending on how dangerous they are. Possibly rare item drops for specific enemies.
Here's some other stuff I may or may not work on before updating:
Doing something with the death screen "alignment" panel, and reworking the calculations for it. This will probably be later game stuff, beyond chapter 2, so it's not a huge priority, but I'd like to get started on it.
Working on some of the under construction areas like the forest in countryside and the catacombs underneath Necropolis. These are side areas that can be completed whenever so I might postpone this until later unless I feel inspired to work on them specifically.
Experimenting a bit with the damage calculation system.
Possibly an additional easy mode where all unique NPCs are tracked by default. This could be toggled in the settings. Could also be an equippable you can purchase, though I feel the people who would use this probably won't find the shop either before rage quitting.
That's all I can think of right now. Thanks for your patience.