On Stream:https://store.steampowered.com/app/342310/RIOT__Civil_Unrest/

About This Game

RIOT: Civil Unrest is a unique, thought-provoking experience that places you at the heart of some of the world’s most recent confrontations. Campaigns include: Indignados (Spain), Arab Spring (Egypt), Keratea (Greece) and NoTAV (Italy). Over thirty single level scenarios include: Gilets Jaunes protests in Paris, France; Financial reform protests in Buenos Aires, Argentina; Economic protests in Caracas, Venezuela; and the G20 Rote Flora clashes in Hamburg, Germany.

RIOT: Civil Unrest is a complex strategy game that sets players objectives for each scenario. It’s then up to the individual to choose how to tackle each situation, employing different strategies and tactics in order to achieve the perfect outcome. Discover if you can dispel an angry crowd or overcome a well-equipped militia with RIOT: Civil Unrest. Player performance is rated, aggression can lead to a quick, successful outcome but a softer approach may have the same resolution without damaging public opinion.

RIOT: Civil Unrest now boasts a powerful, Steam Workshop Editor that allows users to create and share their own scenarios too.

RIOT – Civil Unrest’s creator, Leonard Menchiari, experienced rioting first-hand at the NoTAV protests in Italy. He created the game to tell the stories and express the feelings experienced during these clashes. What triggers the crowd to behave with such anger and aggression? Often outnumbered, what does a police officer feel like during the conflict? RIOT – Civil Unrest presents the player with the opportunity to experience both sides of the fight – a fight in which there really are no winners. Who is right and who is wrong? Experience RIOT – Civil Unrest and draw your own conclusions.

Play as the Police

  • Employ numerous crowd-control tactics, both passive and aggressive.
  • Command Assault, Tactical, and Ballistic squads.
  • Call in police trucks, water cannon or even a tank!
  • Choose whether to use smoke grenades, rubber and plastic bullets or even live ammunition.

Play as the Rioters

  • Instruct Rioters (armed and passive) and Journalists.
  • Incite rage and cause the masses to act aggressively or try to calm the situation with tactical crowd reformation and retreats.
  • Attack authority with Molotov cocktails, fireworks, paper-bombs, rocks, street furniture and the power of the media.

Multiple Modes

  • Sixteen campaign levels split over four scenarios; Keratea (Greece), NoTAV (Italy), Indignados (Spain) and Arab Spring (Egypt).
  • See the story unfold from both sides – play all thirty-two levels as the Rioters or the Police.
  • Single player mode – play against the computer AI.
  • Versus mode – play with or against a friend or AI on the same computer.

Create your own Riots with the level editor

  • Name your riot, create a description of the event and add many other details (where, when, links etc.).
  • Add your own background images.
  • Place and edit sprites from a library with more than 700 objects.
  • Add lighting and weather effects, vehicles, particles effects and filters.
  • Customise the characters skins, clothes and gears.
  • Set your own gameplay rules defining the rebels and police teams and their objectives.
  • Share your levels on Steam Workshop!
    • OS: x64 versions of Microsoft Windows 7, 8.1 and 10
    • Processor: AMD / Intel dual-core CPU running at 2.8 GHz (AMD Athlon II X2 series or Intel Pentium Dual-Core G600 series or newer architectures are recommended.
    • Memory: 4 GB RAM
    • Graphics: AMD/NVIDIA dedicated graphic card, with at least 2048MB of dedicated VRAM and with at least DirectX 11 and Shader Model 5.1 support. AMD R7 265 and NVIDIA GeForce GTX 650 or newer architectures are recommended
    • DirectX: Version 9.0c
    • Storage: 3 GB available space
    • Sound Card: Integrated or dedicated DirectX 9 compatible soundcard
    • Additional Notes: Keyboard, mouse and internet connection for Steam
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Size: 980 MB


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Posted: December 6, 2017
Early Access Review

Even if you’ve been waiting on this one for years now, like I have, I’d recommend that you chill on it for a few more months until it’s more enjoyable to play. As of right now, it’s unintuitive, unoptimised, buggy and generally difficult to play.

I’ll start with the things I enjoyed about the game. Starting off on the rioter side in the Arab Spring scenario, I found that the game succeeded in evoking a strong emotional response while also being suitably challenging. It was genuinely disturbing to watch the police units fire indiscriminately into my crowd of peaceful protestors, and even though I ultimately won the scenario, I was still left feeling morose at the thought of the number of people who had died for that victory. I suspect that that’s exactly the sort of emotional response that the game is going for, and in that regard, it succeeds.

However, for everything the game has in its ability to evoke the emotions associated with the scenarios it portrays, it lacks far more in its actual design and gameplay. In designing the controls, I suspect that the developers wanted to simulate the chaos and disorganisation in trying to direct people in a riot, but it comes off as feeling sluggish at best and outright random at worst. Targeted abilities, such as projectiles, can either land directly on their mark or fall completely flat, seemingly at random – I’m not expecting a one-hundred percent hit rate, obviously, but any indication at all of factors that could affect my unit’s accuracy would be appreciated.

The various items and abilities you can confer onto your units are not sufficiently explained and lack almost any feedback when they’re used – I can give my protestors laser pointers to ‘slow down’ police units, for example, but there’s no feedback to indicate whether the ability actually landed or had any effect, and even if it did, what’s the use in making a single hostile unit move slower for a few seconds? Slingshots are supposedly a more potent way of harming police units at range than the rocks and random debris that all mobs have the ability to throw, but targeting them is an exercise in guessing, as is working out if they had any effect whatsoever. The same goes for many other items, and the only way to discover which ones are actually useful is to play and lose a few times before you hit on a winning combo.

This lack of feedback is unfortunately a running theme on both sides of the protest line. Police units can be individually outfitted with different gear, but there is no indication whatsoever of the pros and cons of different kinds of gear versus one another. What’s the difference between a ‘crude long baton’, a ‘wooden stick’, and an ’18in plastic tonfa’? How is ‘Gasmask 2’ better than ‘Gasmask 1’? Why do my ballistic units have a choice of five different smoke grenade launchers, and again, how do they differ? Why, after I threw aside my moral values in total frustration and gave every ballistic team lethal ammunition, did they kill less people than when they were using less-than-lethal rubber bullets? The game makes no effort to answer any of these questions, and even after a solid hour of trying different bits and pieces of cop gear to no visible effect (the first hour being spent playing the protestor side), I’m left no closer to finding out.

The game attempts to model the media outlook on a protest event and supposedly punishes the more violent side by giving their opponent a bonus in the next mission, but once again, precious little information is given on how gameplay is affected. After a particularly bloody day in Cairo in which over a hundred of my protestors were shot dead, I was told that my side would have a ‘massive advantage’ in the next mission. How that manifested, however, is a mystery to me. I was given fewer units to field, a more difficult mission to fulfil, and the police were no less armed or brutal when they turned up to once again to – quite literally – shoot my peaceful protest down.

Bugs, too, are rife in this game, which is odd after the huge period of delay it was subject to before launch. Protestor mechanics mostly work well, but the police side is barely functional. Riot shield-clad tactical units occasionally flee their positions and concede ground to peaceful, non-aggressive protestors for no discernible reason. Assault units sent in to strategically separate and arrest vulnerable protestors, proceeding to drag them off-screen, sometimes disappear from the map for up to a minute at a time before trickling back onto the field in disarray – were they indulging in police brutality where I couldn’t see them or something? Shotgun-toting ballistic units occasionally only fire one or two of the ten guns available to their squad, and whether or not they hit anything is up to factors that the game makes no effort to inform the player of. Units tasked with throwing stun grenades into the crowd will often seemingly have a seizure and flicker from left to right on the spot, trapping their entire squad in inaction until given a new order. When pushed to it, enemy protestors seem to either phase directly through my testudo of riot shields or merge together into one single super-protestor, making them impossible to dislodge from a map area in either case.

The relatively static camera has trouble following the action in some maps, and I lost one scenario as the protestor side when a police unit charged off the corner of the map, leaving me unable to target them with attacks or abilities even though they were still counted as being inside the ‘objective zone’ for the game’s purposes of resolving the scenario. As for protestor mechanics, I haven’t once been able to get the ‘build barricade’ ability to work – a frustrating problem, as it’s the only way that units in the ‘aggressive’ stance can attempt to hold a position.

There’s a few extra modes to toy with in the ‘Custom’ section of the game, but I had even less luck getting those to work properly. I gave ‘spectator’ mode (also called ‘journalist mode’ when you unlock it, for some reason) a go and attempted to pit 400 furious, heavily-armoured, molotov-tossing guerrillas against 120 equally well-armed officers of the law. When I started the game, I was surprised to find that only four rioters showed up. They promptly ran off-screen, handing an immediate and anti-climactic victory to the police. I figure the cops must’ve been more confused than I was.

The game’s performance, particularly for a two-dimensional game with deliberately low-res graphics, is surprisingly poor, particularly when aiming abilities – it goes without saying that trying to drop a molotov on top of a charging police line before they run out of its landing zone is already challenging, and it becomes impossible when the framerate drops into the low single digits. To its credit, the game didn’t crash at any point, though it still escapes me how a 900mb game that seems quite undemanding in terms of system requirements can run as poorly as this one does at times.

To conclude: it’s a great concept and it certainly succeeded in evoking the emotional response it was surely aiming for, but as a game – as a collection of interlocking mechanics that responds to player input – it has a long road ahead of it. Hopefully, most of the negative points mentioned in this review will be obsolete after a few months of tuning and polishing from the developer(s?). At present, though, I’d advise putting your purchase on hold.


Posted: November 24, 2018
Early Access Review

So, first the negative aspects:
-somewhat laggy
-some minor bugs
-weird controls (still OK though)

So why do I recommend this game?
-unique scenario
-many maps (> 20, more to come)
-‘intense’ gameplay
-good game balance
-beautiful graphics and good sound

If you don’t mind the negatives, get it! The price is totally fine.


Posted: July 17, 2018
buggy yes, incomplete yes, fill a niech yes. if you are cool with all this and the knolage its being updated often, its your game. if you want a full game thats worth every cent dont buy it. it fun there is stuff i wish was there but i look foward to updates and already have had much enjoyment. but im invested in the topic of the game. so read all he bad revews then think if you still want to buy the game. if you even the slightest bit think yes its your game. the rest of you skip.


Posted: December 22, 2017
Early Access Review

I was one of the many customers who followed the development of this game from its announcement way back when. So when it finally dropped on Early Access earlier this month, I immediately made the purchase. And unfortunately I kind of regret jumping into it so soon. The game is frustrating and not because of some high learning curve. The feedback is all but nonexistent. It’s like you’re trying to play the game, but the game won’t budge. And that is especially the case when it comes to playing the rioters.

It’s a rare occasion when a game is so unplayable that it just makes me want to stop. It isn’t fun to play. It’s just very very frustrating. With all of that being said however, it’s still in Early Access. As much as I don’t like it as it is now, I still think that it has potential and the concept still has yet to be fully explored. A narrative that explores the underlying causes of the aforementioned ‘civil unrest’ would be alot better than some disembodies short "campaigns" that each give you a scenario and two sides to choose from. But of course the first and the most pertinent step, is to tune the gameplay mechanics. Then maybe it could become something great.

[LINUX] facePlanted

Posted: March 20, 2018
Early Access Review


Game runs fine for the first 2 levels, then the action increases and it starts to stutter, dropping frames and become unresponsive.
After 50 minutes it started to display 1 frame every 5 seconds and after a minute of agony it crashed because of ‘out of memory’.
I have 16GB of ram, CPU: i5-4690K and GPU: gtx 980.


While I understand that an unorganized crowd is difficult to coordinate
and that a fearful citizen won’t obey your orders, the result is simply not fun.
Rioters would stall for no apparent reason and given the short time to complete the objectives,
the experience is tragicomic and frustrating.


While the cutscenes are evocative and the overall visuals while playing are pretty,
the big blocky pixel art doesn’t help to understand what’s going on.
Trying to zoom in worsen the situation, leaving you wondering at a blurry mess of chaotic rectangles.


For what I’ve read, the concept began 5 years ago and the development 3 years ago.
This game uses unity 3d ( https://riotcivilunrest.gamepedia.com/Engine ) and on January 2016 the crowd physics (the main problem causing performance issues)
was rewrote from scratch ( http://riotsimulator.com/12-jan-2016-unity3ds-crowd-physics-vs-trigghys-crowd-physics/ )
It looks like the developers were happy with the result: "The end result is a far more fluid mass of individuals that react as a crowd would in a real world situation"
but promise to further improve: "we’re all back working hard on the project and are confident we are making great progress".

To date, after two years, using much better hardware than recommended, I can’t see that promise fulfilled.
Reading the news I see the Devs working on the menu, the gameplay, the UI, skills and adding levels.
There is no mention of performance.


As a native Italian speaker and given that the Devs are Italian, I faithfully and proudly opted for the Italian localization of the game.
Within 2 minutes I’m welcomed by glaring typos and poor sentence structure:
‘agressivo’ instead of ‘agGressivo’, ‘blocca un area’ without the apostrophe, ‘usati per creaTe’ instead of ‘usati per creaRe’,
‘molti pedardi legati con un laccio infiammabile usati per creaTe molte pesanti detonazioni in un breve arco di tempo’ sounds poor and contains the mentioned typo.
The overall impression is of a rushed localization and poor attention to detail.


I’ve opened a ticket on the discussion forum here on Steam on the 18th of March, sunday morning at 7 am, about the ‘out of memory’ crash.
To date, Tuesday evening, I got no reply.
Reading the reviews I noticed a frequent answer from the Devs, they are grateful for the feedback and promise performance improvements,
which unfortunately is not backed by the mentioned change log detailed in the ‘news’ section.


The game puts you in the position of handling the delicate event of a civil revolt, being it an occupation, an uprising, a revolution,
and gives you the option to manage the rioters or the police.
Those events are actual representations of past facts: Indignados in Spain, NoTAV in Italy, Keratea in Greece, Tahrir in Egypt, October in Rome, Gezi Park in Turkey, and more.
I remember all of those and have personally spoken with some witness of the NoTAV and the October in Rome.
A friend of mine is still unable to look a police officer without shaking and another one breaks in tears, both having participated at the Genoa G8 ’01.

While I appreciate the gory videogames as much as the next guy (Doom, Carmageddon, Butcher, Party Hard, Hatred, …),
I found myself uncomfortable and guilty, thinking of those friends while playing.
I guess that the poor gameplay and the overall impression that the crowd acts as a bunch of monkeys
adds insult to injury.

In my opinion, this game fails to capture the depth and the tragedy of those events.

Given that it’s a paid product, I feel that capitalize over those events is of bad taste.

Reading reviews of people that enjoy the idea of beating the population to death doesn’t help.


I’ve spent that 50 minutes of gaming session with a friend and it was a tragicomic experience.
The feeling is that the Devs have no previous development experience and are not able to fix the performance problems.
I’m getting a refund and I’m sorry for the backers but to me this project is a scam that belongs in the same realm as Godus.


Posted: December 18, 2017
Early Access Review

The positive aspect first:

I really love the aesthetic that i would argue is even impressionistic in its style.
This and the sound create a great atmosphere of tension that is really outstanding
and that pulls you right in.
So the presentation is top notch.

Now to the bad:

No1. The keyboardcontrols are somewhat weird (for example instead of the f keys let me use the QWERTZ-keys to call up groups and put the corresponding keys on the symbol of the groups) and the UI is a bit cluttered and limited and confusing (for example use symbols for individual groups and show that groups symbol on the groupitem on the field as well as on the menue when i have choosen them).

No2. The first MASSIVE problem is that there is no explanation to like 95 percent of the games aspects.
The game apparently plays with moralsystems, panic and more complex ideas but NONE beyound the basic controls are explained to you as you are thrown into the game. And even what is there has just been recently thrown in.

This leads to the player confusedly fumble around in the game and having barely any idea as to what does and caused what. As police you have somewhat order in your group but as protesters i was just confused and lost. I am writing this here after the game caused me to LITTERALLY throw my hands up into the air because of this absolute cluelessness as to what caused what ending.

And the games missing tutorials just embolden the games single biggest problem

No3. Horrible UI. No or badly readable Feedback as to what is going on! What the♥♥♥♥♥♥is happening?
I get that this game tries to emulate the chaos of a hard to overlook, chaotic, emotional situation.
And i saw here and there little things like flaming up sparks from the cops and what not.
But neither when playing the protesters nor during playing the Police had i any idea what happened when it did and why.

It doesn’t help that doing the same thing was unreliable in what it caused to happen on the field. I also think one item, the camera, was bugged out the whole time, only showing a black screen or whatever.

I get that this game tries to emulate a chaotic and tense, frantic, badly overlookable and emotional situation and that in a immersive way.
They have the immersive part down pat but as a player i need some feedback as to what i am actually doing. I need a way to gauge what is going on and how i can influence that, even when in
just a chaotic and haphazard way.

But this game is really, really bad at doing this and ends up being just frustrating.


Posted: March 22, 2018
Early Access Review

Tried to love this game since it first came out, but no matter how many times I come back I always end up with a bad taste in my mouth. See, there’s just no rhyme or reason to what you or your units are doing in this game. Controls are clunky, units ignore commands all the time. I literally have no idea what the point of playing this game is, when units continuously don’t seem to do what the player is commanding them to do.

Imagine if you are playing The Sims, but all you do is tell the Sim to walk on a pavement and occassionally it will collide with another Sim. It will continuously ignore your walk command and go in the opposite direction even if nothing obstructs it. Everything has a mind of it’s own, but it never seems to be interested in completing the objective. This doesn’t play like a game, more like a random simulation where you give directions… directions that the AI can choose to not follow.

Primarily the Arab Spring campaign is a problem, although it’s known to be the most difficult, it just doesn’t make any sense. I remember playing when it was just released, I could not beat Friday of Anger Part 2 because the rebels continuously kept pelting me with objects which murdered my police units all the time even if they had optimized defense options and abilities. To add insult to injury the results screen wouldn’t just show me a loss, but it would show me that the rebels had like zero aggression thus zero political drawback even if I miraculously won the encounter. Not to mention that the mission had like a short 1,5 minute timer (changed to 3-4 minutes now) which made it near impossible to keep the area clear. Right, so after the implementation of a longer mission timer… it’s still a royal pain to beat this level.

So I tried it again later, figuring after months something had changed. I instantly adopted an aggressive stance as I knew this level was unfair, so I decided to play dictator and just keep shooting at rebels. I won quite easily and the controls made a little more sense (only barely)… but then on the results screen I had maximum aggression… which meant I failed the level. So… wait, what, I fail a level because I choose a violent strategy? If I can’t use violence then what’s the point of having violent abilities? Oh, I see, they want you to use moderation so you can’t cheese a win as police…
…Which is stupid because the rebel AI can cheese a win if they go apesh!t on the pelting strategy: I don’t get a win if all my police units are pelted to death.

So, okay. I try-harded it with micromanagement (hard when units keep having a mind of their own) and only occassionally shot a gun at the rebels while I spammed smoke grenades. Somehow this made them extremely aggressive and they started to pelt me again with a barrage of crap. So from this I deduced that the AI decisions are completely random as they did not even bother to attack me when I went full killing machine on them. Having shot maybe 3 times I still ended up with like a -44 political result and I barely edged a win which I got no satisfaction out of because it was basically me shuffling back and forth because the damn units won’t sit still while they get continuously pelted at like they are haversacks, while I just let my units spam smoke grenades in retaliation. Because we bought this game to see pixelated smoke effects 24/7, right devs?

Anyway, after that unenjoyable mess you get the dreaded Camel mission, dear god. If you look on the discussions for help articles on it, the devs even link to specific user’s tips, which I followed to the letter and I get the same sh!t as above. I tried one run on peaceful, not even noticing that with the number buttons I could toggle abilities for the camels because, hey: the devs thought it was a great idea to make the ability bar invisible in this mission! Sigh, anyway, I saw tents so I figured clearing them was a priority. In no time did I clear it and then I walked around colliding with rebels… and then I suddenly lost. There was no visible timer. There were no losses on my side. There was no insane aggression. So, what, the mission felt like it was over and… I lost?


So I tried one more time, using the advice for abilities and indeed pressing buttons toggles otherwise invisible abilities. Great development there. I tried using my camels offensively this time and used the radio to get them to rush/focus one spot which kind of worked, except for the fact that some camel units kept bee-lining back to the place where they came from for no reason. Eventually the square was cleared, there were barely any casualties on either side and I destroyed a few tents… then I got the message that I won, except I still failed because… I had maximum aggression and maximum political defeat on the result screen. While there actually were almost no casualties for either side.How much more peaceful would you need to be? I thought this game was called Civil Unrest…
…Not Civil Un-Rest In Peace.

At this point I just dropped the game. Yeah, I can probably try-hard the level and keep trying until I get the magical moment where the game THINKS I caused zero casualties, but then I’m relying on the game’s random nature to decide the outcome for me. If I want a simulation of a battle and let another party surprise me with the outcome… I could watch an action movie. This is supposed to be an interactive game, with perhaps a little bit of stress relief at the sight of protesters and police colliding…
…But no, instead it’s making me frustrated from all the unexplainable game-over scenarios coupled with the AI of the side I represent just doing the truffle shuffle on my screen instead of fighting or completing objectives.

It probably doesn’t help that outside of these random moments there are also moments where the entire game straight up fully stops responding. It can happen that menu buttons stop working, that units get stuck or do not respond anymore or that abilities sometimes stop being usable. At other times unit costs are suddenly higher or lower than it was, when you repeatedly switch gear.

The game is such a bad mess that I can’t even logically pick it apart either in a cohesive review, it’s just not reliable to play it as a game because… it’s a randomised mess. The biggest struggle is not police bringing rebels to order–it’s the player trying to bring the game mechanics to order… without ever succeeding.

In summary:
– Units do whatever they feel like and police retreat all the time; they look badly organised
– You lose games if you use violence… so why is violence an option then?
– The game can still think you have been too violent when you haven’t: bugged or bullsh!t
– Apparently the AI is free to use violence however they please without repercussions
– Units, menu buttons and unit abilities can space out or completely stop working
– No major improvements after months of the initial release

This is one of those games that I loved as a concept, but where the developer waited way too long to release it, only to end up with a non-functional game that feels more like a 14-year old’s Game Maker school project (no offense)… and now the damage is done and I sincerely doubt they want to go through another phase of post-release development to listen to all the feedback to fix the entire bloody game. The devs should’ve released it early, taken in feedback DURING development and thus ended up releasing a logically playable game.

Instead, as it is, this remains an inherently flawed game that I cannot recommend.


Posted: December 9, 2017
Early Access Review

I’m sorry, but, immediately from the getgo I can already see the amount of problems this game has.

I didn’t even have to play for all that long to see, and I’m honestly not sure if the developers and whoever else tested this intentionally left things the way they are or if they legitimately thought the game was good to go.

Now hear me out, game rolls a fascinating theme, is unusual and new (in a good way), has charming graphics, neato music and good sound and all that, captures the whole riot atmosphere great, truly. The lil cutscenes are great.

But the controls, UI and well, gameplay of it is seriously questionable at best.

– Selecting units is atrocious and basic, it’s as if the game was designed around how RTS’s were built prior to the invention of a DRAG AND SELECT box, and since nummerical keys are used to select ITEMS and not UNITS your only way to select and manage units is to either hope that you click the right one ingame, or by selecting their respective unit icon far off to the right.

Oftentimes you can’t even tell which unit you have selected either.
Icon tells you have an assault unit selected.
Cool, which one, and where?

– For a riot simulator, it does a pretty poor job at simulating riot police holding a line formation.
Both sides devolve into a brittish pub brawl, or hooligan moshpit, every time.

– Units (or at least riot police) often behave super erratically, and start running or displacing in strange ways, even if everything is fine.

It happens more often with large units, but it’s not unusual to see balistic units behave oddly, and even get stuck on lamposts and stuff.

Oftentimes units are also completely unresponsive, completely at random.
Fire smoke launcher? No. Yes. Sometimes. Who even knows?

– Is it INTENTIONAL to have everything unlocked by default?
Is this a BUG or a FEATURE? Because I’m evidently getting unlocks – for things I can already apparently use.

– What exactly DO all of the items even do? The game doesn’t tell you anything whatsoever here, aside from the vague tooltip for usable items (ie a radio regroups, stimulants make you angery, stun grenade go boom, super), but what is the difference between all these batons and grenade launchers?

What does "gas mask 0-1-2" mean?
What is the difference between Light, Medium and Heavy defense and why would I pick anything lower than Heavy?
What is the deal with the BUDGET you have, if you can have infinite everything anyway?
What DOES a picture camera do? Why use smoke over stun? Pepperspray vs tear gas? etc
The heck do flags and junk do for rioters?

– Is there no Dicipline/Morale meter or indicator anywhere?

– The loadout for the entire faction you play RESETS every mission, why?

– Difficulty is utterly bizarre too.
Regardless of which difficulty level you play, levels are either absurdly easy, or impossibly hard.
Spikes are caused by extreme wonkiness in controls at critical moments, like the immediate start of a new riot, or unresponsive units with seemingly random behavior.

If the game did a better job at actually telling you what is going on, and let you control things in a more fluid manner, then this wouldn’t even be a problem, but christ man, I swear you’re fighting the controls more than you’re fighting the riots themselves.


Posted: January 14
Early Access Review

I wouldn’t recommend buying the game in it’s current state. For some computers it seems to have an irreconcilable issue with locking you to an unplayable resolution by constantly resetting your resolution between loading screens; half of the text, buttons, playable area and other things are off-screen and unclickable making the game, by definition, literally unplayable.

No ammount of changing the resolution in or out of game seem to help the situation, as setting it outside of the game has no effect and setting it from within the game only works until you hit a loading screen, meaning absolutely no mode can be played without it defaulting to that resolution, making changing your resolution pointless.

This seems to happen to users at random and if it happens to them it never goes away, I wouldn’t really reccommend taking the risk of your copy inexplicably being unplayable, wait until it’s confirmed that this issue has been fixed.


Posted: December 10, 2018
Early Access Review

A niche title that captures the chaotic atmosphere of protests quite well. It has a really unique and beautiful art style. Just know that it is riddled with bugs and has mechanics that are very difficult for the player to parse.