Pixel Noir: Behind the curtain – Part II

New features

Outside of kicking butt on the delivering tons of art, music, and story, Team SWDTech has also been busy not only delivering the core game mechanics promised on their Kickstarter, but also taking it up a notch and delivering some additional unplanned features


One of the team’s much-needed upgrades was moving from 4:3 aspect ratio to 16:9. This will help you see more of the city (and hopefully help players stumble across a few more secrets and sidequests!).

One of the game’s key mechanics is the talent system, where your party members can use their unique talents to progress the story, unlock new secrets, and more.

One of the big challenges for the team was getting the shaders working dynamically with the Detective’s investigation mode talent to identify friendly/hostile/neutral NPC’s and highlight items. 

Luckily Team SWDTech was able to figure it out and introduce this feature in the Beta! Here’s what it looks like:


Pixel Noir’s minigame has gone through some massive evolution over the past year, now, not only is the CRDTech (pronounced ‘Card-Tech’) card game implemented, but there are CRDTech quests set up and specific set rules for each part of town.

Pinnacle City’s got moving cars now! If one of them hits you, be prepared to take some road rash! Luckily, most people prefer to get around using the subways–or else, you’d probably have to Frogger yourself around town!


Think you’re safe because there are NPC’s walking around? Just like any dystopian urban sprawl, enemies will now jump you at various spots throughout Pinnacle City. And don’t expect any of the NPC’s to stop and lend a hand either–these guys grew up with gangs right outside their doorstep!

The team also added a new timed hit mechanics for skills… they previously had things like timed hits timed blocks, tap on a button as fast as you can, and others, but now certain skills will require button inputs and/or d-pad rotation to be successfully executed!


Introducing the Overkill mechanic… if you do too much damage, instead of knocking your enemy out, you can kill them. This will affect what type of spoils you get from battle and some other surprise cause and effect behaviour post battles.

Now, Pixel Noir’s overworld and battle BGM will seamlessly blend together to bring you a very cool experience. This was an “icing-on-top” vision that they’ve had for years now and thankfully Kikuta-san and Kunal were more than ready to turn this bad boy on! Here’s what it feels like:

Well, that wraps it up! Hopefully that gives you a sense of some of the features and polish the team was excited to roll out over the past year! You can follow along with their development at www.swdtechgames.com/blog. They also recently released a dev roadmap that helps fans keep up with where they are in development. You can check it out at www.swdtechgames.com/roadmap.

Check out the Pixel Noir: Behind the curtain – Part I 

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