AskaLot Games
Computer Games Developer
Welcome to AskaLot Games – we are a small international team of passionate developers united by a common goal: creating unique gaming experiences. We choose stealth, because making noise is not our style. Our games are dedicated to the art of stealth, where success depends on cunning and strategy, not brute force. With every new project, we aim to bring fresh ideas to the genre, experimenting with mechanics and approaches that make our games stand out from traditional stealth titles.
Our flagship game, Gone Rogue, is a testament to our commitment to excellence and innovation in game design. Blending thrilling gameplay with a compelling narrative, Gone Rogue stands as a shining example of our creative prowess.
Our next stealth-RPG Deserter is in development. In this game we combine stealth and RPG elements, where players must not only evade enemies but also develop the character, make decisions that influence the story, and adapt their skills to various in-game situations.
Understanding the needs of fellow developers, we've also ventured into the realm of game development tools. Our Field Of View Toolkit, available on the Unity Asset Store, is a versatile and user-friendly tool designed to create fields of view for NPCs in games of any genre. It's our way of contributing to and supporting the vibrant community of game developers.
Gone rogue
Gone Rogue is a tactical stealth game with RPG elements. Get into the role of a thief from the city slums. Lurking in the shadows, sneak unnoticed past enemies, get behind any locked doors, and carry off rich loot.
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Features:
Immersive stealth-action with tactical elements.
More than 15 locations available for robbery.
Realistic reactions of hostile characters to the presence of the player.
Dozens of different tools and useful gadgets.
RPG-like character progression system.
Deeply developed dystopian storyline.
COMMIT THE PERFECT ROBBERY
Prepare for the robbery - talk to informants, choose the most suitable tools, combine perks and specializations. When darkness falls, you can go on the case. Plan your moves intelligently and look for the right way to penetrate the ingenious security systems. But be careful – the city actively reacts to all your actions and doesn't forgive any mistakes.
THE CLASSIC DYSTOPIA
Alternative Europe of the mid-20th century. Who better than a thief to observe the secret life of this vicious society. Explore the city streets, find secret rooms and eavesdrop on other people's conversations. Every house and every corner bears the imprint of a story, revealed through satire and black humor.
DEVELOP YOUR SKILLS
Choose your style of play - the development of your character's skills depends only on your actions. Unlock over 50 perks and specializations (especially strong game-changing skills) and go from a simple street pickpocket to a real master thief.
Deserter
In this stealth RPG, you play as a deserter who is forced to become a thief. Use a wide array of tools and gadgets to break through any locked doors and choose your destiny: enrich yourself at the expense of the elite or help the oppressed ones.
more game details
Features:
Stealth RPG with immersive sim elements
Semi-open world filled with secrets and adventures
Complete freedom in planning burglaries
Deep simulation of citizens’ behavior
Exclusively non-lethal ways to deal with the enemies
Non-linear story with multiple endings
A dark dystopia infused with satire and black humor
Further development of the universe created in “Gone Rogue”
A THIEF BY CIRCUMSTANCE
You'll have access to a rich arsenal of tools and devices: from lock picks and crowbars to grappling hooks and dynamite. Additionally, take advantage of your surroundings: find or create alternate routes, stick to the shadows, stay quiet, or use loud noises to cause distraction.
A DYSTOPIAN CITY
Welcome to the City. Here, every step is monitored by the Party, while behind the scenes ideologies collide and power struggles never end. Heartless bureaucrats occupy the halls of the government. On the streets, looters and smugglers run their business. Behind all the closed doors, people dream of freedom, and the plague reigns over the slums.
CONSTANT PROGRESSION
Craft your own playstyle with an intricate RPG system offering nearly a 100 diverse skills and talents. Develop your character across 8 different mastery paths to become an elusive pickpocket, a skilled hacker, or a charismatic con artist.
Field of view toolkit
Field Of View Toolkit - is an asset for Unity designed to display the field of view of characters, as well as detect objects that fall within the field of view.
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Features:
This Asset consists of three main parts:
Displaying fields of view of characters or surveillance cameras. Suitable for 3D and 2D games. Support for all rendering platforms and pipelines: Built-in, URP, HDRP.
Advanced character or object detection system that can be used separately from the field of view display system.
Optimization system that makes it possible to use dozens of asset instances even on weak computers and phones.
About the field of view display system
Flexible adjustment of all display parameters both in the editor and in runtime.
7 shader and material variants for Built-in, URP and HDRP rendering pipelines. Ability to easily edit most materials using Shader Graph.
High quality of display is provided by the system of precise detection of object corners (walls), several filtering and smoothing functions.
Possibility to use semi-transparent objects (glass, smoke, bushes), when looking through which the viewing range is reduced.
Quick and easy start! Add just one simple script, set the required quality and the asset is ready to work. All settings are automatically adjusted according to your preferences.
Several dozens of different parameters are available for detailed customization of the asset. All parameters are provided with detailed hints and tips on how to use them.
Easy and fast integration of the Asset into your game systems is possible thanks to a pre-prepared set of public methods and events (detailed documentation is available).
About the object detection system
The object detection system consists of two subsystems that operate simultaneously: "People" detection and "Item" detection.
Detection of objects of the "Human" type. When a person enters the field of view, the NPC's alarm bar starts to increase. The alarm is visualized on the field of view as an increasing red circle (the color is customizable). When the alarm grows so large that the red area touches the person, the person is detected. If the person leaves the field of view, the alarm bar gradually starts to decrease.
Detection of "Item" type objects. Occurs similarly to the detection of "People", except that the counting of time to detection of each object is done separately. It is possible to have a single reaction to the detection of each object.
Detection of objects located on any physical layers. Detection of invisible colliders that are transparent to the visible field of view.
An unlimited number of additional detection levels. For example, an NPC can additionally scan an area at the level of his knees and an area one meter above his head.
Detection speed can vary depending on whether objects are in light or shadows, behind semi-transparent objects, and on the parameters of the object itself.
Dependence of detection speed on the distance to the object: the same at any distance, with a linear dependence on the distance, a step change with a division into zones (for example: near, normally, far).
Elaborate callbacks. Each change has its own Event (more than 10 events). This will allow you to easily integrate this Asset into your AI and character management systems.
This feature can be used together with the field of view display system or completely separately!
About the mechanisms of asset optimization
Asset operation is based on the fact that the surrounding space is scanned using rays from the NPC's "eyes". Several optimization mechanisms are built into the asset, which allow you to change the number of rays used and the scanning frequency in a fully automatic mode. Thus it is possible to save computing resources of the system without sacrificing visual quality.
The main optimization mechanism: a special LOD system. Optimization consists in the fact that for a small field of view (e.g., in a room) it is necessary to generate a smaller number of rays than for a large field of view (e.g., outdoors). The system constantly calculates the size of the field of view and selects the optimal LOD level.
The second optimization mechanism: the field of view can become static while the NPC is standing still (but object detection always continues to work!). The field of view is no longer static if there is movement in the field of view (e.g. a door opens) or if the NPC itself starts moving.
The third optimization mechanism: each field of view can have several quality presets for graphical settings. Presets can be switched manually (e.g. by the player in the game quality settings) or automatically (more on this below).
Tracking of NPC state and its distance to the game camera. Accordingly, optimization mechanisms are applied in automatic mode: lowering the LOD level, limiting the maximum LOD level, reducing the preset quality, and turning off the field of view completely.