Militsioner is a first-person adventure game where the player takes on the role of a resident suddenly accused of an unnamed crime. The central figure is a Giant Policeman who constantly observes the town. The player’s objective is to escape before trial, which requires gathering resources, finding a train ticket, and leaving the settlement without being caught. Every decision carries risk, since the environment reacts to the player’s actions and the Policeman intervenes when rules are broken.
The game world consists of streets, houses, rooftops, and underground passages. Exploration is not limited to a single path, allowing multiple routes toward escape. Stealth is essential: the player must avoid open spaces when the Policeman is watching and use cover or timing to remain unnoticed. Non-player characters populate the town, and their reactions vary depending on how the player interacts with them. Dialogue, barter, or avoidance all influence progress, while some encounters may lead to new opportunities or additional suspicion.
The player needs to manage several interconnected tasks:
· avoid direct attention of the Giant Policeman
· collect money or goods to trade
· obtain a valid train ticket
· navigate through restricted areas such as rooftops or sewers
· use dialogue to influence NPC reactions
Balancing these tasks is the core challenge, since focusing on one aspect while ignoring others can quickly result in failure.
From the start, townspeople show distrust toward the player, reflecting the accusation of crime. Their hostility may be softened through gifts or cooperation, but suspicion never disappears completely. The Policeman’s mood also shifts, which can open or close options for interaction. Bribery or small offerings might calm him, while reckless activity increases the chance of capture. Conversations are narrative elements and tools for survival, since information gained from dialogue can guide the next move.
Militsioner does not rely on linear missions. Instead, the game is structured around attempts to escape, with each attempt shaped by different paths and items found. Being caught usually resets progress, but knowledge from previous failures helps refine strategy. Exploration reveals hidden shortcuts, secret stashes, and alternative exits, encouraging experimentation. The absence of fixed solutions makes each playthrough distinct.
The main purpose of Militsioner is to present escape as a problem of observation and control. The player operates under constant surveillance, balancing stealth, resource collection, and negotiation. Success is not guaranteed, as even careful planning can fail if timing is poor or NPCs react unpredictably. The game creates a loop of trial, adjustment, and retry, where persistence and strategic thinking eventually allow the possibility of leaving the town.