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Survival and stealth in a procedurally-generated world! Sir, You Are Being Hunted is tweedpunk robo-horror from Big Robot Games.
Survival and stealth in a procedurally-generated world! Sir, You Are Being Hunted is tweedpunk robo-horror from Big Robot Games.
4,906 backers pledged £92,551 to help bring this project to life.

So That Multiplayer Thing Has A Test Phase, And It's On Steam.


Hello! Multiplayer test is now live on Steam. THERE WILL BE BUGS. This is very much an early release designed to test and stress. 

Other distributions will follow once we've done a bit of testing and patching. Read all the information on how to play and so on right here.

And you can watch this lovely informative video, too:

Love you!

Coming This July: The Sir, You Are Being Hunted Multiplayer Test


Hello there. Long time! How've you been? 

This is a quick update to say that the Sir, You Are Being Hunted multiplayer test will start on July 1st. It's been a long and difficult road to get to this point, but thanks to the hard work of Dan and James we're now able to open up a test client to everyone who owns the game at the start of next month. We'll collecting feedback bug reports as usual for this work-in-progress aspect of the game.

We'll provide information on how to get hold of the client - as well as some other details about what we're up to - on the day. 

Hope to see some of you online in July.  




Today's 1.2 Patch Fixes Some Things



Just a very minor patch today fixing menu bugs and implementing 5.1 sound.  

With regards to multiplayer, it's still a long way off, unfortunately. While we've got it wired up for networking there's a lot of things that were never really designed for multiplayer to be fixed, and some design stuff to be worked through. We're going to be a bit quiet on that until we've got it all nailed down, but we'll explain the plan as soon as we've been able to apply some serious time and focus over the summer. Thanks for your patience!

And so:  


 - Inventory now closes with Esc key properly (second tap required to open menus)

 - Menus optimised, will produce a performance boost on some systems.

- Logging reduced, will produce a performance boost on some systems.  

- Error on credits screen exit button resolved.


- NEW 5.1 support in game options. Click "Stereo" to cycle audio setup. This will only restart sound on a session change, ie loading a level.  

Love you!

Customise Your Worlds In 1.1! (That's Today.)


Hello, all!  

Today we're serving up the 1.1 patch for you all, which fixes a bunch of minor issues but also adds a custom biome and a global robot manager.  

The robot manager allows you to select global values for how enemies appear in the world, which should allow you to make it harder or easier as you prefer. You can even remove all hostile NPCs from the world (the pheasants and rabbits stay!) and consequently add a "Walking Simulator" mention to our Steam tags...  

The custom biome means that you can create some non-standard worlds that go way beyond what the five standard biomes allow. You can switch that on in Game Options. But wait! We know that the first thing you'll do is make the maddest worlds you can, so it's important to stress that the permutations this world generator provides are so extreme that they might make teleporter fragments inaccessible to you, which means there's a chance the crazier levels can't be completed.

If you don't want to risk that for a proper playthrough, then stick to the standard templates or spend some time experimenting with a myriad of valid worlds. If you're happy just to see what you can make, however, that's what the custom biome is for. Remember that with the robot manager you can also now tour these worlds in safety. There's even a world code function in Game Options so you can share your creations with others. (Paste these codes in the Custom biome editing screen to get that exact world!)  

Here's a video to explain more:  


- NEW: Custom Biome (activated in Game Options.)  

- NEW: Global robot spawn manager. 

- NEW: Added graphics option to disable God Rays. 

- NEW: Colour picker for robot visors (Colour blindness support). 

- Robot step height tweaked. 

- Fences no longer appear over seriously sloped terrain. 


 - Audio-based distraction of robots now more reliable. 

- Robots can no longer spawn inside pylons. 

- Shots Fired stat now accurate. 

- Starting gear item count now matches menu list.

Oh My. Sir Has Hit Version 1.0!


So we're finally here. 

Here's the most important thing about that: you did this

I know it gets said of Kickstarter so often that is basically banal, but your support allowed us to make this game. It really did. Sure, we might have made something without Kickstarting, but it wouldn't be this. And I am very, very proud of this. We love you for it. 

 If you still, for some mad reason, haven't claimed your game, get it here: [If you paid £18 or more then the Grimoire PDF is now associated with your Humble account. £25 or more has the composed soundtrack MP3.] 

This is also the point where you can help us one last time, by telling people about the game. Tell friends, post it on Facebook, on Twitter, on your Tumblrs and the myriad of other social things. Post a review on Steam, or send a postcard to your cousin in Australia. Tell someone in the pub. Whatever you do will help us consolidate this as a success, and allow Big Robot to continue to work on this and other, new games. 

The game is now at Version 1.0, and is on sale via our website, on Steam, on Humble Store, on, and on GamersGate. More outlets will surely follow. 

What's next for Sir? 

Well, we've completed the single player, but not done everything that we want to do with it. Dan is busy working on OSX and Linux stability issues, and those platforms will likely get their own unique updates soon. Tom is working on the main 1.1 patch, which will formalise and add UI for world generation. Remember that "Advanced" tab that was always greyed out? We're going to populate that with options, and give you much more control over the game. 

 Then there's multiplayer. As we've said before, this is sort of experimental for us, and is still a way off. However, we have a dedicated developer working on it, and the early playable prototypes are extremely promising. We can't say when exactly this will arrive, but when it does we have genuine reasons to be excited. And of course we'll let you know. 

 Again, thank you. This is an amazing milestone in a splendid journey.