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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.
Created by

Big Robot

4,906 backers pledged £92,551 to help bring this project to life.

Recent updates


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.

One More Update Before The Big Day!



We're pushing out an update with a bunch of small fixes and tweaks today, but really big news is that Sir's single player mode will hit v1.0 on May 1st. This, therefore, is the final patch of our Early Access period. Oh yes, it's the end of a long road.

There will still be a few things to come after v1.0, as well as ongoing fixes and support, including multiplayer (no, no date on that yet, we've still got a way to go!) and also a customisation patch that will allow you mess with the game generation in-menu, rather than just in the back-end XML files. But we'll get to those later!  

For now, the big message of this latest update is: help us bug hunt!  

We need as many people as possible to pile in, find problems, share logfiles, and help us get this game into the best shape it can be. There's a bunch of changes up today, including major performance improvements. Go and try it out!  


  • NEW - End sequence and credits. The closing voice-over and credit page now play before you get to your stats.  
  • NEW - Tooltips on all items, plus roll-over instructions for inventory slots.  
  • NEW - Fragment counter in inventory revamped to show fragment count per island, plus current location.  
  • NEW - State indicators for bleeding, trapped, and starving.  
  • Changed some textures and vegetation detail on Rural biome.  
  • Major optimisation pass, up to 30% performance increase on some machines.  


  • Walters' voice clips now no longer wait for each other to finish (so you don't miss any!) 
  • Toy train can no longer fly into the sky on cliffs/slopes.   
  • Opening inventory or map with control no longer conflicts with mouse and keyboard controls. Landowner gets stuck less frequently.  
  • Background music levels fixed.  
  • Ruins stonework lightened.  
  • Bog creature sounds don't last too long.  
  • Flashlight no longer appears to be made of stone.

Update #38: The Castle Biome!


[Note: This is live on Steam now, and will appear on Humble later this evening.] 

Today's update adds a new environment type, our fifth and final. As we promised way back in the mists of Kickstarter, we now have a biome type for each of the islands: Rural, fens, industrial, mountains and castle. The castle biome places a huge ruined tourist attraction across one part of the map - a familiar sight for people who live in certain parts of the UK.

Behold! A video:

As such this update represents the marvelous conclusion of the major content updates for the alpha. We have another patch coming up to rejig some biome elements and add an end sequence, but this nevertheless delivers all the single-player content we'd planned and promised during our initial fund-raiser. It's a fine feeling to have come this far. But it is far from over! We need your feedback to continue the great dance of balancing and bug-stomping. So let us know what you find, over on the forums


 - NEW - The Castle Biome (New island option in world creation.) 

- NEW - Soundtrack (Related audio slider in game options.) 

- NEW - Menu scenes including the world's greatest menu pheasant. 

- Scarecrow pathing reworked. 

- Landowner collider altered to improve pathing. 

- Squire audio altered to reflect movement. 


- Z-fighting on buildings and rock formations. (OMG!)

 - Slagheaps no longer have paths over them in Industrial biomes. 

- Fixed mesh combination at World Generation. 

- Fixed information window and V/O playing on fire use. 

- Pub sign taller to avoid collision with landscape and scenery. 

- FOV pop on binocular equipping. 

- Controller reworked in all menu situations. 

- Fixed erroneous mouse inputs during menu use. 

- Seabeast particle effect errors fixed. 

- No more crashes on rider death.