- Small fix - 12 July 2025
- Fixed achievements ...so they are achievable! (˵ ͡° ͜ʖ ͡°˵)
- New instruction, Help Grandma cross the road! - 27 May 2024
New content update! New instruction available! Help grandma cross the road Fixed so Go Fishing can be completed Fixed a soft-lock Help grandma cross the road In this instruction you'll need to help grandma cross the road. But as you progress, you'll need to do stranger and stranger things, instead of helping her cross the road. All while thousands of enemies are trying to kill you! It plays out in the last spot a grandma wants to be crossing the road; in the big city with only skyscrapers. Can you make it happen? And can you escape before the map gets overrun by enemies? Hope you'll enjoy it!
- Hotfix 0.8.2 - 26 April 2024
Fixed several softlocks in the game modes Fixed softlock when all players in multiplayer has died Fixed one achievement not achievable Fixed connection issue seconds time starting game on steam lobby
- Hot fix 0.8.2 - 17 April 2024
* Fixed crash bug in one of the side quests.
- Just Read The Instructions playthrough by ImJustJun and friends! - 14 October 2023
To celebrate the demo release of Just Read The Instructions on the Steam Next Fest, ImJustJun and friends are playing through the first map on stream! Join in and see what the game is all about! ImJustJun's YouTube channel: https://www.youtube.com/@ImJustJun
- Just Read The Instructions playthrough by ImJustJun and friends! - 11 October 2023
To celebrate the demo release of Just Read The Instructions on the Steam Next Fest, ImJustJun and friends are playing through the first map on stream! Join in and see what the game is all about! ImJustJun's YouTube channel: https://www.youtube.com/@ImJustJun
- Just Read The Instructions Joins Steam Next Fest with a Multiplayer Demo! - 14 September 2023
Hello, dear gamers and fans of Just Read The Instructions, I'm thrilled to share some exciting news with you today. The game will be a part of the upcoming Steam Next Fest, and a playable multiplayer demo will be available for everyone to enjoy! What's in the Demo? Tutorial: Dive into the basics of Just Read The Instructions and get a feel for the game mechanics. Whether you're a seasoned player or brand new to my game, this tutorial will get you up to speed. 4-Player Multiplayer: The first map will have full 4 player support, so make sure to bring a friend to get the best experience with the demo! When Can You Play? Steam Next Fest is just around the corner, it starts the 9th of October and ends the 16th of October. Don't miss it! Your Feedback Matters I greatly value your feedback. The best channel to share your thoughts, suggestions, and bug reports is our Discord Server. Join and co…
- New Gameplay Trailer and updated narrative! - 14 July 2023
Gameplay trailer done! I've worked on this trailer for quite a while and it's finally done! I really hope you like it! Make sure to watch it on YouTube and leave a like! It's also hinting to the new updated narrative in the game. You will still be doing strange instructions while trying to fight off horde of enemies! But now you have a clear purpose. Your purpose You are sent into this simulated reality that is taken over by a corrupt AI, and your mission is to destroy this AI before it destroys you. This is done by confusing and undermining the AI systems and killing all of the enemies it sends your way. Now when you do the instructions, it's now coming from AI experts on the outside trying to decipher and understand the AI to counter and confuse it. So a scenario will be constructed for you, like helping John move, and when you have completed the instructions, the task shall be repeat…
- MillsyLIVE - INDIE GAME STREAMER - 5 June 2023
It is being streamed on twitch: https://www.twitch.tv/millsylive Come and hang out and ask questions!
- New enemy! - 13 May 2023
There are three new enemies in the game! Let's talk about the first one. It's called the "jumper," and it jumps around on walls, following the player. The jumper is designed to solve a few gameplay issues. First of all, it's nice to have as much variety in enemy design as possible. But the jumper is specifically designed to encourage teamwork while also working in a single-player setting, here's how it looks: How do you encourage two players to tackle an enemy together? One way is to create a classic aggro mechanic so that while the enemy has full focus on one player, the other player is able to do other things since they are not being targeted. With the jumper, this is represented by an impenetrable shield aimed at the player who has aggro. It looks like this: So the player not being aggroed can shoot it from a different angle. Although it will jump away the moment it gets hit, so make…
- And we're back! - 28 April 2023
So it's been a while. It's been a while since we last posted anything, but we're back and it's time to start sharing our progress on the game! Lots of things have happened, and we are going to go through all of them over the coming months and show off all the shiny new things added and improvements in the game. First of all, the core game idea has not changed. It's still set in a simulated reality, and you are tasked with just reading the instructions and trying to figure out what exactly you are supposed to do. Every time you start a level, it's procedurally generated with a unique layout, making it always fresh and interesting! Finally, there are still a ton of enemies that will attack you at the same time, and your weapons are still very overpowered. Oh, and everything is still a bit surreal. But let's talk about the new stuff! The biggest change yet is that the dust that is left whe…
- Now You're Thinking With Portals - 30 July 2021
Into the Matrix While we don’t want to spoil much of the story or lore about the world, it is quite easy to see where the inspiration comes from regarding how the players start and end a level in Just Read The Instructions. This white room where everyone gets ready for the fight is a small hint to what is actually going on for the characters in the game. It’s obviously a reference and homage to The Matrix, although the cinematic version might have a leg up on visual quality... In any case, the players start off in this seemingly infinite and empty room. They grab the weapons they want to use and then they go through a portal, a door, a rip in spacetime or whatever one might call it. These are our portals and they play an important part in the game. Neo and Trinity grabbig some weapons The player starting the level in the white room and then goes though a portal Guns are always good to h…
- The dust will hurt you - 16 July 2021
Is originality always good? When designing a game there are always choices to make between following the beaten path or trying to explore new ideas and mechanics. It can range from new takes on core mechanics that permeate the whole game, to singular “simple” innovations. The bad ones are sometimes called gimmicks. Balancing between being original enough to stand out and still doing what players expect from your game and genre, that is a tricky thing. In Just Read The Instructions we are taking a big step into mechanics that is completely new, at least for us. Some might say too big of a step, but we hope to be convincing in our execution! The death of a Crawler The primary enemy in the game is the crawlers, we have talked about them in previous blog posts. They don’t hurt the player directly, instead when they come near the player they explode into particles. These particles are what h…
- With great power comes great responsibility - 2 July 2021
We need more power! In the previous blog post we talked about the amount of enemies that can be present at the same time in the game. As we explained, it came from the fact that the new Unity DOTS framework enables new levels of performance and thus we could have this amount of enemies. But every action has an equal and opposite reaction, how is the player supposed to handle all these enemies? The weapons are by necessity very powerful and effective. The technical aspect Powerful weapons have their own performance implications, it’s not trivial to handle a shotgun discharge with 80 individual bullets (pellets). Just spawning 80 bullets is not a big deal, but then there are all the individual hits and calculations following that, which sort of expands into a host of different systems that all need to crunch all the aspects of every single bullet and it’s behavior. And then you need to mu…
- Crawlers, crawlers everywhere! - 18 June 2021
A big focus for this game is crawlers, and we are proud of the technical solutions we have developed to enable the sheer quantity of crawlers we can have on screen at the same time. And the reason for this focus is two fold, technical and honestly the “rule of cool”. One crawler in action The technical part is tied to some recent development in the Unity engine, the Data Oriented Tech Stack, or DOTS for short. It’s a new framework that enables a whole different level of performance in the Unity game engine. It’s still in a very early stage and not a complete or polished system and thus not recommended yet. But we took the leap. So the idea of this was born out of a fascination of what one could do with this tech, we thought “how many enemies can we have?”. So we investigated that idea and came to some sort of answer. First of all, if we just simulate the behavior we can have tens of tho…
- Roadblocks and their purpose - 7 June 2021
Roadblocks Last update we presented the first look on the games procedurally created levels, on these levels the players will have to navigate to find and ultimately solve the various instructions. We will discuss the instructions specifically in a future update. The levels so far are quite straightforward with relatively logically structured streets and paths (especially the current city theme) for the players to walk through. While we have a lot of space within the procedural tool to change the exact structure of the level-layout, we also need some minor hindrances to make it more challenging to navigate, one of the solutions are roadblocks. Roadblocks are essentially what the name suggests, in its simplest form a wall that blocks a specific path, forcing you to find another one, thus making navigating the level a bit more difficult by creating maze-like paths. However, just blocking…
- Procedurally generated maps - 21 May 2021
Our very first news post! We'll start of by showcasing our first type of procedurally generated map. As the title of the game suggest, the game is focus around instructions that you'll need to read and follow. These instructions will be a constant in an always changing scenery. So for our first news post we wanted to show off how our procedural city generation look at the moment. It will change and evolve a great deal before the beta, but right know the little town you are placed in is always different. You can se that there is a strong theme and everything looks familiar, but every street, house and prop is different every time. We will continue to work on the look and variation of the map, but the general concept is working very well for us already! We believe a good metric for how fun a game is, is how much we as the developers want to play our own game during the development. It's n…