The Militsioner story centers on an ordinary citizen trapped in a surreal, totalitarian town watched over by a colossal police officer. Developed by indie studio TALLBOYS and published by CRITICAL REFLEX, the game blends first-person immersive sim mechanics with psychological dread. Instead of facing a standard jail cell, you are forced to navigate open city streets while a towering lawman tracks your actions, manages administrative paperwork, and prepares to pass judgment.
Escaping the town requires navigating a web of state surveillance, eccentric locals, and the giant's fragile emotional state.
The Narrative Premise: An Arbitrary Arrest
Militsioner opens with an unmistakable homage to Franz Kafka’s novel The Trial: "Someone must have been telling lies, you're an ordinary nobody who has never done anything noteworthy, and yet you've suddenly been arrested."
The protagonist wakes up scooped into the sky by an enormous hand. Suspended hundreds of feet above the pavement, you are interrogated by the officer about routine morning habits—such as what time you woke up or whether you drank tea or coffee. Even blinking at the wrong moment can provoke suspicion.
The officer informs you that you are officially under arrest for an unnamed crime you know nothing about. While awaiting formal processing, you are granted conditional movement within city limits under one strict rule: you must give vocal consent that you will not flee. From that moment, a ticking clock begins. The player must find a way past the borders before official judgment seals their fate.
The Colossal Officer: Lore and Psychological Design
The towering officer—known simply as the Militsioner—serves as the physical and narrative anchor of the town. According to developer interviews in The Guardian, game director Dmitry Shevchenko drew visual inspiration from Russian digital artist Andrey Surnov's painting of a giant traffic policeman sitting in a field, alongside the literary dystopias of Arkady and Boris Strugatsky (The Snail on the Slope) and the satirical hierarchies of Nikolai Gogol.
Rather than acting as an unthinking machine, the giant operates through a complex, reactive mood system reminiscent of a virtual pet or dating simulator. His emotions directly dictate the town's physical environment and your survival options:
| Emotional State | Narrative & Environmental Effect | Common Triggers |
|---|---|---|
| Calm / Relieved | Lowers alertness; grants second chances for minor infractions | Receiving preferred snacks, truthful compliance, small talk |
| Sad / Depressed | Weather turns stormy; crying spells can cause massive street floods | Loneliness, neglect, loss of gifts (such as a runaway cat) |
| Annoyed / Suspicious | Issues monetary fines; keeps a closer eye on restricted zones | Unpaid penalties, trespassing, wandering into private apartments |
| Betrayed / Angry | Destroys hideouts, strikes structures, and immediately seizes the player | Breaking ticket gates, fleeing via train, committing visible assault |
When the officer breaks down emotionally, his tears can submerge streets and alleys, drowning citizens and cutting off ground routes. Conversely, soothing him with food, compliments, or romantic gestures can open closed pathways and make him look the other way when laws are broken.
Key Characters in the Nameless Town
Surviving under the giant's gaze requires interacting with the town's small cast of isolated, suspicious residents:
- The Colossal Militsioner: A lonely, weary civil servant who sits over the harbor or rests against the nearby mountains. He takes escape attempts as personal betrayals and longs for companionship, pets, and simple treats like apples, croissants, or donuts.
- The "Friend" in the Sewers: A mysterious figure hiding beneath the pavement who claims to be a lawyer. While he initially presents himself as an ally, he traps players, hands out counterfeit train tickets, and operates a black market selling forged alibis to wash away criminal records.
- The Train Station Cashier: A high-strung official stationed at the local depot. She recognizes you immediately from television broadcasts and threatens to dial the officer. However, she harbors an unrequited crush on the giant, creating an opening for players to manipulate her feelings using forged gifts or perfume.
- The Pawn Shop Captain: A merchant who buys salvaged goods, empty bottles, and household electronics in exchange for rubles, funding the player's tools and bribes.
- The Smoker: A nocturnal local who sleeps through the day and later operates transit machinery, terrified of attracting the officer's attention.
Story Structure: The Three Acts and Escape Routes
Official developer progress reports confirm that the full narrative unfolds across three distinct acts, expanding outward as the town grows:
Act 1: The Suburban Railway
The initial escape route centers on the local electric train, which pulls into the platform daily at 13:00. To board, players must obtain a valid ticket, either by purchasing one legally, breaking into the ticket counter after hours, manipulating the cashier, or stealing a pass while the officer is distracted. Early playtest builds reveal that even after boarding, the giant will physically grab the locomotive in panic, requiring either stealth, alibis, or high affinity to convince him to let you depart.
Act 2: The Mountain Funicular
As narrative acts advance, players gain access to higher districts serviced by a funicular cable car traveling into the mountains beyond the giant's physical reach. This route introduces administrative buildings built with Soviet-inspired monumentalism, where players can pursue legitimate employment badges from the funicular boss, pick locks for maintenance keys, or attempt train-hopping under cover of darkness.
Act 3: The Expanding Underground
Connecting the districts is a growing sewer network. Far from a simple safe room, the subterranean tunnels function as an underground hub free from the giant's direct line of sight. Here, players trade illegal wares with the sewer contact, bypass flooded above-ground streets, and uncover classified administrative reports regarding the true nature of the colossal force governing the city.
Themes of Guilt, Complicity, and Surveillance
The narrative of Militsioner subverts the traditional innocent-protagonist trope. While you begin the game accused of a crime you never committed, the systemic reality of the town makes maintaining moral purity nearly impossible.
To acquire currency, bypass locked gates, or soothe the giant's erratic temper, players are driven to break into civilian homes, steal private belongings, smash windows with bricks, and frame other residents. By the time an escape window arrives, the player character has often committed genuine felonies simply to secure their freedom.
Furthermore, death and capture reset the cycle: the giant addresses you as a new, nameless offender, noting that previous parolees have either vanished or disappointed him. This cyclical enforcement reinforces the Kafkaesque atmosphere—the law exists not to resolve crime, but to maintain permanent, suffocating vigilance over everyone beneath it.
Frequently Asked Questions (FAQ)
What crime did the player commit in Militsioner?
The opening narrative does not specify any actual crime. In keeping with Franz Kafka's The Trial, the protagonist is an ordinary citizen targeted by an arbitrary system. Secret documents located within the town suggest administrative records are filled with bureaucratic nonsense rather than genuine evidence.
Can you romance the giant police officer?
Yes. The dialogue system allows players to flirt with the giant, give him romantic gifts like flowers or perfume, and manipulate his affinity. Developers confirmed this mechanic evolved directly from playtest feedback where users wanted to test the boundaries of the officer's emotional system.
Are there multiple endings?
Official development updates and demo gameplay confirm multiple avenues of escape, including boarding the 13:00 passenger train, hijacking or working the funicular, and using sewer routes. The giant's reaction upon your departure varies depending on whether you forged a bond, fled in secret, or provoked his wrath.












