New tidbits in a recent Gamasutra interview. Running on a modified version of Unity, still aiming for Q4 2016.
Q. Ive seen interesting pitches about the game as an exploration of failure, which helps set it apart from the usual Be an awesome hero! sort of game. Did reversing the epic RPG drive this anti-hero approach?
A. Yes, but I wouldn't call it an anti-hero approach. The anti-hero is still a hero, only cool. Most of us would actually like to be that, and not a Dirk Squarejaw straight up hero type. Instead of what we are, which is, let's face it varying degrees of failure. The person you wake up as in No Truce is not a cool, deranged anti-hero. He's a failure.
Like you and I. Like the Soviet Union, or your first love. This person is catastrophic. Ruin is his rest state, it's hard to steer him anywhere but. We expect actually solving the case and not ending up as an insane drunk to be the non-standard ending.
It's about being a man, really.
"We're in many ways trying to reverse the tradition of epic RPGs. Where they have global, we have personal; where they have mass, we have detail; where they have guns, we have thoughts; where they have commas, we have semicolons."