Compara los precios de The Precinct en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Fallen Tree Games Ltd. Publicado por Kwalee. Lanzado el 13/5/2025. Disponible en PC, Xbox. Géneros: Action, Indie, Simulation.

A five-person studio somehow built a convincing 1983 cop sandbox with procedure, car chases, and a synthwave soundtrack, and Steam players are 89% positive on it. Whether that holds up past the midpoint is the real question.

I put The Precinct in expecting a thin nostalgia trip, and it kept me at the desk longer than I planned. Fallen Tree Games is a studio of five people, and yet they shipped a top-down open-world police game that layers actual procedural mechanics on top of its arcade-action skeleton. You are Nick Cordell Jr., rookie officer in Averno City, 1983, and from your very first shift the game starts feeding you decisions: respond to the dispatcher callout, or chase the graffiti artist you just spotted on foot? Book the perp yourself for extra XP, or radio a patrol unit to haul them in while you stay on the street? These are small choices, but they compound into a satisfying rhythm that most sim-adjacent games take a season to find. The procedural crime layer is where the depth lives. Each arrest asks you to correctly identify and charge the right offenses, running IDs, frisking suspects, issuing breathalyzer tests, and manually selecting charges from a menu before booking. Get it wrong and the XP docks. Get it right consistently and you climb the rank ladder, unlocking new patrol vehicles, heavier weapons like assault rifles, ESU backup units, and a skill tree that, unusually, makes noticeable mechanical differences rather than paper stat bumps. Daily shifts let you tune your patrol type: foot patrol, parking enforcement, vehicle patrol, or cleanup work, each shifting the crime density and pace of your session. The support token economy is clean design: stay close during a pursuit to earn tokens, then spend them on spike strips, roadblocks, or helicopter surveillance. It rewards aggression without punishing caution. The car chases deserve their own paragraph. The city is heavily destructible, cement medians crumble on contact, and perps use alleys and highway stretches intelligently enough to make pursuits feel genuinely tense. The physics lean arcade, which means chases are cinematic rather than frustrating, though several reviewers flagged that police cruiser acceleration can feel sluggish against faster criminal vehicles. On-foot gunfights are the weaker half: the cover system exists but the aiming cursor under isometric zoom is fiddly, and shootouts against gang bosses can tip into chaotic pile-ons. The AI pathing also hiccups occasionally in dense urban areas. These are real cracks, not cosmetic ones, but nothing a few patches cannot address, and the developer has been active on feedback channels since launch. The story is a 1980s cop-show template: murdered father, dirty officers, gang conspiracies, a grizzled veteran partner counting down to retirement. It is entirely predictable and entirely committed to its own tone, and that self-awareness mostly saves it. Static graphic-novel cutscenes and uneven voice acting keep it from punching above its weight narratively, and critics broadly agree the plot wraps up abruptly. The roughly ten-hour campaign is thin if you sprint it, but the procedural sandbox underneath it sustains play well beyond that, with undercover street-racing missions, driving time trials, and collectible lockbox puzzles scattered across Averno City to extend the run. The PC version runs smoothly across mid-range hardware, and the synthwave soundtrack from Gavin Harrison and Sleepless Nights is legitimately great atmospheric work. Achievement hunters should note that the later trophy list leans hard on tedious collectibles rather than skill-based milestones, which is a minor but real annoyance. For the strategy and sim crowd that wants something lighter between grand-strategy sessions, The Precinct scratches a very specific itch: it has enough systemic depth to reward learning its rules, a satisfying XP-and-rank progression loop, and a setting that does not take itself so seriously that jank becomes immersion-breaking. It is not a replacement for a fully polished open-world production, and it was never trying to be. What a five-person team has built here is a focused, confident take on a genuinely underserved niche, and the 89% positive Steam rating from nearly four thousand players suggests the audience found exactly what they came for. Diego, Scout Team

The Precinct

The Precinct

13 may 2025Fallen Tree Games LtdKwalee
GamerScout opina

A five-person studio somehow built a convincing 1983 cop sandbox with procedure, car chases, and a synthwave soundtrack, and Steam players are 89% positive on it. Whether that holds up past the midpoint is the real question.

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I put The Precinct in expecting a thin nostalgia trip, and it kept me at the desk longer than I planned. Fallen Tree Games is a studio of five people, and yet they shipped a top-down open-world police game that layers actual procedural mechanics on top of its arcade-action skeleton. You are Nick Cordell Jr., rookie officer in Averno City, 1983, and from your very first shift the game starts feeding you decisions: respond to the dispatcher callout, or chase the graffiti artist you just spotted on foot? Book the perp yourself for extra XP, or radio a patrol unit to haul them in while you stay on the street? These are small choices, but they compound into a satisfying rhythm that most sim-adjacent games take a season to find. The procedural crime layer is where the depth lives. Each arrest asks you to correctly identify and charge the right offenses, running IDs, frisking suspects, issuing breathalyzer tests, and manually selecting charges from a menu before booking. Get it wrong and the XP docks. Get it right consistently and you climb the rank ladder, unlocking new patrol vehicles, heavier weapons like assault rifles, ESU backup units, and a skill tree that, unusually, makes noticeable mechanical differences rather than paper stat bumps. Daily shifts let you tune your patrol type: foot patrol, parking enforcement, vehicle patrol, or cleanup work, each shifting the crime density and pace of your session. The support token economy is clean design: stay close during a pursuit to earn tokens, then spend them on spike strips, roadblocks, or helicopter surveillance. It rewards aggression without punishing caution. The car chases deserve their own paragraph. The city is heavily destructible, cement medians crumble on contact, and perps use alleys and highway stretches intelligently enough to make pursuits feel genuinely tense. The physics lean arcade, which means chases are cinematic rather than frustrating, though several reviewers flagged that police cruiser acceleration can feel sluggish against faster criminal vehicles. On-foot gunfights are the weaker half: the cover system exists but the aiming cursor under isometric zoom is fiddly, and shootouts against gang bosses can tip into chaotic pile-ons. The AI pathing also hiccups occasionally in dense urban areas. These are real cracks, not cosmetic ones, but nothing a few patches cannot address, and the developer has been active on feedback channels since launch. The story is a 1980s cop-show template: murdered father, dirty officers, gang conspiracies, a grizzled veteran partner counting down to retirement. It is entirely predictable and entirely committed to its own tone, and that self-awareness mostly saves it. Static graphic-novel cutscenes and uneven voice acting keep it from punching above its weight narratively, and critics broadly agree the plot wraps up abruptly. The roughly ten-hour campaign is thin if you sprint it, but the procedural sandbox underneath it sustains play well beyond that, with undercover street-racing missions, driving time trials, and collectible lockbox puzzles scattered across Averno City to extend the run. The PC version runs smoothly across mid-range hardware, and the synthwave soundtrack from Gavin Harrison and Sleepless Nights is legitimately great atmospheric work. Achievement hunters should note that the later trophy list leans hard on tedious collectibles rather than skill-based milestones, which is a minor but real annoyance. For the strategy and sim crowd that wants something lighter between grand-strategy sessions, The Precinct scratches a very specific itch: it has enough systemic depth to reward learning its rules, a satisfying XP-and-rank progression loop, and a setting that does not take itself so seriously that jank becomes immersion-breaking. It is not a replacement for a fully polished open-world production, and it was never trying to be. What a five-person team has built here is a focused, confident take on a genuinely underserved niche, and the 89% positive Steam rating from nearly four thousand players suggests the audience found exactly what they came for.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaProcedural ArrestsRank ProgressionSupport Token SystemDestructible EnvironmentsShift-Based StructureUndercover MissionsSkill TreeTop-Down Open World80s Cop Aesthetic

Requisitos del sistema

Mínimos

OS
Windows 10 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
Nvidia GeForce GTX 660Ti / AMD Radeon R7 370
Processor
Intel Core i5-7600K / AMD Ryzen 3 1200

Recomendados

OS
Windows 10 64-bit
Memory
16 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
Nvidia GeForce RTX 2060 / AMD Radeon RX 6600 XT
Processor
Intel Core i5-10400F / AMD Ryzen 5 5600X

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Información del juego

Desarrolladora
Fallen Tree Games Ltd
Distribuidora
Kwalee
Fecha de lanzamiento
13 may 2025

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¿En qué plataformas está disponible The Precinct?

The Precinct está disponible en PC, Xbox.

¿Cuándo se lanzó The Precinct?

The Precinct se lanzó el 13 de mayo de 2025.

¿Quién desarrolló The Precinct?

The Precinct fue desarrollado por Fallen Tree Games Ltd y publicado por Kwalee.