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Sammy Jukes: Twin Lakes Gameplay and Developer Q&A

Posted on September 21, 2024September 23, 2026 By Ronny Fiksdahl

Sammy Jukes Opens Up About Twin Lakes and Its Development

Step into the enchanting world of “Sammy Jukes: Twin Lakes,” where puzzles, storytelling, and stunning visuals come together to create an immersive adventure. This article offers an in-depth look at the game, accompanied by exclusive gameplay footage and developer insights.

“Sammy Jukes: Twin Lakes” is set against the backdrop of a seemingly idyllic town harboring dark secrets. As the protagonist, Detective Jukes, players are tasked with solving the disappearance of a well-known environmental activist, unraveling a story that is as complex as it is captivating. The game boasts a rich narrative inspired by classics like “Twin Peaks” and “True Detective,” with a whimsical nod to “Monty Python.”

Having spent numerous hours immersed in the world of Twin Lakes, I’ve experienced firsthand the challenges and thrills of being a detective in this game. The puzzles are cleverly designed, requiring genuine detective work that makes the gameplay both rewarding and intellectually stimulating. The interactions with fully voiced characters, from the drunk sheriff to the conspiracy theorist town folks, are particularly impressive, adding depth and humor to the serious storyline.

“Sammy Jukes: Twin Lakes” leverages Unreal Engine 5, bringing its characters and environments to life with stunning detail. The open-world map of Twin Lakes invites exploration, with each location offering new clues and furthering the narrative. Player choices significantly impact the storyline, leading to multiple endings that add to the game’s replayability.

Q: The game draws heavily from cult classics like ‘Twin Peaks’ and ‘True Detective.’ Could you describe a specific scene or element in the game that directly reflects this inspiration?

A: The most obvious part would be Tammy’s photo that is featured in the missing posters around town. This was pretty much directly lifted from Laura Palmer’s prom queen photo from Twin Peaks, especially the way she smiles at the camera. You see this shot of Tammy and start to imagine all sorts of horrible things these awful townspeople might’ve done to her. It’s a great catalyst for the story.

Q: Environmental themes are at the core of your story. What personal experiences or real-world events inspired you to tackle the clash between activists and big oil companies in the game?

A: Our main inspiration came from the Keystone XL pipeline that was in the news a few years ago. The environmental impact of this project and the economic interests it presented were very polarizing. We wanted to incorporate that into the story. Then came the Just Stop Oil protestors with their soup-throwing and sitting down on roads. It seemed like a perfect fit for our character Greg. He’s very self-righteous, believes he is doing a very important job, but his attitude is very hard to like. You put him in a room with an oil company executive like Paul, the drama just writes itself.

Q: Each character in ‘Small Town, Big Secrets’ seems meticulously crafted. Can you share a behind-the-scenes story about creating one of your favorite characters?

A: One of my favorite characters is Sheriff Gary F. Cooper. I wrote this character after watching Robert Aldrich’s Vera Cruz. I figured that he was born in the late ’60s. His parents, especially his father, must’ve been a huge fan of Gary Cooper at the time and named him after the actor. He’s this guy that completely failed to live up to his name. He’s not the strong, silent type. He’s whiny, totally incompetent, drinks on the job, etc. He was such a fun character to write, I ended up writing a short novella about the Sheriff trying to solve the case before Detective Jukes arrives in town. We hope to release that as a freebie extra after the launch.

Q: Voice acting brings characters to life. Could you tell us about a memorable moment from recording sessions that might surprise fans?

A: Our voice cast was fantastic. They did a brilliant job with all these characters. One memorable moment for us was recording Paul the Oilman’s lines. We thought this was a very specific character that needed a certain cadence and style. We expected to go back and forth many times, trying to nail this character. Then the voice actor nailed it on the first take. We were like, yeah, that’s it, that’s the character. We had no additional notes. It was great.

Q: Choices in the game lead to different endings. Can you walk us through how a particular choice early in the game can ripple through to a dramatic finale?

A: Our approach was to keep the amount of choices in the game low, but have each choice have a significant impact. Most choices have an effect on what happens in the finale. For example, you can get the same piece of information from either Scott or Earl. Whoever you help out will be present at the final choice.

Q: Exploration is a key aspect of the game. What hidden gem or easter egg should players be on the lookout for when roaming Twin Lakes?

A: There are a ton of tiny, funny details that are very easy to miss such as book covers, magazines, and various labels for all the groceries in the game. My personal favorite is a movie poster found in the corner of Angela’s room. It’s about a movie about time travel with an interesting twist.

Q: The game incorporates real-world legal processes like obtaining search warrants. What’s the most interesting legal fact or detail you learned during development?

A: It was quite interesting to learn about how mistakes made during the investigation can make it impossible to convict the criminals in court. That could be an interesting concept to add for a future installment in the series, I think. You can do the investigation as Detective Jukes and later sit in the court to see how things turn out.

Q: Balancing law enforcement with civil liberties is a delicate act. How does this dynamic play out in the game, and what do you hope players take away from it?

A: One of our main inspirations for Detective Jukes was Columbo from the classic TV series. What we liked about him is that he’s a man doing his job within the limits of the law. We wanted Jukes to be like that. In this game, Detective Jukes can’t do anything illegal. He needs to either obtain a warrant or get permission to enter residences. I think this is an interesting feature and, hopefully, will be expanded upon in the future with other procedural details. As for the players, we’re not really trying to sway them one way or another. It’s not really an “issue” game, it’s just an entertaining story.

Q: Using Unreal Engine 5 and Metahuman technology is quite cutting-edge. What was the ‘aha’ moment when you realized these tools were going to transform your game’s development?

A: When we first saw Metahumans revealed, we had already started development of the game. Our plan back then was to utilize a low-poly and more stylized art style. We were worried that while Metahumans looked great, there’s no chance they would actually work on your average machine. When we finally made them work, it wasn’t much of an ‘aha’ moment as it took tuning down a hundred things a little bit, rather than making one big discovery.

Q: Given the game’s advanced graphics, what challenges did you face in optimizing performance without compromising on visual quality?

A: Our focus while optimizing was to preserve the character quality above all else. We did our best to make sure the characters look great no matter what settings you play on.

If you could be any character in ‘Small Town, Big Secrets,’ who would you be and why?

Probably Father Jerry. He’s rich, has a successful business, and a big house.

What’s your go-to snack during those long development nights?

Like our Sheriff Gary, we love them spicy wings.

If Twin Lakes were a real place, what would be the must-visit spot?

Just hanging out near Moose Lake, cracking open a cold one would be great.

Which character was the most fun to develop voice lines for?

I guess that would be Scott, everything he says is crazier than the next.

If you had to choose a sidekick from the game to help you solve a real mystery, who would it be and why?

I wouldn’t want to go anywhere without my dog. He’s got all the clues.

Can you share a funny glitch or unexpected moment from testing the game?

Well, the first time you fall through the map it’s kinda funny. The tenth time you fall through the map it becomes sad. And the fiftieth time it becomes funny again.

If you could add any ridiculous feature to the game without worrying about budget or resources, what would it be?

It’s not that ridiculous, but if you could actually ride your car around, that would’ve been cool.

“Sammy Jukes: Twin Lakes” is a must-play for fans of detective games and narrative-driven adventures. Its blend of serious detective work with whimsical storytelling creates a uniquely engaging experience. Whether you’re piecing together clues or interacting with the quirky inhabitants of Twin Lakes, each moment in this game is designed to keep you guessing and engaged.

Experience the intrigue and charm of “Sammy Jukes: Twin Lakes” for yourself. Visit Steam to get your copy today, and don’t forget to share your thoughts and detective triumphs with us in the comments or on social media!

Read our exclusive interview with developer Vidas Salavejus to learn more about the creative journey behind the game.


Written by Ronny Fiksdahl, Founder & Editor-in-Chief of Fix Gaming Channel.

Send interview pitches, corrections, tips, or developer stories to contact@fixgamingchannel.com.

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Developers, Gaming News, Indie, Interviews Tags:detective game, developer Q&A, Indie, narrative adventure, Sammy Jukes: Twin Lakes

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