Codex Gamicus

2 Days to Vegas was a planned third-person action-adventure game being developed by Steel Monkeys. The game was due to be set in several major cities across the United States and take place during a 48 hour period. 2 Days to Vegas was set to release for the PlayStation 3, Xbox 360 consoles, and on PC for Microsoft Windows.


2 Days to Vegas revolved around a recently-released convict named Vinny who must help his younger brother Tony, who is in trouble in Las Vegas. Over the course of 48 hours, players would have been able to journey across the United States, stopping at major cities on their way to Las Vegas. The confirmed locations included New York and Las Vegas.


Development of the game began in 2003 at the now defunct Glasgow studios of Steel Monkeys. When Steel Monkeys in the UK shut down, the game moved production to the secondary Steel Monkeys studio established in Belarus Minsk.

On February 11, 2009, confirmation from Steel Monkeys that 2 Days to Vegas was still in development was received by IGN.

As of 2015, the official project page on Steel Monkey's website no longer exists, and it is likely that the game has been cancelled.


In August 2006, Steel Monkeys announced they would be using AGEIA PhysX SDK technology and NovodeX Physics software for their physics solution. They have also licensed SpeedTreeRT SDK of IDV Inc., which will help to create virtual plants in the TPS.

At the 2007 GDC, Steel Monkeys showed off new screenshots of the game which the Steel Monkeys's boss assured was real-time and not pre-rendered. On January 22, 2008, PlayStation Universe hosted a two day exclusive where they revealed twenty new screenshots and two new videos of 2 Days to Vegas.

Steel Monkeys opted to purchase 2 Motion Capture systems for the MoCap within the game as opposed to outsourcing. Instead of the more common optical systems, Steel Monkeys chose an inertial system from Manufacturers Animazoo. The wireless capabilities along with the portability has allowed Steel Monkeys to use everyday surroundings as sets, instead of having to build sets within a confined optical stage

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