
Smile, Sir is an action management in the Victorian grotesque, where the heads are composed exclusively of jaws and the teeth are the face and symbol of human integrity.
Admire the audience with the view of your teeth, deal with the disgruntled, and if you lack the teeth, don’t be annoying to borrow a couple from the city cemetery.

Can you imagine anything more attractive than a dazzling smile?

Tooths are the most expensive: In Smile, Sire is an unusual health metric, a progressive structure, and a game currency. All these are teeth that can be lost and recovered, can be pumped, and can be bought, sold, and exchanged.

Unexpected priorities: The goals of the hero are twofold: to survive in difficult circumstances, using dental management and improving their position in society through dental diplomacy. Action, which is a lot to play, is only needed to maintain two systems above.
The big city: Finally, the player will have enough places to find or lose his teeth. The game takes place in a big city with an intrigued topography: in addition to the streets and the prospectus, there are shackles and twists, attics and basements, shops and graveyards, in word, all the necessary things.
Play for the Aferist speaker: charm the audience with your teeth and deal with anyone you can’t charm.
Without teeth, you have no future in town. We’re gonna have to get new ones all the time.
The constables guard the calm of the listeners. When they notice the fight, they’re gonna go look for the culprits: whoever hits first, he’s got more teeth.
Don’t draw attention, hide evidence, or set others up. A couple of teeth from your own jaw is a small charge for a clean conscience.
To avoid a fight or to escape a chase, you can jump on one of the cabs that travel around the city.
You can dig a few teeth in the cemetery. The important thing is not to get caught by the Cemetery Keeper, or he’ll lock him up the next night.
You can buy sweets from a shop or street vendors. They’re gonna mess up your teeth, but they’re gonna make you more attractive to the audience.
Or bribe the sweet little boys with a pair of candy, and they’ll get you in the audience quickly, and if they need to, they’ll draw the constable’s attention to themselves.
He took the floor.
A slum and secular hero: there is no place in the city where he wouldn’t feel like a fish in the water. It’s no wonder the falds of his frontal fracco look like the tail of a winding fish.
Constable
This character wears formal clothing, the details of which are somewhat exaggerated.
The strength of the constable’s uniform dilutes the boots of an unexpected shade.
Cemetery Keeper
Why would a key keeper have a separate question?
The shopkeeper.
He’s always trying his product, his clothes are coloured, and his clothes are sticky. At night, his sweet shop turns into a butcher’s pavilion, and the sweets replace the other product, the teeth.
Aristocratic
In addition to the brightness of the clothes and the number of dentures made out of gold, the rich person is also singled out.
Middle
Unlike the neighbor, this citizen has to go to work. He wears the likeness of a uniform.
The worn jacket went off on the back of the seams, but he can’t afford a new one.
Poor man.
The most unreliable representative of urban society: a lot of free time and no prospects. Teeth are missing, too. It’s possible that his rubbed shoes will fall apart before he loses his last teeth.
Marine on land
Bad is a sailor who doesn’t represent himself as a captain.
Command — Osipova Anna. Game design, programming, conceptual art, left-hand art, architecture, props, animations, VFX, as well as custom and procedural settings. — Lapina Maria. The concept art of characters, the creation of models and their textures, as well as the textures of a horse and a cab. The project was also under way — Natalia Melnika. Creating horse and cab models. — Budaragina Anna. Models and textures for brides and newspapermen. — It’s Xenia’s dore. Creation of a column of posters, signs, graves and columns, as well as textures for them.