
Suit for Hire
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Patch v21.8 - Bugfixes and BalancingNov 8, 2024 - Community AnnouncementsHey everyone, We're working hard on the 1.0 update and in the meantime we've made various improvements and bugfixes that we believe are worth releasing now rather than later. Thank you to everyone that submitted feedback and bug reports, here's the patch notes: ADDED: Fade out execution window UI when out of range ADDED: Proper helicopter animations (RIP Tpose guy 2021-2024) Increased hitbox for executing enemies Increased counter attack window time by 0.075 seconds Increased execution window timer by 0.75 seconds Other series pins fade out when hovering a series button Reduced intensity of QTE event when getting stunned from 0.08 to 0.065 Nerfed knife guy (slower attacks and lunge distance) FIXED: Animation of hovering series pin FIXED: Head is cutoff on widescreen in the customize suit screen FIXED: shooting elite enemy with nailgun would cause them to stay alive even though they should be nailed to wall FIXED: throwing weapon at destructible wall does not respawn the pick up weapon actor FIXED: HUD reappearing between loading when HUD disabled FIXED: attempting to execute an enemy while nearby another enemy will cause you to not execute the enemy FIXED: getting stunned while diving will sometimes count as a perfect dodge but still hit the player Feel free to let us know if you're experiencing any issues, thank you!Patch v21.5Oct 7, 2024 - Community AnnouncementsHey everyone, Just a small patch fixing a few things: - FIXED: some incorrect Chinese localization - ADDED: Weapon ultimate button to Input settings menuPatch v21.4Oct 6, 2024 - Community AnnouncementsHey everyone, Another patch heading your way, thank you to everyone submitting bug reports! - FIXED: Restarting the chapter on Oil Prince results in insta death - FIXED: Enemies in Oil Prince not moving due to missing navmesh - FIXED: Executing another enemy quickly after doing one doesn't work - FIXED: In Tiramisu, laser shows up at times even though using fists - Improved Turkish localizationv21.3 PatchOct 5, 2024 - Community AnnouncementsHey everyone, we've released yet another patch to resolve some bugs and issues. - Added temporary localized text for missing text - BUGFIX: Silenced pistol not one shotting elite enemies up-close - Adjusted tutorial to not have infinite bounds anymore, barrels should no longer get stuck to edges and should reset location sooner - Further improvements to text wrapping in Loadout menuv21.2 UI HotfixOct 5, 2024 - Community AnnouncementsHey everyone, We received a bug report about the UI getting messed up in the Loadout menu in languages other than English, this hotfix patch is hopefully to resolve that issue. Thanks and please continue submitting feedback and bug reports!Patch v21.1Oct 4, 2024 - Community AnnouncementsHey everyone, This is just a small patch fixing some bugs that we were notified about through reports (thank you for sending your bug reports!) FIXED: enemies attacking without animation after getting hit by door FIXED: ending overlap not showing up in Miami Club FIXED: player speed different after death due to door time slow Added contributors to credits Update #21: Big Content ExpansionOct 3, 2024 - Community AnnouncementsHey everyone, We're happy to announce that the Early Access V21.0 update is now out and playable in the official branch of the game! This is a massive update including new Arena mode levels, a new Miami chapter, and new levels that focus on shorter/more jam-packed experiences. {STEAM_CLAN_IMAGE}/40399016/89b7c16356482846b11edf650e2bc2d9fb10d141.png Additionally the game now has translations for Japanese, Chinese (Simplified), Turkish, French, and Spanish- you can change your language option in the Settings menu. Please let us know if there's any typos or issues, we'll strive to improve all languages as we head into 1.0. {STEAM_CLAN_IMAGE}/40399016/6baf5c4606d8607eb0184784cd2b8672af1e9209.png 1.0 update will include more languages, so stay tuned for that. We've also begun work on Character Customization, this first iteration includes some head/hair customization- the next iteration of Suit Customization will include clothing and accessories. {STEAM_CLAN_IMAGE}/40399016/b953908140c0d6edb38a88e1f177be5bf0aae345.png But that's not all, there's much more including: Improved Diving Counter-attack overhaul 2 new Primary Weapons, the Nail Gun and Single Bullet Gun Crouching Many bug fixes, QOL improvements and new settings Various improvements to past chapters {STEAM_CLAN_IMAGE}/40399016/48f214c449f3ee33e50700c9d3fe3f8257409ce1.png We don't want to waste any of your time, grab the latest update and give it a whirl! We'll be looking out for any of your feedback and bug reports in the coming days for an additional patch, and then from there we'll be working on the final update bringing the game out of Early Access. If you want to see the patch notes, here's the full list: ADDED: Diving QOL improvements, determines where you might want to dive like windows and doorways OVERHAUL: Counter-attack system is now back to the interact key, with new animations and more ADDED: The final chapter, Miami Condo- future levels will now be more bite-sized focused on smaller experiences ADDED: Nailgun Primary Weapon, nail enemies to walls to gain ammo back ADDED: Single Bullet Primary Weapon, only one bullet but instant reloads ADDED: New music tracks ADDED: 3 Arena mode Levels: Back Alley, Hotel and Market Ruins ADDED: 5 new Levels: Overflow, Tiramisu, Oil Prince, Falafel and Chop Shop ADDED: Localization for Chinese (Simplified), Turkish, Spanish, French and Japanese ADDED: Basic Character Customization (no clothing/accessories yet) ADDED: Crouching system, the player can now crouch and stay hidden from enemies behind lower cover ADDED: Breakable wooden doors ADDED: Setting to turn off enemy outlines (as requested) ADDED: Setting for UI Scale ADDED: Setting for HUD safe-zones (for wide-screen players and others) ADDED: Popup if player has not saved changes in settings menu ADDED: QOL improvement for picking up weapons, weapons on the ground will now attempt to separate to make it easier to determine which weapon the player intended to pickup FIXED: Input in settings menu...Patch v20.3 - More Bugfixes and ImprovementsMay 21, 2024 - Community AnnouncementsHey everyone, A few players have submitted reports of difficulty with some enemies/levels being softlocked, this patch should hopefully resolve some of those issues you may have encountered. Apologies for the issues you may have experienced. FIXED: Enemies that would need to be killed to proceed should no longer despawn when out of range CHANGED: The area that the Red Suit spawns in the Art Exhibit has been limited to the main floor CHANGED: The Red Suit's radio is now louder, emitting at a farther range to make it easier to find them CHANGED: If in the rare scenario the Red Suit's keycard doesn't drop properly, the player will receive it instantly ADDED: Hover text on the primary weapons that are still in development There may be a couple other changes mixed in there, but since it's super late, I may have forgotten them, so forgive me for that but I hope the above fixes improve everyone's experience. Thank you again for your feedback and bug reports, we'll continue keeping an eye out for your comments. Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Patch v20.2 - Bugfixes and ImprovementsMay 20, 2024 - Community AnnouncementsHey everyone, We pushed a patch with a few fixes and improvements- please let us know if you experience any issues with the new changes: CHANGED: Art Exhibit final room/fight has been simplified, the lava floor traps have been disabled CHANGED: Reduced enemy detection range (from 1800 units to 1600 units) CHANGED: Perfect dodge now replenishes more stamina (from 20 to 30) CHANGED: Physical animation removed when grappling, which should make it less buggy FIXED: Respawning with a secondary (but primary equipped) will cause the secondary to be on the character without being usable FIXED: Auto-aimed bullets sometimes don’t hit and shoot above enemies (usually when diving) FIXED: Enemies will start flying randomly after vaulting or dropping down FIXED: Enemies/player can shoot through walls in Art Exhibit maze Optimized framerate in Art Exhibit level Thank you again for all the feedback, and we hope you're enjoying the new changes! Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Update #20: Mechanics and AI Upgrade (and new chapter!)May 17, 2024 - Community AnnouncementsHey everyone! After an extensive period of beta testing, we're happy to announce v20.0 is now officially released in the main branch of the game. Update #20 contains AI behavioral upgrades, a big mechanical overhaul, a new Miami chapter, UEVR mode support, improvements to gamepad controls and a ton of bugfixes/QOL improvements. More details are found below. New chapter: Ocean Drive The latest addition to our Miami series, Ocean Drive, is included in the v20.0 update. This chapter unfolds in an infamous Miami nightclub. Engage in combat in diverse settings, including an expansive club area and a VIP bathhouse, all while enjoying a new soundtrack composed by our in-house music composer, Gerrard Wallace. {STEAM_CLAN_IMAGE}/40399016/e4f62bc53f06126af962292a7fb77df0cbef0605.png Give it a whirl and let us know what you think! Mechanics Overhaul As we mentioned in our earlier Roadmap back in late January, we've made a ton of mechanical changes that beta testers have deemed as big improvements to the overall gameplay. To make it easier, we'll list out the latest changes by mechanic/feature: Dodges have been updated to function with a specific Stamina system, improving upon the previous model Initially, dodges will appear as sidesteps, enhancing combat speed and flow Sprinting is no longer an automatic action; it can now be activated by a keypress. This change allows players to fire while sprinting and makes use of the new Stamina system The Willpower system has been eliminated. Executions now become available when enemies are worn down to near-death, offering players more control over when to execute The Slomo/Time-Focus feature now operates on the Stamina system instead of the discontinued Willpower system Weapon Ultimates now operate on their own resource, allowing players to use their ultimates with increased frequency We've additionally made improvements throughout all mechanics and systems in the game, hopefully making the game feel better to play. If you experience any issues or have feedback, please let us know through our Discord or Community Hub. AI Upgrades The game's enemy AI has been improved, now featuring alert states and a heightened awareness of the environment. Striking enemies with smaller weapons, such as dropped pistols, will now knock back or stagger them. This change enhances the viability of these lighter arms as effective tools for players. We're planning further enhancements for the enemies, such as introducing more voiceovers and dialogue, refining their behaviors, and making other various improvements. {STEAM_CLAN_IMAGE}/40399016/2a21f1944ed955d631764bb4673f4e083ad80848.png We are optimistic that this marks the start of significant enhancements to the game's overall challenges and difficulty level, and we look forward to introducing even more improvements in the future! As always, please let us know what you think about the new AI changes. UEVR, QOL and Controller Improvements We've enhanced various aspects of the game. If you'...Roadmap for 2024Jan 28, 2024 - Community AnnouncementsHey everyone! As we enter in a new year, I wanted to provide an update blog to inform everyone about what to expect from Suit for Hire in 2024. Our objective is to have Suit for Hire exit Early Access between Q3-Q4 of this year. We will work diligently to meet all the goals and promises that we've made to you, our community. In the coming months, we'll release significant mechanical overhauls, introduce new content, achievements, and much more. We will delve into the details of what we have planned for v20.0 and the future of the game. What we're currently working on, v20.0 We've got a lot planned for this next update, primarily big changes to our current mechanics that we believe will improve the overall flow of the game. What can you expect? Firstly, we plan on adjusting the Willpower system by adjusting how slomo/time-focus is used and the weapon ultimate that currently requires 100% willpower to use. In v20.0 we'll be implementing a new Stamina system, replacing the 3 dodge bars in the corner and instead unifying certain mechanics together, here's a few keypoints that we'll be considering and looking into for the new Stamina system: Dodges will utilize the Stamina system, consuming a portion of Stamina that will regenerate in a manner similar to the current dodge system. Sprinting will no longer be an automatic mechanic. This change is intended to prevent players from running away from enemies without any risk. Instead, sprinting will consume the player's stamina. As sprinting will become a player-controlled mechanic, we will strive to implement new combos and rewards for players to discover, such as stronger punches and kicks following a short sprint. This is to ensure that the mechanic does not feel burdensome to the player. The Slomo/Time-Focus function will use the player's stamina rather than willpower, enabling players to use slow motion more frequently without being hindered by the Willpower system. This will also allow for more executions. This will be a significant change, and we value your opinions. We believe that these modifications will enable players to adapt their playstyle without the constraints of the willpower/execution system. However, players will need to be mindful of their stamina usage. We plan to adjust the numbers until they feel just right. Secondly, alongside the changes to the Slomo/Time-Focus system, we'll move the Weapon Ultimate to its own separate resource, allowing players to use it more frequently. We noticed that players don’t utilize the weapon ultimate since it consumes all willpower, effectively preventing players from executing enemies, which is unfortunate since executions are a crucial part of the gameplay loop. Ultimates will now consume a unique resource that accumulates over time and with combo kills. When the ultimate bar reaches 100%, players can use the ultimate, which will deplete the ultimate resource. We anticipate that these changes will permit players to use the slow-motion mechanic more of...Patch v19.5 - New Year, New BugfixesJan 1, 2024 - Community AnnouncementsHey everyone, Happy New Year! A new year means new patches (and probably new bugs...), thanks again to everyone that submitted bugs for this patch in particular (@Scott, @Dabt, @legend), if anyone ever has any feedback or bug reports, please let us know! Without wasting any more of your time, here's the patch notes for v19.5: FIXED: Certain actions caused the player to swap weapons involuntarily FIXED: Cathedral boss UI would not disappear after restarting/dying (let me know if this continues to happen, I was not able to personally reproduce it so I put in some duct tape fixes just in case) FIXED: Player should no longer be able to stand on grenades FIXED: Player can clip into rocks in the Courtyard Level FIXED: Player can jump out of bounds on the Club level FIXED: Fade wall would appear on walls that were unintended (primarily fixed in Shipyard, let me know if other places look weird) FIXED: Player sometimes can't progress even after killing all enemies in the Cathedral boss room (again, I wasn't able to reproduce so I put some additional checks just in case, but let me know if this occurs again) FIXED: Swapping from a melee weapon back to gun doesn't show laser, flashlight, and other widgets even when enabled in Settings FIXED: Melee attacking and then attempting to use a melee weapon would have mismatching combo values causing the player to only target/attach to an enemy but not attack Thanks to everyone playing/picking up the game and providing your feedback and bug reports, it helps us a ton in improving the game. More to come in 2024, cheers! Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Patch v19.4 - Bugfixes and ImprovementsDec 29, 2023 - Community AnnouncementsHey everyone, We've made some major bugfixes and improvements to the game that should hopefully make things feel better, we also reverted our engine code back to the original code rather than source code which should resolve some other issues. The full patch notes can be found below: FIXED: Bright lights in levels like the Subway Level FIXED: Black fade wall not disappearing in the Club level somehow FIXED: Enemies keep getting stuck in cover state (this is a duct tape fix for now, we'll be doing a full revamp of the AI in the near future) FIXED: Weapon selection would load before Game Instance causing weapons that were locked to appear unlocked on first start-up FIXED: Cathedral boss firing even when the player would start executing an enemy FIXED: Dive not working near objects and was being set to 'Standing' during dive FIXED: Secondary weapon execution being used even though primary is equipped Thanks for all of your feedback and bug reports, keep them coming and Happy New Year! Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Patch v19.3 - Countering HotfixDec 21, 2023 - Community AnnouncementsHey everyone, Super short hotfix of one particular bug happening during countering, kind of a duct tape fix but it should work better now: when the player would tap the counter key, enemies being countered would sometimes teleport far away. The problem should be fixed or functioning better than before, let us know if there's still any more issues. Cheers! Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Patch v19.2 - More Improvements and BugfixesDec 20, 2023 - Community AnnouncementsHey everyone, We found some additional issues that needed to be fixed and improved, patch notes found below: MUSIC: Improvements to Art Exhibit music ending too early, it now should loop if needed IMPROVEMENT: Input buffers had issues with rolling at times, it should now work properly 99% of the time BUGFIX: Fire floors not dealing damage to the player in the Art Exhibit boss room BUGFIX: Player getting stuck inside of mannequin in Tutorial BUGFIX: Buffer input with shotgun would fire at the ground sometimes BUGFIX: Weapons dropped from enemies that aren't usable now are deleted Cheers everyone, we're hoping melee combat and the rest of the game is feeling better! Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Patch v19.1 - Input Improvements Patch and moreDec 19, 2023 - Community AnnouncementsHey everyone! We've received quite a bit of feedback and bug reports these past few weeks, we're hoping this patch improves things such as input buffering and more. Kicking, punching, and shooting should now be buffered if you click it near the end of an animation, allowing gameplay to be a bit more smooth. This feature is still pretty experimental so let us know if you experience any bugs or issues with that change in particular. We've also made more changes, here's the patch list: IMPROVEMENT: Added input buffering for shooting and kicking (needs feedback, let us know if you encounter any issues!) MUSIC: New boss music track in the Cathedral area MUSIC: Improved and revamped Art Exhibit music including boss area UI: Changed "Reset Level" in the pause menu to "Reset to Last Checkpoint" BUGFIX: Negative accuracy bug, most likely due to shotguns BUGFIX: Death penalty showing up on a full chapter reset BUGFIX: Throwing a weapon while diving caused the dive to stay stuck proning (also let us know if you ever get stuck while diving, I'll attempt to make more fixes) BUGFIX: Character playing 'get up' animation if releasing dive at the perfect time Thanks for all the feedback and bug reports everyone, Happy Holidays! Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Update #19: Weapon Swap UpdateDec 5, 2023 - Community AnnouncementsHello everyone! We've been working hard on improving the game and adding mechanics that give players more control over their Suit and the flow of actions. In the past month or so, we worked hard on adding a much needed mechanic, weapon swapping- the ability to switch between your secondary and primary without having to throw away your secondary weapon. {STEAM_CLAN_IMAGE}/40399016/a87d9efe55885e32ff08bb27129a4c8c0c3d0d9a.png This mechanic alone enables so much dynamic gunplay/style that I believe many of you will enjoy replaying the game with this added feature. On top of this new mechanic, we also received your feedback on other parts of the game and have applied some fixes, improvements, and balances to bossfights- full list below: IMPROVEMENT: Non lootable weapons will no longer drop from enemies IMPROVEMENT: Weapon pickup square UI will disappear at a distance IMPROVEMENT: levels now have puddles (graphics galore) IMPROVEMENT: Items will now be grayed out if the player already has it (armor/ammo) AUDIO: Adjusted attenuation on vehicles to reduce music being muddied BALANCE: Enemies piled up at the center boss-arena in Art Exhibit, they now get deleted when entering the boss-arena BALANCE: Reduced enemy spawns in Art Exhibit final fight BUGFIX: Throwing a weapon at an auto-aimed enemy throws the weapon at the ground BUGFIX: Fixed issue with melee weapons hitting invisible overlap boxes BUGFIX: Enemies can trigger slowmo on doors they open BUGFIX: Bug where the underground key stayed/duplicated in the inventory on Cathedral BUGFIX: Single bullet drops not adding to Revolver reserve BUGFIX: Finishing a chapter with an empty weapon causes inability to fire in the next chapter BUGFIX: Player can't throw a weapon (or do certain actions) until dodge rolling BUGFIX: Shotgun shooting from different points rather than one initial location BUGFIX: Enemies that drop a bullet cause a 'flow issue' on execution BUGFIX: Double death screen in the Art Exhibit circular area BUGFIX: Fixed occlusion (again) on the walls in the Cathedral (should work now... hopefully) BUGFIX: Crashes should be reduced (for real this time) BUGFIX: Main Menu windows shouldn't clip into each other on smaller resolutions (e.g. Steamdeck) If we missed any of your feedback, please let us know! Thank you for all of the support these past few months, and a big thank you to everyone who submitted feedback, bug reports, and suggestions leading up to this update. Please send us more so we can make future patches/updates great! Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Patch 18.9 - Hotfixes PatchOct 31, 2023 - Community AnnouncementsHey everyone, apologies for the wait on this patch, it would appear there was some major bugs stopping players from proceeding in the Miami series, but I believe I've fixed a few of them, details below: Fixed: Continue button not working/not focusing on controller on contract completion Fixed: Cathedral boss respawning outside of the level bounds Fixed: Player Character not spawning in the Shipyard level (causing the camera to be in the ground frozen, etc.) Again, huge apologies for the above bugs, the engine update must've had some bugs that I didn't catch sooner- thank you to everyone who submitted bugs and feedback thus far! Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.Patch 18.8 - Fixes and Improvements PatchOct 27, 2023 - Community AnnouncementsHey everyone, another patch to fix issues stopping players from advancing the tutorial and more: Fixed: Kicking barrels still not progressing tutorial Fixed: Ammo bullet drops staying in mid air rather than dropping to the ground Fixed: Bodies disappearing More visual/texture updates on certain props Thank you to everyone that submitted bugs and feedback, we'll continue to get work done. Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub. Patch 18.7 - Hotfix PatchOct 26, 2023 - Community AnnouncementsHey everyone, we released a hotfix patch on some issues that seemed to stop players from progressing after the Cathedral boss, alongside other fixes and improvements: Added: Dialogue text after Cathedral 'Boss on the Block' is killed indicating that remaining enemies need to be killed Fixed: Collision on broken window in the Cathedral Fixed: Level not clearing after killing all enemies in Cathedral boss room Fixed: Cathedral boss spawning basic enemies after death Improved lighting and visuals for various levels Thank you to everyone that submitted bugs and feedback, we'll continue to get work done. Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch. Report any bugs or feedback on our Community Hub.
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