Show/Hide Show/Hide

Suit for Hire

 
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. Patch 18.6 - Bugfixes, Big Change, and ImprovementsOct 25, 2023 - Community AnnouncementsHey everyone, another patch has now been released hopefully fixing more of your issues, additionally some big changes to our code/engine structure that hopefully doesn't cause any issues down the line, more info below: We're now using the Unreal Engine Source code version of the engine rather than the Launcher version- with this we'll be able to debug crashes more efficiently and tackle issues we previously wouldn't have been able to. That being said, this change may cause unforeseeable problems like new crashes, etc. if you experience any said issues, please let us know! Removed: Save Phones, they're now replaced by overlaps so you don't have to bother with saving the game manually! Balanced: Cathedral 'Boss on the Block' should now be a bit easier, less elite enemy spawns and basic enemy spawns, and should take 15% more armor damage from the front Optimized: Elevator in Warehouse level and made it a bit more pretty Optimized: Visuals with certain objects throughout the world, increasing their visual fidelity Fixed: Enemies should no longer get launched alongside player after releasing grapple Fixed: A bug that allowed the player to die twice in a row causing additional issues Fixed: Being able to break doors off hinges just by running into them (shouldn't happen as often anymore) Improved vision with bricks in the upstairs Cathedral level 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 18.5 - More BugfixesOct 13, 2023 - Community AnnouncementsHey everyone, another patch has now been released hopefully fixing more of your issues, the list of fixes is below: Improved crash stability even further (hopefully, I'm still investigating the random crashes, apologies for it taking so long!) If you experience any crashes, please let us know how/when and we'll look into it, any information helps Fixed: Kicking objects should now (properly) complete the tutorial task Fixed: ESC bugging out at times and not working Fixed: Issues with some materials breaking when on Low/Medium shadow quality Fixed: No screen shake with secondary weapons Fixed/Removed: Grabbing (and some other actions) not working on alternate keybinds- due to the complicated nature of some mechanics in the game and how difficult it would be to keep alternative keybinds, for the time being we've removed/disabled alternate keybinds, if there's enough request for it to be brought back, we can look into it at a later date Fixed: If no sub-level is assigned for a save when hitting Continue, the level would break and no enemies would spawn, etc. 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 18.4 - Crash Improvements and BugfixesOct 9, 2023 - Community AnnouncementsHey everyone, we've got another patch lined up with bug fixes and crash improvements (hopefully, more info below): A crash has been occurring randomly within the game, usually after level transitions and restarting the game, we've made some attempts at improving some of our code to circumvent these crashes however it's a tough thing to fix- if you come across any crashes, please keep note of what was happening (if you were loading a new level, which level, etc.) so we can investigate further and make more improvements, apologies for all of the crashes! Fixed: kicking objects in tutorial does not progress the step to move forward Fixed: enemies can get out of the tutorial bounds Fixed: objects can get out of the tutorial bounds (let us know if this still happens) Fixed: AI Navigation not working in some sections of the tutorial Fixed: Pressing R to restart on Legend difficulty would lock your game in a loading screen Additionally a few more fixes with levels here and there, we're always looking for more things to improve in the game so please yell at us if you experience any issues! We'll be looking at adding more content, etc. soon but we want to continue polishing any issues first before moving on to adding new things (aka more bugs). Thank you to everyone who submitted bugs and feedback, we'll continue getting to work.Patch 18.3 - More Improvements/Bug FixesOct 6, 2023 - Community AnnouncementsHey everyone, we released another small patch today with more bug fixes and improvements: Fixed: Can grapple enemies while diving Fixed: Grappling/kicking an enemy to death doesn't reset laser Fixed: Player can shoot while in loading screen Added: more visual cues like arrows/lights to doorways in Art Exhibit colosseum area Added: game version in corner of main menu Improved: visibility in Subway Trains level (vents now occlude) Thank you to everyone who submitted bug reports and feedback. Please keep letting us know about any issues so we can improve the game further!Patch 18.2 - Improvements and BalancingOct 3, 2023 - Community AnnouncementsHi everyone, just released a patch that includes a few improvements: Shortened the final boss fight in the Art Exhibit Added 2 vests at the final boss fight in the Art Exhibit Improved the visibility in the first few chapters, more to come Added collision boxes to a couple areas to stop the player from jumping out If you're still experiencing any issues with visibility and more, please let us know. Thank you to everyone who submitted feedback, cheers!Patch 18.1 - BugfixesSep 29, 2023 - Community AnnouncementsHi everyone, this is a short patch fixing a few bugs you've all submitted: Added: 1 more vest in the Cathedral boss room Fixed: player flying away/being teleported when grappling an enemy Fixed: end menu not working after pressing Continue button Fixed: collision box causing player to not be hit in Level 2 at the garage door button Fixed: default max FPS 'should' now be 120 If you're still experiencing any of the above bugs, please let me know and I'll continue working on them. Thank you to everyone who submitted bugs and feedback, cheers!Update #18: The Miami DebutSep 25, 2023 - Community AnnouncementsHello everyone! We're pleased to announce that the Miami Debut update has finally been released and is available on the official version of the game. We've done extensive testing with the community these past few months so everything should be smooth sailing, if you experience any issues though, please let us know! Additionally, to celebrate this update, we're also participating in the SHMUP-Fest by doing a 40% discount now until October 2nd! If you're new to the game or haven't kept up with our past few devlogs, this post will summarize most of what we've added/changed in the game. There were a lot of bugs fixed so we sadly can't cover that but we'll make sure to have our eyes peeled for any bugs reported in the coming weeks. A New Series The Miami Debut is only the beginning of the new Miami Series, containing chapters that will challenge you in new and fresh ways. This update currently contains 3 chapters of the 7 that we plan on releasing, and there may be more if we find the time/resources to do so. {STEAM_CLAN_IMAGE}/40399016/6690a07664559c948c16669f76354fa70739ee8a.png The Miami Series is unlocked after completing the Toronno Series (originally named Campaign), get in there and unlock those new primary weapons! We Need Guns Alongside new levels comes new weaponry, the loadout menu now holds the ability to customize your primary weapon, both of which can be unlocked by completing chapters throughout the game- the Revolver and Silenced Pistol add new and interesting ways to play the game. {STEAM_CLAN_IMAGE}/40399016/c23a770ef25fc7a43598fc8a9e2e00e584eb731e.png On top of the new primary weapon system, we also added 2 new secondary weapons that you'll find throughout the game and its new chapters. {STEAM_CLAN_IMAGE}/40399016/85d0fc2788beb3b6f13dc8ca58d7fad004e1bd15.png Get in there and try them out, we have more guns/weapons planned for the upcoming months and we're always listening for feedback to improve the current set of weapons. New Mechanics We've added some fun new mechanics and improvements that should add some more spice to your melee combat and gun handling. Grappling is a new move that you can use (hotkey can be changed in the Settings menu), grapple enemies and use them as a body-shield or throw them at other enemies/the environment- this was a tough mechanic to add so definitely let us know if you're encountering any problems with it! Countering has also been slightly adjusted to use the grapple key instead of the Interact key, we have BIG plans for the counter system that we think you'll enjoy quite a bit- we can't make promises when that update will happen though as big changes will be made to our AI first. Aiming has been improved on PC, if you're physically aiming at an enemy with your cursor at a different height, you should be guaranteed to auto-aim at that enemy. This should make hitting enemies on PC a lot better, let us know how it feels. Kicking and opening doors is a bit more realistic (and dramatic, depending on which ...Devlog #8: The Final Stretch to Miami DebutSep 3, 2023 - Community AnnouncementsHey everyone, We're finally nearing the beginning of the Miami series, we're going to keep this sweet and short since we'd like to get any feedback you have before we release the new chapters and mechanics on the official version of the game. We'll go through some more things we added in hopes to improve your experience and known issues that we'll be resolving ASAP to improve QOL and overall direction when playing the new chapters. Art Exhibit on the Beta Branch The Art Exhibit is the third and final chapter we're adding to the beta branch that'll kick off the Miami Debut, keep in mind that we'll be releasing more chapters throughout the months to come in this Miami expansion. On that note, it's on the beta branch and we're looking for any feedback you have! {STEAM_CLAN_IMAGE}/40399016/0ddf702adca8dc8915f4c4f7ca6c0d5f1d4d1a4b.png If you're experiencing any bugs in the level, performance issues, and overall gameplay struggles, please let us know on any of our socials found at the bottom of this post. Height Auto-Aim Assist Auto aiming at enemies placed at different heights is a tough problem to solve for an isometric top-down game, we technically auto-aim based on the current height that the player is at so at certain angles it gets really challenging to understand what the player is trying to aim at- there's a lot of technical details that we could maybe go into in the future if the community is interested. Cursor aimed at the enemy above {STEAM_CLAN_IMAGE}/40399016/15f1dddefb1ab0f5a5d30c0959deeba01369a9c3.png But in reality our system assumes you're aiming at a different spot {STEAM_CLAN_IMAGE}/40399016/ae3ea472f066d8593b87589a2c5d65722021a4e3.png Nonetheless, we added an additional measure in a new patch released today to attempt to fix any aim issues that the player may be having on Mouse & Keyboard- no matter what, if your cursor is nearby/on an enemy at a higher/lower elevation than your character, the character should auto-aim at them even with any weird camera perspective issues, thus fixing the above problem. Please let us know if you have any trouble with this and finding yourself wrangling with aim in this new beta branch update. We'll be fixing more issues within the next few days as we sprint towards the finish line, we'd appreciate any support/feedback from all of you if you ever have the time! We haven't been able to fix a few issues just yet though and we're working away on them or keeping them for a future patch, below are some known issues that we'll be looking into resolving. KNOWN ISSUES In the Cathedral/Art Exhibit, it may be a bit difficult for the player to figure out what to do/where to go, we'll be adding some sort of dialogue system or something of the sort to lead the player Some colors are a bit difficult to see for some players, such as enemies through walls- we'll add some customization for this since it can pose as an accessibility issue Bug with grappling an enemy and kicking them causes them to attack the player du...Devlog #7: Cathedral and Weapon UnlocksJul 28, 2023 - Community AnnouncementsHey everyone, Welcome to another Devlog for Suit for Hire, in this devlog we'll catch you up to date on all of the latest things we've done since February. Before getting started though, I want to express my understanding for anybody who is upset or confused about the lack of updates in the past year or so. Last year I had the idea of doing one big update with new levels and mechanics and that quickly turned into a bad idea as it was quite a bit for the two of us (one of us on the team being just a music artist), that and having other jobs definitely made it take a lot longer than we anticipated to get an update released (hence the test branch, to give an early look at new features). This definitely wasn't our best decision and it slowed down updates, once we release the Miami Debut update, we'll be returning to a bi-weekly update flow as long as our other jobs don't cut in too much. That should improve things for ourselves and the community, we apologize for the long wait on new content and again, we understand any frustrations that our early access players have in regards to this. That being said, let's cover what we've done in the past few months! Cathedral on the Beta Branch If you haven't checked out the Beta Branch, we recently pushed the Cathedral and it's available for play! We're looking for any bug reports, feedback on gameplay, etc. that you may have. We're doing our best to make the new chapters a fun and challenging experience for everyone. {STEAM_CLAN_IMAGE}/40399016/771dc9b18d88e188c91ab0da74ca17b4847bdaca.png Let us know what you think on the Beta Branch thread! Unlockable Weapons The Primary Weapons that we showed off in the past few devlogs are now unlockable through completing specific chapters in the game, as time goes on we'll be adding more primary weapons and adding more challenges throughout chapters that unlock them. {STEAM_CLAN_IMAGE}/40399016/6fd177110ebd8b80331ce43d1db824d5e51b8e9a.png {STEAM_CLAN_IMAGE}/40399016/c23a770ef25fc7a43598fc8a9e2e00e584eb731e.png Third Chapter: Art Exhibit We're making huge progress on the third chapter for the Miami Debut update, the Art Exhibit. We're focused on finalizing the final fight area and from there we'll be preparing the level to be released on the Test Branch, at that point onward we'll be heavily looking for feedback and bug squashing to make the Miami Debut have a great start. Here's a sneak peek at the chapter so far: {STEAM_CLAN_IMAGE}/40399016/c2669a61a0231c23eda42ebbe133afb71932c843.png {STEAM_CLAN_IMAGE}/40399016/0ddf702adca8dc8915f4c4f7ca6c0d5f1d4d1a4b.png New Secondary Weapons New chapters means new toys to play around with, our goal is to keep adding more secondary weapons that spice up the gameplay and make it more enjoyable for Suits whenever a new chapter is released throughout the Miami Series: {STEAM_CLAN_IMAGE}/40399016/85d0fc2788beb3b6f13dc8ca58d7fad004e1bd15.png We have a ton more going on behind the scenes, such as improvements to the Shipyard, gameplay, and m...Devlog #6: Shipyard Beta and many improvementsFeb 13, 2023 - Community AnnouncementsHey everyone, The last Devlog we posted was back in Nov 2022 so it was only a matter of time that we had to put out a new devlog to update you on what we've been working on. Shipyard on the Beta Branch We finally pushed the Shipyard to the Beta Branch and we're looking for any feedback or bug reports that you may have! We've already received a ton of feedback on things that we plan on improving, but we're always looking for more to make sure we're making changes that will improve the game as a whole and prepares the Miami series for release. Check out the video below to see what you can expect! Let us know what you think on the Beta Branch thread! Progress on Miami's Chapter 2: the Cathedral If you've played the newest version of the Test Branch, you may notice that the Cathedral is there, unfortunately it doesn't work just yet but we're definitely getting close to complete on it! The Cathedral is the 2nd chapter of the Miami Series, tons of close-combat moments and an elite fight at the end is in store for all Suits. We've been working on a C4 system for the underground segment and much more, it's starting to shape up, take a look below: Updated UI for Loadouts As we've been discussing in the past few Devlogs, we've also been working on new main weapons that you can choose from before beginning a chapter, the UI needed an upgrade for this so that's what we went ahead and did: We do have more primary weapons planned but we're relatively happy with how you select them from a weapon rack, let us know what you think! ... and more! We're not done there, we've made a lot of other adjustments and improvements including but not limited to: Updated shaders on vehicles and models throughout the game Weapon throwing now improved and does not rely on physics (should register hits more consistently) Doors improved, have to interact to open them so kicking feels better (auto-open door option is in the settings) Weapon looting animation Diving animations for 2-handed weapons Thanks for taking the time to read this devlog, as per usual we're always on Discord and the Community Hub reading your feedback, suggestions and bug reports. Thanks for your support, see you in the next one!