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Status Update: 1st month of Early Access

Hey everyone!

It's been nearly a month since we've released Suit for Hire on Early Access and oh what a busy month it's been.

We're super happy to see how much potential people see in the game and the amount of support we're getting to work on the game is next level.

Originally posted by Crimson
I was expecting a lot more unhappy people, but I'm glad I was proven wrong- thank you to everyone who's sticking with us as we work towards improving the game and adding more content/mechanics.

- Lead Developer, Crimson


In the past month, we've done a range of things to improve the game and its foundations:

  • Fixed ~33 bugs in total
  • Worked on ~35 QOL improvements and adjustments
  • Added widescreen support
  • Added Tutorial
  • Added explosive barrels
  • Added the ability to throw/drop your secondary weapon (even at enemies' faces)
  • Artstyle adjustments
  • Lots of controller improvements (and more to come)


This is only the beginning though, currently we're working on a reserve magazine which should be included in the upcoming update for Friday and many more fixes and QOL improvements!

[previewyoutube][/previewyoutube]

As you may have noticed, we haven't been particularly focusing on new content just yet- our goal at the moment is to flesh out some of the game's mechanics like the reserve magazine for example. That being said, we are starting to get to a healthy stage in the development where more content can be added.

We have a few plans on how we'll be adding more content and replayability to the game, including new mechanics. We'll be releasing a full roadmap soon, we're just fleshing out all of the details- for now here are a few things we have planned:

  • After adding and polishing the reserve magazine mechanic (based on player feedback), we'll be working on a counter-attack of sorts- this will be the beginnings of our Enemy Grapple system (we'll release more details on this planned mechanic in the roadmap)
  • A Challenge Mode which will be a big series of levels that are essentially smaller campaigns/single missions, this includes levels that may require you to survive waves of enemies, fight your way across a train, and much more. The Challenge mode will also have sub-challenges within each level so players can work towards gaining awards
  • Customization/cosmetics are also planned for the future, cosmetics will be gained through playing the game and completing challenges/achievements
  • More levels within the Campaign


This is a small part of what we have planned for the game, we'll be releasing a more fleshed out roadmap (hopefully soon) going through all of the details, please bare with us as we're getting all of these details written out- we want to make sure we're not giving blank promises but actual actionable promises for the community.

We hope that players continue to provide feedback and bug reports, we're always listening to what our playerbase has to say as we want people to have the best experience. Let us know if you experience any issues through our Discord or the Community Hub.

Other than that, if you're interested in seeing the development of the game live, you can tune in on Crimson's Twitch stream. That's it for this month's status update, we're excited to add more to the game and release a roadmap so all of you can be excited alongside us!