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Suit for Hire News

v1.0.9 - Patch and Improvements

Hey everyone,

New patch is out with some improvements that should improve things for players across the board (both top-down and third person), I've done a bunch of testing to make sure things are working properly but please let me know if you experience any new/weird issues out of nowhere, I'll be sure to release a 2nd patch ASAP.

  • FIXED: Enemies that despawn due to player’s distance must be in a past checkpoint
  • FIXED: Throwing weapons at glass not shattering it
  • FIXED: Revolver ultimate only hitting enemy that’s currently hovered over with Mouse Aim Assist enabled
  • FIXED: Slight launch forward when kicking and killing an enemy
  • FIXED: Random moments where shooting/meleeing doesn’t occur in Third Person (happens when cursor is trying to go off-screen and losing focus while in Borderless mode), added a system that keeps the cursor in the center of the screen at all times
  • Topdown improvement: Aiming at an enemy directly under crosshair should now aim at the physical spot allowing for less misses due to camera perspective issues
  • Increased pickup radius of floating items (e.g. cash and single bullets)
  • Improved/adjusted rotation assist when melee-attacking enemies (should look smoother)


Thanks again for all of your patience and support!

[h2]Future Patches[/h2]
A few things that I've got on my radar and will be fixing/adding in the future are:

  • Controller haptics/vibration
  • FIX: Pause menu requiring multiple presses (want to see if this is still occurring)
  • FIX: Gambler modifier freezing and breaking during specific moments
  • All enemies on ground floor (including outside) need to be killed to progress on Oil Prince
  • Input hotkey for Toggle HUD (currently H but not customizable)
  • AI improvements and a separate "Enhanced Enemy" setting for players who want added challenge
  • "Enhanced Hitboxes" (still figuring out the naming for this one), essentially a setting for players in third person who want distance, headshots, etc. to matter more in the game, essentially revamping how secondary weapons work
  • "Enhanced Hitboxes (Primary)", a setting that will be similar to the above but for Primary weapons, probably not recommended since it breaks the Primary weapon's purpose of being the Suit's powerful weapon but I think people wouldn't mind the option
  • Level improvements, indicating/improving directions of where to go so players don't get lost in specific levels
  • Adding Grabbing to the Tutorial
  • More crosshair settings/customization
  • Looking into modding support and how far I can push it


I've got a lot more things that I plan on fixing/adding but this is a pretty good start of things that I want to put into the game, and gives you a picture of what I've got on my list!

I'd like to open up a public roadmap or Q&A at some point, but please let me know if you have any questions/concerns in the comments.

v1.0.8.3 - Patch

[p]Hey everyone,

A new patch is out now fixing a few issues and also re-enabling the forsaken glass destruction VFX (please let me know if it causes any additional crashes, I was not able to reproduce any crashes on my end), thanks for all of your bug reports and feedback!

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  • [p]FIXED: Negative accuracy occurring at times (potentially due to a recent change)
    [/p]
  • [p]FIXED: Godmode modifier doesn’t give ‘third knife attack counter’ challenge
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  • [p]FIXED: Can pause while in the End Chapter screen
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  • [p]FIXED: Glass destruction VFX causing crash (okay for real this time…) Glass should be re-enabled and working normally, please let me know if you come across any additional crashes when breaking glass windows, etc.
    [/p]
  • [p]FIXED: Can reset to checkpoint in Tutorial (not intended), causing issues
    [/p]
  • [p]FIXED: Weak surfaces not counting on the SNG
    [/p]
  • [p]FIXED: Shooting through glass counting as a missed bullet (messed up accuracy rating)
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  • [p]Breaking glass challenges are now only done by the player (enemies won’t affect it if they run into glass)
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  • [p]Enemies shouldn’t attack anymore after being released from a grab
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  • [p]Decreased size of Brute shield and improved hitbox for brute’s head
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  • [p]Diving overtop a Brute slam should no longer hit the player
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  • [p]Improved execution animation blending (still not 100% perfect yet)
    [/p]
[p]
Thank you again for all of the support, I'm keeping a close eye on all bug reports/feedback and if I haven't responded to it, worry not, I still acknowledged it and will do my best to have it fixed or improved ASAP.[/p][p][/p][p]EDIT (2025-07-03):[/p][p]Glass is still somehow causing crashes, I've disabled it and will do some internal beta testing with multiple users before attempting to turn it on again, v1.0.8.4 should be out now disabling it, please make sure to update your game to avoid crashes![/p]

v1.0.8.2 - Temp Hotfix (glass destruction disabled)

Hey everyone,

v1.0.8.1 was released recently fixing a few things and attempting to fix crashes related to glass destruction, that being said, the crash is still occurring on specific levels so I've gone ahead and disabled the glass destruction VFX effect until I have it completely fixed up (and confirmed) for another patch.

Apologies for the inconvenience, I'm working on it!

v1.0.8.1 - Stability Patch

[p]Hey everyone,

v1.0.8.1 is out now, this patch focuses on fixing a bunch of the crashing, bugs, and a QOL improvement for challenges. You may notice that it's a large download, that's because I had to upgrade the project to a later Unreal Engine version, let me know if you experience any weird new issues due to this upgrade.

Apologies for this patch taking so long, the upgrade took a bit and I also wanted to get it tested on the beta branch (thank you to everyone who tested it and let me know of issues!), that being said, crashes should be 95% fixed, please let me know if you experience any new ones (and where/when).

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  • [p]CRASHFIX: Niagara glass breaking causes a crash
    [/p]
  • [p]FIXED: Slight twitch with aim assist when shooting at enemies
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  • [p]FIXED: Letting go of bodyshield sometimes allows enemy to immediately attack
    [/p]
  • [p]FIXED: enemies spawning on the ceiling/above on Trains level
    [/p]
  • [p]FIXED: First door not resetting in Caribbean: Alpha
    [/p]
  • [p]FIXED: RPG doesn’t count towards accuracy when hitting the helicopter in Toronno bossfight
    [/p]
  • [p]FIXED: Dive assist (going through windows/doors) not working
    [/p]
  • [p]Improved Mixed Input for Third person (only issue is buttons icons will keep switching around)
    [/p]
  • [p]Glass should count as a weak surface for challenges
    [/p]
  • [p]InvisibleWall collision profile interferes with aim
    [/p]
  • [p]Eviction: random enemy on ground floor of parking lot in a corner
    [/p]
  • [p]2 more enemies in Manor of Riches will throw grenades
    [/p]
  • [p]Explosive barrel radius increased from 350.0f to 500.0f (player radius is still 350.0f)
    [/p]
  • [p]Firing a shot from an execution should no longer count as a ‘Shot Fired’
    [/p]
  • [p]Camera will dip slightly down while diving now
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  • [p]Track progress of challenges in Pause menu
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[p]If you used the -dx12 launch option to attempt to fix crashes for the last patch, I recommend removing that to run this new patch on DX11, which should run better.[/p][p]
Thank you again for all of your patience, I do hope the crashes subside and everyone can enjoy the game, I'll be focusing on more bugfixing and improving AI for the next few patches.[/p][p][/p][p]KNOWN ISSUE (working on it right now)[/p]
  • [p]Breaking glass still causing crashes on Miami: Ocean Drive, working on a temporary fix for v1.0.8.2[/p]

v1.0.7.2 - Patch

Hey everyone,

A mini patch this time fixing a few things and also more attempts at improving overall game stability, for those experiencing crashes in the game, there's some tips that you can try out at the bottom as well:

  • FIXED: Dying on repeat with
  • *Speed** modifier due to blowing up on respawn (timer should start once you start moving)
  • FIXED: Using FOV slider while in-game causes cursor to go in the center
  • FIXED: Initial perspective popup doesn’t save
  • FIXED: Some Russian localization text
  • FIXED: Some Japanese localization text
  • FIXED: RPGs don’t drop in Toronno bossfight with the “No Weapon Drops” modifier
  • FIXED: Collision box in City level messing with shots
  • FIXED: Some trees in City level not fading out when camera is near
  • FIXED: Sniper enemy in Toronno can shoot through trees
  • FIXED: Baseball bat attacks by the player sometimes don’t hit enemies
  • Perfect dodge now gives 0.3 seconds of iframes (should stop players from dying to Elite attacks, etc.)
  • More attempts at improving project stability


For those experiencing crashes, youngman201446 on the Steam Discussion forum found a fix that helped himself and a few other users, it can be worth attempting on your end as well, big thanks for discovering this and I hope it helps other users as well:

Right-click the game in your Library and hit Properties, under Launch Options, add -force -d3d12, boot up the game and see if it improves things for you. This will essentially switch the game from using Directx11 to Directx12 so keep in mind this mostly works on newer-ish graphics cards, make sure your GPU can support DX12.

Next patch will have Challenge Tracking when you hit the pause button, I would've gotten it in for this patch but I believe I need to do more work/testing on it to make sure it's 99% working.



Other than that, thanks again for all of your patience, support, feedback and bug reports from the past week, it's been incredible.