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Suit for Hire News

Patch #17.1 - Bugfixes

Hey everyone!

We've received a few bug reports revolving around Update 17 so we wanted to make sure they were fixed ASAP.

As always, thank you so much to those who took the time to report bugs, provide videos and information so we could reproduce and track down the issues.

  • FIXED: Dying after hitting enemy with a melee weapon (like Katana) caused issues on respawn
  • FIXED: Infinite roll bug (might not be entirely fixed, please report if you experience this bug)
  • FIXED: Sounds in Mansion level were not tied to Ambiance
  • FIXED: Being able to throw a weapon during an execution
  • FIXED: AI vaulting over would sometimes cause them to start floating/flying
  • FIXED: Laser not showing up after melee weapon breaking


Let us know if you experience any additional bugs or issues- we'll get to them ASAP.

Thanks and have a great week!

Update #17: Melee weapons, new AI behavior, and more!

Hey everyone!

Hope you're all having a great start to the month so far, we've worked hard in April to create new features that brings Suit for Hire closer to 1.0.

In this update, you'll find the newly added melee weapons, AI behavior, adjustments to levels and more.

[h2]NEW: Melee Weapons[/h2]

We've added a new way to engage enemies by getting up close and personal with their own melee weapons. Instead of ammo, the weapons have durability that can withstand a few hits. Currently there's the bat and katana, more weapons are planned for the future.

Let us know what you think of this new feature, we'd like to polish and improve it a lot in the months to come.

[h2]NEW: AI Behavior[/h2]

Alongside melee weapons for players, we've given the enemies a few goodies of their own. Now they can hop over obstacles (which is a fix for enemies not being able to reach areas like the bars in the club), they can dodge roll away from grenades, and they also have a spotted effect when they spot the player.

We hope these new additions improve the way that the enemies act around the player and improves the overall gameplay loop. Let us know if you experience any issues with these new features.

Here are some additional fixes, additions and improvements:

  • Added melee weapons
  • Added new level additions to the Underground level
  • Added new spotted effect and sound effect to let the player know when they were detected by an enemy
  • Added the ability for enemies to vault over obstacles into areas that only the player could access
  • Added AI behavior that allowed them to dodge out of the way of grenades (random reaction times)
  • Added a ledge execution
  • Added a shotgun enemy
  • Added the ability to swap secondary weapons without having to throw/drop them
  • Added hitmarker when shooting/hitting enemies
  • Game will automatically fix any saves if they don’t have a chapter selected (old save issue)
  • FIXED: bug with replay button (in results screen) causing issues in main menu
  • FIXED: legend mode brought the player back to a checkpoint rather than the very beginning of the chapter
  • FIXED: bug with enemies falling through floor in courtyard when ragdolling
  • Improved doors by allowing them to be 2-way openable
  • Improved a lot of the walls in the game to be more performant and properly see-through for better player vision
  • FIXED: sometimes player got locked into crouching after rolling
  • FIXED: trying to execute an enemy while another enemy is nearby the player caused a problem with collision and refused to execute
  • FIXED: Ultrawide FOV not being set in the main menu
  • FIXED: some collision walls not having proper collision in the Mansion


We hope you all enjoy this new update, please let us know what you think through the Community Hub or our Discord!

Patch #16.2 - Small Bugfixes

Hey everyone!

We released a small patch that should fix a few issues for past players and new players. You can find the notes below:

  • Fixed audio in certain areas not affected by master volume slider
  • Fixed Legend mode bringing player back to checkpoint/beginning of level rather than beginning of chapter
  • Fixed replay button (in results screen) having odd issues (e.g. breaking continue button in Main Menu)
  • Game will now automatically fix any saves if they have missing information (specifically a fix for players that played before Update 16.1), this may not completely fix past saves though as we save information about level completions in a different manner now- you may have to start from Chapter 1 to setup scores, etc.


Thanks a lot for submitting bug reports, you're helping make the game better every day.

If you experience any issues, crashes, or have feedback, let us know through Discord or the Community Hub. We read everything!

Update #16.1: A complete overhaul

Hey everyone!

A new update has been long overdue, after updating all of you about the new goodies in our first Devlog, we're happy to finally announce that Update 16.1 is live and ready to play.

Originally posted by Crimson
Regarding the random patches released in the past day or so: You may have noticed that an update went live yesterday night at around 2AM EST, what was supposed to be Update 16 ended up being quite the disaster causing immediate crashes for everyone (including myself), I'd like to apologize to anyone that tried the game during that period, since it was so late and I wanted the update to be out I made the mistake of not play-testing it before pushing it to Steam. I'll make sure not to make that mistake again and hopefully the crash no longer occurs for players.

- Crimson, Lead Dev


If you're curious about some of the major changes, definitely check out the Devlog where we go into detail on the menu changes and how levels are selected from now on.

This update is BIG, we've made a lot of changes to things like the save/load system, loading levels, reloading the level after death, etc. so we're looking for as much feedback and bug reports as possible. If you see something, please let us know and we'll make sure to get it fixed ASAP. This update may not seem like much to people upfront, but it was a necessary update to the overall foundation of the game so it can pave way to new content (more levels!).

In terms of future plans, we'd like to make it so Challenges reward the player in the future, and preferably adding a friend's leaderboard for each chapter to encourage some internal competing between friends on Steam. Additionally you may see the Loadout screen after selecting a chapter, this menu will get more updates in the future such as being able to select different main weapons.

Other than those major things, here are some more changes and patch notes- there may be a few things we're missing in this list as well:

[h2]Patch Notes[/h2]

  • Added additional music in Chapter 2
  • Added specific areas that play different music (like the timed section in the Subway)
  • Added challenges, personal record score & time, ratings
  • Added new main menu and end chapter results screen
  • Added new sound effects when picking up weaponsr
  • Adjusted sound effect for enemy pistols
  • Cleaned up main character a bit and added some more detail
  • Loading times should be sped up between deaths
  • FIXED: Aim assist should no longer target fire extinguishers if they've already been hit
  • FIXED: can no longer pause the game while holding the button in Level 2 to open the gate


We've got more to come and we're super excited to bring it to all of you, thanks for all the support thus far. Now get out there and get some S rankings!

Again, please feel free to let us know how you feel about the current state of the game (and the new update) including any bug reports or feedback through Discord or the Community Hub.

Devlog #1: Improving the Level Structure

Hey everyone!

We've been hard at work on adding a few things and making some fundamental changes that should hopefully improve the way Suit for Hire is played. These are also changes that are meant to improve future content/levels as they get added to the game.

A quick note before we show off some of our progress on the upcoming update- the screenshots you see are work in progress and are not complete yet, however we fully encourage any feedback or ideas that you all have, thanks!

[h2]Levels Revamped[/h2]

The Level Selection menu was always meant to get a bit of an upgrade so it could compensate for new levels that are to come.



Alongside the menu changes, we also changed how the campaign is structured. Instead of every level being apart of one entire experience, it's instead separated into chapters. This technically means that Legend runs are no longer the *entire* campaign, but parts of it. We may have plans to reintroduce some sort of full campaign Legend difficulty in the form of a roguelite mode, but that depends on a few factors (no promises there).



[h2]Numbers, Numbers, and more Numbers[/h2]

Numbers. Yup, we've finally added a ton of new stats that are shown at the end of every chapter, showing you how you performed- things like deaths, clean suits, accuracy, and a rating is in place to give players new goals in the game. The highest rating is an S+, to get one you'd have to be under a certain clear time, have 0 deaths, 100% accuracy and on top of all of that, kill all enemies in every level- this should be a fun challenge for some!



Some of these stats are viewable from the chapter selection screen to give you an idea of which levels you can improve on.

[h3]Challenges[/h3]

On top of stats being added, we also added Challenges for each chapter. These challenges can be completed in separate runs and don't need to be completed all in one playthrough, we're hoping these challenges provide fun goals for players in each chapter.



The end goal with the ratings, challenges and stats is to someday provide rewards to players such as cosmetics for their Suit, different cheatcodes, achievements, and different loadout options. Let us know what you think about these new additions in the comments!

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That's the end of this devlog, we hope you're as excited as we are for the future of the game. This update took a lot of work and may not seem like much, but it'll help a lot in terms of structuring the future of Suit for Hire's content updates.

Keep letting us know how you feel about the game, we listen to all feedback and suggestions- let us know through Discord or the Community Hub.