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Suit for Hire News

Patch #13.3

Hey everyone!

From all of us at Godmode Interactive, we wish you Happy Holidays and a Happy New Year!

This past week we've received tons of bug reports and feedback on a few things UI-related, we made sure to improve some of these issues players were having in this patch.

Without further ado, here's the patch notes for patch 13.3:

  • Laser should be improved to a certain degree
  • ACCESSIBILITY: The camera shake setting is now a slider rather than an off/on switch, allowing for more finetuning (you may have to change this setting again if you had it turned off before this patch)
  • ACCESSIBILITY: Added a HUD Shake slider as well
  • Added HOLD text to the Hold Interact UI
  • Reduced the amount of enemy spawns at the first gate hold as it was too hard before
  • Fixed the Interact UI menus showing from far away/through walls
  • Fixed the willpower bar not updating on startup
  • Fixed players being able to execute/backstab while diving
  • Fixed some floor parts in the Office level not occluding
  • Fixed a few decals in the subway Utility Halls having incorrect sizes
  • Fixed a spot where you can get stuck in the Warehouse
  • Fixed an issue with the weapon throw UI still persisting
  • Fixed a tooltip grammatical issue
  • You should be able to level select again if you died in Legend mode prior


Thanks for all the bug reports and feedback as per usual, if you have any issues or feedback, feel free to let us know through our Discord or Community Hub!

Winter Sale Patch #13.2

Hey everyone!

The Winter Sale has finally begun, in celebration of the end of the year, we've put Suit for Hire on sale for 25% off- a perfect gift for yourself or others.

On top of this, we've gone ahead and pushed a new patch that you can install now, here's the patch notes:

  • Added a Perfect dodge UI indicator
  • Increased the hold time to dive so players don't accidentally dive rather than dodge roll
  • Gun enemies/mercs will fire at you randomly to create tension, any shots intended to kill still show up with the red cone
  • BUGFIX: Restarting in Legend mode now resets the checkpoint value
  • BUGFIX: Passing over the pillar in the Tunnels level will no longer cause the screen to go black in the area
  • BUGFIX: Fixed being able to get stuck in the first security booth in L1
  • BUGFIX: Fixed (hopefully) an issue with the weapon throw UI still persisting
  • BUGFIX: Switching between cursor and gamepad in the settings menu should no longer lock the mouse in position
  • BUGFIX: Fixed (hopefully) an issue with the cursor placement affecting the entire player camera when starting the game


That's it for this patch, we have a ton planned for the weeks to come and we're excited to talk more about it in an upcoming roadmap post.

Cheers and Happy Holidays!

Dive into Update #13

Hey everyone!

Hope your December is going well, we wanted to release an update a little earlier this month since it's focused on new gameplay mechanics and a few other additions/adjustments.

In this update, we've included the new diving mechanic, weapon ultimates, crouching and sound improvements!

Let's dive right into the patch notes (see what I did there, hah... uh anyways):

[h2]NEW: Diving Mechanic[/h2]

We wanted a fun way to add more flexibility when it comes to the players movement, and diving seemed to be the best choice- dive over obstacles, around corners and perhaps into windows (when that's added). Diving should be a really fun mechanic that players can mess around with.

At the moment you can dive by holding the original dodge-roll key, dodging can still be done by tapping it rather than holding the key.

Play around with it and let us know what you think about the new mechanic! For those on controller, we recommend rebinding the dodge/dive key to Left Trigger/Bumper as that'll allow you to continue looking around while diving/shooting.

[h2]NEW: Weapon Ultimate[/h2]

We wanted a way for players to use 100% willpower on a special ability, so in this update we added one. This is only intended for the player's main weapon so don't get confused if you can't use it with other guns.

For the Deagle (which is the player's main weapon) you reload a 4-round magazine which holds powerful incendiary bullets that can penetrate enemies, additionally missing bullets don't affect Perfect Shots so you can easily get a Clean Suit.

[h2]and more...[/h2]

On top of the new mechanics added above, we've also improved a few things that you'll hear the instant you punch a grunt in the face.

  • Added a Crouch pose
  • Adjustments to the HUD to show when you have willpower for abilities
  • Removed the silenced shot from the main weapon
  • Improved all of the combat sound effects including bodyfall sounds
  • Improved the sniper by freezing the laser before firing
  • Fixed collision in certain levels to reduce bugs and exploits
  • Fixed dodge doing weird stuff to the timer at 100%
  • Fixed enemy knife impact sound not attached to SFX volume slider


That's it for this update though, we hope you enjoy it as much as we do- we have plans to add the new mechanics to the tutorial and more mechanics for this month!

Now get in there and get the job done and while you're at it, feel free to post on our Discord or Community Hub if you have any suggestions, feedback or cool moments!

Hotfix Patch #12.1

Hey everyone,

We've received a numerous amount of bug reports revolving around the new update we recently released, this patch should fix those issues (if not, let us know!):

  • Changed color of input text in Tutorial to be more readable
  • Extended the environment execution trace to make it more likely to happen
  • FIXED destructible mesh in Mansion being invisible until shot (hopefully)
  • FIXED level select on main menu starting you at a different checkpoint than the start (0)
  • FIXED the warehouse level camera getting wonky if you went back through the door entrance
  • FIXED the knife enemy not appearing in the Tunnels after dying
  • FIXED the camera (and running direction) being incorrect when reloading from the checkpoint in Tunnels
  • FIXED some overlap boxes blocking melee attacks (e.g. bottom section in the warehouse)
  • FIXED the sniper in the City Square not firing at the player after death
  • FIXED the counter not working in the tutorial


Let us know if any of these bugs are persisting after the new patch, thanks again to everyone who took the time to report bugs.

Autumn Update #12: Loads of new Content!

Hey everyone!

It's finally time to release an update full of new mechanics, levels and enemies. We'll have a video covering all of the new goodies soon for those that are still curious about grabbing the game.

For those that'll be giving the new update a try, we've been working hard on this update and may have missed a couple spots so if you encounter a bug, please let us know through our Discord or Community Hub.

NEW CONTENT


[h2]3 New Levels[/h2]
We've added 3 new levels that change the way that you play the campaign and creates a more seamless transition as you hunt down the antagonist from level to level. On top of this, other levels have also received some adjustments and much needed love.



[h2]Environment Executions[/h2]
Use the environment around you to execute enemies, currently there's only one execution but we plan on adding more!

[h2]Checkpoint System[/h2]
A new checkpoint system allows for new respawn points throughout levels rather than at the beginning of levels. No longer do you have to go through the pain of killing 3 brutes with shields at the top of the subway level.

[h2]Kickable Doors[/h2]
Take out enemies by kicking doors into them in an unrealistic fashion (we've got some editing to do in this regard), a new fun way to enter rooms.

[h2]New Music[/h2]
Turn up your music in this update as our music artist, Tallowahh, has added and adjusted the current soundtrack- we've got more plans for dynamic music in the future but definitely give it a listen.

[h2]Controller Support in Settings Menu[/h2]
For those that only use controllers, we've finally added support in menus such as the settings menu, let us know if it works well now!

[h2]2 New Enemies[/h2]
We're working hard to add more to the enemy AI, for this update we've added 2 new enemies- an enemy with a knife who attacks multiple times in a row and a hidden sniper.

and much more...

  • Added a falling animation state
  • Added a checkpoint in the subway level (and other levels that needed it)
  • Added new grenade VFX
  • Added countering in the tutorial
  • Added a 100% chance to get an execution popup if you have 75% willpower and 0 ammo
  • Added ambient sounds in some of the levels (where applicable)
  • Added feedback when a button was pressed, and it also disappears when necessary
  • Added a hot dog burning sound
  • Impact Audio now only pans when you're farther from it to reduce confusion/weird audio feeling
  • Audio spatialization now uses the player camera's rotation rather than character's rotation
  • Improved the airducts that got in the way of visibility in the Trains/subway level
  • BUGFIX: Enemies that fire now visually release magazines
  • BUGFIX: Fixed the collision of some pickups that would block shots and could be punched
  • BUGFIX: Fixed an issue where the reload key in the death screen no longer worked
  • BUGFIX: Fixed inputs in the settings menu not working while paused
  • BUGFIX: Fixed a bug where the player and enemies could not attack each other in door frames
  • BUGFIX: Fixed being able to shoot bodies after they die causing perfect shot to increase
  • BUGFIX: Fixed an issue where the camera zoomed in too much in the Office level
  • BUGFIX: Fixed being able to die while countering an enemy
  • BUGFIX: Fixed being able to execute enemies through walls
  • BUGFIX: Fixed enemy execute popups persisting after death
  • BUGFIX: Fixed being able to execute enemies while transitioning levels


This update may be a lot larger than normal (almost doubled the space it takes), we'll be optimizing the game overtime to reduce the space it takes, but at the moment it's now at 2gb (rather than 1.1gb).

Thanks again for all of your support, we're looking forward to adding more content and features to the game. We're super excited for the future of Suit for Hire!