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Suit for Hire News

Update #14: More Destruction and Weapon Drops

Hey everyone!

Good to see you again, it's been a while since the game's last update so we're happy to finally release something new for this year.

Our focus in this update was refactoring some systems to assist with our future plans that are found in the Roadmap.

But of course, refactoring isn't something that's visible to our playerbase, we wanted to make sure we could still provide some new features and fun stuff to play around with.

Expanded Weapon System
Enemies can now drop their weapons, albeit not as powerful as the Suit's main weapon, they can still be useful.

[previewyoutube][/previewyoutube]

Enemies always dropped their weapons as physics objects, but now it's possible to actually pick them up and use them. At the moment it's only usable for guns but we plan on making it so melee weapons can also be picked up (e.g. bats and katanas).

Glass Destruction
Diving into glass and breaking it, who wouldn't want that?

As we add more destruction, glass seemed to be the most obvious thing to focus on next.

In this update you'll find various places with breakable glass that should make the experience more action-packed, let us know what you think!

[previewyoutube][/previewyoutube]

Of course that's not all, here are a few more patch notes:

  • Redesigned the Suit's main weapon to be more unique
  • Added an aim offset animation when the player is aiming at enemies at different heights (height auto-aim)
  • Added AI Patrol routes, the first step towards new behavior for enemies
  • Shortened the time to save from 4 seconds to 3 seconds when interacting with the save phones
  • Removed the animation that plays when the player gets hit (temporarily to fix an issue with not being able to attack)


Plans for the next Update


Alongside what you can see in the Roadmap, we'd like to provide some information as to what we'll be adding in the next update (or at least what our plans are).

There's still quite a few things that people have requested for the game that we haven't been able to get to, so that's one of the things we'd like to cover in the next update.

We plan on adding the following QOL features:

  • Mouse Aim Assist (for those that need it, won't be as crazy as controller aim assist but enough to assist some players)
  • A 'Close Collision Marker' or some sort of UI popup that notifies you if there's a wall in front of you, to help stop players from accidentally shooting a wall when they're aiming around a corner
  • Redesigning explosive barrels to be more noticeable


Additionally, aside from community requests, we have a few things we'd like to work on:

  • Fire extinguisher explosion effects, these will also stun nearby enemies!
  • New enemy type(s), such as an enemy with head armor that uses an assault rifle (should be a fun way of adding new playstyles/approaches to enemies)
  • Adding new music and adjustments


Thanks for reading and supporting!

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!

Roadmap to Release and Developer Update

Hey everyone!

We hope the beginning of 2022 is going well for you, we've got some exciting stuff coming for Suit for Hire and we're looking forward to releasing updates throughout the year for all of you.

You may have noticed there haven't been any updates lately and that's mostly due to holidays and the development team getting back into the swing of things, so things will pick up pace soon enough.

In an attempt to retain transparency with our community, we've created an organized roadmap that you can view through our Trello.



The roadmap will get even more info in the days to come as we add details to each feature/card, feel free to check back on it periodically.

We're super excited to get to work on all of the new content, changes and features to make Suit for Hire the best it can be as we work towards 1.0 this year.

Our plan is to have the game fully released by Q3-Q4 of this year, depending on how development goes it could either be earlier or later in the year. We'd like to have Suit for Hire in the healthiest position it can be in for full release so we can get to work on our next title, Ronin 2072.

Feel free to ask us any questions on our Discord, we're always around to answer questions or concerns directly from the community.

Hope y'all have a fantastic week, thanks for reading!

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!