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Suit for Hire News

Update #6: Bug Fixes and Improvements

Hey everyone!

It's that time again for a new update, this time a little earlier than intended. We planned on releasing this update tomorrow (Friday), but there are some fixes in this update that we felt needed to be released ASAP.

Without further ado, let's get into the patch notes for Update 6:

New Loading Screens and Level Select

We've made some small changes to the loading screens and the level select menu- the loading screens will now show a small preview of the level you're loading, and the loading screens will show the same as thumbnails so you know what you're selecting.



Improved Weapon Throwing

In the last update, we added Weapon Throwing- a mechanic that allowed you to throw your secondary weapon at enemies or drop it earlier if you so wished. Of course, with any new mechanic being added to the game there were some issues, but in this update we wanted to make sure we fleshed out the mechanic further and improved some of the issues you may have encountered.

  • Improved the Animations for weapon throwing, this will change based on the size of the weapon you're holding or the type of weapon- for now they're all playing the new one set of animations
  • You should be able to now throw a secondary weapon right next to an enemy, the overall throwing/trajectory should be improved- let us know if you experience any issues with weapon throwing!
  • Fixed a bug where you wouldn't be able to fire your weapon if you throw your weapon while it being low on ammo or tried to throw it and died in the process
  • Added a simple trail when weapons are thrown


Aim Assist (again)

Aim Assist for controllers has been adjusted and should give a bit more snappy assist- as per usual when it comes to controller support, feedback from the community is crucial to give us an idea of how to improve it even further and bring it to the best spot it can be at.

If you're having issues with this, you can disable it in the settings menu- however please let us know what you think of it or how it gets you killed, etc. any information helps us figure out the best way to improve it!

Improvements and Changes

We've made some general improvements and changes to certain things as well that should make things better for players:

  • Readded a 7th enemy in the Intro for Clean Suit
  • Made it more apparent when you're abandoning mission/going out of bounds
  • Early access popup should only show up on initial startup now
  • Replaced the Restart Campaign/Run button with a Retry Level button in the Pause Menu
  • Increased the out of ammo sound effect for the protagonist's handgun
  • Improved the laser aiming a bit during trickshot pose
  • Added a splash screen (not at 100% volume, luckily)


Bug Fixes

  • Fixed an issue with Time Focus causing issues while being inside of a camera adjustment overlap box
  • Fixed an issue with the final boss, if you kicked the grenade at the very last second, the boss wouldn't play the proper phase
  • Fixed some collision issues at the beginning of the Courtyard level
  • Fixed some camera issues/clipping in the first City level
  • Fixed a couple issues with the run time not showing the proper time


There were a few other changes that we haven't completely noted down, but we hope these changes improve the overall playing experience for all of you.

As per usual, please let us know if you experience any issues through our Discord or the Community Hub. We're always keeping an eye in those places and talking with the community!

Thanks again for all of your support, we'll continue to improve Suit for Hire so it can be the best it can be.

Update #5: Throwing Weapons and Artstyle

Hello players!

Hope you're doing well, we've been hard at work on the game as per usual. This time we've done some big adjustments that you'll most likely notice right off the bat including a new mechanic which includes the ability to throw your secondary weapon at enemies.

Without wasting any of your time, here are the patch notes:

Artstyle Changes

You may notice that we've made some small changes to the game's style, before this update we had a pixel texture style but we felt that wasn't the best for a game that's going for a comic-book/movie style look.



We've also enabled Anti-aliasing by default- this can of course be changed in the settings menu if you liked having that crisp look in prior versions, the other AA options are also exposed like MSAA and TAA.

We'll be playing around with the artstyle and trying to improve the overall visual fidelity of the game throughout Early Access, so be prepared for more updates to the visuals.

Weapon Throwing

People didn't entirely like not being able to put away their secondary weapon in the past game versions (e.g. Assault Rifle, SMG, etc.), so what better way to get rid of a gun than by throwing it in a merc's face.

We've always intended on adding this but we tried to get it out of the way ASAP, hence including it in this update. You may notice some issues with it, and if you do, please let us know as it helps us make the game better! The animations are also temporary and will be upgraded by our very own animator, Kyle.

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Players can easily do this by holding G or the Face Button Up key on their controller while having a secondary weapon in hand.

This will also work great when we add melee weapons like knives, we'll be making it so throwing a sharp weapon into an enemy has a chance of sticking in them which will deal additional damage and stun them for a longer duration. Melee weapons aren't in the game yet though, we'll be working towards that.

Improvements and Adjustments

We've also made some improvements based on your feedback.

  • Placed explosive barrels where they should be, more to come
  • Improve the Rooftop environment to not have void gaps during the boss fight
  • Reduced the radius of explosive barrels from 450 to 350
  • Increased the rotation rate for mercs to better match how they aim at the player
  • The camera will readjust at the bottom of the elevator in L11
  • Adjusted the lighting of L11 to be more clear (hopefully)


Bug Fixes

  • Fixed mercs sometimes not shooting at you in some locations due to overlap boxes (let us know if this keeps happening)
  • Fixed melee enemies being able to hit you through corners/walls
  • Fixed the music resetting when you die/respawn
  • Fixed grunt enemies not dropping the grenade if they die while about to throw it
  • Fixed being able to... punch the money?


That's the patch notes for this update, let us know if you have any feedback or bug reports. We'll be keeping an eye out and improving the game more and more.

Thanks for reading and have a great weekend!

Update #4: Explosions and Directions

Hey everyone!

Hope y'all are having a great start to your September!

You know, it'd be perfect if we added dancing animations or something so that song could be more fitting...

Uhh, anywho- here's the patch notes for the fourth patch for the game, which should improve some of the experience for players, especially at the final boss.

Additions

  • Red barrels should now be actually explosive, sorry for Jebaiting everyone- let us know if they work well (there may be some levels with red barrels that haven't been changed, we'll be adjusting those and adding more explosive barrel locations around the Campaign as well)
  • Added an option to play music while alt-tabbed (or named Background Audio) in the audio settings
  • Added a sound effect that plays when you're on your last two bullets, let us know if this sounds good or if we should adjust it
  • Added an alternative close button in the settings menu
  • Added feedback when you're out of dodges/rolls
  • Added sound effects when rolling
  • Added indications to kick the grenades at the final boss, this should improve things for new players
  • Lots of surrounding environment art added to the rooftop, more to come


Bug Fixes

  • Fixed being able to continue game when on Legend difficulty- returning to main menu will now delete the save
  • Fixed being able to roll off the subway platforms and not die
  • Fixed a camera issue when executing an enemy in a spot where the camera changes
  • Fixed not being able to close the settings menu with Escape in the main menu
  • Fixed the willpower bar not resetting after death
  • Fixed a bug where activating Time Focus while having a Clean Suit caused the player to go at x2 speed (thanks Sodapoppin for finding that)
  • Fixed the merc not playing the aim animation while aiming to fire


We hope these changes improve your experience with the game, we have lots more to do but we'll get there one patch at a time.

Thanks a lot for playing the game and providing feedback/bug reports, we're excited to release more to the community in the weeks to come!

Release Week Patch #3

Hey everyone!

Hope you're having a great start to your week, we've worked hard these past few days fixing bugs and creating a Tutorial for the game.

We appreciate everyone who's been patient while we fix a bunch of new bugs that came up after the last patch.

This new update has been focused on improving the game flow and adding a whole tutorial to aid new players and existing players that are still having trouble with some of the gameplay mechanics.

Without further ado, here are the patch notes:

Tutorial

A Tutorial has been added and should be accessible from the Campaign menu, it goes through the basic mechanics that are currently in the game. The tutorial will be adjusted as the game grows, we'll let you know when it gets any changes.

For existing players, we'd appreciate if you tested the tutorial out so we can find any bugs or things that need adjusting.

Adjustments and Additions

  • Adjusted the execution so you can't get hit while executing an enemy
  • Kicking objects into enemies will now damage them
  • If you execute an enemy with ammo, it'll now randomize between a knife or handgun execution
  • Music now lowers itself when in the Pause Menu
  • Adjusted the Brute charge attack to have some more anticipation/warmup frames
  • Added a new Nutcracker finisher


Level Changes

  • Level 4 and Level 12 (the mansion and city level) are now split into two for more checkpoints
  • More grunts throw grenades throughout the game now
  • Level 2 should have an arrow pointing to the C4 after picking up the explosive
  • Piano in the corner of Level 4 should no longer be kickable
  • The couches and chairs in Level 4 shouldn't cause physics issues anymore with enemies


Bug Fixes

  • Fixed the janky spinning on controller/kb+m (let us know if this is actually fixed, might need more thorough cleaning up)
  • Fixed a bug where the player could die from kicked props
  • Fixed being able to bind the Escape key as a binding


As always, if you find any bugs or have feedback, please feel free to submit a thread on the Community Hub, we appreciate anybody taking the time to help.

Alternatively, you can also join our Discord to chat with our players of the community and the development team!

Thanks for the amazing support, have a great week!

Release Week Patch #2

Hey everyone!

Hope you're having a great Friday, we've released the second patch for Suit for Hire!

We've been listening closely and watching content that creators have been making- being certain of what things need to be looked upon and improved. This patch improves and fixes a few issues that were found by a whole range of players. We'd like to note there's still a lot we need to work on, and we'll be pointing out some of the things we'll implement in a future patch at the bottom of this post.

Without further ado, let's get into the patch notes:

Widescreen Support

An odd thing that Unreal Engine has is that it uses Horizontal FOV, which can cause an issue for players on wide-screen monitors, we've converted it to Vertical FOV to hopefully combat this issue.

Players with wide-screen monitors should have a much better experience in being able to see the game, please let us know if you have any issues with the changes!

Bug Fixes

We're always closing listening for bugs and glitches that players are experiencing, if you ever encounter a bug or an issue, please let us know through our Community Hub.

  • Fixed a collision box blocking grenades in the boss fight
  • Fixed the brutes not slamming when you're up close all the time, they should now do it whenever you're a certain distance from them (as long as it's not on cooldown for them)
  • Fixed an issue where the DMR didn't always hit brutes (let us know if this is still happening or not)
  • Fixed a BIG issue where leaves on trees had collision enabled and could literally stop bullets in their path
  • Fixed an issue (hopefully) where music didn't change to the next track after Level 11
  • No cursor showing in the Win Screen if you had a controller plugged in


Changes and Improvements

These are changes we've made to the overall game that aren't particularly bugs but needed some adjusting:

  • Adjusted Level 1 to be a little easier by removing a few mercs at the beginning (mercs = gun enemies)
  • Adjusted the rotation rate for Brutes, they should be a little slower allowing for quick flanking maneuvers
  • Made it so you don't keep the money you earned from a level when dying, instead it resets back to what it was when you entered the level, and then decrements the death penalty
  • Adjusted the scoring so it can never go in the negatives anymore (or it shouldn't, let us know if it does)
  • We heard you, the secondary weapons need a bit more oomph, we've buffed the shotgun a bit more
  • On top of the shotgun changes, we've increased the Assault Rifle's damage and adjusted the falloff
  • Enemies shouldn't start firing from off-screen anymore, let us know if they do
  • Steam Cloud should now be working so you can continue runs from other PCs


Controller Improvements

We've adjusted some things for controllers so it should hopefully work a little better/smoother. We've changed the deadzone so you need to push your right trigger a little further to turn, that way if you let go, it should properly stay in the position you set before.

Additionally, we've adjusted the aim assist a bit by completely removing that snappy 'aim assist'- instead, the controls will slow down a bit when you're facing an enemy.

Let us know how these new changes feel, we definitely want to add a bit more to the aim assist so it's not impossible to hit enemies- we've never really created an aim assist system for a top down game, so this is definitely new for us.

Acknowledged Issues

Out of all of the things we mentioned above, these were the most important things we needed to tackle and were the quickest to get out of the way- however, there's still a lot of work that needs to be done.

We'd like to point out some of the things we've noticed and will be working on in the days to come so everyone's experience is even better in Suit for Hire:

  • A Tutorial needs to be implemented
  • An FPS Counter setting
  • Indication on how to kill the boss, and also making it more interesting
  • Brutes needing some anticipation frames when charging
  • Run Time not being correct when completing the game (most likely due to going back to the Main Menu and then continuing again)
  • More settings exposed in the Settings Menu
  • Steam Achievements
  • Persistent Saving/Personal Leaderboard


and more content.

We hear you 100%, we have plans for more content and we can't fully disclose it just yet as we're still figuring out the ins and outs of how we're going to be implementing things.

At the moment we're super dedicated on making the overall foundation of the game stronger so adding content doesn't cause a million issues. Things like the fixes and improvements above are just a small step in the right direction.

We do however have a few things we'd like to implement into the game to make it more interesting and to hopefully increase the amount of replayability:

  • Like stated before, we'd love to add a personal leaderboard so you can try to beat previous times in specific levels and in the game as a whole, also adding challenges like "no shooting" and other things to see how people do in the game
  • We have more enemies planned that should make the game more interesting as you progress and encounter new types of enemies
  • We want to include a minimum of 4 more levels to the first campaign- we might create an Act 2 but like we mentioned before, we're still looking into what's best for the game (e.g. another campaign or a challenge mode with dozens of levels almost like a sandbox that we can easily add to and add variation in the levels)
  • Enemies and enemy behavior being more interesting- enemies coming out of doorways, patrolling and more are a few of the things we'd like to explore


These are just a few of the things we're brainstorming and looking into, the 4 levels and new enemies are 100% going to be making it into the game ASAP while we brainstorm our options for more content for the game.

Let us know what you think could be interesting for the game, we're always looking for community feedback as we continue to work on the game.

Other than that thanks a lot for reading, we hope you have a fantastic weekend!