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Transience News

Patch #05

[p]Hey everyone,

In our Day Three Patch, we highlighted several issues that were still affecting the experience. This update tackles many of those pain points directly, along with a range of quality-of-life and systems fixes.

[/p][h3]AI Vision & Sensory Changes[/h3][p]In the last update, we talked about how the AI wasn’t always reacting in ways players expect from a stealth-focused game. This patch is our first meaningful step toward making their behavior more predictable, fair, and readable.

Enemies were detecting players too quickly at long distances, so spotting now builds more slowly the farther away you are. This should make long-range stealth, crossing open areas, and peeking from cover feel much more manageable.

We also reduced how aggressively AI react at close range. The instant-detection radius has been tightened so enemies only snap to you when you’re truly in their personal space. Combined with a fix for a bug that caused zero-delay spotting, this should cut down on sudden, unfair detections.

Lastly, suspicion was ramping up too easily, so we increased the threshold while AI are in their Passive state. This gives you more leeway when experimenting with routes or recovering from small mistakes.

TL;DR
• AI now takes longer to spot you at longer distances
• Close-quarters instant detection range reduced (3.0m => 1.5m), with a fix for a rare instant-spotting bug
• Increased suspicion threshold in Passive state
• Improved AI strafing, peeking, and approach behavior

[/p][h3]Game Introduction & Flow Changes[/h3][p]We previously mentioned that Chapter 1 (“Unicorn”) was running too long for what is essentially the player’s introduction to the game. These changes improve pacing and flexibility without altering the intended structure of the prologue:

• Eli now starts with both the pistol suppressor and a shotgun at his disposal
• Gadget recharge time reduced by half (45s => 22.5s)
• Flash dart is now always available
• Ammo pickups grant 20% more on Easy and 20% less on Hard

[/p][h3]General Changes[/h3][p]• Fixed a case where AI could incorrectly aim at the ground
• Loadouts now persist across play sessions when using the Continue button
• Gamma setting now correctly updates in first-boot configuration
• Gamma adjustment is now more granular (0.05 increments)
• Added “Toggle Slow Walk” to Gameplay Settings
• “Toggle Crouch” is now enabled by default
• Fixed an issue where several keybinds could remain “held” after unpausing
• Fixed a re-equip issue where the primary weapon was selected instead of the last-held weapon
• Added an additional head hitbox to fix cases where leaning prevented AI from being able to hit the player (no extra damage is applied)

[/p][h3]Chapter 1 – “Unicorn” Changes[/h3][p]• Fixed a rooftop gap that allowed players to see under a building
• Fixed collision on a shelf above the drug room that could cause the player to get stuck

[/p][h3]Chapter 3 – “Going Shopping” Changes[/h3][p]• Fixed an issue allowing the player to vault through Building B’s fences
• Fixed collision on the final bridge

[/p][h3]Chapter 5 – “Information Game” Changes[/h3][p]• Fixed another spot where AI could see the player from the lower floor
• Remaining ASA-objective enemies can no longer shoot through the Master Server room ceiling
• Fixed an enemy spawn above the DevOps Wing Server Authority room

[/p][h3]Other Level Fixes[/h3][p]• Fixed an issue where enemies could spot you through the floor behind the keypad office in Mazed
• Fixed a floating case in The Dam (Holdout map)

[h3]Fixed Collectibles / Attachments[/h3]
• Fixed the Shotgun Collectible (moved its map location from Going Shopping => A Simple Meeting)
• Fixed missing inspectable text for the Fiber Wire Collectible in The Transient

Good hunting.[/p]

Patch #04

[p]Hey everyone, [/p][p][/p][p]This patch addresses a growing problem related to our save system. A developer-only Quick Save/Load feature was unintentionally included in the launch build, and its use can disrupt mission flow, continuity, and general save stability. It has now been disabled. If you encounter objective-related problems and previously used this feature, we recommend reverting to an earlier save.[/p][p][/p][p]Good hunting.[/p]

Day Three Patch

[p]Hey everyone,

The team has been reviewing the most common pain points players are still running into. Although fixes for these are not included in this smaller patch, we'll lay out what some of those issues are first.

[/p][h3]Game Introduction[/h3][p]We recognize that our prologue can feel overly drawn-out in both narrative and gameplay. From our observations, players are averaging anywhere between one and three hours for Chapter 1 ("Unicorn") alone. For a mission that we consider to be a 'tutorial', that is way too long. We’re assessing ways to streamline early pacing and clarity without disrupting core structure.

[/p][h3]Performance[/h3][p]Performance varies depending on hardware, with AMD GPU users seeing more noticeable drops. There are still general optimizations we can make across maps and systems, though improvements will come in small, ongoing updates rather than big sweeping changes.

[/p][h3]NPC/AI Behavior[/h3][p]Compared to other great stealth installments, our AI has areas that could feel tighter. Their sensory response isn’t always predictable in ways players expect from the genre, and could benefit from further refinement. We’ll be testing some of your feedback here, though any tuning will be gradual and iterative.

[/p][h3]Patch Notes[/h3][p]• Fixed issue where the player could get stuck on Christmas props
• Fixed upgrade bugs on Holdout (Overcharge and Infinite Ammo now work)
• Fixed issue in Pursuit where players could vault a shelf
• Closed up holes in Hack Master Server in Information Game
• Fixed very visible seam in Going Shopping
• Fixed issue where enemies could spawn behind a door inside of Visitors Only

Good hunting.[/p]

Day Two Patch

[p]Hey everyone,

Today’s update continues our push to smooth out rough edges and tune the game based on the situations you’ve been running into. We’re working quickly, but we’re also being careful not to break existing progress. Everything in this patch is still safe for your current saves.

[/p][h3]General Changes[/h3][p]• Fixed error where opening the gadget wheel on death would hard-lock the player
• Held knife is now effectively an instant-use (removing the need for charging it)

[/p][h3]Holdout Mode Balancing[/h3][p]• Holdout player now takes 40% less damage from Enemy AI
• Increased number of Holdout Store options from 6 => 9
• All Holdout weapons are now 50% cheaper (besides from the Detective Revolver, that is only 25% cheaper)
• All Holdout gun attachments are now much more expensive
• Fixed hole where Doorstop should have been in The Vault

[/p][h3]Chapter 1 - "Unicorn" Changes[/h3][p]• Fixed issue where you could vault through the cross-shaped holes in certain walls
• Removed player collision from grass (seen on rooftop)
• Fixed issue where static civilian in front of "The Back Door" would not loop its idle animation
• Fixed collision issues on left side of rooftop before jump-off (towards Pursuit)
• Fixed water visible in parking lot
• Fixed duplicated death actor found at the end of the Elevator cinematic
• Fixed floating light on rooftop
• Fixed collision for the 'drunk' NPC during Eli's walk home
• Fixed a lot of geometry holes in pantries in Unicorn. Eli's room and others.
• Fixed wall at room 5008

[/p][h3]Chapter 2 - "Pursuit" Changes[/h3][p]• Fixed issue where you could vault into any shelving on Pursuit and get stuck
• Removed issue where the player could get the LPVO attachment from Pursuit

[/p][h3]Chapter 3 - "Going Shopping" Changes[/h3][p]• Fixed issue where the player could glitch between the bridge and its railing, causing camera spasms.
• Fixed clipping caution signs at both ends of the road
• Fixed issue where you could get stuck in a pipe if you vault a fence

[/p][h3]Chapter 5 - "Information Game" Changes[/h3][p]• Adjusted collision on the Clamp Light that would cause the player to get stuck upon interacting with it
• Fixed collider issues where AI could see you through Breaker objectives
• Fixed all instances where AI could spawn on top of vents outside of the bounds of the map

[/p][h3]Other Level Changes[/h3][p]• Removed ability for players to skip Squad Leader fight on Mazed
• Fixed issue where enemies could see you through the pool on Visitors Only

[/p][h3]Fixed Achievements[/h3][p]• Fixed ECO-FRIENDLY (max progress stat now properly aligns with description)
• Fixed AMMO AIN'T CHEAP (meleeing enemies now count towards this achievement)

[/p][h2]Looking Ahead[/h2][p]
We’re reading everything and prioritizing as fast as we can. Some fixes need deeper work and may not land instantly, but they’re on our list and we’ll keep rolling out improvements steadily. Thanks again for supporting the game, sharing your feedback, and sticking with us as we go through this process. We’re committed to getting the game to where it needs to be.

Good hunting.[/p]

Day One Patch

Hey everyone,

We’ve been closely monitoring your feedback and in-game reports, and we’re moving fast to address the most critical issues discovered so far. Every change in this patch is fully compatible with existing saves. Nothing will disrupt your progress.

Patch Notes

• Fixed an issue where prone and crouching footsteps were alerting AI
• Removed a ladder in Information Game that could throw players out of the map (dropping into the room will not soft-lock you)
• Fixed a collision issue in Pursuit that allowed players to glitch through a final rooftop
• Fixed multiple collision issues in The Transient
• Added missing railing colliders in The Transient
• Removed LODs for certain cutscene characters that caused issues on lower settings
• Fixed various animations and characters in several cutscenes
• Tutorial videos will no longer repeat once watched
• Added an `Always Show Tutorials` setting, allowing tutorials to repeat if enabled
• Fixed the “Crouching Tiger” achievement (now correctly tracks)
• Fixed an issue preventing players from exiting the Holdout menu on gamepad
• Fixed tutorials not showing correct bindings when using gamepad
• You can now equip your primary while walking (Alt)
• Removed debug text from the Continue button on the Main Menu

Thank You


A huge thank-you to everyone who shared feedback, clips, and bug reports in the first hours of launch. It has helped immensely. Your reports let us triage faster and move fixes into patches quickly. Launch days are chaotic, but seeing so many people play, stream, and talk about Transience has been incredible.

Thank you for the support, the honest feedback, and the patience as we stabilize everything.

Good hunting.