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Crime Boss: Rockay City News

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Update 14 Patch Notes

Update 14 adds crossplay, AI improvements and a new Rockay Rumble map!

[previewyoutube][/previewyoutube]

UPDATE 14 PATCH NOTES


[h2]OVERVIEW[/h2]

  • This update introduces CROSSPLAY between all platforms. You can customize this feature in the settings.
  • Revamped AI BOT functionality with a focus on bug fixes and more logical behavior.
  • ROCKAY RUMBLE gets a new layout in honor of the New Lunar Year. Enjoy the new map and higher difficulty.
  • Earning respect in the campaign is now better visualized and rewarded with BOSS POINTS during your campaign run.
  • Finishing the CAMPAIGN will be rewarded with money in CO-OP PLAY. For both successful and unsuccessful runs.
  • Network status indicator added in missions in Multiplayer.


[h2]UPDATES[/h2]

  • Added a new Rockay Rumble variant celebrating the New Lunar Year.
  • In Gold Cup, players can now deliver all the loot into the 3rd truck while playing the mission in stealth.
  • Inverted order of weapon scrolling.
  • Added option to choose the weapon scrolling order.
  • Added a few new mission bonus objectives.
  • Team composition bonus objective in the campaign.
  • Kill at least X enemies/gangsters bonus objective (where appropriate).
  • Enabled all six eligible mission variants for the Armored Convoy mission in the Hauling Ash urban legend, instead of the previous count of one.
  • The Progression screen now groups melee weapons into categories.
  • The Progression screen now displays all tiers of a perk together.

    Bot improvements
  • Significantly improved behaviour of bots. They should care about surviving more.
  • Bots have improved perception of nearby enemies.
  • Bot behavior in stealth should improve while following the player.
  • Improved ability to automatically deliver loot to designated areas.
  • Increased weapon ranges for Shielder, Shock Trooper and Heavy.
  • Ranger now has the “Gun Nut” perk instead of “Ghost”.

    Weapon updates
  • Desert Eagle is slightly stronger.
  • Urban Striker damage was increased by +5%.
  • Tweaked reload speeds – Tactical reload (reload with ammo remaining) is faster than empty ammo reload, especially for SMGs.

    Perks and equipment
  • Sturdy perk lvl. 2 and 3 have a slightly bigger bonus now (increased by +2% / +4%).
  • The Medic perk has a greater bonus when the owner is being revived.
  • Changed the description of the Vigor (health regeneration) perk to clarify its effect.

    Campaign
  • Earning respect in the campaign is now more prominently displayed and awards boss points.
  • Respect tiers have been renamed as part of this change.
  • Earning respect now refreshes the black market, characters and soldiers for hire, and the available money-making missions.
  • Finishing campaign runs (both succeeding and failing) will now award money in Multiplayer.
  • The end sequence has been reordered as part of this change.
  • Baker will now start the campaign equipped with “Baker’s Bearslayer” secondary weapon for the owners of the Baker’s Bundle DLC.
  • Escaping the Sheriff after maxing out the investigation yields a slightly higher score and rewards than dying in the mission.
  • The campaign’s hire soldiers screen will now accurately display the maximum number of soldiers you can hire during the day, not only those you can currently afford.
  • Increased the reward from the King’s Crypt Gold Cup mission.
  • Campaign final grade now slightly improves with difficulty.
  • Overhauled the random event offering new characters for hire to make it more viable. The option is now cheaper, the characters are displayed in the preview and may come at a higher level or with better weapons than usual.
  • Added an opening choice cutscene to the Strong Arm Dollar Dragon for Money.
  • The planning cost of “weaken gang” missions has been lowered overall.
  • The planning cost of a “weaken gang” mission that results in the capture of multiple turfs is higher than in the case of capturing only one. Its difficulty as well.
  • Turf war reward weapons may now also be rare (blue).
  • Improved the “Plus One” boss bonus description to give a better idea about its progression.
  • The Stash tutorial now appears when visiting the Stash screen for the first time, not when running low on funds.


[h2]FIXES[/h2]

  1. Enemies and civilians should no longer trigger alarm or suspicion based on a throwable being used. This sometimes manifested as enemies (or civilians) seeing ziptied or deceased enemies through walls or in other unexpected places.
  2. Fixed various instances when the displayed “Expected value” of missions wasn’t accurate and the actual earnings fell outside that range.
  3. The “Pay with luxuries” option of buying trucks in the Gold Cup plotline now properly subtracts luxuries, not cash.
  4. Prevented some cases in which a new big heist plotline would not start for several days after wrapping up the last one.
  5. Fixed various issues with truce.
  6. Attacking, but failing still ends the truce.
  7. Breaking a truce with someone breaks the truce with everybody.
  8. Fixed a case when “Dismiss character” would fire the first person from the list instead of the selected character.
  9. Gang “Hostile” relationship takes precedence over “Unfriendly”.
  10. Roidiac Jupiter and Jupiter shouldn’t be encountered in the Team at the same time anymore.
  11. Character names should no longer be displayed in cutscenes when they don’t say anything.
  12. Prevented several instances of overlapping popups in the campaign.
  13. The “Disrupt Khan’s activity” mission incorrectly mentioned vehicles.
  14. The Gold Cup plotline and “Strong Arm Dollar Dragon for Money” are now mutually exclusive because one rewards the player with a truce, and the other requires no truce. That caused issues when both were started simultaneously.
  15. Hiring army is now enabled in the Dragon Dogs standalone plotline.
  16. Items recently unlocked via the progression magazines now correctly appear in the campaign’s blackmarket.
  17. The “First Day” goal in the campaign’s first run now ends immediately on Day 2 (not after seeing all pending tutorials).
  18. Special loot notifications (i.e. artifacts and paintings in Dragon Dogs) are now correctly aggregated to avoid a flood of notifications after certain missions.
  19. The day summary board should now be visible during players’ first campaign run.
  20. Fixed a few cases of overlapping tutorial popups with other elements.
  21. Weapon skin generation setting in the campaign – if disabled – should now correctly prevent skins from being applied to new turf war reward weapons and the loadout of generic characters for hire.
  22. Clients were sometimes unable to deposit pocket loot into the van in specific cases.
  23. Fixed multiple issues with subdue not working as intended.
  24. Rare case where player icons appeared corrupted for some clients in 4-player Co-op games.
  25. Money Train – Loot bags incorrectly replicated for clients after joining in progress.
  26. Bots could get stuck inside armored vans while looting.
  27. SPX Grenade – Wrong crosshair displayed after reloading until switching weapons or fire mode.
  28. Micro SMG Gal and STGW 51 incorrectly shared the same ammo pool.
  29. Urban Legends – Invite button incorrectly available during active gameplay.
  30. Steam Deck – Touching non-interactive areas could cause loss of input focus.
  31. Subduing a guard behind another guard could break the subdue action.
  32. Minigunners sometimes stopped reacting in the final Khan turf war.
  33. Main Menu – Incorrect background loaded first on fresh saves if DLC was enabled.
  34. Zipline – Pressing ‘E’ mid-ride caused animation issues.
  35. Clients did not see the distraction magazine effect above guards/police heads.
  36. Shields did not display hitmarks when shot with penetrating weapons.
  37. Several typos.
  38. Bank Money Maker – Chopper Bags – If you switched characters, the mission ended.
  39. Fixed various crashes

Dev Blog - Update 14 AI Improvements

In IGS, we are fully aware of how essential AI companions (bots) are to the overall game experience.

Some squad games address this issue simply placing the responsibility either entirely on the player or on cooperation with multiple human players in co-op mode. Consequently, bots are, on the one hand, immortal (to prevent their death from frustrating players), but on the other hand, their ability to assist is very limited.

In Crime Boss, we have multiplayer co-op heists, but we let players play them offline with bots. You can choose what bots and how many of them.

Experienced players can play our roguelite single-player campaign. This mode is a bit complex as you need to manage the whole team, including their equipment and survival. This is an essential part of the roguelite mode economic loop. Taking bots or not is affecting the difficulty—a full team of capable heisters/bots can defend themselves well, even in situations where a lone player would struggle to survive. This serves as a clear motivation to save limited funds for hiring and equipping them.

By design, the loss of a heister during a mission can have a significant impact on the entire campaign. This reinforces the roguelite aspect of the game and increases gameplay tension (in a good way). For this reason, we chose a more challenging approach—making bots vulnerable and mortal while simultaneously enhancing their ability to assist, creating an alternative to human companions.

As a result, we occasionally receive negative reviews from players regarding AI quality. Yes, we hear you. And you are right. We understand that losing them due to AI imperfections can be frustrating for players. We could improve the bots by simply dumbing them down and making them invulnerable. "Those who do nothing make no mistakes." But this wouldn’t be helpful for the game, given the above context. So instead, we take this feedback seriously and are tirelessly working on improving the artificial intelligence of both friendly and enemy characters.



AI of Bots

Creating “smart” companions is a challenging task for several reasons, often involving conflicting requirements. Let’s take a glimpse under the hood, to understand how the AI of the AI bots and enemies is done in Crime Boss.

[h3]Pathfinding[/h3]

Spatial awareness, which comes naturally to humans, is a significant challenge for AI programmers. The fundamental requirement is a well-defined space that bots can navigate, avoid dangerous areas, and perform special actions (such as climbing or unlocking) to progress. This involves processing vast amounts of data to find the optimal path, which is computationally intensive, especially as the target distance increases. Now imagine that not only are multiple bots performing these calculations, but also numerous enemies, all in real-time. Additionally, paths may need recalculating due to in-game events (e.g., an exploding car blocking the way).

[h3]Enemy Awareness and Cover[/h3]

To protect themselves effectively, bots must locate cover that shields them from all known enemies. With potentially dozens of cover options, the AI must evaluate and select the best one based on specific criteria. However, this is complicated by the dynamic nature of enemies—positions constantly change as enemies die or new one’s spawn from various directions.

[h3]“Task Competition”[/h3]

Bots must balance multiple tasks: staying near the player, finding effective cover (which may be far away), collecting loot, engaging in combat, reviving teammates, and more. AI code must carefully evaluate and prioritize these tasks to ensure the overall behavior feels intelligent and helpful.

[h3]Bugs[/h3]

Complex missions with intricate graphics also present pathfinding and cover-definition  challenges. Issues may arise, such as bots failing to find paths or missing cover where it should exist. Such bugs can originate in the mission itself, the game code, or even the game engine. These errors are often dynamic and difficult to reproduce, making them tricky to resolve. Additionally, it can be challenging to distinguish whether an issue lies in a subsystem bug or overall, AI logic shortcomings.

[h3]Performance Impact[/h3]

AI tasks “compete” with other game processes for CPU resources, impacting fps and overall game smoothness. Achieving intelligent AI behavior requires significant computational power, yet it’s crucial to minimize performance impact. Balancing these demands is inherently contradictory, underscoring the complexity of the task.



Update 14


In this update, we focused specifically on improving bot behavior, particularly their ability to survive in dangerous firefights.

[h3]Bot Survival[/h3]

To enhance bot survivability, we introduced new behaviors and integrated them into the existing AI model:
• If a bot has sufficient health, it behaves as before—engaging enemies, looting, or transporting loot to designated areas.
• If a bot’s health drops below a certain threshold, it retreats to safe cover while continuing to fight during the retreat. Often, they either defeat the enemy or regenerate health during the move, then return to their original behavior.
• For critical cases, we defined “critical health” at approximately 30% of total health. For characters with low base health, this threshold is a fixed value to ensure timely activation of retreat behavior. At critical health, survival becomes the absolute priority. Bots sprint to cover and kneel to reduce their chances of being hit. They only return to normal behavior once fully regenerated. In our original design, bots prioritized combat—inflicting damage over self-preservation. Strict proximity limits to the player and other factors also hindered their ability to find effective cover when injured.

In the new update, we grant bots greater movement freedom and prioritize finding high-quality cover. Once fully healed, bots attempt to return to the player if they are too far away. If a cover is compromised (i.e., the bot takes additional damage), it is invalidated, and the bot immediately seeks new cover.

[h3]Cover Scoring[/h3]

When searching for cover, we implemented a scoring system where each cover option is evaluated, and the highest-scoring cover is chosen. Scoring criteria include:
• The number of enemies blocking the path to the cover (ideally zero).
• How well the cover protects against known enemies' fire.
• The distance from the nearest enemy (the greater, the better).
• The distance the bot must travel to reach the cover (shorter is better).

Each parameter has a specific weight, carefully balanced for optimal results. To ensure the best outcomes, bots will now know the positions of all living enemies purely for cover selection. Enemies are dynamic—new one’s spawn immediately as others die—so this prevents bots from being sent to unsafe locations, which players would find frustrating. In all other systems (e.g., target selection), bots rely only on information gathered during gameplay.



Conclusion


Overall, the game after Update 14 should have much smarter and efficient bots. Is the work on AI perfect and finished? No. We will keep testing and writing down problems. We will also listen to your feedback. Based on this, we will continue to improve specific problems and behaviors. We are also planning to investigate how bots behave in stealth. Right now, it’s safer to let them wait and act as a backup if alarm is triggered. But we would like to improve the follow mode in stealth, so bots can be more useful. We will see how it goes and keep you informed about future changes and fixes.

Thank you for reading and we look forward to your input. We are sure that this update will make for some engaging and dynamic combat experiences. Good luck and have fun!

Tomáš Stepanek
Principal Gameplay Designer

Crime Boss: Rockay City Partner Program

Hello Bosses!

We at InGame Studios are very pleased to announce the official launch of our Crime Boss partner program! Since the latter half of last year, our studio has been fortunate to work alongside some amazing creators who have been immeasurably helpful to the growth of Crime Boss: Rockay City. Now, we aim to open these partnerships to other content creators so we can continue to grow the game as well as the channels of those who would like to be members of the Crime Boss family.

If you’re a fan of Crime Boss: Rockay City, the heisting genre of games, FPS games, or are just looking to grow your channel, take a look below and see if this partner program is a good fit for you!

[h3]Who can become a partner? [/h3]
Our goal is to make this program accessible to as many people as possible, even up-and-coming channels. Creators with a smaller following are encouraged to reach out to us!

[h3]What are the benefits of being a partner? [/h3]
Our partners can expect early access to content, inside information about game status and planned content, regular and direct communication with the development team, and exclusive merchandise.

To help grow your channel, we’d be happy to provide game keys for giveaways, amplify your social media presence, and collaborate with you on Crime Boss-related content.

[h3]What’s expected of me as a partner? [/h3]
A positive and professional mindset and a respectful representation of Crime Boss: Rockay City and InGame Studios. We encourage criticism, even from our partners, if it is honest and constructive.

Showcase the game, play it, and most importantly—have fun!

[h3]How old do I have to be? [/h3]
A partner must be at least 18 years old to ensure compliance with legal and content guidelines.

[h3]Is there a deadline to sign up? [/h3]
Nope! This partner program will remain in place for the foreseeable future. If you see this blog six months from now or later, feel free to throw your hat in the ring!

[h3]Do I need to speak English? [/h3]
No, you can create Crime Boss content in your native language. Being proficient in written English is ideal for communication with the devs, but that’s why we have translation tools now.

[h3]Do I have to be a YouTuber or a Twitch streamer? [/h3]
You can produce Crime Boss content on the platform of your choosing—or all of them!

[h3]Can I get paid as a partner? [/h3]
We don’t offer monetary incentives to partners. The goal of the program is to grow your channel and the game.

[h3]Am I required to make a certain amount of Crime Boss: Rockay City content? [/h3]
As long as you create Crime Boss-related content, we won’t micromanage your posting frequency. That being said, if no Crime Boss content is created after becoming a partner, the partnership may be revoked.

[h3]I haven’t made Crime Boss content before. Does that disqualify me? [/h3]
It’s never too late to start! If you like the game and want to be involved, that’s enough for us to potentially include you in the program.

[h3]Is there a minimum number of followers I need to have? [/h3]
We aim to make this program as accessible as possible. However, those who have never created content before will not be considered.

All applicants will be reviewed on a case-by-case basis. If you have a very small following but are a huge fan of Crime Boss: Rockay City, or if you have a sizable following but have never played before, we will review your channel with this in mind.

[h3]Can I recommend someone else for the program? [/h3]
Yes! Just specify in the submission that you are applying on behalf of someone else. In this case, we ask that whoever you recommend be familiar with Crime Boss or an active member of the heisting genre of games.

If we agree they are a good fit, we will reach out to them directly to see if they are interested.

[h3]I’d like to be involved with Crime Boss: Rockay City but not through the partner program. Is there anything I can do? [/h3]
Currently, we are also looking for additional beta testers. Right now, we only have a handful of testers, but they are very talented, incredibly knowledgeable about the game, and deeply involved in the community.

If you are regularly active in the community, whether through Steam Forums, Discord, or another medium—or have experience beta testing, you may be a great addition!

[h3]Where do I sign up? [/h3]
Fill out this form, and we’ll review it to let you know whether we’d like to make you a partner.

CB Partner Program – Sign Up

And that just about covers it!

If you have any questions regarding the partner program or beta testing, please message CB-ModMail in the official Discord, and we will get back to you as soon as possible.

[h3]Crime Boss Discord [/h3]

Cracker Pack DLC Is Available Now

Hello heisters,

With 2025 now in full swing, INGAME STUDIOS will be dedicated to giving our players regular updates.
We have and will always greatly appreciate your support and to show our gratitude, we would like to inform you about what is coming in the near future. We are listening to the suggestions from our loyal and friendly community of players and we know there is still more work to do to continue improving our game. Our aim is to expand the singleplayer campaign and further evolve the multiplayer mode with new missions, weapons, gadgets and perks.

Unique characters are important in Crime Boss: Rockay City, as they bring unique visuals, voiceovers, and equipment. Many characters have their own story missions in the game, which show some of their adventures outside of the Baker gang. We enjoyed the opportunity to show what these characters could look like at the beginning or end of their stories. This is where the idea of Character Packs came from. A pack that adds a new, stronger, or more interesting version of an existing character with the intention of giving the player a new gameplay experience. We want to achieve this with new weapons, equipment, and perks that significantly affect the playstyle.



We tried this idea recently in December 2024 with the example of Roidiac Jupiter, which brought the strength of a tank, furious punching power, and a devastating grenade launcher. And it seems that this DLC was generally welcomed by our players so, we want to continue exploring these character packs in 2025. As shown in the current roadmap, we have five maxed character packs planned for this year and we want to bring fresh weapons that are not yet in the game along with gadget and perk designs unique to each characters' backgrounds in these upcoming DLCs. We will also draw inspiration from our community so please let us know your thoughts through our Discord server.

Now let's take a look at the Commando Cracker character, who is currently being released and will be playable in both singleplayer and multiplayer game modes.



Nigel Thorne, AKA Cracker, is a former SAS operative, is and the ultimate shadow in Rockay's criminal underworld. Lethal at any range, he blends stealth, savage close combat, and pinpoint accuracy. His “SAS Instinct” enables him to sense enemy positions, making him a ghostly predator who turns any battleground into his personal playground of controlled chaos.

The Special Air Service (SAS) is an elite special forces unit of the British Army, founded during World War II. SAS soldiers are known for several key elements such as adaptability, mental and physical endurance, problem-solving under extreme pressure, intel-gathering, and survival skills. With their skillset, they are mostly renowned for close-combat fighting, covert surveillance, and hostage rescue - this should reflect Cracker’s gameplay and how players approach this character.

Cracker excels in hand-to-hand combat, taking care of any enemy that tries his luck to go against Cracker and his tactical tomahawk. Combine this with his surveillance skills, which helps to determine enemies' position in every situation.



Cracker has a semi-sniper rifle utilizing his great weapon handling perk. and tTogether with his SAS instinct perk, he is perfect character for both stealth and combat. The devastating power of his gun breaks the armor and shields of his enemies like nuts.

To compensate for the lower fire rate of his primary weapon, we have equipped him with a small submachine gun, that is usable as secondary weapon. He also comes with RPG launcher (as a gadget), acquired during the raids in soviet military bases. However, if for any reason Cracker finds himself in an emergency, he can always rely on his excellent hand-to-hand and survivability skills to help him out of any situation unharmed.



While you’re starting your first missions with the trained SAS fighter, Cracker to build you’re a strong customized multiplayer boss, INGAME STUDIOS will be working hard to prepare other characters for the same treatment. Work is in full swing on a new version of the playable Hielo and Wiz but that is a story for another dev blog later in the future.

See you next time.

Best regards, Jarek, CEO and Design Director at IGS.



Get the Cracker Character Pack Today!
https://store.steampowered.com/app/3337580/Crime_Boss_Rockay_City__Cracker_Character_Pack/