1. Shadows of Doubt
  2. News

Shadows of Doubt News

Devlog 36: Sharpshooter Update Out Now! Coming to Consoles in 2024!

Hello detectives! It’s time for a new dev blog as it’s an exciting point in the year. As you may have seen from the Triple-i Initiative showcase; Shadow of Doubt will be coming to both PS5 and Xbox series S and X when we leave early access. Stay tuned on more info on that as the year progresses.

Not only that though, I’m excited to announce our first major content update of the year titled ‘Sharpshooter Assassin’ which launched today also. You can read the full list of changes here. This is the largest content update yet; the main focus of it is two new killer variants, both based on a killer that will kill from range. Prepare to study bullet trajectories to hunt down vantage points across the city! The goal behind this is to inject the main serial killer cases with more variety, and you’ll have to alter your detective approach a bit to accommodate these killer types.



Alongside that, there are two new building types; a mixed-use industrial building and the often-referenced-to-in-lore ‘Fathoms’ which is a kind of slum/shanty town. At the opposite end of the social class spectrum, we also have new gated communities found at the tops of skyscrapers, where land values are at their highest. You’ll need special access to visit here (well legally anyway). I hope you have fun exploring the new city geography!

In addition to this we have the introduction of social credit level perks. These have been on the cards for a while (previously the social levels were not used for anything apart from ending the game through retirement). Now each level has a small perk attached. I don’t want to spoil them all because I think they’re going to be fun to discover but I hope it gives new gameplay incentive and meaning towards gaining that precious social credit score.



There’s a bunch of other stuff in this update too, including reduced city generation time, steam cards and more but the last thing I’ll talk about here is the addition of an ‘auto travel’ feature. This is something I’ve wanted to put into the game for ages, but only now have found the time. The auto travel feature is a little like fast travel, but instead of teleporting to your destination, your character will automatically find their way to wherever you want to go.

Crucially, while auto travelling you can interact with your caseboard without pausing the game. Ever had it where you’re walking someplace and going over something in your head and not really putting much effort into the act of moving around as you know the route so well? This is trying to emulate that, kind of like a detective autopilot. It’s entirely optional of course, I expect some people to use it frequently and others to not, but it’s a feature I’m pretty pleased with. I also expect it could really help to make the game more approachable from an accessibility standpoint, or if you’re a player who is more interested in piecing together the case than physically moving throughout the world. There is a little bit of work left to do here as due to the variety of physical places the player can find themselves in, you can on occasion need to exit auto travel to guide the player yourself. Basic travel works pretty well though.



Auto travel options can be found in the location evidence window, with an additional toggle button found in the map interface.

As frequent players may have noticed, we’ve transitioned from pushing more frequent smaller patches to less frequent but larger patches. Expect this to continue going forward. Over the summer we’re going to have an increased focus on bug fixing, as well as improving controller support to get it up to a better standard. Until next time detectives!

Shadows of Doubt V 37.07 Sharpshooter Assassin Patch Notes

Hey everyone! Here is the full list of patch notes for the Sharpshooter Assassin update:

  • New: 2 new sniper killer types; these killers will shoot victims from windows or rooftop vantage points around the city.
  • New: New mixed-use industrial building*
  • New: Shanty town building (’the Fathoms’)*
  • New: Gated communities (’the Echelons’) are now located at the top of certain buildings. You’ll need to obtain a high social status to access these legally*
  • New: 2 new murder weapons (Bat, Katana)*
  • New: 11 new player perks unlocked by climbing social credit levels! Including:
    • Enforcers will allow you at crime scenes
    • Immediate status cure on visiting player apartment
  • New: Auto travel feature; turn this on to allow your player to automatically follow a plotted route. While auto travelling opening the case board does not pause the game, allowing you to interact with your case board enroute to your destination.
  • New: Added button on the map display to cancel the current route, along with a toggle for auto travel.
  • New: Loitering around shops/bars/restaurants without buying anything is now a thing; you will be asked to buy something or move along.
  • New: New conversations, documents and v-mails
  • New: Steam trading cards, badges and community assets
  • City generation times reduced by about 15%
  • Improved weather effects
  • Some changed/new interface iconography
  • Improved ragdoll physics
  • Fixed: Improvements to player route calculation
  • Fixed: Some errors with AI not prioritising important actions (discovering body etc)
  • Fixed: Player-plotted routes will no longer get cancelled if the player is in mid-air
  • Fixed: Bug when waking up in hospital while playing on a pre-release city
  • Fixed: Ragdolls were in wrong positions upon load of a save game
  • Fixed: In rare cases an NPC could end a citizen’s telephone call by speaking to them
  • Fixed: Stealing money or some certain objects was resulting in cr0 fines instead of their worth
  • Fixed: Player could get stuck upon loading in a game that was saved inside a Sync Chamber
  • Fixed: On games started before 36.07, buying a new apartment before the story mode ended would cause furniture and items to not be saved properly
  • Fixed: City Hall 4th floor would appear incorrectly filled-in on the map*
  • Fixed: No override fog settings when inside some buildings (indoor environment could appear overly foggy)
  • Fixed: Wall decals were not presented properly in camera pictures
  • Fixed: Increased size of briefcase hitbox to avoid intersecting geometry issues when picking it up.
  • Audio: metal impact improvements
  • Audio: water cooler audio fix for cancelling drinking
  • Audio: new décor rotation and placement sounds
  • Audio: bone break sound added
  • Audio: minor tweak to body collapse sound
  • Audio: passing time now has its own soundscape
  • Audio: player punch variance when player punches a wall
  • Audio: minor improvements to heavy door knocking on wood
  • Audio: smoothed Edge Distance parameter for better blending of city ambiences
  • Audio: new gain social credit sound
  • Audio: new social level up sound
  • Audio: new case solved sound
  • Audio: new case unsolved sound
  • Audio: improved wooden and metal glass door locked attempt sounds
  • Audio: minor improvements to sync disk machine sounds
  • Audio: sounds added for the various door types
  • Audio: steaming manhole improved roll off and behaviour
  • Audio: locker lock/unlock improved timings
  • Audio: computer HDD loading sound improved roll off
  • Audio: fire barrels less crackly/harsh
  • Audio: wooden door close creak now probability based
  • Audio: fixed English Starch Kola TV ad cutting off too soon
  • Audio: added new TV and PA advert (Old Bourbon)


* Requires a new city generation to appear/spawn/see

Investigations #7: BIG NEWS Coming April 10th!!

Greetings Detectives. We’ve got a few fun things to cover during this Steam investigation, so let’s get right to it!

[h2]We are part of the triple-i initiative[/h2]
We have some massive news coming on April 10th at 10am PDT / 1pm EDT / 7pm CEST as part of the triple-i initiative. Please do tune in for over 30 announcements from the best in the indie space with no ads, extra fluff or any nonsense like that. You can check out their Twitter here to stay up to date

[h2]Art Competition Winners[/h2]
We can also announce the winners of our art contest in our Discord:
  • @sue2u2 with the autographed picture


  • @meysmerized with the diamond detective


  • @kommandantrook with the sunset city


[h2]Writing Competition[/h2]
After the success of our previous art contest, we’ve decided to do more to celebrate another group of our Discord detectives…WRITERS. Plans are in the works to get another contest going in the near future involving our noir story-telling folks so keep your private eyes peeled in our Discord for that!

We hope you’ve been enjoying all of our teases for the next big Shadows update that have been shown on TikTok and on Twitter this past month. Some of them have been pretty straight forward teases…others have been a bit more subtle. Have you been able to figure them all out?



[h2]Some More Fun[/h2]
If there ever was a wrong time to be investigating, we think Debwake has found it. Not as romantic as the music would convince you of though! Check out the YT Short here



That's it for this week detectives. April is about to be BIG for Shadows Of Doubt, so we’ve gotta get right back to our own investigations on the company crunchers behind the scenes. We will see you on the case!

Shadows of Doubt V 36.07 Patch Notes

Hey detectives! While we build towards some exciting news on the next update please find the latest patch notes below:

  • New: Blood pools will appear under victims and grow over time.
  • Improved bullet impact VFX
  • Altered behaviour of bullets when they come in contact with a window: The first will leave behind a bullet hole in the glass, a second will shatter it.
  • Cigarette ends are now left behind by smokers
  • Tweaked killer chances and evidence spawning probabilities (you should see more supporting evidence).
  • You will now only get mugged in the street when above social credit level 1.
  • Tweaked social credit level curve
  • Staff will now clean up trash left on the floor of a restaurant or bar
  • Greatly increased social credit given for successful completion of jobs, murder cases and lost & found.
  • Improved culling, especially outdoors*
  • Various street furniture now spawns on rooftops*
  • Minor visual adjustments to rain VFX
  • Toned down the fog at the start of the story mode
  • Fixed: Weather shaders now working properly
  • Fixed: Bug where killer would not kill if there was no place to purchase their weapon of choice.
  • Fixed: Disallowed apartment purchasing before the campaign is complete (when on story mode), as this caused errors in the campaign.
  • Fixed: Switching items didn’t trigger if the item was the same type as item already held.
  • Fixed: Rare internal error when picking citizen to be a murderer
  • Fixed: Wrong post processing environment volume references in some locations
  • Fixed: A geometry issue in the diner’s back yard*
  • Fixed: Muggings rarely worked unless stood still for a while (be more careful on the quiet streets!)
  • Fixed: Missing item descriptions added.
  • Fixed: Internal error when plotted player route was cancelled
  • Fixed: Murder victims changing outfits upon their death
  • Fixed: Visual glitch with enforcer helmet visors
  • Fixed: Nosy Parker achievement was triggering erroneously
  • Fixed: A rare error causing the game to hang on the loading screen when loading a game
  • Fixed: Configuration fix for mod.io
  • Fixed: Provisions made to stop the game trying to regenerate a city data from a city that was made with the city editor
  • Introduced another failsafe and potential fix for the falling through floor glitch (we’re continuing diagnostic work with this one as it’s unreplicable on a consistent basis)
  • Introduced a system to stop the player getting stuck in tight spaces
  • Audio: New intro sequence music
  • Audio: New player spawn sound
  • Audio: Curtain open/close sounds added
  • Audio: Throwing object sounds added
  • Audio: Desk fan impact sounds added
  • Audio: New door barge and break sounds
  • Audio: Water cooler sounds added
  • Audio: Tutorial mystery caller audio replaced
  • Audio: Lockpicking sound ceases if lockpicking player looks away
  • Audio: Cushion impacts added
  • Audio: Padlock sounds added
  • Audio: NPC gun sounds replaced and properly set-up
  • Audio: Punch wall sound replaced
  • Audio: Tweaks to melee sounds
  • Audio: minor improvements to grenade spatialisation
  • Audio: minor improvements to phoneline sounds
  • Audio: quieter ambiences at city edge
  • Audio: basement ambience quieter
  • Audio: footsteps slightly quieter (mostly player on carpet)
  • Audio: chem stack burn-off sound improved in many tiny ways


* Requires a new city generation to appear/spawn/see

Investigations #6 Discord Updates and News on the Horizon

Good day, Detectives! It’s time for another investigative blog here on Steam. First and foremost, If you have been following our Social Media on X or TikTok, you may have noticed we’ve been teasing a fair amount of new content as we get even closer to our next major update! Rest assured it will be coming sooner than later.



Our first art contest over in the discord is well underway and there have been some amazing submissions from many detectives hoping to get their artwork placed in the game as a decorative object.



Speaking of our Discord, We’ve recently made some QOL changes to the structure and added some fun new bits like custom animated stickers and emojis that you can use wherever! Our new UGC section makes sharing your favorite moments in Shadows of Doubt and fanart super easy and allows us to curate and share your content more widely with everyone. If you’re not a member yet, it’s time to get investigating!



Finally, while Shadows Of Doubt is chock full of lore if you listen and look around hard enough, but we are LOVING how deep some of you have gone digging and creating your own theories based on our neo-noir world. Check this world map out based on the events leading up to when Shadows Of Doubt takes place. Brought to you by u/Leldy22. Click the link for more lore discussion over on Reddit.



That's it for this investigation, detectives. Stay tuned for the next one where we may very well be announcing some more NEW things to get you ready for another big case!