Agent 9 cover
Agent 9 screenshot
Genre: Strategy, Adventure, Indie

Agent 9

Update #2.1: More Improvements to Stealth

A smaller update that further polishes the new stealth system! For the full list of changes regarding the Stealth Overhaul, read this announcement.

Changes and Improvements


  • Added the new stealth system to the Sentry Turret enemy
  • Fixed sound cues sometimes not playing that indicate a Goon's alert state

Update #2: Stealth Overhaul

This update adds a brand new stealth system along with some quality-of-life and balancing improvements!

Overhauled Stealth


This new system makes stealth a much more viable option for getting through an area. Before this update Goons gave no indication of when they were about to enter their alert state, but now everything is a lot clearer. In the future I'll likely add this sort of system to the other enemies as well!
  • Goons will display a "?" above their heads when the player is in view. This icon will gradually turn red if the player remains in the Goon's line of sight. Once fully red the Goon starts attacking. Crouching slows down the rate of detection, but your distance to the enemy is also factored in. Overall: Crouch and stay farther away to better avoid detection.
  • Goons will make a "Huh?" sound when the player first enters view. (Courtesy of my pro voice acting)
  • Once alerted, a red "!" will momentarily appear above a Goon's head to indicate that they have been alerted



Improvements and Fixes


  • You can now toggle between casual, normal, and permadeath modes without erasing the game's progress. (It was kinda dumb to limit the player like that)
  • Removed the prompt at the beginning of the game to "Enter Training First?" since everything in training is pretty much told throughout the game. It's there if you want to get some extra practice and clarify your knowledge on the game mechanics, but it's not necessary. Having it be suggested at the start of the game kinda messes up the pacing.
  • Slowed the rate-of-fire of regular Goons by around 25%
  • Increased the inaccuracy of all Goons by around 20%
  • Melee Goons will now alert their friends when they detect the player
  • Fixed loadscreens occasionally not displaying an image

Update #1

This update brings about balancing changes, improvements to the player's HUD, and good old bug fixes. Most of the additions and improvements are popular community suggestions, so thanks for the help!

Additions



  • Added a health percentage indicator to the player's HUD. Now it will be a little easier to make decisions based on the amount of health you have left.
  • Made new weapon icons for the player's HUD. These ones match the style a bit more with thicker borders and more cartoony proportions.
  • Added a new boss health display to the player's HUD. Now you can see exactly how far into a boss battle you are!
  • Added the 2560x1440 option to the list of 16:9 resolutions.

Gameplay and Balancing Improvements



  • Made regular Goons a one-shot headshot with the M1911. Lots of people suggested this change, and I think it makes the stealth mechanics much more satisfying.
  • The Thompson now does 75 headshot damage to Goons instead of 50.
  • Melee attacks don't one-hit-kill Goons anymore. They still do 75 base damage, but don't instantly kill.
  • The Codex now does half damage per shot. Now it will take 10 hits instead of 5 from full health for the player to die. 5 hits left very little room for error and made the fight too unfair.
  • Regular Goons now fire a little bit slower
  • Goons now take a slightly random time to enter their alert state. This significantly prevents all the enemies from shooting in sync and blowing up your headphones.
  • Changed the casual mode indicator on the player's HUD to simply say "(Casual)" since the pacifier wasn't quite fair for players who weren't up for the insanity of regular mode.

Bugfixes



  • Fixed a bug where the player could initiate the Ninja Boss fight without entering the fenced off area.
  • Fixed a bug where the Codex's lasers would be blocked by ammo pickups. This allowed for an exploit where the player could crouch behind a pickup on a table and avoid any damage.

Agent 9 Released

After nine months of development Agent 9 is out and available for download! Tons of improvements and additions since the demo released that have made the game much more enjoyable and accessible. I'm confident that it will be received well and look forward to the communities reception. Thank you for supporting Noodle Games and showing your interest towards Agent 9 along the way, now lets have a great release!!!

Agent 9 Releasing Friday, March 15th

Put it in Your Calendars:
Friday, March 15th
  • Agent 9 will be at a 25% discount for the first week after release, so be sure to get while the sale lasts!
  • Look out for a giveaway in the days leading up to release on Instagram @_noodle_games_

Demo Patch #2

Demo Patch #2



  • Added options to change the aspect ratio (only works when full screen is off)
  • Added several resolution options for the 16:9, 21:9, and 32:9 aspect ratios

Demo Patch #1

Demo Patch #1



  • Fixed the turbines spinning relative to the player's frame-rate. No more supersonic spinning blades!
  • Changed "View Controls" to "Edit Keybindings" in the settings menu to more accurately indicate that the keybindings can be edited
  • Changed the default crouch, interact, and inspect keys to reflect what the majority of players are used to
  • Some other small things that bugged me

Agent 9 Demo Released

Agent 9 Demo Released!


After 8 months of development, the demo is finally released and ready for you to try out! Find it on the Agent 9 Steam Store Page:


Gameplay
Navigate through Vault, a level you encounter near the halfway mark of the first chapter. Gain a feel for the mechanics, enemies, and setting of Agent 9. Vault challenges the player with diverse enemy types, platforming sections, and a small puzzle to crack the vault open!