Suit for Hire cover
Suit for Hire screenshot
Genre: Shooter, Indie

Suit for Hire

Patch v21.8 - Bugfixes and Balancing

Hey everyone,

We're working hard on the 1.0 update and in the meantime we've made various improvements and bugfixes that we believe are worth releasing now rather than later.

Thank you to everyone that submitted feedback and bug reports, here's the patch notes:


  • ADDED: Fade out execution window UI when out of range
  • ADDED: Proper helicopter animations (RIP Tpose guy 2021-2024)
  • Increased hitbox for executing enemies
  • Increased counter attack window time by 0.075 seconds
  • Increased execution window timer by 0.75 seconds
  • Other series pins fade out when hovering a series button
  • Reduced intensity of QTE event when getting stunned from 0.08 to 0.065
  • Nerfed knife guy (slower attacks and lunge distance)
  • FIXED: Animation of hovering series pin
  • FIXED: Head is cutoff on widescreen in the customize suit screen
  • FIXED: shooting elite enemy with nailgun would cause them to stay alive even though they should be nailed to wall
  • FIXED: throwing weapon at destructible wall does not respawn the pick up weapon actor
  • FIXED: HUD reappearing between loading when HUD disabled
  • FIXED: attempting to execute an enemy while nearby another enemy will cause you to not execute the enemy
  • FIXED: getting stunned while diving will sometimes count as a perfect dodge but still hit the player


Feel free to let us know if you're experiencing any issues, thank you!

Patch v21.5

Hey everyone,

Just a small patch fixing a few things:

- FIXED: some incorrect Chinese localization
- ADDED: Weapon ultimate button to Input settings menu

Patch v21.4

Hey everyone,

Another patch heading your way, thank you to everyone submitting bug reports!

- FIXED: Restarting the chapter on Oil Prince results in insta death
- FIXED: Enemies in Oil Prince not moving due to missing navmesh
- FIXED: Executing another enemy quickly after doing one doesn't work
- FIXED: In Tiramisu, laser shows up at times even though using fists
- Improved Turkish localization

v21.3 Patch

Hey everyone, we've released yet another patch to resolve some bugs and issues.

- Added temporary localized text for missing text
- BUGFIX: Silenced pistol not one shotting elite enemies up-close
- Adjusted tutorial to not have infinite bounds anymore, barrels should no longer get stuck to edges and should reset location sooner
- Further improvements to text wrapping in Loadout menu

v21.2 UI Hotfix

Hey everyone,

We received a bug report about the UI getting messed up in the Loadout menu in languages other than English, this hotfix patch is hopefully to resolve that issue.

Thanks and please continue submitting feedback and bug reports!

Patch v21.1

Hey everyone,

This is just a small patch fixing some bugs that we were notified about through reports (thank you for sending your bug reports!)


  • FIXED: enemies attacking without animation after getting hit by door
  • FIXED: ending overlap not showing up in Miami Club
  • FIXED: player speed different after death due to door time slow
  • Added contributors to credits

Update #21: Big Content Expansion

Hey everyone,

We're happy to announce that the Early Access V21.0 update is now out and playable in the official branch of the game!



This is a massive update including new Arena mode levels, a new Miami chapter, and new levels that focus on shorter/more jam-packed experiences.



Additionally the game now has translations for Japanese, Chinese (Simplified), Turkish, French, and Spanish- you can change your language option in the Settings menu. Please let us know if there's any typos or issues, we'll strive to improve all languages as we head into 1.0.



1.0 update will include more languages, so stay tuned for that.

We've also begun work on Character Customization, this first iteration includes some head/hair customization- the next iteration of Suit Customization will include clothing and accessories.



But that's not all, there's much more including:

  • Improved Diving
  • Counter-attack overhaul
  • 2 new Primary Weapons, the Nail Gun and Single Bullet Gun
  • Crouching
  • Many bug fixes, QOL improvements and new settings
  • Various improvements to past chapters




We don't want to waste any of your time, grab the latest update and give it a whirl! We'll be looking out for any of your feedback and bug reports in the coming days for an additional patch, and then from there we'll be working on the final update bringing the game out of Early Access.

If you want to see the patch notes, here's the full list:


  • ADDED: Diving QOL improvements, determines where you might want to dive like windows and doorways
  • OVERHAUL: Counter-attack system is now back to the interact key, with new animations and more
  • ADDED: The final chapter, Miami Condo- future levels will now be more bite-sized focused on smaller experiences
  • ADDED: Nailgun Primary Weapon, nail enemies to walls to gain ammo back
  • ADDED: Single Bullet Primary Weapon, only one bullet but instant reloads
  • ADDED: New music tracks
  • ADDED: 3 Arena mode Levels: Back Alley, Hotel and Market Ruins
  • ADDED: 5 new Levels: Overflow, Tiramisu, Oil Prince, Falafel and Chop Shop
  • ADDED: Localization for Chinese (Simplified), Turkish, Spanish, French and Japanese
  • ADDED: Basic Character Customization (no clothing/accessories yet)
  • ADDED: Crouching system, the player can now crouch and stay hidden from enemies behind lower cover
  • ADDED: Breakable wooden doors
  • ADDED: Setting to turn off enemy outlines (as requested)
  • ADDED: Setting for UI Scale
  • ADDED: Setting for HUD safe-zones (for wide-screen players and others)
  • ADDED: Popup if player has not saved changes in settings menu
  • ADDED: QOL improvement for picking up weapons, weapons on the ground will now attempt to separate to make it easier to determine which weapon the player intended to pickup
  • FIXED: Input in settings menu showing [G] for counter-attack
  • FIXED: Very weird animation bug when near walls/surfaces
  • FIXED: Stats being reset when going back to main menu after a checkpoint
  • FIXED: Certain languages causing UI to go off-screen or shrink buttons
  • FIXED: Language not showing default dropdown
  • FIXED: Can shoot through glass and the bullet going through solid surfaces behind it
  • FIXED: Shooting through destructible walls sometimes not hitting enemies close to it
  • FIXED: Can't execute after countering an enemy
  • FIXED: Can click on character customization button while switching menus
  • FIXED: Grenade VFX not showing up on certain surfaces
  • FIXED: Ranger .500 bullets getting recharged by other guns
  • FIXED: Missing fall box in courtyard section of Miami Condo
  • FIXED: Vault navlinks enabled in courtyard section of Miami Condo
  • FIXED: Executing enemy with katana doesn't kill them and they'd get up with their head chopped off
  • FIXED: Can melee attack during an execution causing it to be cancelled
  • FIXED: Dying after firing a weapon causes the player to not be able to use a secondary weapon (fire rate not resetting)
  • FIXED: Default character customization values not being set
  • FIXED: Throwing weapons not registering hits randomly
  • FIXED: Cathedral 'Boss on the Block' not having functioning animations
  • FIXED: Dead enemies not having correct CustomDepthPass value
  • FIXED: Multiple instances of main menu music playing after going into Credits
  • IMPROVED: Gamepad navigation on loadout menu
  • ADJUSTED: Removed catwalks in Shipyard ending section
  • ADJUSTED: Default reload button on gamepad is now Face Button Up (Y)
  • REMOVED: Final maze area in Art Exhibit (for now)


There's a few other polish/bugfixes scattered around as well, thank you to everyone who submitted feedback and bug reports to bring the game to this point!

We hope to have more news for you soon about the next 1.0 update, thank you for all of your support in the past 3 years!



Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch.

Report any bugs or feedback on our Community Hub.

Patch v20.3 - More Bugfixes and Improvements

Hey everyone,

A few players have submitted reports of difficulty with some enemies/levels being softlocked, this patch should hopefully resolve some of those issues you may have encountered. Apologies for the issues you may have experienced.


  • FIXED: Enemies that would need to be killed to proceed should no longer despawn when out of range
  • CHANGED: The area that the Red Suit spawns in the Art Exhibit has been limited to the main floor
  • CHANGED: The Red Suit's radio is now louder, emitting at a farther range to make it easier to find them
  • CHANGED: If in the rare scenario the Red Suit's keycard doesn't drop properly, the player will receive it instantly
  • ADDED: Hover text on the primary weapons that are still in development


There may be a couple other changes mixed in there, but since it's super late, I may have forgotten them, so forgive me for that but I hope the above fixes improve everyone's experience.

Thank you again for your feedback and bug reports, we'll continue keeping an eye out for your comments.



Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch.

Report any bugs or feedback on our Community Hub.

Patch v20.2 - Bugfixes and Improvements

Hey everyone,

We pushed a patch with a few fixes and improvements- please let us know if you experience any issues with the new changes:


  • CHANGED: Art Exhibit final room/fight has been simplified, the lava floor traps have been disabled
  • CHANGED: Reduced enemy detection range (from 1800 units to 1600 units)
  • CHANGED: Perfect dodge now replenishes more stamina (from 20 to 30)
  • CHANGED: Physical animation removed when grappling, which should make it less buggy
  • FIXED: Respawning with a secondary (but primary equipped) will cause the secondary to be on the character without being usable
  • FIXED: Auto-aimed bullets sometimes don’t hit and shoot above enemies (usually when diving)
  • FIXED: Enemies will start flying randomly after vaulting or dropping down
  • FIXED: Enemies/player can shoot through walls in Art Exhibit maze
  • Optimized framerate in Art Exhibit level


Thank you again for all the feedback, and we hope you're enjoying the new changes!



Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch.

Report any bugs or feedback on our Community Hub.

Update #20: Mechanics and AI Upgrade (and new chapter!)

Hey everyone!

After an extensive period of beta testing, we're happy to announce v20.0 is now officially released in the main branch of the game.



Update #20 contains AI behavioral upgrades, a big mechanical overhaul, a new Miami chapter, UEVR mode support, improvements to gamepad controls and a ton of bugfixes/QOL improvements. More details are found below.

New chapter: Ocean Drive


The latest addition to our Miami series, Ocean Drive, is included in the v20.0 update. This chapter unfolds in an infamous Miami nightclub.

Engage in combat in diverse settings, including an expansive club area and a VIP bathhouse, all while enjoying a new soundtrack composed by our in-house music composer, Gerrard Wallace.



Give it a whirl and let us know what you think!

Mechanics Overhaul


As we mentioned in our earlier Roadmap back in late January, we've made a ton of mechanical changes that beta testers have deemed as big improvements to the overall gameplay.

To make it easier, we'll list out the latest changes by mechanic/feature:

  • Dodges have been updated to function with a specific Stamina system, improving upon the previous model
  • Initially, dodges will appear as sidesteps, enhancing combat speed and flow
  • Sprinting is no longer an automatic action; it can now be activated by a keypress. This change allows players to fire while sprinting and makes use of the new Stamina system
  • The Willpower system has been eliminated. Executions now become available when enemies are worn down to near-death, offering players more control over when to execute
  • The Slomo/Time-Focus feature now operates on the Stamina system instead of the discontinued Willpower system
  • Weapon Ultimates now operate on their own resource, allowing players to use their ultimates with increased frequency

We've additionally made improvements throughout all mechanics and systems in the game, hopefully making the game feel better to play. If you experience any issues or have feedback, please let us know through our Discord or Community Hub.

AI Upgrades


The game's enemy AI has been improved, now featuring alert states and a heightened awareness of the environment.

Striking enemies with smaller weapons, such as dropped pistols, will now knock back or stagger them. This change enhances the viability of these lighter arms as effective tools for players.

We're planning further enhancements for the enemies, such as introducing more voiceovers and dialogue, refining their behaviors, and making other various improvements.



We are optimistic that this marks the start of significant enhancements to the game's overall challenges and difficulty level, and we look forward to introducing even more improvements in the future!

As always, please let us know what you think about the new AI changes.

UEVR, QOL and Controller Improvements


We've enhanced various aspects of the game. If you've been experimenting with UEVR, you'll find a new setting in the Gameplay category that adjusts certain systems to accommodate a VR environment.

Also, we've refined the aim for Controllers/Gamepads and made the aim assist more reliable. We've added other settings, such as a UI Scale slider and an option to hide tracers, based on your feedback.

We've also improved the overall aim. Previously, players may have encountered issues when trying to shoot through car windshields or glass. We've adjusted this, so shooting through these surfaces should now be more reliable.



Thank you so much for your patience and support, we'll be continuing to work on even more content and improvements in the next couple months.

More improvements and bugfixes have been made throughout the entire game, including some graphical improvements, the full list can be found below:


  • REMOVED: Willpower system
  • NEW: Miami chapter, Ocean Drive
  • ADDED: Checkpoints in Cathedral boss and Art Exhibit final room
  • ADDED: New Stamina system for sprinting, dodges, slomo and more
  • ADDED: Sidestepping mechanic as a quicker dodge (can still roll after double-pressing dodge)
  • ADDED: New Ultimate resource for Weapon Ultimates
  • ADDED: New AI behavior between Passive and Aggressive, Alerted state
  • ADDED: UI Scale slider in Settings
  • ADDED: Setting to disable tracers
  • ADDED: Hotkey for new/adjusted Sprint mechanic
  • ADDED: UEVR mode support in Gameplay Settings
  • IMPROVED: Auto-aim on different heights now does multiple body checks for more consistent hits
  • IMPROVED: Overall aim should avoid some surfaces to allow for shooting over/through cars, etc.
  • IMPROVED: Player animations including walk/running animations and more
  • IMPROVED: Enemy perception through glass should properly work
  • IMPROVED: Enemies now walk slower when strafing or moving backwards
  • CHANGED: Description for Silenced Pistol primary weapon
  • CHANGED: Silenced Pistol combo window now increased to 6 seconds
  • CHANGED: Tutorial adjusted to new mechanics
  • CHANGED: Enemies can now be executed/finished by beating them up, throwing them around, and more, no longer relying on the old Willpower system
  • FIXED: Enemy ragdolls shouldn't be as messed up
  • FIXED: Having a secondary weapon and going into the next chapter didn't clear the weapon on the HUD
  • FIXED: Landing roll happening multiple times
  • FIXED: On death, player's secondary weapon not being dropped
  • FIXED: Attempting to use Revolver ultimate with a secondary weapon would not work
  • FIXED: Level transition boxes showed [E] to proceed UI
  • FIXED: Weapon switching unwillingly after an execution
  • FIXED: Automatic secondary weapons immediately going into throw after firing all bullets
  • FIXED: Using walk on controller freezed aiming
  • FIXED: Doing a clean suit before a camera adjustment box would mess up FOV
  • FIXED: Enemy getting teleported/pushed from a grapple push
  • FIXED: Clean Suit perfect shots not being added to score combo
  • FIXED: Door in Lab level can get stuck in the shelf
  • FIXED: Slomo not being removed when resetting from checkpoint after death
  • FIXED: Reset from checkpoint showing an extra mag that's not there
  • FIXED: Checkpoints not saving score data (when in combo)
  • FIXED: Some UI buttons not being clickable sometimes
  • FIXED: Score streaks continuing while game is paused
  • FIXED: Enemies opening a door didn't hide certain roof meshes
  • FIXED: Every spitting out blood particles with melee weapons
  • FIXED: Destructible pillars not having player collision
  • FIXED: Having a bodyshield didn't guarantee protection when facing enemies with guns

... and more bugfixes/improvements!

We'll see you in the next devlog or update, thank you again and please let us know if you have any feedback or bug reports!



Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch.

Report any bugs or feedback on our Community Hub.