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.
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.
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.