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

Suit for Hire

Devlog #1: Improving the Level Structure

Hey everyone!

We've been hard at work on adding a few things and making some fundamental changes that should hopefully improve the way Suit for Hire is played. These are also changes that are meant to improve future content/levels as they get added to the game.

A quick note before we show off some of our progress on the upcoming update- the screenshots you see are work in progress and are not complete yet, however we fully encourage any feedback or ideas that you all have, thanks!

Levels Revamped



The Level Selection menu was always meant to get a bit of an upgrade so it could compensate for new levels that are to come.



Alongside the menu changes, we also changed how the campaign is structured. Instead of every level being apart of one entire experience, it's instead separated into chapters. This technically means that Legend runs are no longer the *entire* campaign, but parts of it. We may have plans to reintroduce some sort of full campaign Legend difficulty in the form of a roguelite mode, but that depends on a few factors (no promises there).



Numbers, Numbers, and more Numbers



Numbers. Yup, we've finally added a ton of new stats that are shown at the end of every chapter, showing you how you performed- things like deaths, clean suits, accuracy, and a rating is in place to give players new goals in the game. The highest rating is an S+, to get one you'd have to be under a certain clear time, have 0 deaths, 100% accuracy and on top of all of that, kill all enemies in every level- this should be a fun challenge for some!



Some of these stats are viewable from the chapter selection screen to give you an idea of which levels you can improve on.

Challenges



On top of stats being added, we also added Challenges for each chapter. These challenges can be completed in separate runs and don't need to be completed all in one playthrough, we're hoping these challenges provide fun goals for players in each chapter.



The end goal with the ratings, challenges and stats is to someday provide rewards to players such as cosmetics for their Suit, different cheatcodes, achievements, and different loadout options. Let us know what you think about these new additions in the comments!




That's the end of this devlog, we hope you're as excited as we are for the future of the game. This update took a lot of work and may not seem like much, but it'll help a lot in terms of structuring the future of Suit for Hire's content updates.

Keep letting us know how you feel about the game, we listen to all feedback and suggestions- let us know through Discord or the Community Hub.

Update #15: New Elite enemy, AI Behaviour, and more!

Hey everyone!

Hope you've been doing well and have had the opportunity to play around with the new glass destruction added in Update 14, in this update we've added some new goodies that should make the overall gameplay loop more interesting.

New: Elite Soldier



The newest enemy added to the game is the Elite soldier- equipped with an Assault Rifle capable of firing a few shots at once and a special helmet that can deflect a single bullet from the Suit's main weapon if they're too far away.

This new enemy should create some interesting dynamics in the game, forcing the player to get up close if they want to keep their perfect streak going.

We've got more enemies that we want to add, so stay tuned, the Elite soldier is just one of many!

More Destruction



Tons of you seem to be enjoying the new glass destruction, so we made sure to add a few more elements of destruction in this update.

You'll find fire extinguishers scattered around levels that can be used to stun enemies for a short duration, they're also a fun prop that'll fly around and damage anything it hits.

We also changed up the design of explosive barrels so they stand out a bit more (thanks for the feedback on this!), we'll continue adding more destruction to the game where applicable.

New: Enemy Guarding



A new behaviour we added for enemies is the ability to block light attacks like punches, you'll see enemies start putting their hands up to defend themselves- you can easily stagger them by kicking them as they're blocking.

This should be a nice addition to the enemy behaviour, we have more things planned like enemies taking cover so it should add some interesting challenges for the player.

Last but not least, here are a few more changes and fixes:


  • ADDED: Close Collision marker to assist players when it comes to aiming around corners
  • ADDED: Mouse Aim Assist, this can be enabled in the Gameplay Settings menu
  • FIXED: Player magazine not dropping out when reloading on 0 ammo
  • FIXED: Entities that are supposed to be deleted on next level load are now properly deleted
  • Weapon Throw now takes 0.25 seconds rather than 0.5 (bound to be changed even further in a future update)


That's it for this update, we've got more planned for future updates- thanks again for all of your support and feedback, it helps us a lot in developing Suit for Hire!

Now get in there and get the job done and while you're at it, feel free to post on our Discord or Community Hub if you have any suggestions, feedback or cool moments!

Update #14: More Destruction and Weapon Drops

Hey everyone!

Good to see you again, it's been a while since the game's last update so we're happy to finally release something new for this year.

Our focus in this update was refactoring some systems to assist with our future plans that are found in the Roadmap.

But of course, refactoring isn't something that's visible to our playerbase, we wanted to make sure we could still provide some new features and fun stuff to play around with.

Expanded Weapon System


Enemies can now drop their weapons, albeit not as powerful as the Suit's main weapon, they can still be useful.

[previewyoutube="QkdTfXiss5c;full"]

Enemies always dropped their weapons as physics objects, but now it's possible to actually pick them up and use them. At the moment it's only usable for guns but we plan on making it so melee weapons can also be picked up (e.g. bats and katanas).

Glass Destruction


Diving into glass and breaking it, who wouldn't want that?

As we add more destruction, glass seemed to be the most obvious thing to focus on next.

In this update you'll find various places with breakable glass that should make the experience more action-packed, let us know what you think!

[previewyoutube="Sux9IB64Gzc;full"]

Of course that's not all, here are a few more patch notes:


  • Redesigned the Suit's main weapon to be more unique
  • Added an aim offset animation when the player is aiming at enemies at different heights (height auto-aim)
  • Added AI Patrol routes, the first step towards new behavior for enemies
  • Shortened the time to save from 4 seconds to 3 seconds when interacting with the save phones
  • Removed the animation that plays when the player gets hit (temporarily to fix an issue with not being able to attack)


Plans for the next Update



Alongside what you can see in the Roadmap, we'd like to provide some information as to what we'll be adding in the next update (or at least what our plans are).

There's still quite a few things that people have requested for the game that we haven't been able to get to, so that's one of the things we'd like to cover in the next update.

We plan on adding the following QOL features:


  • Mouse Aim Assist (for those that need it, won't be as crazy as controller aim assist but enough to assist some players)
  • A 'Close Collision Marker' or some sort of UI popup that notifies you if there's a wall in front of you, to help stop players from accidentally shooting a wall when they're aiming around a corner
  • Redesigning explosive barrels to be more noticeable


Additionally, aside from community requests, we have a few things we'd like to work on:


  • Fire extinguisher explosion effects, these will also stun nearby enemies!
  • New enemy type(s), such as an enemy with head armor that uses an assault rifle (should be a fun way of adding new playstyles/approaches to enemies)
  • Adding new music and adjustments


Thanks for reading and supporting!

Now get in there and get the job done and while you're at it, feel free to post on our Discord or Community Hub if you have any suggestions, feedback or cool moments!

Roadmap to Release and Developer Update

Hey everyone!

We hope the beginning of 2022 is going well for you, we've got some exciting stuff coming for Suit for Hire and we're looking forward to releasing updates throughout the year for all of you.

You may have noticed there haven't been any updates lately and that's mostly due to holidays and the development team getting back into the swing of things, so things will pick up pace soon enough.

In an attempt to retain transparency with our community, we've created an organized roadmap that you can view through our Trello.



The roadmap will get even more info in the days to come as we add details to each feature/card, feel free to check back on it periodically.

We're super excited to get to work on all of the new content, changes and features to make Suit for Hire the best it can be as we work towards 1.0 this year.

Our plan is to have the game fully released by Q3-Q4 of this year, depending on how development goes it could either be earlier or later in the year. We'd like to have Suit for Hire in the healthiest position it can be in for full release so we can get to work on our next title, Ronin 2072.

Feel free to ask us any questions on our Discord, we're always around to answer questions or concerns directly from the community.

Hope y'all have a fantastic week, thanks for reading!

Patch #13.3

Hey everyone!

From all of us at Godmode Interactive, we wish you Happy Holidays and a Happy New Year!

This past week we've received tons of bug reports and feedback on a few things UI-related, we made sure to improve some of these issues players were having in this patch.

Without further ado, here's the patch notes for patch 13.3:


  • Laser should be improved to a certain degree
  • ACCESSIBILITY: The camera shake setting is now a slider rather than an off/on switch, allowing for more finetuning (you may have to change this setting again if you had it turned off before this patch)
  • ACCESSIBILITY: Added a HUD Shake slider as well
  • Added HOLD text to the Hold Interact UI
  • Reduced the amount of enemy spawns at the first gate hold as it was too hard before
  • Fixed the Interact UI menus showing from far away/through walls
  • Fixed the willpower bar not updating on startup
  • Fixed players being able to execute/backstab while diving
  • Fixed some floor parts in the Office level not occluding
  • Fixed a few decals in the subway Utility Halls having incorrect sizes
  • Fixed a spot where you can get stuck in the Warehouse
  • Fixed an issue with the weapon throw UI still persisting
  • Fixed a tooltip grammatical issue
  • You should be able to level select again if you died in Legend mode prior


Thanks for all the bug reports and feedback as per usual, if you have any issues or feedback, feel free to let us know through our Discord or Community Hub!