1. Update v20261111:
  2. Fixed the store popularity notification feed no longer displaying updates.
  3. Fixed enemies being able to deal armed melee damage after dying.
  4. Fixed head look IK movements being too sudden and snappy.
  5. Fixed not being able to return home from the Driving Stunt Audition side mission.
  6.  
  7. Update v20261109:
  8. Fixed players being able to clip through the floor near windows in the Executive Protection side mission.
  9. Fixed players being able to pass through two specific walls in the Executive Protection side mission.
  10. Fixed DVD model textures displaying white instead of black around the edges.
  11. Fixed enemies occasionally failing to aim when standing near objects that incorrectly obstructed their line of sight.
  12. Fixed a missing mesh on the MP5 BS3 buttstock.
  13. Fixed missing music track on the store radio.
  14. Fixed missing music in the Driving Stunt Audition side mission.
  15.  
  16. Update v20261106:
  17. Added
  18. Added a new side mission: Executive Protection. One line description from mission emails
  19. Added a new side mission: Driving Stunt Audition.
  20. Added a new side mission: Deal Overwatch.
  21. Added the civilian MP5 to the in-game internet gun shop.
  22. Added the MP5 to the Black Market.
  23. Added new MP5-compatible weapon modifications to the Black Market.
  24. Added a location-based armor system for enemies. Currently, only specific enemies have armor, which absorbs damage when shot in protected areas such as the chest or helmet. + the new player armour UI
  25. Added minimum ammunition requirements for specific missions.
  26. Added a low kick variant for melee attacks to better accommodate height differences between the player and enemies.
  27. Added an additional final punch variation to melee attack sequences. New animations
  28. Added tutorial tips during the Mission 4 boss fight to help players better understand the combat mechanics.
  29. Added a new player armor UI to display current armor levels.
  30. Added a new Camera Mouse Smoothing option in Gameplay Settings, disabled by default.
  31. Changed
  32. Completely overhauled the tutorial tips system to better explain gameplay mechanics and controls.
  33. Updated enemy damage balancing based on the body part hit.
  34. Updated melee attack damage balancing.
  35. Replaced several melee attack animations with new animations.
  36. Updated breakfast to now grant the player 20 armor points.
  37. Reduced bullet damage loss when penetrating easily penetrable surfaces.
  38. Improved transitions when exiting weapon customization for smoother movement.
  39. Improved interaction animation positioning when opening doors while unarmed.
  40. Updated the sleep interaction to automatically initiate sleep after closing the Day Overview UI, removing the need to interact with the bed again.
  41. Improved the player dive system to dynamically adjust the player's collision height during dives.
  42. Adjusted dive height at lower movement speeds for more consistent movement.
  43. Updated dive landing animation blending to support 45° and -45° landing angles.
  44. Updated player body rotation while aiming to be slightly slower, with a subtle overshoot effect for more natural movement while maintaining responsiveness.
  45. Improved takedowns near obstacle corners to better adapt to surrounding geometry, reducing clipping and sudden position snapping.
  46. Improved enemy directional strafing animation blends for smoother movement.
  47. Updated enemies to lower their weapons when facing walls to prevent weapons from clipping through them.
  48. Reduced the collision detection bounds for player and traffic vehicles to prevent crash physics from triggering too easily.
  49. Updated NPC vehicle side collisions to allow vehicles to scrape against each other instead of immediately triggering a crash.
  50. Reduced sideways force applied to player vehicles after crashes.
  51. Updated the PSO/SVC collection to reduce additional stutters and include newly added maps.
  52. Improved camera movement when returning to its normal position after colliding with objects, making the transition smoother with a slight delay to reduce camera jitter.
  53. Updated Mission 4 Nightclub objectives to dynamically reflect whether the player has obtained or stolen a ticket. Also updated Anton's dialogue when obtaining the ticket during the Bathhouse sequence.
  54. Replaced the Skybound Convict DVD with OZARK as part of a crossover collaboration with the game.
  55. Increased scrolling speed in the Suggest Movie UI.
  56. Updated the Photo Mode camera's view distance in Mission 3 to match the main gameplay camera.
  57. Improved several UI elements for better compatibility with ultrawide monitors.
  58. Updated the Outfit UI.
  59. Made minor adjustments to environmental props in the Film Set 1 side mission.
  60. Fixed
  61. Fixed FPS stutters caused by outdated saved mipmap settings.
  62. Fixed enemies disappearing in missions with staggered or wave-based enemy spawns.
  63. Fixed subtitles occasionally not appearing during cutscenes.
  64. Fixed starting a new game retaining previously equipped weapons until reaching the store or apartment.
  65. Fixed enemies shooting through walls while in high cover when the player was positioned at specific angles.
  66. Fixed enemies in the Warehouse side mission shooting at the player from the lower floor without having a clear line of sight.
  67. Fixed enemies occasionally not firing their weapons while aiming from cover.
  68. Fixed enemies being able to dodge/parry while in hit reaction or attacking animations.
  69. Fixed enemies occasionally not reacting to melee attacks while recovering from a parry reaction.
  70. Fixed melee auto-targeting not consistently locking onto the target during attacks.
  71. Fixed Auto Camera Assist causing movement issues during melee combat.
  72. Fixed combat movement with Snappy Combat Movement enabled carrying over leftover velocity from previous movements, introduced in the movement transition smoothness update.
  73. Fixed performing a roll immediately followed by parkour causing Anton to snap into incorrect positions or behave unexpectedly.
  74. Fixed Anton snapping to incorrect angles when changing camera direction and aiming mid-dive.
  75. Fixed Anton getting stuck in a sprinting pose after initiating an exit dive due to specific input timing.
  76. Fixed Anton automatically re-entering cover immediately after leaving it without player input.
  77. Fixed aiming poses persisting during animations where aiming is not allowed.
  78. Fixed being unable to switch weapon fire modes after an ammo check animation or during a quick weapon swap.
  79. Fixed picking up a weapon while reloading causing the left-hand IK to remain stuck at an invisible point.
  80. Fixed bullets not properly penetrating breakable objects due to new colliders being generated when hit.
  81. Fixed excessive camera shake when blind firing with non-automatic weapons.
  82. Fixed the camera clipping through floors.
  83. Fixed enemies walking into walls due to navigation desynchronization after falling from elevated positions.
  84. Fixed previously unarmed enemies experiencing movement issues after picking up a weapon, causing them to walk into walls.
  85. Fixed enemy NPCs unnaturally climbing onto colliders, sometimes causing up-and-down jittering.
  86. Fixed Anton unintentionally climbing onto colliders, particularly near collider corners.
  87. Fixed enemy NPCs being pushed through train doors.
  88. Fixed entering a navigation interaction just before a cutscene causing interactions to stop working.
  89. Fixed customers occasionally getting stuck behind the store entrance door when approaching from specific angles.
  90. Fixed certain collectibles spawning invisible.
  91. Fixed ammo pickup notifications flooding the screen when the Game UI is turned back on after being disabled during a mission.
  92. Fixed weapon rail attachments incorrectly triggering installation animations when the required barrel is missing or does not support rail attachments. Attempting to install them now plays a failure SFX instead.
  93. Fixed enemies performing dodge reactions when being aimed at, even when they were not looking at the player.
  94. Fixed the woman in the Unit Verify intro cutscene remaining on the track after the cutscene ended.
  95. Fixed enemies getting stuck on a VIP Board prop on the upper dance floor in Mission 4.
  96. Fixed an extra collider extending outside the store vending machine.
  97. Fixed missing atmospheric ambience SFX in Mission 3.
  98. Fixed missing atmospheric ambience SFX in Mission 4.
  99. Fixed the incorrect description in the in-game internet's News tab.
  100. Fixed camera movement appearing to move in steps or ticks, particularly during precise aiming, with certain combinations of mouse DPI, sensitivity, and frame rate.
  101. Fixed leftover camera acceleration being reapplied after cutscenes when Mouse Acceleration is enabled.
  102. Fixed blood splatter VFX repeatedly spawning on enemies when shot through penetrable surfaces.
  103. Fixed players being able to spam burst fire to achieve an automatic rate of fire.
  104. Fixed enemies firing semi-automatic weapons as if they were fully automatic.
  105.  
  106. Update v20261002:
  107. Added
  108. Added Razer Chroma support with a toggle in Gameplay Settings.
  109. Updated
  110. Updated parkour move selection to account for parkour detection range.
  111. Updated camera movement rate for more consistent camera motion.
  112. Updated scrolling speed in DVD Management menus.
  113. Fixed
  114. Fixed the player rolling forward and climbing while in cover.
  115. Fixed dives losing lift force when colliding with low-height objects.
  116. Fixed the player being able to dodge during parkour animations.
  117. Fixed Auto Cover activating when the player intended to dive.
  118. Fixed takedowns being possible during movement animations that should prevent them.
  119. Fixed potential jitter during melee parries.
  120. Fixed potential jitter during melee dodges.
  121. Fixed camera tracking becoming jittery depending on frame rate.
  122. Fixed jitter when aiming and pressing movement inputs simultaneously during takedowns or parries.
  123. Fixed punches being queued during parry animations, causing the parry to be canceled while the enemy was still reacting to it.
  124. Fixed blind firing with single-fire weapons allowing them to fire at an unintended automatic-like fire rate.
  125. Fixed store customers getting stuck at amenity checkouts.
  126. Fixed shotguns still losing ammunition when Reload Ammo Loss is enabled.
  127. Fixed reloading and rolling incorrectly preventing climbing due to leftover behavior from the previous roll system.
  128.  
  129. Update v20260927:
  130. Updated
  131. Updated Vault Jump parkour to always be prioritized when vaulting over an obstacle with a drop immediately after it.
  132. Updated controller D-Pad inputs to work with UI navigation.
  133. Updated rolling so players can now roll at any time without needing to aim. Hold the Climb button to roll. If a parkour obstacle is directly ahead, rolling will be prevented when too close to avoid conflicting inputs.
  134. Updated Anton to walk up to nearby interactables when Interact is pressed, reducing the noticeable warping effect.
  135. Updated dirty cash to be used as a last resort when paying monthly expenses, helping prevent a game over when there isn't enough clean cash available.
  136. Improved
  137. Improved parkour animation transitions.
  138. Improved parkour grounded detection.
  139. Improved aim movement blending with Snappy Combat Movement enabled to make animations smoother while retaining responsive movement.
  140. Improved Amelie's movement when she is away from the counter.
  141. Fixed
  142. Fixed inconsistent position matching during parkour animations.
  143. Fixed the amount of pistol slide kickback.
  144. Fixed UI SFX not being affected by Audio Settings.
  145. Fixed the game unpausing when Return to Hub is pressed, which could cause enemy gunfire to be heard during the transition.
  146. Fixed Amelie's eyelids not moving correctly with her eye movement.
  147. Fixed the cat walking toward walls or props while attempting to follow the player.
  148. Fixed the parking lot floor in the Chase mission being incorrectly detected as gravel by the player vehicle.
  149. Fixed players being able to interact with the movable tray through the broken wall in the Prologue after passing through it.
  150. Fixed the camera moving through walls or props while syncing to the player's position after loading a checkpoint.
  151. Fixed sudden jitters at the beginning of player melee attack animations.
  152. Fixed Amelie rotating or jittering left and right while standing at the counter.
  153. Fixed the Main Menu welcome screen incorrectly replacing the logo with the background image in the Standard Edition.
  154.  
  155. Update v20290925:
  156. Updated
  157. Increased the melee parry window slightly.
  158. Increased the parry animation slowdown when enemies attack on higher difficulties.
  159. Updated Anton to take cover behind any suitable dynamic or static object when Manual Cover is pressed. Manual cover is no longer limited to developer-placed cover points. Auto Cover will continue to use developer-placed cover setups.
  160. Updated and refined damage ranges for all unarmed melee attack animations.
  161. Updated melee locomotion to be smoother.
  162. Reduced enemy accuracy while the player is performing a takedown.
  163. Reduced enemy accuracy while the player is behind cover.
  164. Increased the dead body timer, except when overridden by specific cutscenes or encounters.
  165. Updated the player vehicle to have a capped reverse speed.
  166. Updated Black Market purchases to accept clean money when the player does not have enough dirty money.
  167. Updated the Weapon Modification menu to display which weapons are currently equipped.
  168. Updated enemy SUVs to continue firing when a mission fails due to the player vehicle stopping or becoming halted.
  169. Updated player and NPC vehicle collision physics.
  170. Updated Black Market scrolling speed.
  171. Updated in-game internet scrolling speed.
  172. Fixed
  173. Fixed automatic weapon firing SFX continuing indefinitely when pausing and unpausing while firing.
  174. Fixed revolvers, shotguns, and other weapons without magazines incorrectly losing ammunition when reloading with Reload Ammo Loss enabled.
  175. Fixed inputs with both tap and hold functions having delayed response times depending on frame rate.
  176. Fixed bullets not penetrating through destructible glass debris.
  177. Fixed Anton incorrectly standing while in low cover due to rotated objects having their cover height detected incorrectly.
  178. Fixed Anton clipping through fences when switching between cover corners.
  179. Fixed flipping table cover occasionally preventing Anton from exiting cover from one side due to animation timing.
  180. Fixed the Tank Top Fighter outfit causing Anton's facial texture to change.
  181. Fixed store money not updating correctly.
  182. Fixed enemies endlessly running toward the player attempting to grapple when a grapple was not possible.
  183. Fixed Anton continuing to sprint from leftover input when Toggle Sprint is disabled.
  184. Fixed Head IK remaining active during cutscenes where it should be disabled.
  185. Fixed weapons becoming misplaced or appearing to vanish in cutscenes when entering them during certain reload animations.
  186. Fixed choreographed music cutting out when starting or pausing due to incorrect import settings.
  187. Fixed the Nightclub mission crowd repeatedly playing voice lines during the Bath House sequence.
  188. Fixed a one-sided fence collider in the Warehouse mission allowing the camera to clip through from certain angles.
  189. Fixed a specific arrow prop in Car Chase Mission 2 missing its destructible properties.
  190. Fixed the player bouncing up and down during the Filmset Volume 2 intro cutscene due to collision with a cabinet.
  191. Fixed Sundays incorrectly penalizing store popularity even though the store is closed.
  192. Fixed NPCs appearing inside the store on Sundays due to installed amenity upgrades.
  193.  
  194. Update v20260922:
  195. Added
  196. Added a new information screen when attempting to start the game through Family Sharing instead of closing the game without an explanation.
  197. Added a Thank You for Playing screen after the Act 1 ending cutscene.
  198. Updated
  199. Updated diving and landing to slide slightly longer.
  200. Updated dodging to move in the direction of the player's input relative to the camera, rather than Anton's orientation.
  201. Updated Anton to begin jogging instead of walking after encounter cutscenes to improve initial pacing without requiring additional player input.
  202. Updated enemy accuracy to be briefly reduced when reacquiring the player after losing sight of them.
  203. Updated enemy footsteps to be more prominent.
  204. Updated several actions that were missing footstep audio.
  205. Updated fire mode switching to play an SFX when changing fire modes.
  206. Updated vehicle steering input to improve controller feel.
  207. Updated vehicle handbrake input to reduce how easily the vehicle spins out.
  208. Updated vehicle controls to behave more consistently across different frame rates.
  209. Updated enemies to close vehicle doors whenever possible to prevent clipping through them.
  210. Improved sprint-to-jog/walk animation transitions.
  211. Improved customer movie genre preferences to better reflect the current trends.
  212. Fixed
  213. Fixed the transition into the sprint animation occasionally getting stuck due to animation priority issues.
  214. Fixed Anton getting stuck to the ground when attempting to pick up a weapon that had been removed from the spawn pool after an encounter or cutscene update.
  215. Fixed camera jitter when transitioning between aiming and non-aiming states while moving.
  216. Fixed dives losing all momentum when barely grazing a wall.
  217. Fixed dives losing all momentum when moving over smaller obstacles.
  218. Fixed several missing prop collisions in the Warehouse side mission.
  219. Fixed weapon customization audio not muting when Master Volume is set to 0.
  220. Fixed completing all waves in Iron Gate not granting the outfit after the auto-save update.
  221. Fixed wall flickering near the dance floor entrance in the Nightclub mission.
  222. Fixed being unable to parry enemies from a previous encounter after enemies from a new encounter had spawned.
  223. Fixed the takedown obstacle height limit being too low, causing Anton to grab enemies through taller props and resulting in major clipping.
  224. Fixed a spin kick occasionally damaging the player immediately after a successful parry.
  225. Fixed Anton occasionally playing cover sprint exit animations while attempting to enter cover.
  226. Fixed brightness increasing whenever Anton interacted with chores in the store.
  227. Fixed a food stall floating above the floor in the Subway mission.
  228. Fixed blind firing from low cover not working correctly with semi-auto/single-fire weapons when tapping the fire button.
  229. Fixed the low-cash store warning displaying incorrect amounts for money owed.
  230. Fixed subtitle settings functionally resetting after each scene load despite the UI still showing the selected setting.
  231. Fixed takedown SFX having inconsistent volume.
  232. Fixed purchasing an item from the in-game internet causing controller/keyboard UI navigation to stop working in other menus.
  233. Fixed Anton clipping through a vehicle's side mirror during the Subway mission outro cutscene.
  234. Fixed players being able to run toward the approaching crashing SUV and clip through it during the Subway mission.
  235.  
  236. Update v20260920:
  237. Updated
  238. Updated light attacks to be cancelable into a parry when an enemy is attacking. Heavy attacks cannot be canceled into a parry.
  239. Reduced the amount of slow motion during melee attacks.
  240. Updated Mission 4 Silas's attack range, both with and without the pipe, to more accurately match his animations.
  241. Removed mission buy-ins when replaying main missions.
  242. Updated the Return to Menu confirmation text to acknowledge the auto-save system.
  243. Updated Iron Gate missions with neon "Exit" signs to make exit gates easier to identify.
  244. Updated enemy automatic fire behavior to give the player a one-time mercy window. The first time an enemy's automatic fire brings the player to critically low health, that enemy will briefly stop firing.
  245. Updated Supporter Edition items to be added to existing saves when the DLC is purchased after starting the game.
  246. Improved
  247. Improved melee player attack animation transitions.
  248. Improved melee attack input responsiveness.
  249. Improved player dodge movement.
  250. Improved enemy movement during melee combat.
  251. Improved melee parry ranges to better match the range of individual attacks.
  252. Improved melee parry windows.
  253. Fixed
  254. Fixed disabling Snappy Combat Movement causing the player to go out of bounds in specific missions.
  255. Fixed the AR laser model having an incorrect orientation.
  256. Fixed parry inputs being skipped when attempting another parry within 1.5 seconds of the previous parry.
  257. Fixed enemies not immediately reacting to being hit after being parried.
  258. Fixed enemies holding melee items entering a block transition while attacking, causing the attack animation to look incorrect.
  259. Fixed key bind changes not saving.
  260. Fixed collectibles not saving after the auto-save system was added.
  261. Fixed disabling the kill indicator setting still showing the kill crosshair state.
  262.  
  263. Update v20260919:
  264. Additions
  265. Added an auto-save system. You are no longer required to sleep to save your progress.
  266. Added Auto-save toggle in gameplay settings.
  267. Added a toggle for Snappy Combat Movement in Gameplay Settings.
  268. This is enabled by default and uses the current movement system. When disabled, combat movement will use root motion.
  269. Added separate FOV sliders for normal and aiming FOV in Gameplay Settings.
  270. Added a fire mode UI element during gameplay.
  271. Added a Return Home button to the pause menu during missions that allows returning home without completing the mission.
  272. Added UI displaying money owed and the due date at the beginning of each day.
  273.  
  274. Updated
  275. Updated player damage to be reduced by 70% while diving in the air, rolling, or in slow motion.
  276. Updated the controller layout to display Switch Fire Mode.
  277. Updated enemies to be pushed away when dodging into them.
  278. Improved parry windows during melee attacks with items.
  279. Improved the attack dodge window.
  280. Updated player health to increase with each wave in Iron Gate missions.
  281. Updated Iron Gate missions to have a 3-second grace period between waves.
  282. Updated the Weapons/Modifications menu to display all available fire modes for the highlighted weapon.
  283. Updated Filmset missions to no longer fail when objectives are missed. Instead, the player will receive reduced pay.
  284. Fixed
  285. Fixed tabbing out of the game window while loading was initializing, causing an infinite loading screen.
  286. Fixed changing outfits in the basement preventing the player from entering the store after switching back to a normal outfit.
  287. Fixed bullets not penetrating through bushes in the Prologue.
  288. Fixed enemies being able to melee the player through walls.
  289. Fixed the Return to Menu confirmation remaining on screen after pressing Yes.
  290. Fixed parry icons floating in incorrect positions during Iron Gate Free-for-All missions.
  291. Fixed melee lock-on aim being offset when the player and enemy are on different elevation levels.
  292. Fixed store upgrades, including cat collar colors and store wall paint, not saving correctly.
  293.  
  294. Update v20290917:
  295. Additions
  296. Added melee target cycling using the same button as shoulder switch to cycle between enemies.
  297. Added outfit switching from the basement.
  298. Added fire mode switching. Press B by default on keyboard or R1/RB on controller to switch between available fire modes.
  299. Added mouse sensitivity settings for aiming.
  300. Updated
  301. Updated shooting range poster texture.
  302. Updated melee lock-on to be stronger.
  303. Updated Mission 4 boss fight damage range.
  304. Updated PSO collection.
  305. Updated Supporter Edition items to be immediately available in the inventory when starting a new game.
  306. Updated store tasks to display as "Optional."
  307. Updated the melee attack warning prompt to appear immediately when an enemy begins attacking instead of only during the parry window.
  308. Updated the final parry against a low-HP enemy during melee fights to trigger a takedown.
  309. Fixes
  310. Fixed weapons going missing during cutscenes when attempting to pick up a weapon right before a cutscene.
  311. Fixed fire extinguishers being able to kill the player through walls.
  312. Fixed enemies spawning too close to the player during wave-based gameplay.
  313. Fixed a shader sorting issue on the broken sewer wall causing VFX to render through the wall.
  314. Fixed elevator button LOD issues on lower settings.
  315. Fixed the mission buy-in not showing a prompt when the player does not have enough money.
  316. Fixed enemies being able to grapple the player while reacting to being hurt.
  317. Fixed scope installation direction.
  318. Fixed weapon lasers disappearing when the crosshair is turned off.
  319. Fixed Amelie moving her head around when Anton enters the store while she is talking.
  320. Fixed the KS12 weapon missing its store description.
  321. Fixed player-set DVD prices resetting every day.
  322. Fixed stutters caused by outdated PSOs.