- Update v20261111:
- Fixed the store popularity notification feed no longer displaying updates.
- Fixed enemies being able to deal armed melee damage after dying.
- Fixed head look IK movements being too sudden and snappy.
- Fixed not being able to return home from the Driving Stunt Audition side mission.
- Update v20261109:
- Fixed players being able to clip through the floor near windows in the Executive Protection side mission.
- Fixed players being able to pass through two specific walls in the Executive Protection side mission.
- Fixed DVD model textures displaying white instead of black around the edges.
- Fixed enemies occasionally failing to aim when standing near objects that incorrectly obstructed their line of sight.
- Fixed a missing mesh on the MP5 BS3 buttstock.
- Fixed missing music track on the store radio.
- Fixed missing music in the Driving Stunt Audition side mission.
- Update v20261106:
- Added
- Added a new side mission: Executive Protection. One line description from mission emails
- Added a new side mission: Driving Stunt Audition.
- Added a new side mission: Deal Overwatch.
- Added the civilian MP5 to the in-game internet gun shop.
- Added the MP5 to the Black Market.
- Added new MP5-compatible weapon modifications to the Black Market.
- 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
- Added minimum ammunition requirements for specific missions.
- Added a low kick variant for melee attacks to better accommodate height differences between the player and enemies.
- Added an additional final punch variation to melee attack sequences. New animations
- Added tutorial tips during the Mission 4 boss fight to help players better understand the combat mechanics.
- Added a new player armor UI to display current armor levels.
- Added a new Camera Mouse Smoothing option in Gameplay Settings, disabled by default.
- Changed
- Completely overhauled the tutorial tips system to better explain gameplay mechanics and controls.
- Updated enemy damage balancing based on the body part hit.
- Updated melee attack damage balancing.
- Replaced several melee attack animations with new animations.
- Updated breakfast to now grant the player 20 armor points.
- Reduced bullet damage loss when penetrating easily penetrable surfaces.
- Improved transitions when exiting weapon customization for smoother movement.
- Improved interaction animation positioning when opening doors while unarmed.
- Updated the sleep interaction to automatically initiate sleep after closing the Day Overview UI, removing the need to interact with the bed again.
- Improved the player dive system to dynamically adjust the player's collision height during dives.
- Adjusted dive height at lower movement speeds for more consistent movement.
- Updated dive landing animation blending to support 45° and -45° landing angles.
- Updated player body rotation while aiming to be slightly slower, with a subtle overshoot effect for more natural movement while maintaining responsiveness.
- Improved takedowns near obstacle corners to better adapt to surrounding geometry, reducing clipping and sudden position snapping.
- Improved enemy directional strafing animation blends for smoother movement.
- Updated enemies to lower their weapons when facing walls to prevent weapons from clipping through them.
- Reduced the collision detection bounds for player and traffic vehicles to prevent crash physics from triggering too easily.
- Updated NPC vehicle side collisions to allow vehicles to scrape against each other instead of immediately triggering a crash.
- Reduced sideways force applied to player vehicles after crashes.
- Updated the PSO/SVC collection to reduce additional stutters and include newly added maps.
- 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.
- 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.
- Replaced the Skybound Convict DVD with OZARK as part of a crossover collaboration with the game.
- Increased scrolling speed in the Suggest Movie UI.
- Updated the Photo Mode camera's view distance in Mission 3 to match the main gameplay camera.
- Improved several UI elements for better compatibility with ultrawide monitors.
- Updated the Outfit UI.
- Made minor adjustments to environmental props in the Film Set 1 side mission.
- Fixed
- Fixed FPS stutters caused by outdated saved mipmap settings.
- Fixed enemies disappearing in missions with staggered or wave-based enemy spawns.
- Fixed subtitles occasionally not appearing during cutscenes.
- Fixed starting a new game retaining previously equipped weapons until reaching the store or apartment.
- Fixed enemies shooting through walls while in high cover when the player was positioned at specific angles.
- Fixed enemies in the Warehouse side mission shooting at the player from the lower floor without having a clear line of sight.
- Fixed enemies occasionally not firing their weapons while aiming from cover.
- Fixed enemies being able to dodge/parry while in hit reaction or attacking animations.
- Fixed enemies occasionally not reacting to melee attacks while recovering from a parry reaction.
- Fixed melee auto-targeting not consistently locking onto the target during attacks.
- Fixed Auto Camera Assist causing movement issues during melee combat.
- Fixed combat movement with Snappy Combat Movement enabled carrying over leftover velocity from previous movements, introduced in the movement transition smoothness update.
- Fixed performing a roll immediately followed by parkour causing Anton to snap into incorrect positions or behave unexpectedly.
- Fixed Anton snapping to incorrect angles when changing camera direction and aiming mid-dive.
- Fixed Anton getting stuck in a sprinting pose after initiating an exit dive due to specific input timing.
- Fixed Anton automatically re-entering cover immediately after leaving it without player input.
- Fixed aiming poses persisting during animations where aiming is not allowed.
- Fixed being unable to switch weapon fire modes after an ammo check animation or during a quick weapon swap.
- Fixed picking up a weapon while reloading causing the left-hand IK to remain stuck at an invisible point.
- Fixed bullets not properly penetrating breakable objects due to new colliders being generated when hit.
- Fixed excessive camera shake when blind firing with non-automatic weapons.
- Fixed the camera clipping through floors.
- Fixed enemies walking into walls due to navigation desynchronization after falling from elevated positions.
- Fixed previously unarmed enemies experiencing movement issues after picking up a weapon, causing them to walk into walls.
- Fixed enemy NPCs unnaturally climbing onto colliders, sometimes causing up-and-down jittering.
- Fixed Anton unintentionally climbing onto colliders, particularly near collider corners.
- Fixed enemy NPCs being pushed through train doors.
- Fixed entering a navigation interaction just before a cutscene causing interactions to stop working.
- Fixed customers occasionally getting stuck behind the store entrance door when approaching from specific angles.
- Fixed certain collectibles spawning invisible.
- Fixed ammo pickup notifications flooding the screen when the Game UI is turned back on after being disabled during a mission.
- 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.
- Fixed enemies performing dodge reactions when being aimed at, even when they were not looking at the player.
- Fixed the woman in the Unit Verify intro cutscene remaining on the track after the cutscene ended.
- Fixed enemies getting stuck on a VIP Board prop on the upper dance floor in Mission 4.
- Fixed an extra collider extending outside the store vending machine.
- Fixed missing atmospheric ambience SFX in Mission 3.
- Fixed missing atmospheric ambience SFX in Mission 4.
- Fixed the incorrect description in the in-game internet's News tab.
- Fixed camera movement appearing to move in steps or ticks, particularly during precise aiming, with certain combinations of mouse DPI, sensitivity, and frame rate.
- Fixed leftover camera acceleration being reapplied after cutscenes when Mouse Acceleration is enabled.
- Fixed blood splatter VFX repeatedly spawning on enemies when shot through penetrable surfaces.
- Fixed players being able to spam burst fire to achieve an automatic rate of fire.
- Fixed enemies firing semi-automatic weapons as if they were fully automatic.
- Update v20261002:
- Added
- Added Razer Chroma support with a toggle in Gameplay Settings.
- Updated
- Updated parkour move selection to account for parkour detection range.
- Updated camera movement rate for more consistent camera motion.
- Updated scrolling speed in DVD Management menus.
- Fixed
- Fixed the player rolling forward and climbing while in cover.
- Fixed dives losing lift force when colliding with low-height objects.
- Fixed the player being able to dodge during parkour animations.
- Fixed Auto Cover activating when the player intended to dive.
- Fixed takedowns being possible during movement animations that should prevent them.
- Fixed potential jitter during melee parries.
- Fixed potential jitter during melee dodges.
- Fixed camera tracking becoming jittery depending on frame rate.
- Fixed jitter when aiming and pressing movement inputs simultaneously during takedowns or parries.
- Fixed punches being queued during parry animations, causing the parry to be canceled while the enemy was still reacting to it.
- Fixed blind firing with single-fire weapons allowing them to fire at an unintended automatic-like fire rate.
- Fixed store customers getting stuck at amenity checkouts.
- Fixed shotguns still losing ammunition when Reload Ammo Loss is enabled.
- Fixed reloading and rolling incorrectly preventing climbing due to leftover behavior from the previous roll system.
- Update v20260927:
- Updated
- Updated Vault Jump parkour to always be prioritized when vaulting over an obstacle with a drop immediately after it.
- Updated controller D-Pad inputs to work with UI navigation.
- 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.
- Updated Anton to walk up to nearby interactables when Interact is pressed, reducing the noticeable warping effect.
- 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.
- Improved
- Improved parkour animation transitions.
- Improved parkour grounded detection.
- Improved aim movement blending with Snappy Combat Movement enabled to make animations smoother while retaining responsive movement.
- Improved Amelie's movement when she is away from the counter.
- Fixed
- Fixed inconsistent position matching during parkour animations.
- Fixed the amount of pistol slide kickback.
- Fixed UI SFX not being affected by Audio Settings.
- Fixed the game unpausing when Return to Hub is pressed, which could cause enemy gunfire to be heard during the transition.
- Fixed Amelie's eyelids not moving correctly with her eye movement.
- Fixed the cat walking toward walls or props while attempting to follow the player.
- Fixed the parking lot floor in the Chase mission being incorrectly detected as gravel by the player vehicle.
- Fixed players being able to interact with the movable tray through the broken wall in the Prologue after passing through it.
- Fixed the camera moving through walls or props while syncing to the player's position after loading a checkpoint.
- Fixed sudden jitters at the beginning of player melee attack animations.
- Fixed Amelie rotating or jittering left and right while standing at the counter.
- Fixed the Main Menu welcome screen incorrectly replacing the logo with the background image in the Standard Edition.
- Update v20290925:
- Updated
- Increased the melee parry window slightly.
- Increased the parry animation slowdown when enemies attack on higher difficulties.
- 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.
- Updated and refined damage ranges for all unarmed melee attack animations.
- Updated melee locomotion to be smoother.
- Reduced enemy accuracy while the player is performing a takedown.
- Reduced enemy accuracy while the player is behind cover.
- Increased the dead body timer, except when overridden by specific cutscenes or encounters.
- Updated the player vehicle to have a capped reverse speed.
- Updated Black Market purchases to accept clean money when the player does not have enough dirty money.
- Updated the Weapon Modification menu to display which weapons are currently equipped.
- Updated enemy SUVs to continue firing when a mission fails due to the player vehicle stopping or becoming halted.
- Updated player and NPC vehicle collision physics.
- Updated Black Market scrolling speed.
- Updated in-game internet scrolling speed.
- Fixed
- Fixed automatic weapon firing SFX continuing indefinitely when pausing and unpausing while firing.
- Fixed revolvers, shotguns, and other weapons without magazines incorrectly losing ammunition when reloading with Reload Ammo Loss enabled.
- Fixed inputs with both tap and hold functions having delayed response times depending on frame rate.
- Fixed bullets not penetrating through destructible glass debris.
- Fixed Anton incorrectly standing while in low cover due to rotated objects having their cover height detected incorrectly.
- Fixed Anton clipping through fences when switching between cover corners.
- Fixed flipping table cover occasionally preventing Anton from exiting cover from one side due to animation timing.
- Fixed the Tank Top Fighter outfit causing Anton's facial texture to change.
- Fixed store money not updating correctly.
- Fixed enemies endlessly running toward the player attempting to grapple when a grapple was not possible.
- Fixed Anton continuing to sprint from leftover input when Toggle Sprint is disabled.
- Fixed Head IK remaining active during cutscenes where it should be disabled.
- Fixed weapons becoming misplaced or appearing to vanish in cutscenes when entering them during certain reload animations.
- Fixed choreographed music cutting out when starting or pausing due to incorrect import settings.
- Fixed the Nightclub mission crowd repeatedly playing voice lines during the Bath House sequence.
- Fixed a one-sided fence collider in the Warehouse mission allowing the camera to clip through from certain angles.
- Fixed a specific arrow prop in Car Chase Mission 2 missing its destructible properties.
- Fixed the player bouncing up and down during the Filmset Volume 2 intro cutscene due to collision with a cabinet.
- Fixed Sundays incorrectly penalizing store popularity even though the store is closed.
- Fixed NPCs appearing inside the store on Sundays due to installed amenity upgrades.
- Update v20260922:
- Added
- Added a new information screen when attempting to start the game through Family Sharing instead of closing the game without an explanation.
- Added a Thank You for Playing screen after the Act 1 ending cutscene.
- Updated
- Updated diving and landing to slide slightly longer.
- Updated dodging to move in the direction of the player's input relative to the camera, rather than Anton's orientation.
- Updated Anton to begin jogging instead of walking after encounter cutscenes to improve initial pacing without requiring additional player input.
- Updated enemy accuracy to be briefly reduced when reacquiring the player after losing sight of them.
- Updated enemy footsteps to be more prominent.
- Updated several actions that were missing footstep audio.
- Updated fire mode switching to play an SFX when changing fire modes.
- Updated vehicle steering input to improve controller feel.
- Updated vehicle handbrake input to reduce how easily the vehicle spins out.
- Updated vehicle controls to behave more consistently across different frame rates.
- Updated enemies to close vehicle doors whenever possible to prevent clipping through them.
- Improved sprint-to-jog/walk animation transitions.
- Improved customer movie genre preferences to better reflect the current trends.
- Fixed
- Fixed the transition into the sprint animation occasionally getting stuck due to animation priority issues.
- 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.
- Fixed camera jitter when transitioning between aiming and non-aiming states while moving.
- Fixed dives losing all momentum when barely grazing a wall.
- Fixed dives losing all momentum when moving over smaller obstacles.
- Fixed several missing prop collisions in the Warehouse side mission.
- Fixed weapon customization audio not muting when Master Volume is set to 0.
- Fixed completing all waves in Iron Gate not granting the outfit after the auto-save update.
- Fixed wall flickering near the dance floor entrance in the Nightclub mission.
- Fixed being unable to parry enemies from a previous encounter after enemies from a new encounter had spawned.
- Fixed the takedown obstacle height limit being too low, causing Anton to grab enemies through taller props and resulting in major clipping.
- Fixed a spin kick occasionally damaging the player immediately after a successful parry.
- Fixed Anton occasionally playing cover sprint exit animations while attempting to enter cover.
- Fixed brightness increasing whenever Anton interacted with chores in the store.
- Fixed a food stall floating above the floor in the Subway mission.
- Fixed blind firing from low cover not working correctly with semi-auto/single-fire weapons when tapping the fire button.
- Fixed the low-cash store warning displaying incorrect amounts for money owed.
- Fixed subtitle settings functionally resetting after each scene load despite the UI still showing the selected setting.
- Fixed takedown SFX having inconsistent volume.
- Fixed purchasing an item from the in-game internet causing controller/keyboard UI navigation to stop working in other menus.
- Fixed Anton clipping through a vehicle's side mirror during the Subway mission outro cutscene.
- Fixed players being able to run toward the approaching crashing SUV and clip through it during the Subway mission.
- Update v20260920:
- Updated
- Updated light attacks to be cancelable into a parry when an enemy is attacking. Heavy attacks cannot be canceled into a parry.
- Reduced the amount of slow motion during melee attacks.
- Updated Mission 4 Silas's attack range, both with and without the pipe, to more accurately match his animations.
- Removed mission buy-ins when replaying main missions.
- Updated the Return to Menu confirmation text to acknowledge the auto-save system.
- Updated Iron Gate missions with neon "Exit" signs to make exit gates easier to identify.
- 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.
- Updated Supporter Edition items to be added to existing saves when the DLC is purchased after starting the game.
- Improved
- Improved melee player attack animation transitions.
- Improved melee attack input responsiveness.
- Improved player dodge movement.
- Improved enemy movement during melee combat.
- Improved melee parry ranges to better match the range of individual attacks.
- Improved melee parry windows.
- Fixed
- Fixed disabling Snappy Combat Movement causing the player to go out of bounds in specific missions.
- Fixed the AR laser model having an incorrect orientation.
- Fixed parry inputs being skipped when attempting another parry within 1.5 seconds of the previous parry.
- Fixed enemies not immediately reacting to being hit after being parried.
- Fixed enemies holding melee items entering a block transition while attacking, causing the attack animation to look incorrect.
- Fixed key bind changes not saving.
- Fixed collectibles not saving after the auto-save system was added.
- Fixed disabling the kill indicator setting still showing the kill crosshair state.
- Update v20260919:
- Additions
- Added an auto-save system. You are no longer required to sleep to save your progress.
- Added Auto-save toggle in gameplay settings.
- Added a toggle for Snappy Combat Movement in Gameplay Settings.
- This is enabled by default and uses the current movement system. When disabled, combat movement will use root motion.
- Added separate FOV sliders for normal and aiming FOV in Gameplay Settings.
- Added a fire mode UI element during gameplay.
- Added a Return Home button to the pause menu during missions that allows returning home without completing the mission.
- Added UI displaying money owed and the due date at the beginning of each day.
- Updated
- Updated player damage to be reduced by 70% while diving in the air, rolling, or in slow motion.
- Updated the controller layout to display Switch Fire Mode.
- Updated enemies to be pushed away when dodging into them.
- Improved parry windows during melee attacks with items.
- Improved the attack dodge window.
- Updated player health to increase with each wave in Iron Gate missions.
- Updated Iron Gate missions to have a 3-second grace period between waves.
- Updated the Weapons/Modifications menu to display all available fire modes for the highlighted weapon.
- Updated Filmset missions to no longer fail when objectives are missed. Instead, the player will receive reduced pay.
- Fixed
- Fixed tabbing out of the game window while loading was initializing, causing an infinite loading screen.
- Fixed changing outfits in the basement preventing the player from entering the store after switching back to a normal outfit.
- Fixed bullets not penetrating through bushes in the Prologue.
- Fixed enemies being able to melee the player through walls.
- Fixed the Return to Menu confirmation remaining on screen after pressing Yes.
- Fixed parry icons floating in incorrect positions during Iron Gate Free-for-All missions.
- Fixed melee lock-on aim being offset when the player and enemy are on different elevation levels.
- Fixed store upgrades, including cat collar colors and store wall paint, not saving correctly.
- Update v20290917:
- Additions
- Added melee target cycling using the same button as shoulder switch to cycle between enemies.
- Added outfit switching from the basement.
- Added fire mode switching. Press B by default on keyboard or R1/RB on controller to switch between available fire modes.
- Added mouse sensitivity settings for aiming.
- Updated
- Updated shooting range poster texture.
- Updated melee lock-on to be stronger.
- Updated Mission 4 boss fight damage range.
- Updated PSO collection.
- Updated Supporter Edition items to be immediately available in the inventory when starting a new game.
- Updated store tasks to display as "Optional."
- Updated the melee attack warning prompt to appear immediately when an enemy begins attacking instead of only during the parry window.
- Updated the final parry against a low-HP enemy during melee fights to trigger a takedown.
- Fixes
- Fixed weapons going missing during cutscenes when attempting to pick up a weapon right before a cutscene.
- Fixed fire extinguishers being able to kill the player through walls.
- Fixed enemies spawning too close to the player during wave-based gameplay.
- Fixed a shader sorting issue on the broken sewer wall causing VFX to render through the wall.
- Fixed elevator button LOD issues on lower settings.
- Fixed the mission buy-in not showing a prompt when the player does not have enough money.
- Fixed enemies being able to grapple the player while reacting to being hurt.
- Fixed scope installation direction.
- Fixed weapon lasers disappearing when the crosshair is turned off.
- Fixed Amelie moving her head around when Anton enters the store while she is talking.
- Fixed the KS12 weapon missing its store description.
- Fixed player-set DVD prices resetting every day.
- Fixed stutters caused by outdated PSOs.