An immersive sandbox detective stealth game set in a fully simulated sci-fi noir city of crime and corruption. Think like a private investigator and take on jobs to earn cash on your path to catching a serial killer. If you don’t catch them - they will kill again…
Hey detectives! While we are still hard at work on the next major content update, we've got a new update out on the experimental branch now with a bunch of fixes and minor additions! You can find details on how to access it [url=https://steamcommunity.com/app/986130/discussions/0/3810655055428912619/]here[/url] if you haven't used the experimental branch before!
[list]
[*] New: Blood pools will appear under victims and grow over time.
[*] Improved bullet impact VFX
[*] Altered behaviour of bullets when they come in contact with a window: The first will leave behind a bullet hole in the glass, a second will shatter it.
[*] Cigarette ends are now left behind by smokers
[*] Tweaked killer chances and evidence spawning probabilities (you should see more supporting evidence).
[*] You will now only get mugged in the street when above social credit level 1.
[*] Tweaked social credit level curve
[*] Staff will now clean up trash left on the floor of a restaurant or bar
[*] Greatly increased social credit given for successful completion of jobs, murder cases and lost & found.
[*] Improved culling, especially outdoors*
[*] Various street furniture now spawns on rooftops*
[*] Minor visual adjustments to rain VFX
[*] Toned down the fog at the start of the story mode
[*] Fixed: Weather shaders now working properly
[*] Fixed: Bug where killer would not kill if there was no place to purchase their weapon of choice.
[*] Fixed: Disallowed apartment purchasing before the campaign is complete (when on story mode), as this caused errors in the campaign.
[*] Fixed: Switching items didn’t trigger if the item was the same type as item already held.
[*] Fixed: Rare internal error when picking citizen to be a murderer
[*] Fixed: Wrong post processing environment volume references in some locations
[*] Fixed: A geometry issue in the diner’s back yard*
[*] Fixed: Muggings rarely worked unless stood still for a while (be more careful on the quiet streets!)
[*] Fixed: Missing item descriptions added.
[*] Fixed: Internal error when plotted player route was cancelled
[*] Fixed: Murder victims changing outfits upon their death
[*] Fixed: Visual glitch with enforcer helmet visors
[*] Fixed: Nosy Parker achievement was triggering erroneously
[*] Fixed: A rare error causing the game to hang on the loading screen when loading a game
[*] Fixed: Configuration fix for mod.io
[*] Fixed: Provisions made to stop the game trying to regenerate a city data from a city that was made with the city editor
[*] Introduced another failsafe and potential fix for the falling through floor glitch (we’re continuing diagnostic work with this one as it’s unreplicable on a consistent basis)
[*] Introduced a system to stop the player getting stuck in tight spaces
[*] Audio: New intro sequence music
[*] Audio: New player spawn sound
[*] Audio: Curtain open/close sounds added
[*] Audio: Throwing object sounds added
[*] Audio: Desk fan impact sounds added
[*] Audio: New door barge and break sounds
[*] Audio: Water cooler sounds added
[*] Audio: Tutorial mystery caller audio replaced
[*] Audio: Lockpicking sound ceases if lockpicking player looks away
[*] Audio: Cushion impacts added
[*] Audio: Padlock sounds added
[*] Audio: NPC gun sounds replaced and properly set-up
[*] Audio: Punch wall sound replaced
[*] Audio: Tweaks to melee sounds
[*] Audio: minor improvements to grenade spatialisation
[*] Audio: minor improvements to phoneline sounds
[*] Audio: quieter ambiences at city edge
[*] Audio: basement ambience quieter
[*] Audio: footsteps slightly quieter (mostly player on carpet)
[*] Audio: chem stack burn-off sound improved in many tiny ways
[/list]
* Requires a new city generation to appear/spawn/see