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v1.0.15 - Photomode, Headshots (and some other things)

Suit for Hire · Community Announcements · February 08, 2026

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Hey everyone! Apologies for this update taking so long, it was essentially ready for a hot minute considering it was in the Beta branch for a while. This update includes a bunch of things spanning from bug fixes, improvements, additional customizable settings and more. There's a few more minor bugs on my to-do list so expect a patch in the coming weeks, that being said, I tried to do extensive testing of this update to make sure I didn't f*** anything up, but if you notice anything game breaking, feel free to yell at me in any of the respective channels (Discord, the Community Hub, this news update's thread, messenger bird) and I'll do my best to hotfix anything ASAP.

Photomode

One of the new features in this update is the quick photomode that was added in, you can easily pull it up with the hotkey (Default: J, customizable) and there's a button in the pause menu as well. A few players have already been taking some fun screenshots with it during the Beta, now others can mess around with it as they execute enemies with style. I may add some filters/more controls in the future, let me know if you'd like anything added and I'll consider it.

Headshots in Third Person

After the 3rd person mode's release, a few people were confused by the lack of damage variety based on where enemies were hit. I didn't really consider it since I wanted the gameplay to be similar from top-down to third person- but it made sense adding headshots to the third person mode. This only works for secondary weapons, since your primary pistol is meant to be a tool of destruction. The Enhanced Hitboxes setting is turned on by default but if you prefer the more arcade-y shooting style, you can disable it in the Gameplay settings.

Katana

The Katana has been in the game for a while now, but it felt like it was missing a special something. The Katana can now pierce and stick into enemies/surfaces when you throw it at the right distance, be careful not to throw it in an unreachable spot because there's a small likelihood you won't get it back.

and more...

There's a lot more changes, improvements and additions to the game as well that I'll simply put into the patch notes list below. I'll be honest, there's a few things I fixed/added that I might've forgotten in the list so that's on me!

Again, there's a few more things on my to-do list I'd like to fix/improve, so that'll come in a future patch.

Future content

I'd like to be transparent for the players that have been looking forward to new content. In the v1.0 release post, I mentioned that the game is mostly feature/content complete, it's possible there may not be any new levels, systems or features added in the future.

If any new content/features gets added, it'll be bonus content that I create in my free-time.

I know a few people have suggested Workshop support and trust me, I'd love to put it in the game- a couple people joined the Discord and gave me advice on the various workflows/processes for adding mods to a UE game, so I have some directions I could take the game when I have the time (shoutout to Mike Nolan!).

That being said, thank you for all of the incredible support, I'll still be pushing out fixes and improvements when/where I can for the game!

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