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Version 1.3.18
Base Game Changes

• fixed a crash that occurred when selecting an ammo type with a controller

IV1 Remaster Campaign Changes

• fixed one of the windows on 'Luxus' Incorporated Complex not being climbable
• fixed one of the reinforcement spawns on Repurposed Factory not having a weapon
Version 1.3.17
• fixed a crash on startup that occured on very low-resolution display setups
Version 1.3.16
• fixed a crash that could occur sometimes when an enemy would be in the fear state
• fixed a crash that could occur when attempting to cycle through player types in the skills menu using a controller

IV1 Remaster Changes

• update russian localization
Version 1.3.15
Base Game Changes

• added a missing light switch to one of the rooms in Office, Top Floor
• fixed lamps flickering if broken while the light switch is turned off
• fixed two lights not being influenced by a breaker box on Police Precinct
• fixed incorrect ammo type text formatting on various 12 gauge and 20 gauge ammo types
• fixed throwing knives not impacting with fire extinguishers, making it possible to accidentally get a throwing knife stuck in a fire extinguisher to never get it back
• updated Chinese localization

IV1 Remaster Changes

• fixed two lights not being influenced by breaker boxes on Epilogue
• fixed being able to get out of Steve's house in prologue
• fixed one of the cameras in Drug Mob Casino not being tracked by a security monitor
• fixed being able to get stuck between a bed and a wall on Apartment Complex
• added a missing keycard to the storage room in Drug Mob Casino
• updated Chinese localization

Map Editor Changes

• fixed the 'wait_for_time" objective task not functioning correctly
• fixed the "Mark NPCs: how many enemies alive?" field in the neutralize_enemies and kill_enemies tasks not functioning correctly
• placing an unconscious body into a dumpster now counts as a kill for "kill_enemies" objective tasks, to avoid softlocks
Version 1.3.14
• fixed the "Randomize expertise" custom difficulty setting incorrectly functioning when set to the "Fair" setting
• fixed the "Randomize placed weapons" gameplay mutator placing cutscene-specific weapons into the game world
• fixed missing gestures when in dialogue with Dad on Decrepit Industrial Area
• fixed a crash that occurred when loading mobile dialogues in certain circumstances
• updated Chinese, Traditional Chinese, German, Japanese, Polish, Portuguese, Spanish, and Turkish localizations for both the main campaign and the IV1 Remaster

Supporter Pack Changes

• added missing metadata to all .flac and .ogg exports of the soundtrack, reorganized some of the track folders, and added missing gameplay versions of several tracks
Version 1.3.13
• fixed a crash on startup that occurred when the game would be launched with a malformed user settings config file
Version 1.3.12
Light Switch Additions

• Oleander's Objective: 1 addition
• Butchery: 1 addition
• Politician's House: 1 addition
• Mob Corporate Front: 1 addition
• Road to Police Precinct: 1 addition
• Industrial Front: 1 addition
• Pablo's Hideout: 2 additions
• Dolion's Estate: 1 addition
• Scammer's Hideout: 2 additions

Breaker Box Additions

• Butchery: 1 addition
• Industrial Front: 1 addition
• Police Precinct: 2 additions

• added three keycards for the Evidence room in Theo's Police Precinct
• fixed a light on Epilogue. Ground Floor not being controlled by a light switch
• fixed the keycard door with a money and weapon reward on Oleander's Objective missing a key ID and requiring to be broken down in order to enter
• fixed one of the lights in the garage not being controlled by a light switch on Dolion's Estate
• fixed being able to drop weapons in certain cases during the prologue, one of which could lead to a softlock
• fixed the fire alarm panels on Police Precinct not controlling all sprinklers
• fixed not being able to get out of a toilet on Dolion's Estate due to awkward positioning of a locker next to the toilet room
• fixed a light in one of the buildings on Industrial Front not being controlled by the building's breaker box
• fixed a light in the restaurant on Pablo's Hideout not being controlled by the building's breaker box
• fixed a light in the office on Pablo's Hideout not being controlled by a light switch

IV1 Remaster Changes

• added a missing light switch for the gym room in the Hideout
• added a missing light switch on Shopkeeper's Mansion
• fixed one of the light switches in Hideout not controlling a lamp it should control
• fixed a breaker box on Repurposed Factory not controlling all the lights in the building
Version 1.3.11
• Steve's kill slo-mo is now slightly easier to trigger and triggers more reliably than before
• fixed the "manage presets" button not reappearing in the weapon modification menu when modifying weapons that don't have any weapon mods (sawed-off shotgun)
• fixed Plate Carrier and Plate + Kevlar armor types nullifying their max carried ammo boost when following a certain order of actions
• fixed several New Game+ unlock problems related to the Custom difficulty
• fixed 10MM, 9x19MM, .45 ACP caliber conversion mods being universal unlocks, instead of on a per-weapon basis
• fixed a breaker box and a light switch not controlling all the lights they should control in their respective buildings on Butchery
• applying a retroactive fix to bugged gamedata for people that have finished the game on the Custom difficulty at least once (the Learning Capacity bonus in NG+ was not being counted in)

IV1 Remaster Changes

• added missing light switches (most notable on Drug Mob Casino) and several extra breaker boxes to most levels
• added missing keycards for a keycard door in the armory on Drug Mob Casino
• fixed various light switches and breaker boxes not influencing all the lights in a given room across multiple levels
• fixed the door to the objective in the Epilogue being breakable
• several small fixes on Luxus Inc

Modding Changes

• the 'scripts' library is now accessible in mod environments
Version 1.3.10
IV1 Remaster Changes

• fixed an unclimbable window in Apartment Complex
• fixed an out-of-bounds NPC reinforcement spawner placed on Repurposed Factory
• fixed a light not being controlled by a breaker box on Repurposed Factory
• fixed two lights not being controlled by a breaker box on Shopkeeper's Mansion
• changed unclimbable windows to barred low wall on Repurposed Factory

Map Editor Changes

• fixed a crash that could occur when setting up a single security camera to be governed by two different security monitors (cameras can now be assigned only to one security monitor; assigning it to another security monitor will now automatically remove it from the other security monitor)
Post edited July 14, 2025 by Berzerk2k2
Version 1.3.9
• fixed selected ammo type resetting on weapons where a caliber conversion mod has been installed
• fixed not being able to break cameras using melee (regression introduced in version 1.3.6)
• fixed saving the game right after pulling a fire alarm causing sprinklers to not go off on save reloads
• fixed a crash related to enemies looking for breaker boxes to interact with
• UMP-40 balance tweaks:
* base rate of fire increased to 650 (was 600)
* 9MM caliber conversion mod increases rate of fire to 700
* .45 ACP caliber conversion mod decreases rate of fire to 600

Map Editor Changes

• fixed crashes that could've occurred with incorrectly setup walk actions
Version 1.3.8
• fixed key bindings resetting to default when binding certain actions to specific combinations of keys
• fixed being unable to modify weapons with a controller if the loadout menu was opened during a cutscene (for example on level start)
• french localization fixes

IV1 Remaster Changes

• fixed a spot where the player could've been spotted through tiny gaps between boxes on Abandoned Warehouse
Version 1.3.7
• fixed a breaker box on Luxus Incorporated not influencing one of the lights inside the building it's meant to be used for
• fixed a crash that could occur with the "Enemies always alert" difficulty mutator
Version 1.3.6
• fixed a crash that could occur when loading a savefile that was made when the player was picking up a throwable item
• fixed goons "talking" over the radio while passing out from the tranquilizer
• fixed a typo in one of the enemy dialogue lines
• fixed goons facing in the wrong direction while sitting in some circumstances (most obvious in one of the levels in IV1 Remaster)
• fixed various objects that have physical properties (dropped weapons, throwable items, empty mags, etc.) blocking the player's interaction and line of sight checks

IV1 Remaster Changes

• fixed being able to cause a crash by destroying a door leading up to the objective room in "Drug Mob Casino"
Version 1.3.5 Hotfix
• fixed a crash that occurred in the prologue section of the Intravenous 1 Remaster campaign
Version 1.3.5
• fixed several pieces of narration missing
• fixed a non-functioning garage door switch on Abandoned Warehouse
• fixed the "Inquire" option disappearing when saving & loading in the Hideout (can not be applied retroactively to bugged savefiles, sorry!)
• fixed four money pickups not having a money pickup type on Luxus Incorporated, resulting in picking them up saying that you picked up "Money" instead of "Wad of Cash"
• fixed awkward positioning of a statue on Shopkeeper's Mansion
• fixed a scaleable wall on Druggie Slums that would get the player stuck if he vault over it
• fixed being able to control the player right after waking up after having one too many beers in the Hideout
• fixed incorrect name tag for the Mole
Version 1.3.4
• added ability to bind actions to Caps Lock and Tab keys

IV1 Remaster Changes

• added missing "radio on" sounds to several pieces of gameplay dialogue
• fixed being able to trigger some objective-related hints on Abandoned Warehouse and Druggie Ghetto after the main objective had already been finished
• fixed one light on Repurposed Factory not being connected to a breaker box
• fixed being able to unlock "Abstinent" in the IV1 Remaster campaign
• fixed incorrect objective text in the prologue that said "Pick up P89" instead of "Pick up HS2000"
• fixed carried weapon New Game+ unlocks not occurring on the last level
• fixed enemies becoming alert if the "Notice dropped weapons" difficulty setting was enabled during the negligent discharge scene
• russian localization fixes
Version 1.3.3
The Intravenous 1 Remaster DLC for Intravenous 2 is now available!
Version 1.3.2
• fixed goons indefinitely trying to turn on broken breaker boxes in certain circumstances
• fixed goons not going to re-enable breaker boxes in certain cases
• fixed goons not reacting to lights being switched off via breaker boxes correctly
Version 1.3.0
• added the 'Mercenarism' short campaign, as seen in the "Intravenous 2: Mercenarism" prologue project
• added a warning for when an intel CPU of 13th or 14th generation is detected on the user's computer, due to potential stability issues exhibited by those processors
• fixed the tazer mine flash position not correctly updating after throwing a tazer mine, having a goon pick it up, saving, loading the savefile, and triggering the tazer mine

Map Editor Changes

• fixed missing_patrol and missing_person class objects being placeable in the map editor
Version 1.2.14
• fixed certain windows being impossible to climb through, when there were bushes or moving debris on the other side
• fixed dead owners of radios playing the radio on sound when reloading to a savefile on which a goon was killed while using the radio
• fixed the "all enemies dead" stinger playing when resetting to a savefile which had already played the stinger
Version 1.2.13
• fixed a crash that occurred when finishing the level under certain circumstances

Map Editor Changes

• fixed a crash that could occur if a patrol route with just one patrol point was assigned to a goon
Version 1.2.12
• fixed being able to climb through a window tile with two climbable wall tiles on each side (regression introduced in version 1.2.8)
Version 1.2.11
Map Editor Changes

• fixed a crash that could've occurred if the player was lockpicking a door and returned to edit mode without finishing lockpicking, then re-entered play mode and had an NPC open the door that the player was lockpicking
• fixed being able to add security cameras to breaker boxes which caused a crash when doing so
• fixed being able to add burning barrels to breaker boxes
Version 1.2.10
• fixed a crash that occurred when setting enemies on fire that are part of a scene
• fixed the cone blur being applied when picking up a throwable item, while wielding a weapon with a scope, and then turning night-vision goggles on and off
Version 1.2.9
• added penetration rating display to the weapon modding menu
• caliber conversion mods now influence the penetration rating of a weapon
• adjusted penetration ratings on MAC-10 and UMP
• the New Game+ menu will now show only campaigns that were finished at least once
• the Load Map menu will now show campaign levels only if they have been completed at least once (regular non-campaign levels will be visible in the "Miscellaneous" category still)
• mods are now loaded after DLC
• fixed being able to make noise while inside a closet
• fixed enemies being set on fire not properly changing their animation to unarmed when dropping the weapon they were wielding
• fixed several cases when goons in the scene state leaving their scene state for some reason would not cancel the scene, which would cause them to be capable of entering the scene when triggering a scene trigger

Map Editor Changes

• added new wall type • Low wall (barred)
• the cutscene-given weapon is now properly removed on cutscene end, which fixes crashes caused by cutscenes that shoot a weapon on the last cutscene action
• added ability to setup player type for the level from within the level editor
• can now zoom in and out by pressing tab and tilde (`) respectively
• ray length minimum value set to 16 (was 0, which could cause crashes)
Version 1.2.8
• tweaked the rate at which enemies detect the player when they are not alert (it is now a little slower)
• increased time it takes for goons to notice missing patrols/people to 130 seconds (was 80 seconds)
• causing enemies to fall by bumping into you while prone is now slightly easier
• fixed being able to climb over walls with invisible walls in front of them
• fixed enemies incorrectly evaluating whether they can see the enemy, resulting in them sometimes being incapable of seeing the player point-blank in pitch-black darkness
• fixed goons tripping over a prone player in their way not correctly setting their animation to fallen
• fixed enemies not going into combat when bumping into them while they were camping a vent shaft

Map Editor Changes

• fixed a crash when removing an active camera without removing it from the security monitor it's assigned to
• fixed a crash that would occur when trying to adjust object height to mouse-over object height
• fixed a crash that occurred involving actors
• fixed a crash that occurred when exiting play mode while in a cutscene during which an actor was created
• fixed a crash that occurred when an object an outline for which was being drawn became invalid (removed) when returning to edit mode
Version 1.2.7
• narrative prologue levels will no longer show the weapon unlock tips
• fixed a door in the objective building on Dilapidated Complex being slightly away from the door, resulting in enemies being capable to spot the player through the small gap when it's closed

Map Editor Changes

• extraction_trigger class objects now support specifying which level to switch to after
• the pathfinding grid will now be rebuilt when entering the patrol setup mode, if there were any changes to the world geometry
• fixed a crash that could occur when an offlimit level had not yet been evaluated for an object, even if the player object had been placed into the level
Version 1.2.6
• fixed being able to get stuck in a certain toilet on "Theo's Police Precinct"
• fixed goons noticing the player in certain circumstances when entering vent shafts, while they were in combat, when they shouldn't have
• fixed followers hearing the noise made by the player counting into the "Times heard" stat on the level end screen
• fixed swapping a weapon in a category by picking a weapon up off the floor (e.g. a sawed-off for a mini-uzi) playing the sound of another weapon in your inventory on top of the weapon that you swapped to
Version 1.2.5
Map Editor Changes

• level_switch and level_return class objects now function as intended with maps that do not yet have a map config
• fixed level_switch and level_return functionality not working correctly
• fixed incorrect level load procedure when using level_return class objects to move from level B to level A, when level A was bigger than level B, which made the game crash
• fixed a crash that occurred when an incorrectly setup script_trigger class object would be triggered
Version 1.2.4 Hotfix
The previous patch 1.2.4 was causing crashes when using tazers and other similar weapons. This has been fixed in 1.2.4HF1.
Version 1.2.4
• fixed weapons fired by the player hitting an enemy not increasing relevant combat skills
• updated LuaJIT to latest github version
Version 1.2.3
• NPC reactions to lights being turned on/off now ignored if light sources are turned on/off during cutscenes (primarily done for custom levels that do lightplay during cutscenes)
• optimized the switching of lamps on and off - should help reduce stutters on low-end machines when turning off a lot of lamps (e.g. by flipping a breaker box) in a single action
• the UMP and MAC-10, when chambered in .45 ACP, now receive a slight reduction in shot noise
• the Compensator weapon mod now increases spread reduction by 10% (was 5%), to make it an even more viable upgrade over the Suppressor
• fixed slo-mo not functioning properly if loading a savefile that was created while it was active
• fixed civilians being labeled as goons
• fixed the game saving some playthrough data twice, while writing it once (added a bit of unnecessary load on the CPU)
• fixed being able to duplicate Learning Capacity on custom community-made levels which grant Learning Capacity on level start by restarting the level after loading into it

Map Editor Changes

• security cameras now display the minimum and maximum turn angles
• the "Toggle light" cutscene/scene action no longer triggers reactions from NPCs

Supporter Pack Changes

• DP-12 shell ejection velocity fixed
Version 1.2.2
• fixed blueprint mods that the player found in a previous playthrough not unlocking on new game+ (to apply the fix, simply load up a savefile from the Epilogue and finish the game!)
• fixed the game losing track of what blueprint mods the player unlocked throughtout the playthrough in certain circumstances
• fixed incorrect scaling of pricetags in the loadout menu on ultrawide and non-standard resolutions
Version 1.2.1
• changed the logic of placing many bodies nearby - now they can be stacked much closer
Version 1.2.0
• enabled the Map Editor:
• same tool like in Intravenous 1, with various improvements

Added Steam Workshop support

• the community can now make any mods they like - maps, campaigns, new weapons, gadgets - the sky is the limit, but knowledge of the Lua scripting language is required!
• for more information, as well as an active modding community, please join the game's official Discord community

Added the UMP to the base game

• chambered in .40 S&W, can be caliber-converted to 9x19MM and .45 ACP
• RPM of 600

Added the MAC-10 to the base game

• chambered in .45 ACP, can be caliber-converted to 9x19MM
• RPM of 1,090 (1,300 when 9x19MM)
• hard to control during continuous full-auto fire
• concealable on social stealth levels

Added FAMAS G2 to the base game

• chambered in 5.56x45MM
• RPM of 1,100
• hard to control during continuous full-auto fire

Weapon handling improvements

• weapon skills now influence the weapon's controllability - previously they influenced only the increase in spread from shooting, now they also influence the rate at which weapon spread increases during prolonged continuous fire
• fixed incorrect weapon controllability values applied to enemies - they had it easier than the player
• fixed incorrect weapon controllability values being used by the player - certain weapons are now harder to control during continuous fire, and weapon mods that influenced the "controllability" stat did not actually influence anything for the player - more emphasis on recoil-reducing weapon mods has been placed

Weapon changes

• added 4X scope to the Model 700
• added missing Match Barrel weapon mod for AR15, G36C
• MP7 made concealable in social stealth levels
• fixed incorrect accuracy on Mini-UZI - it was far too accurate
• bullet muzzle velocity now steadily declines while it's in flight (how much depends on caluber & ammo type)
• muzzle velocity of all weapons now slightly deviates (most visible on shotguns) per each shot
• increased the amount of experience given when firing and reloading weapons
• disabled the crosshair on various weapons where it is irrelevant
• increased muzzle velocity of the VP9 to 262 M/s (was 211 M/s)

Optimizations

• light effects - the Nightclub level should now use considerably less GPU and CPU power
• smoke detectors - levels with smoke detectors will now run better when there is fire on the level (fewer potential stutters and less FPS drop once there is at least one flamelet on the level)
• optimized the quadtree system, which boosts CPU performance by up to 12% (your mileage may vary!)
• slight optimizations to the lighting system on the CPU side

Finishing a level with a weapon that has mods installed on it will now attempt to unlock the weapon mods that were installed on it

• universal mods (i.e. mods that are unlocked once for an entire category of weapons) will not be unlocked
• weapon-specific mods will be unlocked (e.g. foregrip for the AR15 when exfiltrating with an AR15 with a foregrip)

Added the ability to control the line-of-sight indicator in the "Controls" tab of the options menu

• regular - the LOS indicator behaves as usual
• limited - the LOS indicator is only visible when aiming or there is an obstacle between you and your point of aim
• minimal - the LOS indicator appears only when aiming or using a weapon with a laser pointer

Slo-mo tweaks

• slo-mo now turns on during the use of the inhaler
• increased slo-mo duration by 0.35 seconds to compensate

Other changes & fixes

• updated enemies and weapons found in levels throughout the Intravenous 2 campaign to have weapon mods on them (this makes the later-game levels a bit more difficult in terms of combat, as weapon mods improve weapon handling for the NPCs just like it does for the player)
• added a silhouette effect for the player when he is in a dark area, to ensure better awareness of the player's position in near-pitch-black darkness areas
• added weapon category filters to the loadout menu
• new savefiles will now have a campaign name prefix to them to better differentiate between different campaigns and to prevent savefile overwrites if a level name matches with another level from another campaign
• the "unload nearby weapons" action will now first unload weapons (or grab ammo pickups) that match the caliber of the currently equipped weapon
• Fog of War now slightly decreases the brightness of out of view areas, to better contrast visible VS out-of-sight areas
• adjusted color of the laser pointer to be more visible and easier to distinguish from the line-of-sight color when it's turned off
• NPC triggers will no longer spawn NPCs as long as the spawner itself is visible to the player
• decreased body detection speed by half
• holding two movement keys of the same axis (UP + DOWN or LEFT + RIGHT) now cancels out movement in that direction
• missing pedestrians will no longer be noticed by goons - this also fixes pedestrians in residence buildings on "Apartment Alleyways" being noticed as 'missing', even though the police has no reason to suspect anything foul happening inside the apartments (the game already has systems for making goons notice that pedestrians have left, and this additional system added unnecessary load on the CPU)
• side missions now provide double experience in skills when performing actions related to them
• bullets now fade in visually, to avoid cases like bullets being visible inside the firer at the time of firing, in case of very slow projectiles
• knife kills now make the victim's body fall make noise
• knife kill duration decreased from 1.5 seconds to 1.1 seconds
• fixed back kills/chokes a scene participant not alerting anyone, allowing the player to quietly kill scene participants if they weren't looking at each other (i.e. 2 goons discussing some events in the game)
• fixed tiles under chainlink fence walls not being darker on levels with rain
• fixed incorrect text formatting on bandages for the restored health amount
• fixed incorrect barrel attachment requirements on the Glock-18
• fixed incorrect gunfire sound pitch variance settings on MP5, MP7, Multilauncher, P89, P320, Model 700, Saiga-12K, Sawed-off, SF19, S&W457S, Tranquilizer Rifle, MK23, VP9
• fixed incorrect sound pitch variance on shell casings
• fixed the "Hand-to-hand" skill not influencing anything
• fixed incorrect scaling of the credits background art
• fixed the Fog of War mutator not working correctly when shadow quality is below "Normal"
• fixed Fog of War ceasing to function correctly when changing shadow quality while in-game
• fixed goons not turning themselves to face their intended angle if they have no patrol route and are on their starting point, right after talking to another NPC
• fixed incorrect texture used for .40 S&W Match ammo type
• fixed Tazer Mines glitching out the render color of objects that are drawn after it
• fixed not being able to throw more than one Tazer Mine under certain circumstances
• fixed triggering an already triggered Tazer Mine after loading into a savefile causing it to emit a dud flash
• fixed issues with NPC-equipped weapons that have caliber conversion mods, and weapons dropped on the floor that were given caliber conversion mods
• fixed several memory leaks related to the GUI and the spriteBatchController libraries when reusing GUI elements, which were most evident in the map editor
• fixed the player visual changing when closing the skill menu on certain story levels
• fixed goons using non-suppressed pistol animations when using suppressed weapons
• fixed certain objects (like bullets) being re-created multiple times after a reset to last save, under the correct circumstances
• fixed being able to get behind an invisible wall on "Industrial Front"
• fixed incorrect render depth of some decor objects on "Prologue. Empathetic's Restaurant"
• fixed a spot where the player could get stuck in on "Oleander's Objective"
• fixed being able to softlock yourself in "Epilogue. Ground Floor"
• fixed missing line of dialogue on "Oleander's Objective"
• fixed two keycard having an incorrect ID to a door that did not use said keycard on "Pablo's Hideout"
• fixed two keycards having an incorrect ID to a door that did not use said keycards on "Pablo's Hideout"
• fixed a spot where the player could get stuck in on "Butchery"
• fixed pistol reloads giving too much experience in the Short Gun Reload skill
• fixed goons sometimes not noticing dead/unconscious bodies in the right circumstances (technical: they would mark bodies as "seen", even though they couldn't have seen them, and not react to the bodies)
• fixed goons detecting bodies too fast in certain circumstances
• fixed the max ammo indicator not showing up when trying to unload a weapon the caliber of which we can't carry any more of
• fixed bandage usage and effectiveness being limited on the Throwback difficulty
• fixed loading into the "Gang Hideout" side mission from the "Load level" menu leading the player to "Police Precinct" instead of "Road to Police Precinct"
• fixed light casters with a small radius not properly casting light in certain cases
• fixed being able to drop a body anywhere by simply going prone
• fixed enemies opening fire on the player off-screen in certain cases when they shouldn't have
• fixed incorrect MP5 not playing a bolt pull sound when doing an empty reload
• fixed certain skills not being influenced by a level's experience gain multiplier
• fixed prologue levels providing skill experience
• fixed not being able to interact with breaker boxes if the player was aiming at it while the HSR-EMP was equipped
• fixed changing a key assigned to a command shown by a key prompt on the UI not updating the displayed key
• fixed a very rare crash that could have occurred when goons would fire their weapons
• fixed a very rare crash that could've occurred when a door the player was trying to open would break on the same frame
• fixed a very rare crash that could have occurred when finishing the game and loading into a level
• fixed a crash that could occur in the AI combat state
• fixed a redundant gesture in one of the pieces of dialogue during Epilogue
• applied a retroactive fix to savefiles where the player was carrying a non-unconscious/non-dead body
Version 1.1.6
• fixed a crash caused by enemies noticing thrown knives and empty magazines on levels with social stealth
Version 1.1.5
• fixed a rare crash that could happen when goons would be searching for cover
Version 1.1.4
• fixed dead/unconscious enemies entering the "run to weapon in fear" state, while dead, when a certain pattern of events would occur
• retroactive fix for a crash on bugged savefiles caused by a regression introduced in version 1.1.1 related to fixes for the "enemies react, but don't move" bug
Post edited April 21, 2025 by Berzerk2k2
Version 1.1.3
• fixed a crash that occured when trying to modify weapons which have no ammo types to select (regression introduced in version 1.1.2)
• fixed .45 ACP firearms not being considered subsonic if using regular ammo
Version 1.1.2
• fixed an unclimbable window on Theo's Police Precinct
• fixed the game not counting in the carried ammo bonus in the weapon loadout menu if the player previously selected the plate carrier or plate + kevlar and re-entered the loadout menu
• fixed incorrect sky light color on all levels
• fixed a crash that occured when an enemy with no weapon managed to enter the combat state
• fixed a bug in the loadout selection menu showing incorrect values (such as shot noise) when following certain steps when installing a caliber conversion weapon mod
• fixed incorrect weapon stat display in the loadout menu when switching between a weapon with a caliber conversion equipped and another weapon, and then back to the caliber converted weapon
Version 1.1.1
• fixed another case of the "enemies react, but do not move" bug - this should be the last fix for this issue!
• fixed garage doors being see-through at the edges in certain cases, resulting in enemies spotting you through garage doors
• fixed incorrect height and render depth on a decor object in the 3rd side mission
• fixed incorrect muzzleflash positioning on Remington 870, Auto-5, M1014, Remington 700, Vector 10MM
• fixed a breaker box on the 3rd side mission not controlling one of the lights in the building
• fixed an unclimbable window on Theo's Police Precinct
• fixed two unclimbable windows on Decrepit Industrial Area
• fixed a spot on Theo's Police Precinct where a door collided with world geometry and looked weird
• fixed the match barrel attachment for P320 having an incorrect idle icon sprite
• fixed more cases of follower AI not being capable of moving towards the player while close to an object, despite having a clear line of sight towards the player
• fixed incorrect climb point setup, which allowed followers to climb through windows with just one window tile broken
• fixed caliber conversion weapons dropping the selected ammo type when entering the weapon modding menu a second time
• fixed being unable to select weapon presets where mods are identical, but ammo types are different, and also fixed the UI in the same cases
• fixed the "Manage presets" button being available for weapons that only had ammo types to select (sawn-off shotgun, for example)
• fixed armor selected in the loadout menu not persisting between level changes
• adjusted geometry on 3rd side mission to avoid certain cases where the follower AI could not pathfind to the player
• russian localization tweaks
Version 1.1
Base game changes

• added the Fog of War gameplay mutator:
* enemies that are out of view will not be visible

• added the ability to change the difficulty level of the current playthrough in the options menu
* selecting a difficulty lower than what the playthrough was set to will lock you out of the completion achievements for the higher starting difficulty
* not supported if playing on a custom difficulty

• fixed the infamous "enemies refuse to move" bug by rewriting the pathfind queue system:
* this bug mainly plagued systems with low-end/slow CPUs, and could be triggered by restarting the level or resetting while there were many path searches in progress that took a lot of time to compute
* increased the maximum pathfinder worker thread count to 16 (was 8) to improve AI reactivity on levels with a lot of NPCs (for example Nightclub) - players with 6 core 12 thread (and over) setups will benefit from this!

• weapon balance tweaks:
• reduced damage on MK4 (.22 LR), HS2000 (.40 S&W)
• reduced damage on all 9x19MM pistols (P89, P320, Glock-18C)
• reduced damage on all .45 ACP pistols (S&W 457S, MK23)
• decreased damage on MP7
• increased MP7 armor penetration value
• increased damage on Glock-20 (10MM)
• increased damage on G36C
• slightly increased per-shot spread increase for MK23
• (SUPPORTER PACK) increased damage on Vector 10MM, to stay in line with the damage increase for the Glock-20

• added 10MM caliber conversion weapon mod, under the "Magazine" category, for MP5
• returned mouse wheel object interaction as a separate toggle to the options menu
• reduced gas grenade explosion noise level
• slightly increased scale of LBAO at no extra compute cost (technical: added jittering to ray position, for greater scene coverage)
• removed a redundant breaker box on Oleander's Objective
• disallowing level restarts on Office Building, Ground Floor after Office Building, Top Floor has been finished, as doing so causes issues
• fixed muzzleflash positioning on various weapons
• fixed being able to bug out cutscenes using various ways involving killing the NPCs involved in them
• fixed ammo auto grab mutator grabbing ammo through intact windows
• fixed "play again" on Office Building, Top Floor resetting the entry time to night-time
• fixed the "Wetworks" and "Punisher" achievements sometimes not unlocking
• fixed cancelling an object throw leaving the player in the aim mode, when unarmed
• fixed a crash that could occur when coming back from Office Building, Top Floor to Office Building, Ground Floor after making noise right before leaving for the Top Floor level
• fixed a crash that could have occurred when a lot of enemies on security cameras would notify other enemies of the same intruder over the radio
• fixed a crash related to radios that occurred when enemies would get removed
• fixed missing Gideon unconscious animation, resulting in Gideon changing to a different animation variant when knocked out
• fixed one of the breaker boxes on Butchery not controlling one lamp it should've controlled
• fixed the game not building some climb points on levels with followers under certain circumstances, resulting in climbable walls by the player being considered unclimbable by follower AI
• fixed a spot the player could get stuck in on Oleander's Objective
• fixed a spot in Decrepit Industrial Area where the follower could get stuck in
• fixed excessively bright bloom when viewing cameras
• (SUPPORTER PACK) fixed a crash that occurred when an inexperienced goon did a partial reload of the revolver
• added missing NPC reinforcement spawn points to Police Precinct

Supporter Pack changes

• added 4 new weapons:
* Five-seveN - a pistol chambered in 5.7x28MM, with a 20 round magazine.
* M1911 - a pistol chambered in .45 ACP, with a 7 round magazine.
* P90 - a personal defense weapon chambered in 5.7x28MM, with a 50 round magazine.
* DP-12 - a double-barrel shotgun chambered in 12 gauge, with a 14 round magazine.
* all weapons can be modified

• added 9MM caliber conversion weapon mod, under the "Magazine" category, for Vector 10MM
Version 1.0.23
• now when all gadget slots are full, the throwing knife will no longer say "no free gadget slots", and will instead attempt to swap with a gadget the player currently has
• slightly increased subsonic ammo damage for 5.56x45MM and 7.62x51MM
• the AN-94 now starts firing in full-auto with a two-shot burst mode on the first trigger pull
• fixed the ammo selection UI not closing when opening the in-game pause menu, which could lead to crashes and visual glitches
• fixed PKC-EMP displaying that it's loud (it's not)
• fixed goons being freaked out by turning off lamps that are currently disrupted
• fixed mod blueprints not being counted in the "money found" level results panel
• fixed unique weapon pickups not granting an extra savefile if the player picked up a unique weapon, and then reset to last save point (not loaded a savefile)
• fixed incorrect height value on the throwing knife when thrown
• fixed the throwing knife colliding with burning barrels and floor lamps
• russian localization tweaks
Version 1.0.22
• fixed a crash that could have occurred when a goon would finish a task, and still had one more task in queue, and switch to a different AI state
• fixed a crash related to NPCs interacting with doors
• adjusted LuaJIT optimization flags
Version 1.0.21
• fixed a spot the player could get stuck on in Oleander's Objective
• fixed the cutscene room door not closing in Mob Corporate Front when triggering the cutscene
• fixed incorrect sprites used for some money pickups on Dilapidated Complex
• fixed being able to get out of some of the windows in Epilogue, Floor 6
• improved handling of many savefiles, to prevent the game freezing when opening the "load save" menu with lots and lots of savefiles
• re-enabled optimal LuaJIT 2.1 optimization flags, for slightly better performance
Version 1.0.20
• fixed incorrect weapon lethality display in the loadout menu
• fixed a crash that could have occurred when resetting to last save under the right circumstances
• fixed a crash that could have occurred if an NPC under a status effect had been removed, as the effect was about to occur
• fixed problems with the bad ending if skipping the cutscene
• switched to using LuaJIT 2.1 again (was 2.0.5) since it wasn't causing any issues
Version 1.0.19
• fixed the game crashing on startup if the user had a very large amount of savefiles and improved savefile handling to reduce memory usage (thanks to ~Enstinck~ for the bug report!)
• sped up launching of the game with a lot of savefiles by limiting the savefiles which get evaluated for the "Continue" button
Version 1.0.18
• fixed incorrect sprite used for the objective compromising material pickup on "Gang Hideout"
• fixed incorrect follower state in Decrepit Industrial Area, which caused enemies to shoot at him (regression introduced in previous patch, fix is not retroactive, will be applied on next map load)
• improved pathfinding queueing and cancellation, which can potentially fix cases where enemies would stop moving on very slow/old CPUs
Version 1.0.17
• fixed a crash that occurred when saving the game during a door bash, and then loading that save
• fixed a crash that occurred when changing the resolution while viewing through security cameras
• fixed a crash that could have occurred if the player saved the game while a follower was climbing over an obstacle, loaded the savefile, and had the follower attack someone
• fixed a potential issue with NPC logic which could mark them as avoiding certain objects forever
• fixed an issue with a follower NPC on Dilapidated Complex
• fixed loading a savefile while watching a security camera leaving the noise effect active
• fixed funny things happening if the player managed to kill Jacob before the cutscene
• added a missing auto-save junction on Oleander's Objective
• improved pathfinding for followers, which should reduce instances of NPCs getting stuck somewhere
• improved pathfinding for all AI - enemies ought to get stuck less often now
• tweaked pathfinding to make AI more prone to avoiding tight spaces
• tweaked the way goons avoid obstacles
• time until a missing patrol is noticed increased from 55 seconds to 80
Version 1.0.16
• fixed a crash that could have occurred when enemies were blindfiring
Version 1.0.15
• fixed a crash that could occur when changing the resolution with night vision goggles turned on (regression introduced in one of the previous patches)
• fixed a crash that could occur when NPCs would try to warn each other of the player's presence
• fixed a crash that could occur when turning off the lights in an area with NPCs on social stealth levels
• fixed being able to quicksave during a mission failure state
• fixed semi-transparent tips on loading screen
• fixed followers hearing the player make noise counting as "times heard"
• fixed the "radio jammed" icon displaying indefinitely when knocking out a goon that has their radio jammed
• fixed breaking lamps after turning off the breaker box controlling them still causing the lamps to flicker, as if they were powered
• added handling of corrupt savefiles to prevent game crashes on game load
• russian localization tweaks
Version 1.0.14
• fixed a crash that could have occurred in the dynamic lighting system
• fixed cases when actors would tunnel through objects/walls if their death animation moved their physical body
• fixed key bind states not being reset if the keys are let go of in the in-game pause menu
• fixed an infinite noisemaker/tazer mine bug
• fixed noisemakers/tazer mines thrown on Office Floor, Ground Floor not being triggerable after getting back from Office Floor, Top Floor
• fixed slo-mo not disabling when finishing a level, resulting in slow-motion narration and various UI actions
• hovering the mouse over the tip display makes it more transparent, like the rest of the HUD
• ALT+ENTER now works in the main menu for the purpose of switching between fullscreen and windowed screen modes
Version 1.0.13
• implemented a gib reuse system, to prevent crashes from too many gibs in the game world
• fixed incorrect impact gib velocity on quick reset
• fixed incorrect wall impact hit particle count on non-ricochet wall hits
Version 1.0.12
• fixed "Duality of Man" achievement requiring the player to NOT kill anyone as Steve on "Pablo's Hideout" - players that have recently been playing through the game to unlock this achievement are encouraged to load up their most up-to-date savefile, and finish the game; this fix is applicable retroactively, and does not require playing through the game from the beginning again
Version 1.0.11
• fixed a crash that could occur related to goons waiting for grenades
• fixed a crash that occurred when installing firemode-altering weapon mods on weapons in a very particular fashion
• "Throwback" difficulty now further reduces damage taken by the player
• minor Portuguese localization tweaks (there will be more in the future)
• updated LOVE2D to 11.5 (was 11.4)
Version 1.0.10
• the "Duality of Man" no longer requires the player to kill everyone on "Mob Corporate Front", as that level was causing confusion, since the player first played as Steve, and later as Sean, along with additional fixes to make it work as intended
• fixed being unable to select ammo if quickly spamming the inventory key binding
• fixed a crash related to the inventory screen
• fixed a crash that could have occurred when equipping some weapons with specific weapon mods
• fixed being able to kick the door leading to Jacob's room open with the right mouse button when unarmed
• fixed changing the movement speed, while holding down the sprint key, influencing the movement speed
• fixed the follower marker not appearing in some cases after resetting to last save
• russian localization fixes
• chinese localization fixes
Version 1.0.9
• achievement fixes:
* fixed "True Pacifist" achievement not unlocking under certain circumstances (if the player had killed at least 1 enemy on levels played as Sean)
* fixed money-related achievements not pending an unlock check when starting a new playthrough in New Game+
* the game now tracks all kills (enemies killing enemies and followers killing enemies as player kills) as player-made kills, to prevent cases where enemy friendly fire would lock the player out of the "Duality of Man", "Wetworks", and "Punisher" achievements
* these fixes are, unfortunately, not possible to apply retroactively, and getting "Duality of Man" will require playing through the campaign again, since enemy friendly fire did not count as player kills, and even a single enemy dying in enemy friendly fire disqualified the player from the achievement

• rewrote the way the game handles tracking object data between saves, to support retroactive additions of new objects to existing levels saved on previous versions of the game - this was done to further adjust game levels in the future
• fixed goons returning fire/laying down suppressive fire in an excessive manner
• fixed a crash that could occur when loading into a savefile while taking damage
• fixed two crashes related to weapons when dying and resetting after being in combat/etc.
• fixed a crash that occured when changing the game resolution under certain circumstances
• fixed incorrect native resolution display across all but english and russian localizations
• fixed "gun kills" tool usage counting for more than 1 per each shotgun pellet that hit an actor in the same frame
• fixed goons not being of the proper height and physical properties when knocked down and immediately knocked out
• fixed the description for the "Auto-grab ammo" difficulty mutator
• when finishing a game on the "Custom" difficulty, the game will now log all unlocks for the "Normal" and below difficulties (previously it didn't unlock anything)
• the "Custom" difficulty will now draw unlocks for New Game+ from difficulties "Normal" and below (was from "True")
• goons now lose all their velocity when knocked out, to prevent tunneling into walls/obstacles
• reverted back to LuaJIT 2.0.5 - I suspect some of the issues regarding AI pathfinding arise from bugs in LuaJIT 2.1
Version 1.0.8
• fixed a softlock that occured in the hideout when flashbanging Steve
• fixed goons with no weapons becoming unresponsive when they would be flashbanged
• fixed goons sometimes reacting to patrols that are not missing, when following a particular course of actions
• fixed rate of fire in loadout menu not being updated when ammo types are switched
• fixed incorrect objective pickup name on "Gang Hideout" across all non-english localizations
• fixed being able to freely pan the camera during dialogue with Steve, if the player had selected a weapon to switch to right before dialogue
• fixed the night vision effect disappearing when changing the camera zoom offset, while night vision goggles are active
• applying a small delay to switching from running to walking animations, to prevent rapid switching between walking and running animations, resulting in weird-loking animation playback, if the actor's movement speed is quickly altering between run-state, and walk-state
• crashlogs will now include map name, player state and player coordinates at time of crash
• russian localization fixes
Version 1.0.7
• fixed a crash caused by goons exiting their scene state in some particular circumstances
• fixed a crash that occurred when the player was preparing to kick a door, and something destroyed it
• fixed the "Get X ammo" prompt appearing in cases when it shouldn't following a reset to last save point
• fixed a typo in epilogue
Version 1.0.6
• fixed picking up a throwable, and the cancelling the throw, kicking the player out of aiming mode while using HSR-EMP, and making it unusable until the player would switch weapons
• fixed a crash that occured when using the HSR-EMP on EG glass that did not have a switch
• fixed a crash that could occur while modding weapons, and installing a weapon mod that conflicts with an already-installed mod
• fixed a spot where the player could get stuck in "Decrepit Industrial Area"
• fixed gun reload times being much shorter if loading a savefile, in which the weapon was being reloaded when it was made
• potential fix for followers indefinitely climbing over the same window
Version 1.0.5
• fixed crashes caused by flare gun projectiles and flashbangs under certain circumstances
• fixed a potential crash when enemies would call in reinforcements
• fixed a potential crash when the objective intended to be marked on the HUD was not on the level anywhere
• fixed unloading the VP9 in "Prologue. Steve's place" considering the objective to pick up the pistol as finished
• fixed incorrect task text in epilogue in one of the endings
• updated LuaJIT to latest github version
• russian localization tweaks
Version 1.0.4
• Mini-Uzi made concealable in social stealth levels
• playthroughs started though the "Load map" menu will now be considered full playthroughs if the campaign was started on the first level in the list - if you have previously completed the game, but seemingly didn't unlock anything, try loading the last savefile (epilogue) from that playthrough, and finish the game - you ought to unlock everything now!
• fixed cases where starting New Game+ would not grant weapon mod blueprints that the player found in his previous playthroughs
• fixed Sean receiving Learning Capacity, instead of Steve, after finishing "Pablo's Hideout"
• fixed incorrect spelling in one of the first narration sequences
• fixed tranquilizer/gas leaving goons stuck in the "dizzy" state indefinitely, when following a certain order of actions
• fixed a softlock that could occur in the prologue if the player drank soda while going towards Sean's apartment door
• fixed problems with the player state when conditions for the objective are met, while the player is in a vent shaft or a closet, and the finished objective leads to a cutscene
• fixed a typo in one of the first narration sequences in the english localization
• russian localization tweaks
• preventing level restarts on Hideout now, to avoid various progression-related issues
• the game will now start in fullscreen mode, instead of windowed, on first game launch
• fixed a crash caused by gas and tranquilizer darts
Version 1.0.3
• the "Load map" menu is now disabled until the player has completed the game at least once, to prevent players from mistakenly beginning a playthrough through that menu, finishing the game, and then being confused as to why they didn't unlock certain completion achievements, and didn't receive New Game+
• fixed incorrect alpha value on flashes
• fixed flare gun projectiles having a visible projectile
• fixed impossible to grab ammo next to Auto 5 in "Gang Hideout" (fix applies when starting the level again)
• fixed a crash that could have occured when an enemy that was following someone would notice the player under certain circumstances
Version 1.0.2
• fixed a crash related to the actor tile occupancy grid
• fixed pedestrian NPCs sometimes being invisible
• fixed pedestrians counting as enemies for achievements involving kills by fire and gas grenade knockouts
• fixed bad savegame validity evaluation (regression introduced in the previous patch) - now savefiles will properly be evaluated as correct/incorrect
• the "Make noise" action will now take ambient noise level into account, but will not exceed it if it is too high
• reorganized tables in one of the offices in "Gang Hideout" to prevent cases of enemies getting stuck in world geometry
• empty magazines made concealable
Version 1.0.1
• fixed a spot where the player could get stuck on in Mob Corporate Front
• fixed switching to specific weapons while carrying a body allowing you to move at full speed
• fixed bad loading of status effects on enemies, resulting in issues such as enemies not losing consciousness when gassed or tranquilized, then saving, and reloading the savefile after quitting to the main menu
• fixed a crash that could have occured with non-standard gamepads
• fixed a crash that could occur when climbing over tall walls
• fixed a crash that could occur related to enemy states when resetting to last save
• fixed being able to get stuck in one of the toilets in "Pablo's Hideout"
• fixed the HUD not showing if dying when the inventory screen is open, until the player would open the inventory screen again
• fixed one of the keycard pickups not unlocking the last keycard door in "Office Building, Top Floor"
• the game will no longer list or load savefiles from the Steam playtest (8 months ago!), which would cause crashes