About the Game
But you are not alone. Rival spies are after the same objective and every single one of them is as skilled, cunning and well-equipped as you are.
Blend in, grab the objective and break out. In the end, only one spy can complete the mission and get the paycheck. Company policy.
Find your playstyle with a roster of diverse agents each with their own unique weapon and skillset. From world-renowned burglars to up-and-coming espionage sensations, DECEIVE INC. prides itself on being an equal opportunity employer.
Create your loadouts from a plethora of highly versatile gadgets. With agent's favorites like the Inflatable mat, holo-mimic and bullet proof umbrella, our world-class R&D department got you covered. Literally.
Every DECEIVE INC. agent is outfitted with a high-tech holographic watch allowing you to disguise yourself as guests, staff members or even security guards to gain access to restricted areas without arousing suspicion. Guaranteed to keep you hidden as long as you don’t shoot… or get shot.
Infiltrate sprawling locations filled with people to suspect, electronics to hack, restricted areas to trespass in and windows to jump from. How you get inside the vault and steal the objective is entirely up to you… and all the rival spies who will stop at nothing to beat you to it. No pressure.
Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Scoundrels & Sentinels Hotpatch 2
Agents, we are rolling a very small hotpatch to address a variety of issues as well as deploying an all-new skin bundle for Squire.
New Content:
Rigid Raccoon Bundle
It’s time to deploy into the field with the all-new Rigid Raccoon bundle including a legendary skin, a unique intro pose, a title and an avatar!
https://media.tripwirecdn.com/110824/rigidracoonbundle.png
The bundle is now available in the shop for 2000 bonds.
General
- Fix for a server crash issue
- Fixed Red’s “you have my bow” intro pose (For real this time!)
- Fix for cross-platform friends/parties issues.
- Fix for text getting cut off in some ability descriptions. (We are aware of some text going outside the box, but this is preferable to cut text for now.)
Scoundrels & Sentinels Hotpatch
Agents, like we discussed last week, are rolling out a hotpatch addressing a variety of issues that have been affecting the game. We are also still working on resolving back-end issues and wanted to give a bit more info on where we currently stand.
Server Issues
While these back-end issues are not part of the hotpatch itself, we wanted to give a bit of an update on where we are with them. Please note that since this is server side, we will continue deploying fixes outside of this patch without any download needed on your side.
Party Issues: We have resolved issues with players being stuck out of matchmaking after being kicked out or disbanded from a party.
Server Disconnect Issues: We have identified the problem and we are going to deploy a potential fix tomorrow. We are keeping a close eye on this one to make sure things improve.
Mid-Game Join: We are aware and have identified the issue, but we do not have a full fix yet. We have a low probability that our fix for server disconnect tomorrow improves this too, but we need to keep monitoring the situation to make sure it gets resolved.
Latency Issues: We are following reports closely on abnormal latency issues. We do not have a definite fix at this time.
Bug Fixes
General
- Fixed performance issues on some spies that would result in frame drops when blowing cover.
- Fixed a situation where players charmed with the right timing while melee-ing would instantly heartbreak themselves.
- Fixed the timer display on the retinal scanner not reflecting the correct amount of time.
- Fixed the “You have my bow” Red intro pose not having the correct placement.
- Fixed the stretched icon in the intro pose menu in the store.
- Fixed a missing collison on a pre-game lobby wall.
Agents
Cavalière.
- Fixed an issue where Cavalière’s “it’s a setup” zone would highlight used objects instead of unused ones (ammo, keycards)
Octo
- Fixed a bug with Octo’s base expertise that made his field of view value off from the intended value, leading to a lower angle than desired.
Sasori
- Fixed an issue that caused expertise 3 to linger much longer than the visual suggested.
Levels
Sound Eclipse
- Fixed an issue where a guard room could spawn two keycards in the same room.
Fragrant Shore
- Fixed an issue where players could get revived under the map at the central extraction pad.
- Fixed missing collisions in the yacht
- Some spots where npc could spawn under stairs
Agents,
We are back with a fantastical catalog and a massive update that aims to shake up the meta in a myriad of ways. From ability reworks, to new gadgets and expanded capabilities for existing gadgets, there is something for every build in this patch! Here’s what you can expect to see:
- A new Fantasy Adventure catalog with 50 levels of unlocks
- Reworked abilities for Ace, Chavez, and Yu-Mi
- Two new gadgets
- The introduction of map Variants
- A yacht-full of balance changes that aim to shift the meta in interesting new directions.
- An increased level cap to 700 with a unique ink to acquire to go along with it!
Let’s dive into it!
Major Additions
New Catalog
Scoundrels & Sentinels
Assemble your party and roll for initiative in our all-new catalog: SCOUNDRELS & SENTINELS. We are thrilled to reveal our new fantasy-themed catalog bringing you into a world of brave knights and devious rogues.
https://media.tripwirecdn.com/102824/sandsseason.pngWith 50 levels of unlock and our most ambitious skins and our first animated calling cards, we hope you enjoy the journey into the tales from bardkeep!
Level Cap Raise
Level cap has been raised to 700. Reaching the new cap will reward you with the all-new Opal Ink to showcase your dedication.
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New Gadgets
The Bait Box - Deception Gadget
Cooldown : 45 seconds
Gadget HP: 5 HP
https://media.tripwirecdn.com/101724/baitbox.png
Our first new gadget is here and ready to make some noise. The bait box is a new deception gadget based around creating fake sounds to bait your opponents into traps, away from fights or simply drive them mad in pursuit of an illusory keycard.
The Bait Box is a deployable gadget that can play the selected soundtrack (you can change tracks with right click) to bamboozle foes. There are four tracks to play:
Gunshots: Play an assortment of gunshots in quick succession to simulate an ongoing fight. Ideal to bait aggressive players into a fake fight or drive them away from where you are going.
Character Alerted: Play an alerted voice line from a npc to sell the illusion that an out of cover spy is nearby.
Keycard Jingle: Play the iconic sound telling players that a keycard is nearby, driving them to madness and sadness like no other gadget can.
Keycard Printer: Plant chaos into the infiltration phase by faking that a gold keycard is currently being printed!
The Bait Box has been added to regular account progression and is unlocked at account level 22.
The D-Eye - Recon Gadget
Cooldown: 45 seconds
Gadget HP: 1 HP
https://media.tripwirecdn.com/101724/deye.png
We’ve wanted to add more elements that reinforce the spy fantasy for a long time and our second new gadget, the D-eye, is a step in that direction. You will be able to shoot cameras from a handheld pen launcher to create your very own surveillance network. The cameras can stick on surfaces, but also on people, allowing you to spectate a bugged npc (or player!) from afar.
Of course, breaking or changing cover will immediately break the camera on a bugged spy. While the D-eye is a potent visual tool, its feed provides no audio, leaving you without crucial information if you stay watching for too long. With the possibility of setting two remote cameras, the D-eye can be used in a wide variety of creative ways and we can’t wait to see you all use it on the field.
The D-Eye has been added to regular account progression and is unlocked at account level 25.
Character Kit Reworks
It’s been a long time coming, but we’ve finally taken the jump and decided to give ourselves the time necessary to change existing abilities entirely. We have a list of abilities we want to revisit and they could not all fit within this update to reach the level of polish and usability we wanted. We have chosen a selection of abilities that we feel are both boring and very strong to start things off.
New Chavez Expertise 2: ALL-STAR
Immovable object becomes an unstoppable force.
Cooldown: 40s
It has become a bit of a meme how passive Chavez is as a character. The entirety of his toolkit is built with a very defensive approach which leaves very little lee-way to create a different build for him. His expertise 2 is the biggest offender in that regard. The resistant status effect has always been a contentious subject and having a playstyle that rewards you for simply standing in a circle while shooting was not very interesting.
Enter ALL-STAR, a new expertise replacing unshakable fortresses starting now.
ALL-STAR puts Chavez into a stance where he gains amped up, but cannot shoot for 5 seconds. During that stance, he can shove any npc he enters in contact with. When colliding with a spy, Chavez deals 15 damage and breaks both his and their cover while shoving them away with FORCE.
Additionally, Chavez can open doors immediately by ramming them in this stance if he either has the intel/keycard to open it or if it’s already unlocked. The intel will still be consumed when opening a door in this way, but it won’t stop your charge, allowing for very decisive actions.
New Ace Expertise 2: Heat Vision
Hunt troublemakers like never before.
Cooldown: 35s
Adding more damage on top of Ace’s base output has been a problem for a while. Having an expertise that hinges entirely on adding DPS is a very difficult act to balance. Nerf it too much and it becomes irrelevant, make it too strong and it becomes a must have to make the character viable.
With this new iteration of Ace’s expertise 2, we are moving away from damage entirely and digging deeper into Ace’s tracker identity.
Heat Vision is a new expertise that puts Ace into a state where she can detect players that have accumulated heat. This will create a heat zone, a large area that highlights everyone in it, npc and spies alike. The more heat the player has, the tighter the zone, making finding who is the perpetrator easier for Ace.
- Heat Vision will start tracking players with half a heat level
- Heat Vision lasts 25 seconds and has a range of 90 meters.
- The precision of heat zones is influenced by how much heat the rival has, the more heat, the tighter and less noisy it is.
We want this new expertise to fill a different niche between her base tracking and big blind, giving a dynamic way to track players that have gotten in over their heads.
Yu-Mi Bubbles Rework
Yu-Mi expertises are getting a rework of this update, changing how they function to both make them better zoning tools, but also add counter play to how rivals deal with them.
Core Changes
Yu-Mi now shoots a central pellet that is visible and present at the point of impact that created the bubble. This pellet can be shot by rivals, shutting down the bubble instantly and kicking off Yu-Mi’s cooldown immediately. This adds a whole new angle on how to place bubbles for a Yu-Mi player and gives us much more room to expand their functionality from a design perspective. Let’s dig into the buffs that go along with this.
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Expertise 1: EMP Blast Range and duration has been extended for the base bubble, allowing denials of large corridors and overall a much more potent zoning tool than before. In addition to this, the base bubble now deals a small damage over time (1 damage per second) component, making rivals respect Yu-Mi’s space more than before.
EMP blast Radius: 4.5m => 5.25m
Duration: 12s => 20s
Expertise 2: Healing Bubble Bubble size has been increased to allow play around the placed destructible core and duration has been expanded like the base bubble.
- Healing ticks happen more often. Every .75s instead of 1 second.
- To compensate for the range being bigger and ticks being faster, we reduce health per tick from 10 to 5. The overall healing from a single bubble is now 25% higher than before, but in a 20 second period instead of 10 seconds making it less efficient at quick fill up but better in prolonged engagement (provided no one destroys your bubble core!)
Healing Bubble Radius: 3.75m => 5.05m
Duration: 10s => 20s
Expertise 3: Nano Fields Range has been increased across the board. Duration is now longer when NOT stuck to a character to give a use zoning use case when used on the environment. As you can see we also changed the name of the ability to clarify its functional difference vs the EMP bubble.
Nano Field Radius: 2.5m => 3.3m
Duration when not stuck: 7.5s =>20s
Duration when stuck is the same as before (7.5s)
Passive 3: Booby Traps Booby traps bubble got the same overall treatment as others: Bigger size, longer duration, but a destroyable core that allows the player to get rid of them immediately at the cost of shooting. They also feature the small damage over time from the base version, giving a bigger deterrent for rivals to enter their range.
Booby Trap Radius: 2.4m => 2.8m
Duration: 8s =>12s
A note on further character changes: We are well aware that many more elements in the game could benefit from the treatment we are giving to abilities in this update.Yu-Mi’s passive options have always been problematic, Larcin’s Expertise 2 is something we’ve long wanted to change and Hans’s kit is something we are looking to change in a more engaging direction, just to name a few candidates.
We will be sharing more changes incoming for more characters in the future, but we need to keep the list relatively tight to be able to deliver these changes in a polished fashion. We want to be very clear that we don't consider these picks to be the only abilities that need changing.
General Changes
Map Variants
To increase match variety, we are introducing the concept of map variants with two maps to start things off. Variants will allow us to change time of day and even some gameplay elements in the future. To start with, these two maps are: Fragrant Shore by Night and Hard Sell Morning.
Both maps will feature an additional VIP (Luana visiting Hard Sell and Garcia visiting Fragrant Shore) to give them a bit of a unique flavor.
Hard Sell Morning
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Fragrant Shore Nighthttps://media.tripwirecdn.com/102824/fsn1.png
Map Update
The Yacht has arrived in Fragrant Shore, ready to replace the security truck as the host of vault terminal C. We have transformed the truck into a staff room, giving a better spread of staff areas for the map. While the rework of Fragrant C is the big attraction in the update, we have tweaked a lot of areas including giving more cover in Hard Sell’s vault and adding a bit of visual occlusion on Silver Reef’s balconies with the addition of doors.
https://media.tripwirecdn.com/102824/fsy.png
https://media.tripwirecdn.com/102824/fsy2.pnghttps://media.tripwirecdn.com/102824/fsn3.png
Keycard Printer Changes
Expanded possible spawn position and added a new system that ensures that no two printers are too close together, making a better spread inside the vault with more variance.
Extraction phase tweaks
We’ve made two changes to how the extraction phase plays out based on player feedback.
First of all, the phase will now get extended by 30 seconds each time the package changes hands. This is a new initiative to limit games where a long chase ends up in a draw because nobody has time to turn in the briefcase in the end.
In addition to this, we are making turning in the briefcase at the extraction much faster if you are the last spy/ team standing. This will allow you to end things more quickly and get ready to queue up again in a faster fashion.
First Package Capture XP Event
We have added a new source of XP rewarding the player (or team) that captured the package first. This is an additional 500 XP which means that grabbing the package first is worth it even if you don’t manage to extract in the end.
Guards behavior Tweaks
We have modified how guards react to danger events a bit more this update. We have made the bullet impacts location less likely to attract guards by making them occluded by the environment in a more aggressive way. In practice, this means you will get much less situations where a stray bullet from a fight attracts a guard from far away, leaving the danger events around you to be the most important part of aggro.
Elite Guards Social Interacts Update
Elite guards can now also use normal guards' social interaction spots, greatly expanding their blending abilities.
Beginner Queue Update
We have made important changes to the beginner queue:
Added Feedback and opt out feature
We have added a clear feedback that you are currently in the beginner queue and will thus encounter bots in your matches. This can now be opted out of at any time in general settings. You can return to the beginner queue as long as you are within the allowed levels at any time if leaving it proves to be too much!
https://media.tripwirecdn.com/102824/bpe.png
ADS Setting
A new “toggle ADS” setting has been added in the option menu.
Balance
Full ability reworks are listed at the top with major features, we will not describe them here and will focus on smaller balancing changes.
Suspicion
We have added a lot of features to suspicion in the last update that made it less of a factor in a lot of situations. While these changes have overall been quite positive, we want to turn back some knobs to keep suspicion relevant in situations where it should be while deepening its overall interactions.
- Upped NPC vision distance, increasing from where suspicion is gained 20m => 25m
- Blowing cover no longer flush all suspicion, it regens at the normal rate while out of cover instead. This will limit the value of cover regen vs suspicion (while still keeping intact the value of recovering itself).
- We added “scolding” as part of the feedback displayed on your portrait. This now also ties into suspicion, allowing you to run after wrongly covered players to scold them without building suspicion.
Retinal Scanner
The retinal scanner was introduced during an event where VIPs were abundant, making the likelihood of seeing it being used higher than outside of events. We feel we’ve put too many guard rails to prevent its use, limiting how it can change matches in a meaningful way. As such, we are lowering one of these guard rails by reducing the minimum before which players can start interacting with the scanner.
- Time before scanner can be used 7 minutes => 5:30 minutes
- Reducing starting intel amount from 40 to 30.
- Intel Reduction per terminal reduced from 10 to 5 (40-30-20=> 30-25-20)
We don’t think this will change the use of retinal scanners in a major way, we will be looking at future developments to make them a more viable option, but we felt reducing requirements in the meantime would be the right move.
Agents
Ace
The Jack of Diamond has been in a rough spot against other alternatives in Ace’s arsenal. We are trying to give it a more distinct advantage in the fire rate department.
Weapons
Weapon 2: Jack of Diamond
- Passive Charge time .3s => .27s
- Charge delay after shot .65s => .55s
- Fire rate 1.35 => 1.65 shot per second
- Visual indicator added to clearly show when the mark is ready.
Cavalière
For Cavalière, we are looking at expanding the utility of her expertise 2 in a more significant way in the future, but we wanted to increase its range a bit for now to make it more reliable. We are also looking into a more in depth rework of expertise 3 to give it a clearer use case vs her base option.
Expertise
Expertise 2: It’s a Setup
- Significantly expanded investigation zone size to make it easier to use in big rooms.
Madame Xiu
Xiu’s expertise 2 is the clear winner for her kit giving her unparalleled mobility and a lot of options to get out of a fight. We want to put it more in line with her other expertises and make it more of a decision to decide when to use it rather than always having it as an emergency.
Expertise
Expertise 2 Serpent’s Bluff
- Reduced time to recall from 20s to 12s.
- Decreased cooldown refund when expiring to prevent players from always applying it preventively. 80% refund => 50% refund.
A note about passive 3: We are aware that xiu’s passive 3 is currently performing too well and we are testing solutions internally for this. We hope to deploy a change to this passive soon to even the odds with other choices in xiu’s arsenal.
Octo
Our focus around Octo is to make his base expertise feel smoother and more useful to use. We are also adjusting his expertise 3 cooldown a bit to better fit how strong it can be in fights.
Expertise
Expertise 1 Cashing Out
- Expanded max distance 20m => 25m
- Expanded max angle 110 => 120
Expertise 3 Make’Em Fold
- Cooldown 40s => 50s
Red
Weapon
Weapon 2 : Jack of hearts
- Reduced Red Dot size in ADS to help with precise shots at long range.
Vigil
Vigil is getting a variety of small touch ups with the goal of making her more comfortable to play overall. Her base weapon has become quite dependent on landing ALL your shots with our past nerfs, so we want to bring back some leeway in using it without going back to its dominant original version.
Weapon
Weapon 1 : Caliburn
- Shots before overheating raised 17 => 20
- Base ammo and ammo per box raised 35 => 38
Expertise
Expertise 1: Smoke Launcher
- Smoke projectile travel speed is now twice as fast to allow long distance shots more easily.
Passive
Passive 3 EMF Jammer
- The jammer now prevents NPCs from opening doors, not just spies.
- The jammer no longer prevents you and your allies from getting intel.
Yu-Mi
Yu-Mi has gotten a lot of changes on the expertise front, but her passive is another beast entirely. We want to look into the passive in a deeper way to make them more interesting and more fair, but the workload needed to do so was not realistic for this update. In the meantime, we are adjusting the quick fix reduction to a lower value that is less disruptive to the overall game.
With gadgets having longer cooldown overall than at launch, a cooldown reduction has gotten more valuable over time.
Passive
Passive 1 Quick Fix
- Gadget cooldown reduction 65% => 50%
Gadgets
With the addition of new gadgets to the roster, we also wanted to overhaul some under-powered picks in the roster by giving them added utility. We are also making some much needed adjustment to the deployed shield to make it less of a standout vs the rest of the gadget options.
Mimic
- Reduced “exit sound” range significantly to make the mimic more subtle unless someone is very close to you. 25m => 10m.
Remote Turret
- The remote turret will now attack rivals' gadget as their lowest priority target, allowing it to be used to destroy rival setup without risking your own cover.
Scrambler
- No longer jams intel for you and your team when active. Only rivals!
- The scrambler now pauses vault printers that are currently printing.
- Handheld scrambling range is now the same as the dropped version. 6m => 15m
- Restored the possibility of having the keep its “on” status when stashed.
Tripwire
- Tripwires can now stick to walls and ceilings, opening up a whole new world of devious plays!
https://media.tripwirecdn.com/102824/tripwireupdate.png
Umbrella Shield
- Dismantle time for rival players reduced 1.5s => .8s
- Deployed shield HP reduced 100 HP => 75HP
- Deployed shield lifetime 20s => 12s
Bug Fixes
General
- Reduction of npc “jittering” when controlled by a player.
- Fixed issues with IRIS using the wrong voice line during extract.
- Scared NPC will no longer accidentally crouch on a down NPC, reviving them instantly in the middle of a fight.
- Fixed an issue where downing a player exactly 100 to 109 levels above you would yield no XP.
- Fixed an issue with simulated impulses to prevent a desync between a player position and their npc disguise.
- Fixed an issue with NPC door avoidance, leading to npcs getting stuck in doorways.
- Fixed an issue that led to players gaining their expertise immediately during early match cooldown if they looted an expertise cooldown powerup.
- Fixed some security scanners not sounding the alarm on staff disguises.
- Fixed an issue that led to items dropped by a spy when downed to not be lootable for a period of time.
- Fixed an issue where IRIS and dialogue subtitles would overlap.
- Echelon ranks for friends in party now display correctly in the main menu.
Agents
Ace
- Fixed an issue where Ace would apply her base expertise on the wrong character after shooting someone because of the camera movement from recoil.
Cavalière
- Fixed an issue where Cavalière’s passive status effect would sometimes not apply.
- Fixed an issue where melee animations would not play correctly in 3P.
- Fixed an issue where printers that were currently printing were blocked because the interaction is locked.
Hans
- Fixed an issue where expertises for hans would not play their animations in third person.
Larcin
- Fixed an issue where the “souffre-douleur” passive would not make a spy drop an item from a tripwire cover blow unless Larcin hit them earlier in the match.
Madame Xiu
- Fixed an issue where NPCs previously used by Xiu would keep their allied outline in teams.
- Fixed clipping for the starfish collection skin in the endgame screen.
Octo
- Fixed an issue where Octo would be considered “Full Ammo” at max intel instead of full ammo.
Sasori
- Fixed an issue where players could bypass delays on charging kunais by swapping to an umbrella shield.
Squire
- Fixed an issue where having two sources of amped up (from passive and expertise) would lead to situations where they cancel each other out.
Vigil
- Vigil will now go back to ads once the overheat on her base weapon is done if the input is still held.
Yu-Mi
- Fixed an issue: Yu-Mi status effects could stay stuck if two bubbles from two different Yu-Mi overlapped together.
Map
All Maps
- Upgraded light bake quality in all maps leading to higher quality static shadows and detail.
Diamond Spire
- Tweaks to audio occlusion between floors, preventing sounds from the rooftop from being heard on the lowest floors in certain spots.
Fragrant Shore
- Fixed an issue where players could spawn under stairs in rare conditions.
- Fixed an issue where two keycards could spawn inside the same guard room inside the clock tower.
Hard Sell
- Fixed some lab door frames that allowed Octo’s Nautilo to cause damage through them.
Silver Reef
- Fixed an issue that led to the retinal scanner costing less intel than intended in Silver Reef when vault terminals were disabled.
- Fixed multiple instances of duplicate food in the map, allowing players to eat twice.
- Fixed multiple overlapping interacts that could lead to npc stacking together in areas.
Sound Eclipse
- Fixed a spot where players could clip into a wall in a blue room and still be able to shoot.
Gadgets
Drone
- The drone boost speed was lowered in an unintended side effect. It’s now back to its original boost speed.
Turret
- Fixed issues melee-ing the turret because of a mismatch between the state on client vs server.
Agents,
Deceive Inc. will undergo a backend update today at 11:00 AM EDT. This rollout will start with PC players on both Epic and Steam. During the first 24 hours of this update PC players will be isolated from console players and the ability for crossplay between PC and console will be temporarily unavailable. The development team will be monitoring the update during this time. We ask that any PC players who experience any oddities or issues please report them as soon as possible so we may address any complications as quickly as possible. The backend update will then roll out to the console platforms, barring any issues. We thank you for your patience during these necessary steps and will provide double XP during the initial 24 hours of the update.
Back To School Hotpatch
Agents, we are rolling out a hotpatch to address top issues around the back to school update. This will require a client update which should be up for download when you get to read this.
General
Guard Behavior Tweaks
We are making more changes to overall guard behaviors to better fit their return to being able to shoot at heat level 0.
We are changing how guards follow their target and how closely they will tail players to give a better chance of escaping them and more overall playspace without having guards in your face. We are continuing to look into guard behavior to improve the experience in future patches, but this should help make them more manageable.
Bug Fixes
General
- Fixed a large amount of issues caused by NPCs being dormant for optimization purposes. This had led to some “Ghost NPCS” that could not be shot amongst other symptoms.
- Fixed an issue where holding melee, releasing it, and holding it again could make your agent's hands disappear.
- Pencil (Rainbow) Ink is now localized in other languages.
Gadgets
- Umbrella shields no longer interact to prevent a wide array of situations that make it a nuisance depending on its placement.
Agents
Chavez
- Tweaks were made to the Duke shooting animation to make it look off-center for a shorter time, making tracking shots easier.
Hans
- Similarly to Chavez, all of Hans’ weapons have received some animation tweaks in ADS to make follow-up shots easier to track.
Madame Xiu
- Fixed an issue that could lead to Madame Xiu getting catapulted across the map when using her expertise ability in some specific circumstances.
- Fixed an issue that got Madame Xiu a double location when pinging when she disabled the last vault terminal herself.
Sasori
- Fixed an issue with the auto-fire setting leading to Hyo & Hanei being able to charge a large amount of kunai at once.
Yu-Mi
- Fixed an issue where Yu-Mi’s Expertise would sometimes not recover.
Note: Our original fix on this was sadly only partial, limiting some instances where it could happen but not all. This one is a more robust fix. - Fixed a visual seam on Yu-Mi’s school girl outfit around her armpit.
Map
Training Range
- Removed the looming gray cube.
Diamond Spire
- Diamond Spire sound occlusion fixes to make it far more reliable across the level.
Fragrant Shore
- Fixed as spawn under the dock stairs, trapping players.
Sound Eclipse
- Fixed an issue that led to a missing gray field upgrade chests in some matches.
- Fixed a very rare possible spawn that would lead to players starting in a staff room.
- Fixed collisions in the new vault area that were not accurate.
- Fixed some of the central pit assets that looked crusty from a texture perspective.
Back To School Update
Agents,
While summer is nearing its end and the summer splash event is riding off into the sunset, we have a new update dropping to keep the good times rolling. We are putting a major focus on the suspicion system, but we are also rolling many more changes to a wide selection of game systems and adding some new cosmetic items to sweeten the deal.
Let’s dive into it!
General
Suspicion Continued
A major point of focus for us has been pouring over feedback around suspicion and charting a course for where we want to take the feature. We’ve got some major leaps forward in this update that will truly help reach the intent we have for suspicion, not as a substitute for a stamina bar, but as a unique mechanic based around stealth and how you behave around people.
Feel Seen
Suspicion no longer rises if there is nobody around to find you suspicious. You will see a new “Suspicious Eye” feedback near the player portrait telling you you are currently within a character’s line of sight and will generate suspicion if you run or jump.
Jumping
Jump now gives suspicion at a rate of 20% of your bar. This ties into the previous point where it only contributes to suspicion if someone sees you doing it.
Additionally, suspicion will no longer build continuously when jumping from a running start. The suspicion bar will simply stay at its current level without decreasing instead of rising the entire time.
Playing the part
We have added a feedback on the player portrait telling you if your npc is scared or aggro-ed with the help of a little “emoji”. When in this state, suspicion gain is stopped, allowing you to run away (or into) a fight without any build up. We want to encourage bold plays using the cover system and we think this is a great step in this direction.
https://media.tripwirecdn.com/082924/disguisestate.png
NPC behavior adjustment
We have added a new NPC behavior based on the time it takes for suspicion to fill up where they will stop running to walk and fake a player recovering from high suspicion. This behavior is assigned to npcs based on their internal suspicion factor making them more or less likely to behave like a player.
Vault Terminal Delay
We are adding something new to give back some of the advantage to players disabling a vault terminal. When you disable a terminal, you will still get XP and your field upgrade immediately, but a 15 seconds timer will start before the terminal is entirely unlocked. This is not known to anyone in the match until the timer is complete, giving a window of time where you are the only player in the match having this information.
With this information, we hope to give players that move the gameflow forward the initiative.
Guards Changes
We have big changes to guard this update. Melee only behavior is no more, guards will now be back to having ranged behavior even at heat 0. To compensate for this, we reduced their accuracy at lower heat levels and made it scale more heavily until it reached the same level it was before at heat level 3. We have also tweaked their range at lower heat level and added danger occlusion to doors, limiting the amount of guards summoned in adjacent rooms through gunshot sounds.
Finally, we have reduced guard and elite guards' base weapon damage to reflect the reality that they will now shoot more early in a fight.
All this together should hopefully make them much more tolerable and make the overall game experience far more pleasant when they get involved.
Network Performance Update
We have continued performance overhauls to how we handle items on the server, lowering potential stutters and overly high server use for smoother matches.
Retinal Scanner
We are making some adjustments around the retinal scanner based on the feedback we’ve received since their rollout.
- Retinal scanners do not share their intel cost with the entire match anymore, only you and your team. Getting your hard work stolen has come across as a bit too punishing for using them.
- Retinal scanners no longer cause a danger event when activated that would alert guards to the position.
Another aspect we’ll be watching closely from this patch on is how well scanners fare outside of the summer splash event when less VIPS are roaming around.
Controller Aim-Assist Upgrade
The new Aim Assist system ditches the physics-based approach and returns to character data selecting relevant bones to produce a simplified skeleton of the target using line segments.
Segments have a priority value and the Aim Assist tries to guide the player’s input to steer towards higher priority segments while allowing free movement along the segments of same or higher value
New Store Items
We have a new selection of “back to school” themed items dropping into the store including skins, intro poses and inks!
https://media.tripwirecdn.com/082924/sasori.png
https://media.tripwirecdn.com/082924/yumi.png
Sound Eclipse Vault Update
The deeper part of Eclipse's vault is getting a touch up with this update. Our goals with theses changes are numerous:
- Create a more distinct identity to the purple room deeper in the vault, making them more interesting to navigate and easier to recognize.
- Make the central part of the “engineering” area more interesting to fight and hide in with plenty more social interactions and more visual cover.
- Reduce the labyrinthic feeling with paths that are more straightforward and less winding staircases leading to the objective room.
With all these changes, we think Sound Eclipse’s deeper vault is a more interesting area to play in with more opportunities to experience what makes Deceive Inc. fun. We hope you like it!
https://media.tripwirecdn.com/082924/se1.png
https://media.tripwirecdn.com/082924/se2.png
https://media.tripwirecdn.com/082924/se3.png
Fragrant Shore B Terminal Upgrade
The B terminal purple room has received a major visual upgrade as well as an all-new shortcut giving more options on how players want to leave the area or take fights in it.
Our next focus for Fragrant will be an update to terminal C location, to make it more interesting, but we need a bit more time to get this right, so stay tuned!
https://media.tripwirecdn.com/082924/fs1.png
Balance
Agent
Ace
For Ace, we are enforcing the precision identity of the king a bit more strongly than before. With this change a charged body shot on an in-cover spy followed by a body shot will no longer be a kill.
Weapon 3: King of Diamond
- Body shot damage 45 => 40
- Body shot damage with charged passive 57 => 50
Larcin
Silence is a bit too versatile right now and we want to make its identity as a reliable close range weapon more defined.
Weapon
Weapon 1: Silence
- Fire rate 5.25 => 5
- Damage falloff starts at 15m => 10m
Madame Xiu
We are making some further changes on how Mamba’s Hunch functions to better fit with the new delay on vault terminals.
Passive
Passive 3: Mamba’s Hunch
- If Xiu or her team disables a Vault Terminal, she gets the ping on other players' location immediately. Rivals are not notified when this use case happens.
- If a rival disables the vault terminal, it will give the ping once the rest of the match gets the notification (15 seconds after the disabling.).
Octo
Nautilo has been very "do or die" being extremely lacking if caught off guard without a charged shot. We are making a couple of changes to make the hipfire mode feel more reliable and reduce the time it takes to build up to a comfortable pace.
Weapon
Weapon 2: Nautilo
- Starting Fire Rate: 2 => 3
- Increaser Per shot: 3% => .55%
- Constant Shots before Overheat: 34=> 40
- Time to reach max curve: 2.5s=> 2.25s
- Max Rate of Fire: x5 (10) => x4 (12)
- Overheat Duration 4s => 3.1s
Sasori
With the coated weaponry, Yuki & Hikari has become a sight to behold. The major crux of the issue was that Sasori was accumulating more max damage than originally intended. We planned to have Sasori max out at 3 status effects, but he was able to augment his damage with a 4th effect, making him extremely strong in team scenarios that would play around this.
This nerf aims to keep this weapon very potent with status effects, but cap out the max damage to a more acceptable level that limits instant melts.
Weapon
Weapon 3: Yuki & Hikari
- Projectile damage 7 => 6
- Maximum Status effects stack 4x Damage (28 Per shot) => 3x Damage (18 per shot)
Gadgets
Umbrella Shield
- Added a visual distinction between allied and enemy shields to help clarify in team fights.
Bug Fixes
General
- Fixed an issue where your weapon/arm could disappear after using a healing vial.
- Plugged in some never before used Voice lines on some agents, notably on Larcin’s passive uses.
- Extraction confusion achievement now works correctly with the spyglass.
- Fixed an issue where the ping voice line would not play on single pings.
- You can now move while navigating the ping wheel.
- Extraction music now plays a different version correctly for the carrier and their team.
- Fixed an issue where guards could still enter toilet stalls in sound eclipse when aggroed.
- Fixed an issue where spectating a player using the drone would break the information shown on screen.
- Fixed an issue where navmode would cancel some unintended expertises.
Maps
Hard Sell
- Lasers in the objective room no longer block projectiles and are destroyed properly when the extraction phase starts.
Fragrant Shore
- Fixed a player spawn point inside some stairs.
Agents
Ace
- Fixed an issue where Ace’s expertise activation timer was not visible.
Hans
- Tone down the visual intensity of multiple visual FX.
- Hans passives can no longer blow cover through walls.
Larcin
- Throwing your weapon now has appropriate vibrations on the controller.
Octo
- Fixed an issue where Nautilos charged shot could damage players through walls with the AOE.
- Auto-Fire hold settings now work correctly with Pulpo’s ads shots.
Red
- Fixed a bug where her expertise 2 would sometimes heal allies for much HP than intended.
Yu-Mi
- Fixed an issue where Yu-Mi’s expertise status effects could stay stuck on victims.
Gadgets
- Fixed an issue where the umbrella shield would not play its destruction visual effect when broken.
Known Issues
- When using the "retinal scanner" in teams, your team will see the needed intel amount visually (and visually only) drop incorrectly by 20, instead of the correct amount of 10 as terminals are de-activated. This will correct itself as the scanner is interacted with.
Summer Splash Hotfix
Agents, we are rolling out a hotfix with a selection of tweaks for the Summer event. Let’s have a look:
General
Bots adjustments
Slowed down the speed at which bots try to extract when they have the package, to give players more of a chance to catch up to them.
Agent
Madame Xiu
- Xiu now resets her suspicion bar after using her expertise, allowing her a bit more freedom of movement to fit her kit.
Bug Fixes
General
- Option to show player levels is correctly displayed
- Suspicion tip now appears way less often
- Fixed a typo on Summer event posters
- The suspicion bar is now visible with the cover bar instead of only being an outline at first.
- Using the catwalk interact will now share event XP with your entire team.
- Event items will no longer spawn in private lobbies.
Maps
Diamond Spire
- Fixed a spawn that would spawn players right on the catwalk.
- Fixed a small hole in the vault walls.
Fragrant Shore
- Fixed a possible player spawn inside a staircase.
Silver Reef
- Fixed instance of double food on the bar near terminal D.
- Fixed a spawn for players on the SR catwalk.
Agents
Ace
- Fixed Ace’s expertise being canceled by navmode.
Cavalière
- Fixed an issue where Cavalière could stay stuck during her melee animation.
- Fixed the melee VFX sometimes staying stuck forever after a melee.
Asia Pacific Server Issues
We are aware of latency issues around the Asia-Pacific servers and are currently working on a solution. We will keep you updated on future developments and we hope to deliver a resolution in the near future.
Current Release
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Uploaded Sep 27, 2023
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System Requirements
How to Install
DeceiveInc.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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6.8 GB
11454326
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View AllDownload Deceive Inc. for PC with a direct link or via torrent. Get the full version of Deceive Inc. for free. Deceive Inc. is a Action released by Sweet Bandits Studios.