Suit for Hire
by Godmode Interactive · 20 Jun, 2025
71 downloads
About the Game
Suit for Hire is a thrilling top-down (and third person) action shooter that combines strategic gunplay with intense martial arts combat. Dive into a world of exquisitely executed violence as you navigate through adrenaline-pumping missions.
Become a Skilled Assassin
In Suit for Hire, you'll step into the shoes of a highly skilled assassin, taking on dangerous contracts in a variety of stunning locations. With a limited supply of ammo and resources, you'll need to outsmart and outmaneuver your enemies to survive. Utilize a wide array of weapons at your disposal, including pistols, shotguns, and assault rifles, but it's not just about firepower- masterful martial arts moves will allow you to take down foes in stylish and brutal ways.
Features
Top down and Third person mode, easily switchable at any point in the game
Tons of levels, chapters and Arena levels to put your skills to the test
Finishers, melee combat and action movie moves
Use different weapons and tools to your disposal
Immersive Visuals and Gameplay
The game's sleek and stylish visuals, combined with its intense gameplay, create a truly immersive experience. Whether you prefer to go in guns blazing or rely on your martial arts skills, Suit for Hire offers a variety of playstyles to suit your preference. Prepare for an adrenaline-fueled journey through a world of beautifully crafted violence.
Are you ready to become the ultimate assassin? Suit up and prove your skills in Suit for Hire.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Hey everyone!
Apologies for this update taking so long, it was essentially ready for a hot minute considering it was in the Beta branch for a while.
This update includes a bunch of things spanning from bug fixes, improvements, additional customizable settings and more.
There's a few more minor bugs on my to-do list so expect a patch in the coming weeks, that being said, I tried to do extensive testing of this update to make sure I didn't f*** anything up, but if you notice anything game breaking, feel free to yell at me in any of the respective channels (Discord, the Community Hub, this news update's thread, messenger bird) and I'll do my best to hotfix anything ASAP.
[img src="{STEAM_CLAN_IMAGE}/40399016/08425560b393e77a2be4d007cc8e789eb24971f5.png"]
Photomode
One of the new features in this update is the quick photomode that was added in, you can easily pull it up with the hotkey (Default: J, customizable) and there's a button in the pause menu as well.
A few players have already been taking some fun screenshots with it during the Beta, now others can mess around with it as they execute enemies with style.
[img src="{STEAM_CLAN_IMAGE}/40399016/8cf9503c2508c05d61d76d6b99607bd936bd6d37.png"]
I may add some filters/more controls in the future, let me know if you'd like anything added and I'll consider it.
Headshots in Third Person
After the 3rd person mode's release, a few people were confused by the lack of damage variety based on where enemies were hit. I didn't really consider it since I wanted the gameplay to be similar from top-down to third person- but it made sense adding headshots to the third person mode.
This only works for secondary weapons, since your primary pistol is meant to be a tool of destruction. The Enhanced Hitboxes setting is turned on by default but if you prefer the more arcade-y shooting style, you can disable it in the Gameplay settings.
Katana
The Katana has been in the game for a while now, but it felt like it was missing a special something. The Katana can now pierce and stick into enemies/surfaces when you throw it at the right distance, be careful not to throw it in an unreachable spot because there's a small likelihood you won't get it back.
and more...
There's a lot more changes, improvements and additions to the game as well that I'll simply put into the patch notes list below. I'll be honest, there's a few things I fixed/added that I might've forgotten in the list so that's on me!
ADDED: Basic Photomode feature
ADDED: Quick restart button keybinding (restart at any point without pause)
ADDED: Office level now has enemies spawning in when pushing the secret button revealing the elevator
ADDED: Setting to turn off camera popups during clean suits
ADDED: Keybinding to toggle light/laser (None > Only Laser > Only Flashlight > Both, then cycle)
ADDED: Enhanced hitboxes for Third Person, new gameplay setting (defaulted to on): Hitting enemies in different body parts with a secondary weapon will deal varying levels of damage.
ADDED: Button to clear a binding entirely in Input settings
Tilde key ( ` ) should be bindable in Input menu now
Gamepad Special Left (Select button generally) should now be bindable in the Input Menu
Categorized settings UI to make it easier to find things
Changed hit react animations for first two punches
Adjusted pathing limits in Ocean Drive and various enemy placements
Optimized some levels that had lights that weren’t fading at a distance
Increased hearing range of all enemies from 3000 to 5000 (still subject to some pathing length limits)
Improved leaning animations while moving and added more smoothing/interpolation
Improved current Lethal Indicator (shows when ranged enemies will fire, different color for melee enemies)
Thrown weapons will bounce around a bit more when hitting surfaces
Thrown Katana can now stick in surfaces and enemies (deals additional damage) if hit in the correct orientation (a lil skill-check for players who memorize the proper throw distance)
Removed FPS presets and replaced with a slider (use 0 for unlimited, highly unrecommended though)
Changed some sound effects
Improved directing melee attacks using desired movement direction (as long as enemy is in view), additional layer of melee aim assist
Removed default key for Toggle HUD (can still be used in Input Settings)
FIXED: Can’t hit Escape on Caution popup when restarting through pause menu
FIXED: Shooting physics magazines on the ground plays blood particles… uh
FIXED: Executing and activating slowmo after a perfect dodge will cause the enemy being executed to have a desync’d execution animation
FIXED: Revolver ultimate hits glass rather than going through it
FIXED: Secondary weapon throw prompt staying on screen and stopping shooting after restarting mission
FIXED: Throwing weapons into glass would make them not lootable
FIXED: Throwing weapon in the air causes it to not continue physics properly and when fallen to the ground, cannot be picked up again (possibly lifespan related)
FIXED: Incorrect physics launch direction on melee attacks
FIXED: Fire extinguisher not despawning and not respawning (Overflow, Chop Shop)
FIXED: Akimbo deagle not affected by Crazy Ragdolls modifier
FIXED: Enemy navigation when cars roll in at Mansion entrance
FIXED: Controller focus should return to settings button when closing settings menu in pause menu
FIXED: Comic camera at full resolution when game has less than 100% resolution scale (now adjusts dynamically)
FIXED: Using other weapons with deagle equipped drops bullets no matter what kill-type
FIXED: Enabling slowmo after walking through a slowmo door doesn’t continue the slowmo and stamina continues to drain
FIXED: Diving while a slowmo is ending causes an odd time dilation difference, causing the dive to be very quick and odd animation changes
FIXED: Using Time Focus at the end of a hand-to-hand execution causes a mismatch in custom time dilation
FIXED: Second Deagle staying in the level after restarting
Disabled FOV/zoom effects and camera adjustments when going into Time Focus for UEVR Mode
Again, there's a few more things on my to-do list I'd like to fix/improve, so that'll come in a future patch.
Future content
I'd like to be transparent for the players that have been looking forward to new content. In the v1.0 release post, I mentioned that the game is mostly feature/content complete, it's possible there may not be any new levels, systems or features added in the future.
If any new content/features gets added, it'll be bonus content that I create in my free-time.
I know a few people have suggested Workshop support and trust me, I'd love to put it in the game- a couple people joined the Discord and gave me advice on the various workflows/processes for adding mods to a UE game, so I have some directions I could take the game when I have the time (shoutout to Mike Nolan!).
That being said, thank you for all of the incredible support, I'll still be pushing out fixes and improvements when/where I can for the game!
Just a small hotfix patch fixing a few issues that have been brought to my attention (thanks for letting me know quickly!)
- Melee attacks will only cause impulse deaths now (non-animated, should fix the weird stiffness issue)
- FIXED: Crosshair resetting improperly when restarting a mission, Reticle HUD showing up when disabled, etc.
- FIXED: Akimbo deagle not counting towards clean suits
Thanks and keep the feedback/bug reports coming, I'll try to have another patch out later in the week.
This update focuses on making shooting enemies a bit more fun by implementing 'overkilling' and animation physics that used to be in the game before (should be fixed/improved now), additionally adding some more QOL improvements.
I tested this patch a bunch but there's a chance some bugs sneaked through, let me know if you encounter any weird issues and I'll get on it ASAP.
Aim Assist Intensities
Felt like Aim Assist was a bit too strong? The Aim Assist settings now have a Low, Medium, High (and obviously Off) setting, you may notice your settings have reset if you were using Aim Assist before, so feel free to play with the settings to see which one feels best for you.
https://i.imgur.com/iQpmPor.jpeg
Reticle HUD
A feature that was requested was having a condensed version of the HUD directly on your reticle/crosshair, this setting is turned off by default but feel free to give it a try if it tickles your fancy.
https://i.imgur.com/j4NGcfu.jpeg
Various other changes and improvements have been made (and bugs have probably been produced), please let me know if you come across anything and I'll make sure to get on it as soon as I can.
- UI indicator when slowmo is activated to show stamina is being reduced
- Added overkilling (can shoot enemies multiple times when killed, bullets will penetrate them when killed though to not get in the way)
- Modified physics ragdolling
- Adjusted some deceleration values for Grunts
- Slowed rotation rate when grabbing an enemy from 500 to 300
- QOL: Aim assist intensity for controller and KB/M
- Improve blending of sidestep/roll animations
- Thumb mouse buttons will now show as TMB on UI
- QOL: Condensed crosshair UI (seeing ammo count and stamina)
- FIXED: Incorrect animation in Grunt movement
- FIXED: HUD shake is incorrect when firing in third person
- FIXED: Leaves aren’t set to Vegetation and stops bullets in City 2 Park Level (green leaves trees)
- FIXED: both hands play recoil animation when dual wielding deagles
- FIXED: Countering an attack while in time-focus causes the time-focus to break
- FIXED: Executing another enemy while grabbing a different enemy causes the grabbed enemy to get stuck, walking in place
- FIXED: Having Kick and Counter binded to the same event causes the player to start walking very slowly
- FIXED: Doors not colliding on any surfaces (self-collision)
- FIXED: Shooting explosive barrel in third person is incorrect
Thank you again for all of your feedback, bug reports and overall support!
Discuss the game with us and the community on Discord and Twitter. If you want to see the game developed live, catch Crimson on Twitch.
Report any bugs or feedback on our Community Hub.
Another patch hopefully improving the game further and fixing a few bugs, let me know if you encounter anything new or if the below bugs haven't been fully fixed:
- Reload UI not showing during Ultimate reload
- Added Grabbing to input buffer to allow chaining actions more fluidly (is that a word?)
- System to make player face specified orientation on spawn (third person)
- Keep facing direction when switching from top-down to third person
- Music now resets when hitting Replay button after ending a mission
- FIXED: Music not resetting in Trains
- FIXED: Firing recoil animation and then crouching causes crouch anim to be delayed
- FIXED(?): Secrets challenges not completing properly (made adjustment to code that should make this work better)
- FIXED: Reloading game while holding a bodyshield causes the UI to stay on screen
Thanks again for all of your bug reports and feedback!
Mostly a small hotfix patch to fix an issue with the Deagle ultimate, but I also made some various changes/improvements in other areas.
- Added Reload progress UI (let me know if you run into any issues with the crosshair and/or this new UI)
- Adjusted water in Miami: Ocean Drive level to be more… threatening, also adjusted collision to not be as punishing for the player
- FIXED: Dual wield deagles animation not functioning properly
- FIXED: Loading screen taking mouse control if hitting pause menu too quickly during animation
- Made more optimizations to UI
Thanks for all of the feedback and bug reports, let me know if you come across any new issues with this patch.
v1.0.13.1 is out now (these numbers are getting a little out of hand), mostly fixing a few bugs and also adding a Toggle Dive setting.
- Added Toggle Dive setting
- Door *should* be kicked more consistently now
- FIXED: Shader making it so enemies appear through player’s character body
- FIXED: Mistranslations for Portuguese
- FIXED: Score multiplier is set to x0 after getting killed and restarting mission and doesn’t reset, most likely caused by a recent UI optimization
- Enemies should no longer go into blocking stance if they’re given attack priority (unless melee attacked)
- Audio output type should default to WASAPI on Windows, let me know if you experience any audio issues with this patch
Thanks for all of the bug reports and feedback! Just as a note, thank you to everyone submitting bug reports on the Steam forum and Discord, I apologize that I can't respond to every report but I am keeping an eye on them and attempting fixes as soon as I can.
A small patch focused on fixing things and adding Grabbing to the tutorial (yes, you can grab enemies as bodyshields), I've also been experimenting with optimizing some user interfaces since that seems to be the source of the memory leak/lag after long periods of play, but I have not fully resolved the issue yet, still working on it!
I also messed around with the potential for a Replay editor (to see your replays after completing a level), it would require quite a bit of work but it's not impossible- possibly something for the future after more bugfixes and polishing.
Not the biggest patch considering it's been almost a week since the last patch, so I do apologize for that, but the experimenting alongside attempting to profile the game to figure out where the memory issues stem from did take quite a bit of my time.
- FIXED: Dying while Gambler modifier is randomizing causes it to freeze and not reset AND/OR Proceeding level while Gambler modifier is randomizing causes it to freeze and not reset
- Added grappling/grabbing tutorial
- Fixed some translations in various places (German and Russian)
- FIXED: Controller navigation in settings menu is slightly off at the very bottom
- FIXED: Enemy bullets counting towards player’s accuracy in specific moments
- FIXED: Hiding HUD and then showing it after some gameplay causing a lagspike due to the buildup of UI events waiting until visible
- FIXED: Can dive THEN counter causing player to get stuck in counter state and getting soft-locked
Thank you again for all of your patience, feedback and bug reports. I hope y'all are enjoying the game and I hope these patches are improving the overall experience for everyone.
Hey everyone,
This patch contains the ability to customize your crosshair style and various other improvements/fixes:
[img src="{STEAM_CLAN_IMAGE}/40399016/342832715e0e5507029fd8b920114fa5ef2de35e.png"]
Added Crosshair style customization (different PNGs)
Added Hover over locked weapons to see what unlocks it
Add input hotkey for Toggle HUD
All enemies on ground floor (including outside) need to be killed to progress on Oil Prince now
Adjustments to Cathedral level on Upper area
Set default max FPS to a value (e.g. 90)
FIXED (I think?): Shield enemy goes all limp after being kicked
FIXED: ALT+F4ing during loading into a level breaks the checkpoint system and makes all enemies not spawn, and player character doesn’t use the proper spawn points
FIXED: Can’t navigate Hair section with controller properly
Thanks again for all of your feedback and bug reports, I'm hoping to have the next patch out by Monday/Tuesday with more fixes.
A little patch focused on adding controller vibration and some gameplay improvements alongside input improvements:
- Added basic controller haptics
- Allow reloading to continue after a dodge
- Added Input queuing for reloading
- Added different colors for weapon pickups
- FIXED: Can see under the map at the elevator in Tiramisu
- FIXED: Invisible box on Tiramisu elevator
- FIXED: Shadows on Trucks level in Toronno Intro
- FIXED: You can immediately reload after firing now
- FIXED: Checkpoint on Trucks level in first Toronno chapter
Thanks for all of your feedback and bug reports thus far, keep 'em coming.
This patch is mostly focused on improving issues with save files and the Deadeye revolver, I'll go over some details on the new save system below but I also plan on adding UI popups in game for when things go wrong for save files.
Savefile Backup
Some players had issues where their Persistent save file would get corrupted and they'd lose all progression, additionally the game code would *think* you had a save file and part of the game would essentially break (only allowing you to play the Tutorial). This patch is focused on attempting to improve that issue by adding a periodic backup save file and doing a check to see if the current progression save file is corrupted.
Now in v1.0.10, the backup would override your progression save file in the scenario that your save file corrupts (e.g. during a crash, etc.), you may lose a small bit of progress when this occurs but it's better than losing everything.
In the future, I'd like to make it so players can see when this occurs when they boot up the game via an interface popup, letting them know if both the backup and persistent save file somehow both got corrupted, if the backup was used and small bits of progress was lost, etc.
I do want to apologize to the small subset of players that did come across their save file corrupting before this patch, and to the others that instantly had issues the first instance they started the game. I'm hoping this new system fixes things. Unfortunately any save files that were corrupted before can't be retrieved. ;(
If you come across any issues with your save file in this patch, please let me know! I did a lot of playtesting with this patch (which is why it took so long to release) but I haven't come across any issues myself, so I do hope all players don't have any issues with their save file moving forward.
Full Patch Notes
Of course there are other fixes, including a balancing change in a level that a lot of people were having trouble in (which I understand fully), here's the full notes:
- Backup save system, should fix players having broken saves on first playthrough or savefile corrupting after a crash
- FIXED: Pause menu still requiring multiple presses after restarting (some people experiencing multiple clicks but may be due to game losing focus bug)
- FIXED: Enemies close together end up targeting the wrong enemy with mouse aim assist in Third Person (revolver ultimate)
- Mouse aim assist will aim at direct enemy under crosshair now in the case that the player is explicitly aiming at an enemy
- FIXED: Revolver ultimate hit spots appear underneath the enemy when killed
- FIXED: Activating revolver ultimate while in a cleansuit or time focus causes game to not slowmo and breaks things
- FIXED: Empty indicator (UI elements) with revolver not appearing (No ammo text and crosshair turning red)
- Using revolver ultimate gives invincibility for a short period
- Sniper in Toronno has retired, and been replaced with… two other snipers, but they are now killable enemies
Thanks again for all of the bug reports and feedback, please let me know if you come across any additional issues with save files and I'll be sure to get on it ASAP.
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Uploaded Mar 22, 2026
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System Requirements
How to Install
ThinWick.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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Direct link available
3.4 GB
19546316
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