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
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.
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.
The new aiming improvements in 1.0.9 caused some issues in other levels when it comes to aiming in certain spots, this hotfix should fix the laser going in random directions in certain levels for players playing in top-down.
- FIXED: Certain objects and invisible boxes causing issues with aiming in top-down (e.g. Courtyard levels before the Manor)
Thanks for your feedback and letting me know of the issue, I'll be working away on more fixes including a way to have a backup for your savefile, apologies again for all of the players experiencing their save file getting corrupted due to crashes, etc.
New patch is out with some improvements that should improve things for players across the board (both top-down and third person), I've done a bunch of testing to make sure things are working properly but please let me know if you experience any new/weird issues out of nowhere, I'll be sure to release a 2nd patch ASAP.
- FIXED: Enemies that despawn due to player’s distance must be in a past checkpoint
- FIXED: Throwing weapons at glass not shattering it
- FIXED: Revolver ultimate only hitting enemy that’s currently hovered over with Mouse Aim Assist enabled
- FIXED: Slight launch forward when kicking and killing an enemy
- FIXED: Random moments where shooting/meleeing doesn’t occur in Third Person (happens when cursor is trying to go off-screen and losing focus while in Borderless mode), added a system that keeps the cursor in the center of the screen at all times
- Topdown improvement: Aiming at an enemy directly under crosshair should now aim at the physical spot allowing for less misses due to camera perspective issues
- Increased pickup radius of floating items (e.g. cash and single bullets)
- Improved/adjusted rotation assist when melee-attacking enemies (should look smoother)
Thanks again for all of your patience and support!
Future Patches
A few things that I've got on my radar and will be fixing/adding in the future are:
- Controller haptics/vibration
- FIX: Pause menu requiring multiple presses (want to see if this is still occurring)
- FIX: Gambler modifier freezing and breaking during specific moments
- All enemies on ground floor (including outside) need to be killed to progress on Oil Prince
- Input hotkey for Toggle HUD (currently H but not customizable)
- AI improvements and a separate "Enhanced Enemy" setting for players who want added challenge
- "Enhanced Hitboxes" (still figuring out the naming for this one), essentially a setting for players in third person who want distance, headshots, etc. to matter more in the game, essentially revamping how secondary weapons work
- "Enhanced Hitboxes (Primary)", a setting that will be similar to the above but for Primary weapons, probably not recommended since it breaks the Primary weapon's purpose of being the Suit's powerful weapon but I think people wouldn't mind the option
- Level improvements, indicating/improving directions of where to go so players don't get lost in specific levels
- Adding Grabbing to the Tutorial
- More crosshair settings/customization
- Looking into modding support and how far I can push it
I've got a lot more things that I plan on fixing/adding but this is a pretty good start of things that I want to put into the game, and gives you a picture of what I've got on my list!
I'd like to open up a public roadmap or Q&A at some point, but please let me know if you have any questions/concerns in the comments.
Hey everyone,
A new patch is out now fixing a few issues and also re-enabling the forsaken glass destruction VFX (please let me know if it causes any additional crashes, I was not able to reproduce any crashes on my end), thanks for all of your bug reports and feedback!
FIXED: Negative accuracy occurring at times (potentially due to a recent change)
FIXED: Godmode modifier doesn’t give ‘third knife attack counter’ challenge
FIXED: Can pause while in the End Chapter screen
FIXED: Glass destruction VFX causing crash (okay for real this time…) Glass should be re-enabled and working normally, please let me know if you come across any additional crashes when breaking glass windows, etc.
FIXED: Can reset to checkpoint in Tutorial (not intended), causing issues
FIXED: Weak surfaces not counting on the SNG
FIXED: Shooting through glass counting as a missed bullet (messed up accuracy rating)
Breaking glass challenges are now only done by the player (enemies won’t affect it if they run into glass)
Enemies shouldn’t attack anymore after being released from a grab
Decreased size of Brute shield and improved hitbox for brute’s head
Diving overtop a Brute slam should no longer hit the player
Improved execution animation blending (still not 100% perfect yet)
Thank you again for all of the support, I'm keeping a close eye on all bug reports/feedback and if I haven't responded to it, worry not, I still acknowledged it and will do my best to have it fixed or improved ASAP.
EDIT (2025-07-03):
Glass is still somehow causing crashes, I've disabled it and will do some internal beta testing with multiple users before attempting to turn it on again, v1.0.8.4 should be out now disabling it, please make sure to update your game to avoid crashes!
v1.0.8.1 was released recently fixing a few things and attempting to fix crashes related to glass destruction, that being said, the crash is still occurring on specific levels so I've gone ahead and disabled the glass destruction VFX effect until I have it completely fixed up (and confirmed) for another patch.
Apologies for the inconvenience, I'm working on it!
Current Release
Build 21833945
Uploaded Jul 09, 2026
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
Download
Direct link available
3.5 GB
21833945
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