About the Game
In Transience, you become the hunter - an Accountant. Armed with the latest weaponry and tech, your job is to keep the books balanced... By any means necessary. Only this time, you are the intended target.
Single-Player Campaign
A story told through the lens of Eli Reed, an accountant-for-hire who ends up on the wrong side of the gun. Redlisted and on the run, you must uncover the mystery of who placed the bounty and why. Utilize near-future weaponry to take out your enemies as you take steps to clear your name.
Heavily inspired by gritty narratives we played growing up, the story unfolds in a way that keeps you at the edge of your seat. 9 missions spread out over 9 incredible hand-crafted environments, telling the story of one mans journey out of Transience.
Fully Voiced Dialogue
Combat and Stealth Gadgets
Multi-Approach Maps
Tactical Stealth Action
Inspired by many tactical games from back in the day, we aimed to combine the maneuverability and fluidity of a Third Person Stealth game, with the slower pacing of a First Person Shooter. Become the spectre in the walls, the shadow picking off survivors one by one. Sometimes staying out of sight is only one way to complete the objective. Sometimes a more active and aggressive hand is required. Transience offers the player a ton of ways to approach objectives, from Stalking in the shadows, Running and Gunning down corridors or a blend of both. Utilize an arsenal of customizable weaponry to make your enemies fear your presence. You are the accountant.
Deep Weapon Customization
Powered by NWS™ (New World Systems) this industry-wide standard has allowed weapons manufacturers to interchange attachments and core parts at will. Take an SMG and turn it into an Assault Rifle or take an Assault Rifle and modify it into a DMR. Throughout the story, you will find attachments and weapons via stashes found around the environments that allow you to build and customize weapons on the fly. With 13 base weapons to discover throughout the campaign, NWS™ makes your survival odds that much easier.
A Whole New World
Take on the city of New Houston in the year 2056. Peace has been torn apart by a sudden conflict overseas, resulting in war-time prosperity. Government contracts are king, and advancement at any cost for the war effort drives industry in America. Corporations have gained so much influence from the new status quo that they have become the de facto law of the land. Currency is shifting towards digital under the government’s nose, funded by the innovative new technologies in their most dangerous forms being researched and shipped out to the war. Propaganda insists that the scraps of progress trickle down to the citizens, a half-truth. Access the advanced technology of corporate influence, from shrinking forms of medical tech to quieter suppressors and magnetic subway lines, the city is full of gadgets to use and weaknesses to exploit.
NNCG "Eclipse" Suit
Developed by NOVASKIN™ - This Nitro-capsule Gilded Undersuit was initially built for the war efforts overseas. The suit provided the wearer with solid kevlar-superior protection for quick engagements, featuring lightweight armor panels attached to a thin form-fitting undersuit. Powered by N-caps, this low-energy-consumption equipment is one of several premier front-line suit designs in existence today, always outperforming its competition by a country mile. The secret is in the underlying layer of specially developed Non-Newtonian Colloid that temporarily provides the wearer with reactive armor. Hardly anything can pierce this extremely effective protection whilst it's active. This suit will also give you access to a number of gadgets to help you along your journey: from a distraction tool, to a Flash Pulse for blinding enemies. And, of course, Night Vision.
Screenshots
17 images
Version Information
Steam Patch Notes
Official update history
This update represents the point where our post-launch efforts have largely transitioned from reaction to resolution. At this stage, we have addressed the vast majority of the significant issues reported since launch. Your detailed bug reports and feedback have been integral to getting us here, and we sincerely appreciate everyone who contributed. While no release is ever truly finished, this update reflects a state where the game is functioning as intended for the majority of players.
Changelog
• Added a new launch option, DirectX 12, which may improve performance on select hardware configurations
• Resolved an issue in Pursuit where the boss-building elevator doors could protrude through the wall
• Fixed an incorrect LOD in Going Shopping in the Admin Office when entering its camera
• Replaced all hit and destruction sound effects for both Security Cameras and Drones
Soundtrack
In addition, on January 16th, 2026, the "Transience Original Soundtrack" by Rewritten Verdict was officially released across multiple platforms, including Spotify and YouTube. We encourage you to give it a listen and support them if you enjoyed the music featured in the game.
Good hunting.
The team at Resurgent hopes you had a good start to the new year. This update focuses on performance improvements, audio fixes, and a small number of controller-related adjustments.
Performance Changes
We have resolved several performance issues that persisted in specific chapters. Players should observe more consistent frame rates in the following areas:
• The Unicorn introduction, including the subway car sequence
• Going Shopping, Rooftop Strip, and The Transient chapters
• The club sequence in A Simple Meeting
A new graphics option, Post Process Quality, has been added. Adjusting this setting may provide performance benefits depending on hardware and configuration.
General Changes
• Corrected multiple voice-over lines that were missing processing
• Added missing “putting on suit” audio during the Going Shopping office sequence
• Added controller support for the Holdout shop
• Added a controller keybind for “Skip Wave” in Holdout
We appreciate everyone who has taken the time to share feedback and report issues. Bug reports will no longer be collected through Bigfry’s Discord. Future updates are expected to be smaller in scope and more targeted.
Good hunting.
This update addresses a number of issues reported since the last patch. Thanks to everyone who’s continued flagging problems, we will keep focusing on fixes and stability through the end of the year.
General Changes
• Holdout: Body deposits now increase in value as you survive more waves
• Improved reliability of keypad interaction with gamepad and mouse
• Corrected wrist launcher hand position when using the Reneguage shotgun
• Fixed gamepad issues when customizing certain attachment slots
• Fixed Pause menu becoming unusable if accessed during loading
• Fixed G33 causing visible occlusion culling
• Fixed inability to continue to the next level on gamepad
• Fixed drones being instantly killed via scanning and disabling through a “test” keybind
• Fixed civilians being counted as “killed” when sleep-darted
Chapter 1 – “Unicorn” Changes
• Added missing first collectible: “Broken Tablet”, found immediately after exiting the first elevator
• Fixed mesh clipping on dead civilians on the second-floor (red) laundromat
Chapter 6 – “A Simple Meeting” Changes
• Fixed enemies spawning outside player bounds prior to speaking to Doherty
• Fixed collider issues throughout the entirety of this chapter
Chapter 9 – “The Transient” Changes
• Fixed collider blocking half of a pipe in The Transient
• Fixed player soft-lock edge case inside the top-dam elevator
Other Level Fixes
• Fixed collider allowing clipping between Randy and his office chair in the Safehouse
• Fixed missing material on smoke detectors in Going Shopping
• Fixed missing material on roof-access vents in Information Game
Good hunting.
Fixed a Patch #05 issue that broke keypad interaction. You can now also use your number row to input codes on all keypads.
Good hunting.
Hey everyone,
In our Day Three Patch, we highlighted several issues that were still affecting the experience. This update tackles many of those pain points directly, along with a range of quality-of-life and systems fixes.
AI Vision & Sensory Changes
In the last update, we talked about how the AI wasn’t always reacting in ways players expect from a stealth-focused game. This patch is our first meaningful step toward making their behavior more predictable, fair, and readable.
Enemies were detecting players too quickly at long distances, so spotting now builds more slowly the farther away you are. This should make long-range stealth, crossing open areas, and peeking from cover feel much more manageable.
We also reduced how aggressively AI react at close range. The instant-detection radius has been tightened so enemies only snap to you when you’re truly in their personal space. Combined with a fix for a bug that caused zero-delay spotting, this should cut down on sudden, unfair detections.
Lastly, suspicion was ramping up too easily, so we increased the threshold while AI are in their Passive state. This gives you more leeway when experimenting with routes or recovering from small mistakes.
TL;DR
• AI now takes longer to spot you at longer distances
• Close-quarters instant detection range reduced (3.0m => 1.5m), with a fix for a rare instant-spotting bug
• Increased suspicion threshold in Passive state
• Improved AI strafing, peeking, and approach behavior
Game Introduction & Flow Changes
We previously mentioned that Chapter 1 (“Unicorn”) was running too long for what is essentially the player’s introduction to the game. These changes improve pacing and flexibility without altering the intended structure of the prologue:
• Eli now starts with both the pistol suppressor and a shotgun at his disposal
• Gadget recharge time reduced by half (45s => 22.5s)
• Flash dart is now always available
• Ammo pickups grant 20% more on Easy and 20% less on Hard
General Changes
• Fixed a case where AI could incorrectly aim at the ground
• Loadouts now persist across play sessions when using the Continue button
• Gamma setting now correctly updates in first-boot configuration
• Gamma adjustment is now more granular (0.05 increments)
• Added “Toggle Slow Walk” to Gameplay Settings
• “Toggle Crouch” is now enabled by default
• Fixed an issue where several keybinds could remain “held” after unpausing
• Fixed a re-equip issue where the primary weapon was selected instead of the last-held weapon
• Added an additional head hitbox to fix cases where leaning prevented AI from being able to hit the player (no extra damage is applied)
Chapter 1 – “Unicorn” Changes
• Fixed a rooftop gap that allowed players to see under a building
• Fixed collision on a shelf above the drug room that could cause the player to get stuck
Chapter 3 – “Going Shopping” Changes
• Fixed an issue allowing the player to vault through Building B’s fences
• Fixed collision on the final bridge
Chapter 5 – “Information Game” Changes
• Fixed another spot where AI could see the player from the lower floor
• Remaining ASA-objective enemies can no longer shoot through the Master Server room ceiling
• Fixed an enemy spawn above the DevOps Wing Server Authority room
Other Level Fixes
• Fixed an issue where enemies could spot you through the floor behind the keypad office in Mazed
• Fixed a floating case in The Dam (Holdout map)
Fixed Collectibles / Attachments
• Fixed the Shotgun Collectible (moved its map location from Going Shopping => A Simple Meeting)
• Fixed missing inspectable text for the Fiber Wire Collectible in The Transient
Good hunting.
Hey everyone,
This patch addresses a growing problem related to our save system. A developer-only Quick Save/Load feature was unintentionally included in the launch build, and its use can disrupt mission flow, continuity, and general save stability. It has now been disabled. If you encounter objective-related problems and previously used this feature, we recommend reverting to an earlier save.
Good hunting.
Hey everyone,
The team has been reviewing the most common pain points players are still running into. Although fixes for these are not included in this smaller patch, we'll lay out what some of those issues are first.
Game Introduction
We recognize that our prologue can feel overly drawn-out in both narrative and gameplay. From our observations, players are averaging anywhere between one and three hours for Chapter 1 ("Unicorn") alone. For a mission that we consider to be a 'tutorial', that is way too long. We’re assessing ways to streamline early pacing and clarity without disrupting core structure.
Performance
Performance varies depending on hardware, with AMD GPU users seeing more noticeable drops. There are still general optimizations we can make across maps and systems, though improvements will come in small, ongoing updates rather than big sweeping changes.
NPC/AI Behavior
Compared to other great stealth installments, our AI has areas that could feel tighter. Their sensory response isn’t always predictable in ways players expect from the genre, and could benefit from further refinement. We’ll be testing some of your feedback here, though any tuning will be gradual and iterative.
Patch Notes
• Fixed issue where the player could get stuck on Christmas props
• Fixed upgrade bugs on Holdout (Overcharge and Infinite Ammo now work)
• Fixed issue in Pursuit where players could vault a shelf
• Closed up holes in Hack Master Server in Information Game
• Fixed very visible seam in Going Shopping
• Fixed issue where enemies could spawn behind a door inside of Visitors Only
Good hunting.
Hey everyone,
Today’s update continues our push to smooth out rough edges and tune the game based on the situations you’ve been running into. We’re working quickly, but we’re also being careful not to break existing progress. Everything in this patch is still safe for your current saves.
General Changes
• Fixed error where opening the gadget wheel on death would hard-lock the player
• Held knife is now effectively an instant-use (removing the need for charging it)
Holdout Mode Balancing
• Holdout player now takes 40% less damage from Enemy AI
• Increased number of Holdout Store options from 6 => 9
• All Holdout weapons are now 50% cheaper (besides from the Detective Revolver, that is only 25% cheaper)
• All Holdout gun attachments are now much more expensive
• Fixed hole where Doorstop should have been in The Vault
Chapter 1 - "Unicorn" Changes
• Fixed issue where you could vault through the cross-shaped holes in certain walls
• Removed player collision from grass (seen on rooftop)
• Fixed issue where static civilian in front of "The Back Door" would not loop its idle animation
• Fixed collision issues on left side of rooftop before jump-off (towards Pursuit)
• Fixed water visible in parking lot
• Fixed duplicated death actor found at the end of the Elevator cinematic
• Fixed floating light on rooftop
• Fixed collision for the 'drunk' NPC during Eli's walk home
• Fixed a lot of geometry holes in pantries in Unicorn. Eli's room and others.
• Fixed wall at room 5008
Chapter 2 - "Pursuit" Changes
• Fixed issue where you could vault into any shelving on Pursuit and get stuck
• Removed issue where the player could get the LPVO attachment from Pursuit
Chapter 3 - "Going Shopping" Changes
• Fixed issue where the player could glitch between the bridge and its railing, causing camera spasms.
• Fixed clipping caution signs at both ends of the road
• Fixed issue where you could get stuck in a pipe if you vault a fence
Chapter 5 - "Information Game" Changes
• Adjusted collision on the Clamp Light that would cause the player to get stuck upon interacting with it
• Fixed collider issues where AI could see you through Breaker objectives
• Fixed all instances where AI could spawn on top of vents outside of the bounds of the map
Other Level Changes
• Removed ability for players to skip Squad Leader fight on Mazed
• Fixed issue where enemies could see you through the pool on Visitors Only
Fixed Achievements
• Fixed ECO-FRIENDLY (max progress stat now properly aligns with description)
• Fixed AMMO AIN'T CHEAP (meleeing enemies now count towards this achievement)
Looking Ahead
We’re reading everything and prioritizing as fast as we can. Some fixes need deeper work and may not land instantly, but they’re on our list and we’ll keep rolling out improvements steadily. Thanks again for supporting the game, sharing your feedback, and sticking with us as we go through this process. We’re committed to getting the game to where it needs to be.
Good hunting.
We’ve been closely monitoring your feedback and in-game reports, and we’re moving fast to address the most critical issues discovered so far. Every change in this patch is fully compatible with existing saves. Nothing will disrupt your progress.
Patch Notes
• Fixed an issue where prone and crouching footsteps were alerting AI
• Removed a ladder in Information Game that could throw players out of the map (dropping into the room will not soft-lock you)
• Fixed a collision issue in Pursuit that allowed players to glitch through a final rooftop
• Fixed multiple collision issues in The Transient
• Added missing railing colliders in The Transient
• Removed LODs for certain cutscene characters that caused issues on lower settings
• Fixed various animations and characters in several cutscenes
• Tutorial videos will no longer repeat once watched
• Added an `Always Show Tutorials` setting, allowing tutorials to repeat if enabled
• Fixed the “Crouching Tiger” achievement (now correctly tracks)
• Fixed an issue preventing players from exiting the Holdout menu on gamepad
• Fixed tutorials not showing correct bindings when using gamepad
• You can now equip your primary while walking (Alt)
• Removed debug text from the Continue button on the Main Menu
Thank You
A huge thank-you to everyone who shared feedback, clips, and bug reports in the first hours of launch. It has helped immensely. Your reports let us triage faster and move fixes into patches quickly. Launch days are chaotic, but seeing so many people play, stream, and talk about Transience has been incredible.
Thank you for the support, the honest feedback, and the patience as we stabilize everything.
Good hunting.
Hey everyone,
Transience is AVAILABLE RIGHT NOW on Steam.
The wait is over. After years of work, late nights, and insane dedication from everyone involved, our first game is officially launched and ready for you to jump into.
Get Transience On Steam
Both editions are discounted by 15% during launch, dropping the prices to approximately:
• Standard Edition – $16.99
• Supporter Edition – $25.49
These prices will be available for the next 14 days, get in early!
Transience is featured in multiple curated bundles alongside some excellent tactical shooters. If you pick up Transience in these bundles, you can grab it at a deeper launch discount than the standalone price.
[img src="{STEAM_CLAN_IMAGE}/43310298/dbbab6f8db31076cb743596ea045ad7ab138ed97.png"]
[img src="{STEAM_CLAN_IMAGE}/43310298/8e2b5df991f116b72c9cb7e16c5b6ce4a42c681e.png"]
[img src="{STEAM_CLAN_IMAGE}/43310298/aaba89d5d87990ba84a6549e78a401b453f26535.png"]
What’s in Each Edition?
Standard Edition
• Full single-player campaign
• 9 missions across 9 handcrafted environments
• Holdout mode, infinite rouge-like wave mode
Supporter Edition
Includes everything above, PLUS:
• 145-page digital artbook
• 17-track original soundtrack
About the Game
In Transience, you are an Accountant. Armed with near-future weaponry and tech, your job is to keep the books balanced… by any means necessary. Only this time, you are the intended target.
Play as Eli Reed, an accountant-for-hire who ends up on the wrong side of the gun. Redlisted and on the run, you’ll:
• Uncover who placed the bounty – and why
• Weave through corporate power, dirty contracts, and shifting allegiances
• Use tactical stealth or aggressive gunplay to survive and clear your name
Key Features
• Single-Player Campaign – 9 missions across 9 hand-crafted environments, telling one man’s journey out of Transience
• Fully Voiced Dialogue – Story-driven, character-focused narrative
• Tactical Stealth Action – Become the spectre in the walls or the storm kicking in the door
• Combat & Stealth Gadgets – Tools for distraction, disruption, and domination
We grew up on gritty, tactical games, and Transience is our attempt to bring that feeling forward with modern pacing, movement, and presentation.
Go Buy the Game
Transience is live, right now. Pick your edition, grab a bundle, or help by sharing and reviewing. Every purchase directly fuels the future of what we’re building.
Go get it, play it, and tell us what you think.
Good hunting.
Current Release
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Uploaded Dec 05, 2025
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System Requirements
How to Install
HyperAware.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
20.8 GB
21058380
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View AllDownload Transience for PC with a direct link or via torrent. Get the full version of Transience for free. Transience is a Action released by RESURGENT.