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SamsonNewsSamson Update #3
In-game event

Samson Update #3

Samson · published 22 Apr 2026, 14:29 UTC · build 22903668

All newsPlayers around this dateRead on Steam

Hey everyone!

It’s been two weeks since launch, and a lot has been happening behind the scenes as we continue iterating on the game based on your feedback. Today, we’re rolling out our third update, bringing a mix of long-awaited improvements and changes directly inspired by what you’ve pointed out.

Your feedback has been incredibly valuable, and we’re truly grateful for it -- please keep it coming so we can continue shaping the best possible experience together.

Since our last update, we’ve also published a long term roadmap covering both fixes and upcoming content, so be sure to check it out and let us know what you think. Alongside news about our planned console release this fall, there’s plenty more exciting stuff in there as well!We're always present in the Steam forums and our community Discord server: https://discord.gg/xPHpQgKUwG, do make sure to be part of it and share your thoughts.


Without further ado, here are the build notes for today’s update:

Vehicles

  • Updated Rallycross and new Drift car variants can be found at garages to cater to more driving styles.

  • Several improvements for Keyboard & Mouse controls for driving vehicles.

  • Adjusted vehicle impact damage and scoring logic to be more consistent and reliable. The goal with this update is for you to be able to finish vehicle jobs with less damage, reducing the need for costly repairs.

  • Added a police siren warning for minor vehicle collisions before an actual chase is triggered.

  • Enemy vehicles can now overtake dead teammates so they won't get stuck behind the first vehicle in the group if you take that out first.

  • Fixed issue where police characters would fail to exit their vehicle.

  • Updates to UI for Street Trials and Police Chases.

  • Adjusted Samson's car model so the exhaust no longer intersects with its rear tires.

Melee Combat

  • Tuned parry timing and improved parry interval for better reliability.

  • Reduced character sliding during melee Takedowns.

  • Trimming hit reactions for faster, more fluid combat flow.

  • Adrenaline Rush action now forces interrupt on incoming attacks.

  • Improved animation management to prevent lost animations and improve action feedback.

  • Melee Weapon Collector achievement now correctly tracks the Police Baton.

  • Fixed so that the melee takedown icon now displays the correct keyboard input to initiate takedown (Q) when playing with mouse and keyboard.

  • Updates to Enemy Healthbar UI.

Missions & Jobs

  • Resolved teleportation and spawn issue in Chapter 12, "Rosary Requiem".

  • Police vans are now correctly told to stop after the Chapter 12, "Rosary Requiem" mission, so they don't run Volkov over.

  • Fixed a rare issue preventing Chapter 11, "Skulls And Crossbones", from unlocking.

  • Fixed an issue when using old save files that prevented a dialogue with Floyd at the start of Chapter 2, "Silver Bullet".

  • Fixed an issue where Steve Macnamara could be spawned dead when you re-attempt Chapter 4, "Dirty Scripts" on a later day.

  • Fixed mission stall in "Shipping Showdown" by adjusting enemy spawns.

  • Unlocked the toilet door in the Euro Trash mission to prevent soft-locks.

  • Street Trial retry cost is now 0 AP, making it easier to replay, improve your runs, and grind for better results.

  • Fixed several cases where sometimes enemies would not spawn due to streaming issues.
    This should fix for example the case in the Job "Not Too Old for Shit" where sometimes the combatants would not spawn, thus making it impossible to complete the Job.

    • We believe that this should fix most similar cases in various Jobs, but if you keep seeing similar issues, please let us know which Mission is affected.

NPC Behavior

  • Fixed NPC's taking a seat mid-fight or breaking out of combat to do similar idle animations.

  • Resolved several instances of NPC's clipping into the ground/walls/concrete.

  • Enemies now walk into the church during mission "A Walk Down Memory Lane", instead of spawning in the player view.

  • Enemies will properly scale their combat decisions (blocking, evading, and throwing weapons) based on their level relative to the player's level.

Interface and Accessibility

  • Added support for platform-specific gamepad icons for PS5 and enabled support for PlayStation Controllers without the need for Steam Input.

  • Added options to adjust subtitle sizes.

  • Removed UI overlaps between Street Trials and the Wanted UI.

  • Added a Walk button (toggle) for Keyboard & Mouse players.

  • Made Mission warning messages like "You need a working vehicle" and "You are too far away" appear in center of screen initially to draw more attention to them so they are harder to miss.

Performance & Stability

  • Improved rendering performance during Evening.

  • Disabled Garbage Collection Timeout to prevent crashes during prolonged loading screens.

  • Fixed a potential deadlock/contention issue related to UObject pooling.

Miscellaneous

  • Fixed numerous spots where the player could get stuck in the terrain, fall through the world, or clip into objects.

  • Fixed the Hidden Stash skill, so that the cash safe on KO works properly, and the stacking bonus behaves as it should.

  • Save Games metadata is tracked in the save file itself so it will display correctly in the Load Game menu after being cloud synced or copied manually.

  • Fixed an issue preventing the player from sitting on benches placed too close to walls.

  • Fixed some issues with destructibles that were unbreakable.

  • Fixed a geometry issue with one of the Gas Station walls.

  • Addressed visual Z-fighting and minor collision traps in numerous locations.

More from Samson

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