Crime Boss: Rockay City’s 11th update is OUT NOW! Available on Epic, Xbox Series X|S & PlayStation 5!

After much buildup and anticipation, InGame Studios and 505Games are excited to announce that Crime Boss: Rockay City’s 11th major update is now available for players to enjoy.

This update brings new and fun content to experience, but most importantly, it delivers numerous fixes and adjustments that players have requested and patiently awaited.

Working on Update 11 has been primarily an effort to improve the game’s quality of life and iron out any lingering issues. While we’ve included some fresh new content for you to explore and experiment with, the main focus of this update is on ensuring that Crime Boss plays as smoothly and as fun as possible.

The content of this update is too long to list here but we will cover some of the essentials.

New Content:

  • New gadgets added: Proximity Mine, Camera Spy, Colorful Magazine.
  • New weapon combinations added.
  • “Defend business partner” mission added as a Defend Warehouse variant.
  • Silver and Wiz are unlockable for Multiplayer now.

Updates:
Progression

  • Account and Campaign progression is now slightly faster.
  • Perks were moved out from the progression system and can be purchased directly in “Boss customization” screen including new Tier III perks.
  • First win of the day added to boost progression. Available in Multiplayer missions.

Gameplay Balance

  • All tiers of perks are now available.
  • Previously acquired perks will grant one pending level each so players can choose reward compensation.
  • Explosion timer for grenades starts after grenade is released, not after it impacts target.
  • Hard and Extreme difficulty was rebalanced for better challenge.
  • Improvements of bots.
  • New ping options added for bot commanding.
  • Updated DLSS and XeSS to newer versions.

Fixes:

  • Multiple fail-safes to prevent progress loss on game crash/ electricity loss/ etc.
  • Non-player characters (bots) in Multiplayer no longer take a hidden 4% mission cut each.
  • Campaign reward boss skins who previously did not have any voices have basic voices now.
  • Players and bots now regenerate health correctly even if bot switch is used before revive.
  • Asset goals (Piano, Penthouse) will now react to the asset purchase immediately when it happens.
  • “Cagnali’s Fortress” mission:
    • Should now show an accurate maximal reward.
    • Should now give a vastly increased reward in the campaign (previously it used the default amount).
    • It always gave the maximal reward in Multiplayer. Now it’s based on mission progress and performance.

Modding:
• Implementing a UGC plugin for loading mods (Unreal Engine plugins), giving you the ability to Blueprint mod the game.
• Creating composite tables for the most-used DatabaseTables with BP functions to append new (or existing) tables into the composite tables, which is great for replacing or adding new weapons, for example.
• Adding the ability to add gameplay tags with the UGC Mod.
• When a campaign mode defines no map layout presets, gang starting positions will fallback to random, valid turfs (which allows for completely randomized starting positions).

Known issues:
1. “Follow me” command makes bots drop bags
2. Daily reward prompt is not visible in debrief screen
3. First asset in not available for purchase when you visit “assets” screen for the first time in Campaign
4. Guards sometimes do not pick up the distraction magazine
5. Robots react to distraction magazine
6. NPCs sometimes do not react to player after picking up the distraction magazine
7. Localisations for some new content introduced in this update will default to English