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🕑 2:00 PM CEST • 1:00 PM BST • 8:00 AM EDT • 5:00 AM PDT
See you there!🔥
Read the full detailed changelog here: https://store.steampowered.com/news/app/3634520/view/668368616054329392
We also want to take a moment to speak openly about where Samson is today, as the team prepares for a much needed summer break after what has easily been the most intense spring we've ever had.
It's hard to believe that only a few months have passed since launch. Between the release and our weekly updates, it honestly feels like a year has gone by since Samson launched in April.
We're a small team, and every single person has gone above and beyond in the months since launch. The dedication, passion, and resilience shown by the team have been incredible, with everyone pulling far more than their share to improve the game and make Samson the best experience it can possibly be.
All that being said, the launch wasn't as smooth as we hoped. Reception was mixed, and many of you have shared feedback on everything from technical issues and performance problems to combat feel and overall gameplay. Feedback that has been invaluable.
From day one, we've believed that the best way forward is complete transparency. As our Founder and Creative Director Christofer Sundberg said shortly after launch, some of the issues players encountered were simply "unacceptable," and our responsibility is to address them head on. We've spent the past few months listening, reading, discussing, and most importantly, working hard.
Samson was built under challenging circumstances and evolved significantly during development, but that's not an excuse. What matters now is delivering on the potential that both our team and many players still see in the game. Since launch, we've been focused on improving stability, performance, combat, animations, progression systems, and overall polish. This week's update is another step in that process, and it won't be the last.
We're committed to continuing to refine and expand the experience with future updates, gameplay improvements, QoL features, and new content. At the same time, we're continuing our work toward bringing Samson to consoles this fall (all hands on deck), and the lessons we're learning from the PC launch are helping shape a stronger experience for future players.
Christofer recently said that "Samson is here to stay," and that remains our commitment. We know trust is earned through actions, not words. The road ahead is still long, but we're dedicated to making Samson the best game it can be, and we're grateful to everyone who continues to join us on that journey.
Thanks for playing the game, and here's to the future.
Today we're releasing a fresh update focused on combat refinements, QoL improvements, bug fixes, and overall polish across the game.
Before diving into the details, we want to thank everyone who played and supported our previous major update, Welcome to The Pit. Seeing you explore the new content, share feedback, and continue enjoying the game has been incredibly motivating for the team.
This update is more about improving the core experience. We've spent time refining combat feel, addressing community reported issues and improving performance.
As always, we'd love to hear what you think. Please continue sharing your feedback, suggestions, and bug reports on the Steam forums or in our community Discord: https://discord.com/invite/xPHpQgKUwG We read everything and your feedback continues to play a role in shaping the game.
One final note: after this update, we'll be taking a little bit of a longer break from releasing updates as much of the team heads off for summer vacations. Development isn't stopping, but update releases will be less frequent for a while. We appreciate your patience and support, and we're looking forward to returning refreshed and ready to continue improving the game.
Thank you for playing, and we hope you enjoy the update!
Adjusted enemy turn-taking to improve overall combat pacing
Heavy attacks have been tuned and got their range increased to increase their usefulness and make them more rewarding to use.
Tuned stun times on all player attacks to avoid undesired interruptions of player attacks and flow.
Parry has been tuned to be more rewarding to use and give players more time for different types of follow-ups.
The light attack combo now flows better and is more responsive.
Adjusted camera framing of combat camera slightly.
Improved reliability of crush hazards
Fixed some cases where an environmental hazard could cause a killed NPC to end up intersecting a wall.
Fixed some cases where a hazard would trigger a second death animation.
Fixed perfect parry sometimes playing the wrong animation.
Perfect parry is now uninterruptible.
Made NPCs bumping into other NPCs smoother.
Player messaging for enemy attacks. Can be disabled in options.
Attackers glint yellow for parryable attacks. Attackers glint red for unparryable attacks.
Environmental hazards are highlighted in the world during combat. (NOTE: disabled on non-RTX graphics cards for now due to a bug)
Began testing Simplified Chinese localization. Feedback is greatly appreciated!
Further refinements to Russian localization
A small but perhaps little known feature that has been in the game since launch is the ability to Taunt enemies in combat using C / D-Pad Down.This is mostly there for light role playing purposes. With this update, you can now Greet or Taunt most regular NPCs out of combat as well. Standing in close proximity of a non-combatant and performing this action will result in a neutral greet and response, while doing so near a combatant such as a Grim Skull or Crow Lane gang member will result in a taunt that might lead to combat.
In order to help drive awareness that you can unlock additional Action Points, we are now showing locked AP Slots in the top right UI widget. You should now clearly be able to see that you start the game at 6 AP (2/2/2 for Noon/Evening/Night) and that you can grow to a maximum of 9 AP (2/3/4.)
Visualizing your locked AP Slots. Unlock these to earn additional AP by interacting with POIs in South End.
We save the game automatically in a number of situations. With this update, we are adding more such situations, so that the game should now in general be saved more frequently. The original save states are:
When you bring up the detailed information from a Mission Starter in the world
When you successfully complete a Mission
When you Accept Defeat in a Mission
When you wake up at the Clinic after KO
When you wake up from Sleep
When you have completed a Cab Fare
When exiting Floyd’s Garage
With this update, we are also adding the following save states:
When you have interacted with a POI (Point of Interest)
When you have picked up a Combat Mag or a Car Mag
When you have burned a White Whisper Stash
When exiting a normal (i.e. not Floyd’s) Garage
For any of the above states, we only save if you are not in a Mission, not in combat, and some other checks for safety reasons
Added input hints when on foot and not in combat for the new Greet / Taunt input, and for the Call Vehicle feature since that one has been proven easy to forget.
Added a tutorial popup for when smashing your first alternate Auto Sandwich Board to make their gameplay effect clearer and added notifications when you smash them so you know whether they granted you a small Nitro top-up or a small repair of your vehicle.
Added a reminder on Day 5 that you can unlock additional Action Points by collecting Points of Interest if you haven’t already done so.
Added feedback showing the amount of money gained when picking up currency.
Mission: Fixed various issues with the “You Move me Man” Mission that could cause it to not progress on repeat attempts.
Mission: Fixed various issues with the “Bust out Barry” Mission that could cause it to instantly fail or progress incorrectly on repeat attempts.
Mission “Am I My Brother’s Keeper”: Fixed an issue where a 'Too Far Away' distance fail notification sometimes was activating wrongfully.
Mission “Black Top Renegades”: The Mission will now complete even if you destroy the vehicles before finishing the beatdown.
Mission “Skulls and Crossbones”: Fixed cases of enemies getting stuck in rubble.
Fixed an issue where the Debt Collectors would still be around in the parking lot or your apartment if you returned there directly after being knocked out by them.
Fixed an issue where the Collectibles screen could show a higher number for certain items than what we are tracking for the purposes of Achievements and other unlocks.
Moved first Action Point unlock earlier so that you only have to find 10 POIs to go from the starting 6 AP to 7.
Chain-link fence climbing sound no longer plays incorrectly when interacting with certain unrelated objects.
Vehicles no longer emit exhaust smoke when the engine is off.
Added an updated Controls menu with aligned layout between Xbox and PS5 as well as an option to tab between On Foot and In Vehicle.
Combat music now plays when you fight Debt Collectors, just like when you enter combat in Jobs or Missions.
Hiding Nitro UI elements while driving a car that lacks the Nitro feature overall.
The boombox in the streets now plays more upbeat music that better matches the dancing NPCs.
Re-added the mysteriously missing dock by the harbour, allowing access to the POI on it once again.
Improved vehicle entry behavior to prevent anyone from entering restricted seats, such as the driver’s seat or trunk.
Improved hair physics.
Reduced hitches on machines with fewer cores by improving how time slicing works during async PSO creation.
Reduced hitches by general optimization, preloading vfx, improved parallelism and more.
More general CPU and GPU optimizations.
Optimized vegetation rendering.
After weeks of hard work, we’re finally live with our biggest update yet: Welcome to The Pit! This free update brings a ton of exciting new content, along with improvements to quality, bug fixes, and overall performance.
We’re still incredibly excited to be working on this game and grateful to see so many of you continuing to enjoy it.
As always, we’d love to hear your feedback, please share your thoughts with us on the Steam forums or in our community Discord: https://discord.com/invite/xPHpQgKUwG. We read everything and value your input.
Underneath, find details about what the new update contains:
Access to the Pit, Tyndalston’s legendary Lowline Circuit with more Street Trials to beat! This newly opened up area also contains the usual mix of pickups, magazines, Sandwich Boards, Points of Interests, White Whisper stash locations, and opportunities to get ambushed by Debt Collectors. It also includes an endurance Street Trial Job, as well as two new free Street Trials that are always available.
Free Street Trials
With Lowline Circuit comes the introduction of a new type of Street Trial that is always on, always free (i.e. no AP cost) and as alway for Street Trials, 0 AP to Retry. There are two of these available for now:
Lowline Circuit (free Street Trial, always available) Race on the legendary Lowline Circuit - beat the timer.
Lowline Circuit - Reverse (free Street Trial, always available) Race on the legendary Lowline Circuit, but in the opposite direction - beat the timer.
Modify Samson’s car, with performance upgrades and customization options at Floyd’s Garage.
If you’re short on cash and have no Action Points left, maybe consider stealing a cab and riding as a cab driver for an evening? The taxi gig starts automatically as you enter a cab, and allows you to take passengers around town for small fares. Fares have different preferences on how they want to get to their destinations, make sure to pay attention to their inclinations to maximize your cash reward. Perfect if you need to top up your daily earnings or if you just want to cruise around Tyndalston in a stress free environment.
With the new area comes a fresh batch of jobs appearing around the world, adding more opportunities to explore, make money, and see what the update has in store.
Black Top Renegades You know the Blacktop Club. Street racers. Gearheads. A little wild, sure, but they usually mind their own business. Problem is, a few of their boys got ambitious and started running a gambling racket down at the Circuit without anybody's blessing. Blacktop leadership ain't behind it. Go down there and remind these cowboys to stay in their lane.
You Move Me, Man Father O’Malley needs a man moved, fast. He’s been helping people off Whisper and the pushers want him gone. Pick him up at the church, stash him in the trunk. Harbor’s hot with crooked cops, so drive clean. Drop him at the containers, designated box. We take it from there. Nobody’s killing him on our watch.
Van Diesel You know "Diesel" Donnie? Yeah, tweaker gearhead. He's cowtowing up to some Blacktop club dropouts who has him running errands. So, "Deisel" jacked a van full of pro-racing wheels. Genuine Rock Face and SupaStandard... forged magnesium, top of the line stuff. I want you to find that van and jack it back. Deliver it to the race track. Gonna be good money in your pocket.
Bust Out Barry Stan Barry got pinched last night slingin’ coke. They’ve got him locked up the precinct for now, but they'll be moving him to jail. They're sending a cruiser for the transfer. Seek it out, tail it, wait for them to load Stan. Once they've left the precinct, run 'em off the road and bust Barry out. Don't kill him, he owes me a lot of money.
The Meter’s Tickin’ We got too many eyes on us. Gotta slow our roll. We don't want to attract attention. I need to clean a lot of cash and it's gotta look legit. Simple stuff: drive a cab. Pick up fares and shit. My guys cook your books and my money comes out clean. This way, the pay is good and the risks are minimal. Find a cab and get to driving.
Lowline Circuit Endurance Street Trial
Can you complete 10 laps on Lowline Circuit in 12 minutes?
Once you’ve taken care of DeVries’ ugly sandwich boards, you might see new entrepreneurs stepping in to showcase their businesses. Smash those as well for a minor vehicle boost that will either do a small repair (red board) or top up a bit of Nitro for you (blue board.)
Both Police and Gang have become slightly easier to trick once you are Wanted or Escaping, since we have introduced a short “suspicious state” before you are detected by enforcement. This means that they now have to keep you in line of sight for some time before they actually get a visual on you.Localization
Added text localization support for Brazilian-Portuguese and Russian.
This update introduces a handful of new achievements tied to the content arriving in this release:
Gig Economy - Complete your first cab fare in a Taxi Gig.
Samson McCab - Complete 10 cab fares in one Day.
Endurance Street Trial - Complete the Endurance Street Trial at Lowline Circuit.
Chop Shop - Install your first car mod in Floyd’s garage.
Open Sesame - Smash through the gate to Lowline Circuit.
Improved animation fidelity for various combat moves.
Increased animation coverage and reliability for parries from all directions.
Improved parry timing to make them more consistent and responsive.
Smoother motion when stepping up and down on objects.
Reduced Posture damage slightly on Light and Heavy Attacks, and increased Health damage on them to not make it too easy to bring enemies to a takedown state with e.g. Light Attacks only.
Increased Posture damage from some hazards to make them more relevant in bringing enemies to a takedown state.
Fix for ragdoll being "frozen" when you push people over railings.
Fixed issues that could affect progression in Missions and Jobs.
Optimization and better threading as well as budgeting of NPC characters.
New asynchronous bulk tick system to reduce tick overhead.
Performance improvement to various AI systems such as behaviour trees, targeting, mic and senses.
Smoother frame pacing when VSync is disabled and not using frame generation.
New custom throttling system to improve performance when running faster than 30 fps.
Various general optimizations in Traffic System UI, WorldQuery, LodSync, StoryDeck and Audio.
Wide performance improvements that help reduce hitches.
Updated and added more systems to our custom timeshare system to reduce spikes in the game.
The team is incredibly excited to launch our biggest, free content update to date. While we're chugging along fixing general bugs, performance and quality for the game, we also have some new content to offer this update.
Welcome To The Pit – Free Content Update Is Out Tomorrow: June 9, 2026.
Lowline Circuit Race Track
Vehicle customization
Taxi gigs and new Jobs
A new area of the map to explore
and much more.
Read more details here:
Tyndalston just got bigger. Get ready.
We’re incredibly excited to announce that we’re currently preparing the biggest free content update for Samson we’ve released so far. The entire team is hard at work bringing new content, features, and variety to the game, and we can’t wait to share more with you in mid June!
To make sure this update gets the attention and polish it deserves, we’ll be stepping away from the weekly update cadence for the time being. This means there won’t be any smaller weekly updates while the team remains fully focused on delivering this major free expansion at the quality we want it to reach.
Access to the Pit, Tyndalston’s legendary Lowline Circuit with more Street Trials to beat! This newly opened up area also contains the usual mix of pickups, magazines, Sandwich Boards, Points of Interests, White Whisper stash locations, and opportunities to get ambushed by Debt Collectors.
Modify Samson’s car, with performance upgrades and customization options at Floyd’s Garage.
If you’re short on cash and have no Action Points left, maybe consider stealing a taxi and riding as a cab driver for an evening? The taxi gig starts automatically as you enter a cab, and allows you to take passengers around town for small fares. Perfect if you need to top up your daily earnings or if you just want to cruise around Tyndalston in a stress free environment.
Alongside the new area, players can also look forward to a fresh batch of new jobs appearing throughout the world, giving you even more reasons to explore, make money, and uncover everything the update has to offer.
While we’re excited to continue bringing new content to the game, we also recognize that there are still bugs and quality issues that need attention. Maintaining a stable and polished experience remains a priority for us, and the team is being allocated across different areas to support both goals. Including, but not limited to:
Combat Improvements
Mission Logic Fixes
Performance Updates
We’ve seen the countless requests from the community for Brazilian Portuguese support, and we’re happy to finally make it happen. Starting in June, players will be able to experience the game localized in Brazilian Portuguese!
For achievement hunters, there’s even more to look forward to – we’re also adding a handful of new achievements tied to all the exciting content coming in this update.
We will share more as soon as we can. As always, we want to take a moment to thank you for continuing to play the game and following the journey with Samson. We’re constantly reading your comments, ideas, and discussions across the community, and they’ve played a big role in shaping the direction of this content update - so genuinely, thank you.
We’re active on both the Steam forums and our Discord server, so if you haven’t already, be sure to join us there as well: https://discord.com/invite/xPHpQgKUwG
We hope you’ve been enjoying the latest content update, featuring the new difficulty modes, combat camera, jobs, and debt collectors.
Today, Update #6 is out!
This week, we’ve mainly been focused on improving combat reliability and overall smoothness, alongside some general performance improvements and bug fixes.
We want to thank you all for playing the game and for the continuous feedback and suggestions. We’re listening closely and working hard to deliver more updates - both new content and broader improvements to the overall experience.
If you’d like to keep sharing feedback or suggestions, we’re always reading the Steam forums. You can also join our Discord community here: https://discord.gg/xPHpQgKUwG
Without further ado, here are the build notes:
Improved parry responsiveness, and reduced enemy sluggishness.
Improved enemy targeting logic, reducing the risk of enemies being either too passive or swarming and overwhelming the player.
Enemies could sometimes attack while being grabbed by the player, this is no longer the case.
Added some Health damage and heavy Posture damage on the automated counter-attacks that you perform after a Perfect Parry.
Improved reliability of tripping interactions and railing hazards.
Refined visual and movement glitches in player evades.
Parry animations now play more reliably during combat.
Rebalanced traffic density during the Chapter 12 “Rosary Requiem” car chase to improve the daytime gameplay experience.
Job “Skulls and Crowlanes”: Fixed cases where collectable bags would fail to spawn in.
Job “Skulls and Crowlanes”: Objective markers now appear more reliably when completing objectives.
The player will no longer play the wrong animation in rare cases after climbing
Added the ability to delete save games directly in-game.
Improved obstacle traversal and overall jumping responsiveness.
Combat magazine collection can no longer exceed the intended maximum limit.
Improved trunk interactions and refined, smoother vehicle enter/exit animations.
Players can now slowly regenerate Health while sitting on benches.
Fixed an issue causing visual distortion of certain trees and other foliage assets.
Addressed a missing collision area in the world that could result in unintended player deaths.
CPU Side Performance Optimizations
Hi everyone!
The team has kept a strong update cadence ever since release, responding to your input and putting a lot of love and effort into evolving the game.
For this first content update, we’re delivering a few of the things you’ve been asking for, which are also things the team has wanted to add for a long time. It’s a humble start to what’s ahead, as we plan to keep expanding the game even further going forward – including our biggest update yet coming in June. We’re so excited to finally share the additions we've included in today’s release. Alongside several smaller improvements and fixes, here’s a summary of the free, new content included in our very first content update today:
Introducing 3 difficulty modes
When we originally launched the game, we knew we wanted it to be challenging and, to some degree, punishing. Having said that, there are many different ways to enjoy the world of Samson, and with the introduction of 3 difficulty levels, you now have more choice in what kind of experience you want. More details below:
Caters to a slightly more casual play style, with lower level enemies, more generous loot drops of Painkillers, and losing less cash when knocked out (50%). All Mission Retries are free (0 AP.) In this mode you can expect to more easily defeat enemies, and to have plenty of Painkillers at hand from fallen foes. The free Retries also mean that you can generally keep trying if you fail a Mission. But Tyndalston is still a dangerous place, so don’t relax too much.
The difficulty mode that most closely matches the original design of the game. Enemies and loot drops and Mission Retries are unchanged. In this mode, you now lose 75% of your hard earned cash when knocked out (original design was 100%).
A truly brutal experience if you want to challenge yourself above and beyond: Higher level enemies, less loot drops, and 100% cash lost when knocked out. Also, in this mode, Mission Retries are only ever allowed in Street Trials, so make those Action Points count! We added a new Achievement for celebrating when you manage to become debt free and complete all Chapters in this mode.
A general note on cash lost when knocked out. This can be alleviated by the four “Hidden Stash” skills that stack for 10-40% cash kept safe when knocked out. There is also one Night specific Perk that can save you from losing some amount of cash on top of this. It can also often be a good idea to take the most dangerous Jobs early in the day to minimize the amount of cash at risk.
The combat camera is now getting a major and very welcome upgrade. One of the biggest pieces of feedback from players has been readability during larger fights, especially when surrounded by multiple enemies in tight spaces. This update is our first big step toward making every brawl feel more controlled, more cinematic and far more intense.
The camera now dynamically pulls back during larger encounters, helping you keep track of incoming threats, enemy positioning and the overall flow of the fight. The goal is not just to make combat easier to read, but to make every punch, dodge, takedown and desperate street fight feel bigger, heavier and more satisfying.
Samson has always been built around brutal close-quarters combat and chaotic urban brawls. We want fights to feel raw, dangerous and messy without becoming frustrating or visually confusing. This new camera work is designed to support that vision and lay the groundwork for where we want to take combat in future updates.
And this is only the beginning.
We are continuing to work on combat feel, responsiveness, enemy behavior, pacing and overall presentation. The combat camera will keep evolving alongside those improvements. Your feedback has already helped shape this update and it will continue to shape the next ones.
Three new Jobs have made it to Tyndalston. The new Jobs have wilder setups and combine features from previous Jobs into a more interesting, high risk, high reward package.
Jack: Skulls and Crow Lanes
You know those skull jacket scumbags. Word is they’re meeting some Crow Lane trash for a tradeoff. Hot goods for stepped-on product. Find 'em, tail ’em, see if it’s true. If it is, wreck the deal and take everything.
Beatdown: Upstarts
Goons from Crow Lane are muscling in on our turf. Show them what happens when you mess with the Ditch.
Contract: Not ACAB
Every cop in South End is crooked, except Max Riley. He wants White Whisper gone and he’s feeding us intel to do it. Problem is, his cop buddies can’t know. Rough him up a little, make it look legit, and he’ll “drop” the leads. And relax: You ain’t working for the cops. You’re working against ’em.
St. Louis is getting even more restless, and debt collectors are no longer exclusive to your apartment and the parking lot. They can now turn up in various locations across the city if you fall behind on your payments.
Overall stability and performance improvements, to help reduce crashes and offer a smoother experience.
We've also done a lot of work on fixing various bugs.
There are more updates to come soon! Don’t forget to keep the dialogue going in our social channels, we’re always reading, both on Steam forums and our Discord server:
https://discord.com/invite/xPHpQgKUwG
Thanks for playing.
We're officially live with our 5th update! We're just about a month into Samson being out in the world. We honestly can't believe it. It's been a journey for sure, and all of the improvements we've had time to get into the game since launch is much thanks to you guys and all of the feedback you've been taking the time to give us. It's been so rewarding for the team to see everyone play the game and have their own thing with Samson. We’re very grateful for the continued interest and for the opportunity to keep pouring time and love into the game. For future suggestions or feedback, we're always reading the forums here on Steam, but we also have a community on Discord that you can join here: https://discord.gg/xPHpQgKUwG Enough talking for now, we're here to attach the changelog for Update #5 that just went live!
Enemies now navigate combat spaces more smoothly, are less likely to get caught on objects, and can be boxed into corners preventing them from evading, making positioning and crowd control more effective.
Bulky enemies now use a wider variety of attacks, making their combat behavior more dynamic and less predictable.
Environmental Hazards will now trigger more reliably when used from a short distance away.
The Stuffed Bird Weapon is now available outside of its original Chapter mission, making it easier to obtain. You can find it in the “Slayboy Mansion” Beatdown. It will now respawn each time you play this Job, which was not the case previously.
Exiting vehicles is now smoother and more responsive, allowing for quicker transitions between driving and on-foot gameplay.
Enemy interactions when attempting to pull players from vehicles have been refined, resulting in more consistent behavior.
Map navigation now provides more reliable routing to destinations located beneath highways.
Traffic networks have been expanded in areas that were lacking, creating a more connected and consistent road network across the world.
Vaulting and climbing is now more responsive and reliable, making traversal across the environment smoother. As an example, it is now easier to enter climbing and vaulting while sprinting.
The “Night Owl” Skill now grants its bonus consistently only once per Night, and missions will remain visible when players have sufficient AP from bonuses to activate them.
The “On a Roll” Skill had an issue where you would gain its reward even if you went to sleep with 0 Action Points remaining. This has now been fixed.
Character placement in the world has been refined, reducing instances of them clipping into the environment or facing the wrong directions.
Players will no longer be transported out of bounds when interacting with some Point of Interests.
Using the phone is now disabled during combat while at home, ensuring more seamless gameplay during active encounters.
Various fixes where players could get stuck or fall through the world.
Further polish has been applied to Chapter 12 “Rosary Requiem” to ensure a more fluid experience: Volkov’s dialogue now triggers reliably after the takedown, his presence and vehicle persist correctly, and the mission flow clearly resolves if he is eliminated before the car chase.
Players will no longer become stuck in The Double Tap after the shooting sequence in Chapter 1 “Blood On Tap” even if the cutscene is skipped.
For Chapter 13 “Evil” – Trafficking victims will no longer join the Beatdown event, ensuring the encounter unfolds as intended, which will also prevent the player entering a Wanted state during the mission.
Fixed rare cases of old missions becoming active again when they had been previously completed.
The final fight in Chapter 14 “Am I My Brothers Keeper” now maintains its intended narrative tension, with the enemy no longer running away mid-dialogue.
Chapter 2 “Silver Bullet” – After failing the mission and retrying the next day, the dialogue with Paulie now consistently begins as intended.
Chapter 14 “Am I My Brothers Keeper” – The Beatdown sequence now consistently plays when replaying the mission on a subsequent day.
Chapter 9 “A Walk Down Memory Lane” – Enemy spawns in the dialogue scene are now positioned to ensure they no longer appear directly in front of the player during the sequence.
Job “Taxi Snitch” – The mission now correctly ends in failure when the car reaches TYPD HQ.
Players are now placed in a paused state when interacting with mission starters, preventing damage or death while the interaction is active.
Tommy’s animation in the bar during Chapter 9 “A Walk Down Memory Lane” now plays as intended.
Stability improvements that help reduce crashes.
Ongoing performance improvements that help reduce hitches.
As we continue to support Samson, today we are back with update #4! This one is packed with fixes and improvements across the board. To highlight a few: we've reworked how the police pursuit works to make them feel more dynamic, tightened up combat to make fights flow more naturally, and squashed a number of bugs. There are also some QoL additions, such as the option to skip cutscenes.
As always we are present in the steam forums and on our discord server. We value your feedback and input so make sure to share your thoughts!
Read full changelog below!
Addressed some issues which prevented Story Chapters appearing if the player's game got into a bad state, this should prevent this from occurring in the future as well as for those currently affected
Various issues addressed for Chapter 8 "He Has Risen" to make the logic more robust and prevent future issues occurring
Addressed an issue which prevented Objective descriptions and markers showing for Chapter 11 "Crucifix Connection"
Player should no longer be able to get locked in the Containers during Chapter 12 "Rosary Requiem"
Addressed various issues with dying, accepting defeat then replaying missions the next day that would prevent or confuse progress, if you still encounter a case of this please do let us know on our Discord or Steam Bug Reporting discussion group
Ambushers should now spawn properly during the "Not too old for Shit" Job. This should also fix most cases in other Jobs where expected combatants were not spawning in.
Jack missions should now show the correct number of required items to be collected in the HUD
Several changes to how Enforcement encounters work to make them feel more fair and less frustrating. Rather than knowing exactly where you are at all times, instead the Player will generate Breadcrumbs that the Police can follow, the Police will consume these breadcrumbs while pursuing the player and once the last is consumed, if they then still don't see the player, they will start to search for them in a more "random" manner. This should reward the Player for more effectively hiding from the Police and make the experience more engaging
Further tweaks to lower the time required to escape during Wanted events further on each subsequent time the Escape Cooldown is triggered. Lowered to 3 from 5 seconds for each escape, max reduction is lowered to 12 from 20 seconds.
Raised the weak spot health of the recently added Drift & Rallycross variations to make them more robust for using in the various activities
Improved traffic & civilian navigation
Cost for refiling Nitrous will be correct even when you have multiple Nitrous Tanks
Speedometer will now work correctly when reversing the player car
Cars should no longer be reversing on their own when you first enter them
Smoothened the experience when being pulled out of vehicles
Police Patrols should be more frequent and follow their intended routes
Made the police react when observing the player stealing a car
When the engine has been turned off you can start it by reversing, just as you do with going forward
Increased players chance to hit when varying the attacks
Decreased NPCs chance to defend against shoves
Decreased NPCs overall chance to defend
Addressed an issue preventing the NPCs counter attack after parrying predictable attacks
Worked to prevent jittering NPCs during fights, especially against very defensive enemies
Tuned parries to show more of the punch animations before the parry animation kicks in
Prevent excessively rapid follow up strikes when light punches get interrupted
Fixed an issue where NPCs could throw a Heavy then immediately Parry if they were interrupted during the Heavy
Preventing enemy NPCs from spinning around after being hit
Fixed an issue where we showed the incorrect character level border icon. This is what you should see:
Smooth circle: This enemy is way below the player character in level and will have lower defensive capabilities
Circle with horizontal spikes: This enemy is roughly equal to player level and will have balanced defensive capabilities
Circle with many spikes: This enemy is way above the player level and will have greatly increased defensive capabilities, such as their ability to evade, parry, and counter attack
Added a user setting to be able to toggle on/off Vehicle Healthbars along with the Enemy Healthbars
Various improvements to the Satnav and GPS markers to handle elevation better, should make it more accurate when you're traveling to a location on or below a bridge for example
Added an option to skip the in-game cut scenes
Race UI should now always be displayed correctly during Street Trials
Increased the range at which we show the POI interact icons to make them generally easier to find when exploring the city
Make the Hidden Stash skill available for users that had previously unlocked the skill prior to the last patch
Ongoing improvements to the Localization content including various missing prompts, UI elements and incorrect or missing translations
Ongoing fixes & polish for NPC placement and behaviours as well as world art and environmental issues
Improved NPCs enter vehicle behavior. Fixed contention over seats. Added fallbacks if the wanted seat is unavailable.
Added a Low Video Memory warning for players running at too high settings for their available VRAM, when this occurs they would get poor performance and hitching
Continued general improvements to performance as well as reducing potential hitches encountered by the players
Several crash fixes
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:
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.
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.
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.
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.
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.
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.
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.
In less than a week, on Wednesday, April 22, we’ll be releasing another, quite meaty, update. This one focuses on:
Combat improvements
New car variants
Keyboard vehicle tuning updates
Adjustments to damage for players, NPCs, and vehicles
Walk button for keyboard
Time trial refinements
Performance optimizations
General bug fixes. We’ll share full details alongside the changelog at release!
We also read your feedback continuously, both in the Steam forums and our community Discord. Your input plays a key role in shaping every update.
The following week, on Wednesday, April 29, we’ll release our fourth update, followed by a fifth the week after. We’re still finalizing the details for those, but as always, we’ll share more information as we get closer. Looking ahead, we’re especially excited about two upcoming content updates: The first one is set to launch in mid May, and will be focused on fresh content for combat. The second one comes mid June, and is vehicle focused. Finally, we know many of you have been asking about a console release. While we’re not ready to share a specific date yet, we can confirm that Samson is planned to launch on consoles this fall.
Thanks for sticking with us! We’re excited to keep improving the experience together.
We also want to thank you for playing Samson, and taking the time to give us such thoughtful feedback on your experience!
Let's clear some debt...
Hi guys! First of all, we want to thank you.
It's been an intense first week after launch for all of us here in the studio, with trying to address some of the most mentioned issues and feedback you've been bringing to us. We've also genuinely loved seeing so many of you having fun with the game -- keep sharing that, too!
We always value your input and experience with the game highly. In today's update, we've looked at performance & stability, localization, missions & jobs, combat, gameplay, controls and UI, tutorials, as well as general fixes and bug squashing. With that said, here are our newest notes for the latest update that is now live (a little earlier than anticipated):
Improved performance and reduced stuttering.
Tentative fix for a crash related to the in-game movie streamer.
Fix for shader compilation crash.
Much improved translation coverage including missing characters for Turkish.
Much improved translation coverage for German
Much improved translation coverage for Italian
General localization polish for Spanish and French
Localized text has been added to the controller help screen for all supported languages.
Fixed a bug in the "Hot Iron" mission where the Weapon Dealer Antwan might not spawn after mission failure/abort.
Players should no longer be able to get locked in the bathroom of the Mansion during replaying the mission "Evil" (Chapter 13).
Fixed a serious issue in the Volkov mission where the mission could fail if Volkov became aggressive before the dialogue could start.
Hotfix April 16th: Fixed yet another issue with Volkov not spawning into Chapter 12 mission.
Fixed the visibility issue in "Looking for Volkov" (Chapter 12).
Fixed various issues with states not being reset when replaying missions after having Accepted Defeat and replaying them again the next day.
Getaway Jobs: Resolved an issue where warning messages from previous missions (e.g., "You left the guys in the car") could incorrectly appear in later Jobs.
ACAB: Expanded the boundaries of the combat area to allow players more freedom during the fight.
If the Kids Are United: Increased the size of the Beatdown area to give players more strategic options for the fight.
Improved reliability of Takedowns.
Decreased risk of interruption from Takedowns.
Increased window for successful parry.
Reduced repetition of heavy attacks resulting in increased variety.
Balancing of combat encounters.
Reduced the AP cost of Street Trials by 1 AP. This makes them less punishing to attempt and retry, addressing low engagement due to difficulty. It also lets players use leftover 1 AP at the end of the day instead of wasting it. It's also the first step in the bigger effort to further balance the game loop as a whole.
Reduced the engine start delay when entering a vehicle, allowing you to drive away faster.
Fixed an issue that prevented players from using vehicle interactions if the car was flipped over.
Fixed a bug where a notification would fail to appear if a vehicle call failed because the vehicle was wrecked.
Vehicles (except Samson's car) will now properly restore their state after an End-of-Day reset.
Removed damage taken on undercarriage impacts on your vehicle while driving. This is a first step toward improving overall vehicle gameplay balance.
Tweaked placement of pickups that previously couldn't be picked up.
Made sure the normal bat in your wardrobe reappears next day if you are wielding it when you go to sleep.
Consecutive escapes from Police and Gangs for the same crime will reduce the required escape time by 5 seconds each time, up to a maximum reduction of 20 seconds.
Mouse and Gamepad now have separate settings for inverting the camera axes.
The "Use Painkiller" action can now be successfully reassigned in the Keyboard settings.
The Takedown action is now correctly displayed in the controller help menu.
Resolved an issue where non-starting dialogue would occur after restarting various missions.
NPCs will now consistently react when you hit them with thrown Weapons.
Corrected the total amount of Sandwich Boards on the Collectibles screen; the correct total is 163.
Ensure the Police Radio can be heard properly when driving at speed.
Fixed various misspelled names in the credits section.
Fixed an issue where the weapons would visually pop away before the trunk was fully closed.
Various fixes for floating or misplaced NPC positions.
Fixes and Improvements to the Multi-Slot Save system.
Ensured that Save Game files synced via the cloud are recognized correctly by the manifest. This means slots used will be visible as intended on the Load Game screen.
Added a new tutorial specifically for the Shove & Grab combat action.
Added a new tutorial detailing how to perform Side Rams when you start your first Vehicle Takedown Job.
Made HUD & UI hints for various moves stick on screen to make them clearer to the players.
We also just added 3 additional fixes today that didn't make the update yesterday.
Progression blockers for mission "Hot Iron"
Progression blockers for mission "Consulting Doctor"
Fixes for the controller sensitivity setting being experienced as slower
In just under a week, on Wednesday, April 15th, we’ll be rolling out our second update. This one will focus on improving stability, refining gameplay, adding polish, and continuing to respond to your feedback.
Then, the following week on Wednesday, April 22nd, we’ll release our third update. We’re still finalizing the details for that one, but we’ll share more as we get closer.
Thanks for sticking with us! We’re excited to keep improving the experience together.
We also want to thank you for playing Samson, and giving us such thoughtful feedback on your experience.
It has been two days since we dropped Samson, and it’s been absolutely magical to see everyone play the game and hear about all of your experiences. Thank you! We’ve been reading through your feedback about the game, and one thing that we have seen come up consistently is performance related questions or issues. So, we thought it would be helpful to put together a quick guide. If you run into performance problems, there are often a few things you can try on your end that may significantly improve your experience.
Something that can immediately help for crashes and otherwise, is to always make sure to update your graphics drivers before playing. If you experience stuttering, restarting your computer or resetting the video drivers (Windows Key + Ctrl + Shift + B) might help. If a computer has been running for more than a day, we have noticed issues where calls to drivers take longer and longer. This is due to driver issues or other software that has reserved video memory, and it shows up in the game as stuttering. Restarting the drivers solves these problems.
Minimum 6GB VRAM target is tested with 1920x1080 output resolution with balanced preset, any higher risks running out of memory causing severe performance degradation. DLSS quality modes Ultra Performance & Performance is by default using the DLSS4.5 preset L & M which is quite heavy on 20 & 30 series cards, ex. preset K can be forced in Nvidia App if needed.
The game requires a DX12-capable discrete video card and 6 GB of video memory on low-quality settings at 1920x1080 output resolution.
Make sure the game is installed on an SSD drive. As an open-world game, Samson is constantly streaming data when you are moving. If the game is installed on a hard drive rather than an SSD, streaming will simply not be fast enough, and the game will pause (i.e. stutter). It does this in order to allow collisions to load, preventing the player from falling through the world. Here's our Minimum required specs:
Requires a 64-bit processor and operating system
OS: Windows 10/11
Processor: Intel Core i5-10505 / AMD Ryzen 5 3600
Memory: 16 GB RAM
Graphics: Nvidia® 1070 GTX 8 GB / AMD Radeon™ RX 5600 6 GB
DirectX: Version 12
Storage: 15 GB available space
Additional Notes: This game requires a SSD hard drive
Samson is CPU-intensive, especially when driving fast around the world. This is because we constantly need to stream in new geometry, vehicles, and characters, and destroy the things you leave behind. Most players we have seen are CPU-limited, and when CPU-limited, the video settings do not matter much. Make sure you do not have other CPU-intensive programs running in the background. We highly recommend using Frame Generation if you are CPU-limited. If you do not see Frame Generation in the menus and have a graphics card that supports it, make sure you are running with an updated driver.
We have three CPU-related performance settings in the Gameplay Menu. Cloth Simulation, Hair Simulation, and Animation Quality.
We have also seen cases where a graphics driver update caused Windows to not report the dedicated graphics card as available to the game on boot, causing a fallback to some other available graphics card. For example, the integrated graphics in the CPU could be selected, which will most likely result in terrible performance and crashes. A restart has solved these issues.
The game runs a quick GPU benchmark on first boot to configure quality settings. This does not however take resolution into account. If running on a high resolution output device, make sure to tweak Video > Upscaling > Quality to balance rendered pixels.
Selected by default on Nvidia RTX graphics cards. Frame Generation is available for GeForce RTX 40 Series cards and newer.
Selected by default on AMD graphics cards and will have Frame Generation available. FSR4 will be used for AMD Radeon RX 9000 Series or newer, otherwise FSR3 will be used.
Vertical Synchronization can be toggled in Fullscreen and Windowed Fullscreen. Having this enabled will increase latency and disable Variable Refresh Rate. Keep this disabled with a VRR enabled output device, instead Frame Rate Limit settings can be used if limits are needed.
When Frame Generation is running, additional restrictions apply. Specifically, when DLSS Frame Generation is running, the game cannot control the synchronization interval; instead, it is controlled by the frame generation implementation. Forcing VSync on from the Nvidia App could work to circumvent this.
Running with VSync and Frame Generation enabled could lead to increased frame pacing issues, especially when MFG is enabled.
Hair Strands can be enabled for Samson at a GPU performance & memory cost, this is currently always off by default.
While these post-processing options will have a GPU performance impact, they are mostly provided to disable unwanted and/or distracting effects.
We genuinely hope you could learn something from this post, and that it could help with any issues you may be having performance-wise. Thank you again for playing the game and providing such thorough feedback, it's incredibly helpful for the team to continue improving on the game and experience for all of you. In order to join the community, talk everything Samson and report bugs or issues, join our Discord server: https://discord.com/invite/xPHpQgKUwG We're also active right here in the Steam Discussion forums.
The team has been hard at work with the continued support for Samson. This update fixes some immediate issues some of you are having. Improving combat, stability, performance, and missions among other. Below is a more detailed list of changes.
Thanks to the teams dedication we are able to drop this update today, ahead of tomorrow!
Several performance fixes focusing on PSO related hitches (Fixes stuttering related issues)
Fixed some misses with Slate
Fixed landscape RayTracingDynamicGeometry misses
bIgnoreMaskMateria & bRequireRTDynamicGeometryUpdate was not set correctly from landscape PSO precache dispatch since 5.7
NaniteLumenCard & NaniteShading misses
Fixed PSO misses due to FStaticMeshComponentHelper::CollectPSOPrecacheDataImpl fetching materials from LOD levels depending on MinLOD even for Nanite-enabled meshes which will render with LOD 0 materials
Crash fix for clearing UseDestructionHelp for vehicles with a timer
Fix for potential case where attempting to update a failed dispatch when losing warp governance could clear the callback lambda as it was being executed, causing a dangling this pointer and crash
Fixed various audio-related crashes, including one when closing the game
Avoid race conditions caused by writes to bIsCachedRayTracingInstanceValid and bDynamicRayTracingInstanceCachedDataDirty from parallel tasks
Force separate storage unit between ray tracing and non-ray tracing bits
Force separate storage unit between bIsCachedRayTracingInstanceValid and bDynamicRayTracingInstanceCachedDataDirty
Fixed issue with Physics destructables behaving like solid objects and not getting destroyed when playing on high framerates.
Ice Fish – NPCs spawned in the Beatdown are no longer only Level 1
Thrill of the Fight and Running on Fumes – now functional after save/continue
Suzy Red no longer gets multiplied during "Stitches for Snitches" mission completion
Hit 16 (No Return Fare) – passenger now gets into the cab at the pickup location
Dave Shultz Tailing Job – Dave now spawns close to player, avoiding near-instant fails for being too far away
Story Chapter – No Whisper Dealers – no beatdown triggers when eliminating enemies, preventing mission failure
Hot Iron – fixed issue where the fail radius for the reach dealer objective was too small
Progression blockers for mission "Hot Iron"
Progression blockers for mission "Consulting Doctor"
Fixes for the controller sensitivity setting being experienced as slower
Day 3: Oonagh Welcome Home – call now comes after story mission Blood on Tap rather than Dirty Scripts
Fixed issue with the “Hot Iron” not being replayable after failing and retrying the next day.
Improved traversal and removed collision traps by White Whisper stash close to the priest's house in Park Avenue.
Fixed the Cumberland barge wall
NPC fall damage added as a failsafe for dropped NPCs
Day 3 Pickups – raised interact range to allow easier pickup if an item is dropped under a body
Let outsiders check if the driver can be pulled out of the vehicle
Fixed issues where enemies were not advancing towards you in group encounters
Fixed issues with AI running onto roads to inspect dead bodies
Fixed issue where police siren sometimes did not work
Fixed smoker alignment in Double Tap and Suzy's
Fixed vehicle voices
Added a dedicated "remote dialogue" bucket for voice lines without a visible speaker (e.g. phone calls or police radio chatter)
Added separate dialogue buckets for police vehicles and remote dialogue
Fixed door kick spam
\ New day stinger now plays before dialogue
Increased volume for NPC vehicles
Prevented corpses from popping back up or being launched into the air after takedowns, hazards, or railing interactions
Improved lean-on-wall alignment
Blocked bark gestures or one-offs during ranged combat
Fixed Vivian holding a folder in the doctor's office instead of nothing
\ Added "outside vehicle" dialogue lines to NPC non-combat efforts
Fixed several grammatical errors
Removed the facility marked on the map for no reason.
Improved French localization, adding a whole lot of strings that were missed in translation.
Fix for unreliable combat barge. If you tried to do a combat barge during the 4-second cooldown, it would just drop you out of combat stance instead.
Fixed issue with Enemies failing to pull the player out of a vehicle if misaligned even slightly.
Balanced Police escalation detection ranges to make it fair to the player.
Fixed issue with player falling through the floor, dying.
New "Controls" screen for showing game input from the pause menu
Correct text for Carpe Diem: First Job costs 0 AP.
Added Heal to combat hints
Fixed so we toggle Grab / Throw when you pick up an item in the combat hints
Fixed issues with changing the Deadzone setting not changing the way sticks respond
Fixed issues with turning off vibration in the settings.
We are so excited to be live with Samson: A Tyndalston Story! Watching you play the game since the launch yesterday has been truly amazing. We thought this would be a good time to give you some helpful tips and tricks for some of the features in the game, as well as address some points of feedback that we have heard. Read on for the full details. We will be back with more updates and information soon. “Let’s clear some debt!”
Quick attack that deals low health damage and some posture damage. Easily blocked/evaded if overused. Light attacks are effective, but if you do them a lot then enemies will start to predict you and block or dodge more. Especially for higher level enemies.
Slow attack that deal high health damage. Prone to being interrupted so use with caution. A heavy attack not only deals more damage, but gives you an opening to follow up with a shove or some lights without fear of getting blocked. But heavy attacks are slow, and enemies can take the opportunity to get a quick jab in against you.
Grab an enemy and push them into environmental hazards to deal massive damage. Or push them into their friends and watch them fall over like bowling pins. Great for crowd control. Can also be evaded/blocked if overused. If you're fighting a group, hazards can be a quick way to thin their numbers, or at least buy you some time and space.
Use Left Trigger/G to grab an enemy and choose the direction you want to shove them.
Use weapons to even the odds when outnumbered. Increases your melee damage. Throw them at enemies to deal massive posture damage. So you're holding a weapon, but the enemies are hanging back, or maybe they're just coming at you. Reach out and touch someone by throwing that weapon (Left Trigger/Q). But stay on your toes, they'll throw things back at you, too.
Press A to perform a Barge. This lets you break dynamic objects and knock into enemies, briefly disrupting them. Some hazards can be pushed over on purpose to try and hit someone on the other side (Left stick and Left Trigger/ G).
Parry incoming attacks to avoid taking damage. Time the parry perfectly to trigger a counter attack.
Evade incoming attacks to avoid taking damage. Time a light attack after evading to perform a counter attack.
You can repair any car in one of the workshops, located at the gas stations. This is also where you can pick up your car if it is wrecked.
If your car becomes totaled, you can find it in a garage, but you have to pay for the repairs in order to drive it out of there.
To enter the garage, simply drive or walk up to the door and it will open automatically without a prompt.
The police will escalate their search efforts if you take down police vehicles or officers, and if you beat down civilians.
To successfully lose your Wanted state, you need to first escape the crime scene that is visualized on your mini map. Then, you need to break line of sight to your pursuers and stay hidden until the Wanted countdown timer runs out.
Remember to turn off your engine while hidden from view (RB on controller / X on keyboard) to decrease the likelihood of being spotted.
We are currently working on balancing and tweaking enforcement behavior based on your feedback, to make them feel both exciting and fair. We will share more info on this with you in the near future.
The Jobs that yield the highest $ rewards are typically the ones that are the most difficult, so take that into account when you pick and choose what to do in a given day. Many of the Skills and Perks that you can unlock will help you perform better in various Job situations.
From Day 3, you will get a random Perk each Noon, Evening, and Night. From the Skills screen, you can navigate to the Perks screen to see which Perks you have unlocked, and which is your currently selected one. This screen also shows information about your Adrenaline Rush abilities.
Finding Collectibles is a great way to explore South End and also to upgrade your capabilities. The Collectibles screen in-game details this, but we will describe it here as well for reference:
Interact with POIs to permanently unlock additional Action Points (AP) for use each Day. You start the game with 2/2/2 AP and max out at 2/3/4 (Noon/Evening/Night.) With more AP, you can attempt more Jobs each Day, making it easier to reach your Daily Due amount.
Smash sandwich boards with your vehicle to unlock additional Nitro flasks in your personal car. You start the game with 1 flask and can unlock 2 additional flasks.
Find Car Magazines and Combat Magazines to upgrade your Adrenaline Rush abilities to more powerful versions.
Complete story Chapters to unlock more powerful versions of your daily Perks.
You have one Adrenaline Rush ability while in melee combat, and one while driving a vehicle. In melee combat, it increases your damage output and makes it easier to land your hits. In vehicle combat, it increases the damage of your Side Rams.
When you want to take out an enemy vehicle, for example in a Takedown Job, use the Side Ram input and try to target the wheels of the enemy vehicle. Health is calculated per individual wheel, so it helps to target the same wheel consecutively.
We have seen some questions about why your starting Character Level is 4. Your Character Level is simply the sum of all of your Attributes, and your 4 Attributes (Instinct, Aggression, Cunning, and Tactics) all start at a value of 1. These, in turn, determine your secondary Character Stats like Health, Power, Adrenaline, and Finesse.
Your Finesse value determines how much Posture your attacks deplete on enemies. So if you want a play style that favors melee Takedowns, you should level up Attributes that increase your Finesse.
At the End of Day screen, you can cycle through more helpful hints on various aspects of the game.
The Skill "Carpe Diem" has an incorrect description. The correct description and gameplay effect is:
Your first Job each Day costs 0 AP.
We hope you enjoy the game as much as we're enjoying watching you play it. Hopefully, you could learn something new that you can try out after today’s post. It’s incredible to see all of you finally play and have your own experience with it.
To be part of the community, talk to the devs, and share your experience with Samson - make sure to join our Discord server here: https://discord.gg/xPHpQgKUwG
Hi everyone! It’s launch day and Samson is here. We have been having a lot of fun watching folks have fun with the game and we released a game with flaws for a number of reasons. Early impressions are mixed and many of you are experiencing game-breaking bugs and performance issues. That’s unacceptable and we are listening to everyone’s feedback and are hard at work to deliver the game we spent years of our lives developing. Launching a game is a ton of work and I'm proud of the effort our team has put into seeing Samson from its initial concept, through release. We are committed to the future of both Samson and Tyndalston and this game will grow over time on all fronts; quality, gameplay and content. Thank you all for supporting us and sticking with us this super exciting launch day. We will continue to keep our ears to the ground and improve the game with your support. What I can tell you now is: there is a patch coming on Friday that addresses some of the immediate issues players are facing and we have more meatier document detailing what this all means. Here’s what it includes:
Several performance fixes focusing on PSO related hitches
Several crash fixes related to audio, animation and GPU
Several fixes for mission and progression related issues
Several fixes for gameplay related issues
Several updates for general polish on various parts of the game
Added the ability for up to 8 save files
You can find the full change log of patch notes here: https://steamcommunity.com/app/3634520/discussions/0/800092562772785651/. But the work doesn’t stop there, Samson is here to stay and we are not going anywhere. Here’s what we are continuing to do as we move forward:
Continue to squash performance related issues
Improve gameplay related issues
Fix animation related issues
Continue to polish
Thank you for your support and for your trust. Christofer Sundberg Founder & Creative Director, Liquid Swords
We're extremely grateful for everyone who has been part of the build up so far, and we're welcoming all newcomers warmly, as well. We hope you will have a lot of fun with the game. We're so proud of getting out into the world. It's been a wild ride, can't wait to see what the future for Samson holds.
Thank you for supporting, thank you for playing, and welcome to Tyndalston.
Hi! Christofer here. In 2021 we set out to build something big. Big world. Big scope. Big everything. Then the world changed.
I have been making games for over 30 years and I have not seen anything like this shift. Studios shutting down across the board. Big, small, internal, independent. It does not matter anymore. Shipping a good game is no longer enough. You can feel the pressure everywhere.
So we made a call. Adjust or die. We chose adjust.
We made hard cuts. Real ones. People, scope, plans. We stopped for a moment and put everything on the table, including the money we had left, and asked one simple question. What can we actually finish, and stand behind? Then we rebuilt the game from that answer.
We stripped it down. Shelved some really cool, but expensive and complicated features and focused on what matters. That became Samson: A Tyndalston Story. It is a tighter game, a sharper game and focused on where we know we can deliver the best experience.
Last year, we showed ten seconds of the city Tyndalston. That was enough for people to shout GTA IV. That is a serious compliment that we are very proud of. But we are not GTA. We are not AAA. We are a relatively small team on a limited budget. We don’t have the “safety nets” from a big publisher or investor. What we do have is experience and a clear idea of what this should feel like, and we are very proud of what this has become. Hard, grounded, physical.
Close fights. Cars used like weapons. No distance, no hiding behind guns. We removed firearms from Samson on purpose. Fights should feel personal. You feel every hit. Every mistake. Stop moving and you will be hit like a freight train.
This is our take on 90s action. Not nostalgia. More like a memory with scars. Crashes that hurt. Characters that push back and no clean edges.
You will get around 25 hours at launch. Then we keep going. More content, both free and paid. More actions. More characters. More ways to break things including your enemies.
Your support so far has mattered. More than you think. The good, the bad, the honest and the (constructive brutal). It all shaped the game. It forced clarity. Made it better and we will keep on listening. The only thing for a team like us is to keep going, keep grinding, keep doing the work.
The final trailer have dropped. This time it is not about systems or game loop. This is our story trailer. This time it is about Samson and his experiences coming back to Tyndalston and what he walked into. It is bigger than the debt.
We launch April 8.
The team is ready. I am ready (even though I’ve never been this nervous for a game release). This project took everything. Time, money, energy. Right in the middle of an industry that keeps shifting under your feet.
The next step depends on you. As the game performs, we move straight into finishing console versions. No dates yet. We will be clear when we know - open and honest as always.
Welcome to Tyndalston.
https://discord.com/invite/xPHpQgKUwG
https://discord.com/invite/xPHpQgKUwG
https://discord.com/invite/xPHpQgKUwG
Thank you!! We’re incredibly grateful for the way you’ve received Samson - with what feels like the same love and care we’ve poured into creating it.
Thank you for the incredible support and energy. April 8 is coming. We can’t wait for you to play.
https://discord.com/invite/xPHpQgKUwG
While debt plays a central role in our story, since Samson is working to repay what he owes to the St. Louis crew, it’s only one part of a larger narrative. Alongside it, a parallel storyline unfolds, giving players a deeper look into his world, and the world of Tyndalston as a whole.
In this conversation, we explore Samson as a character: his motivations, his relationship with the city of Tyndalston and how it has shaped him, as well as the importance of his family in his journey. This time, we’re diving further into the core of the main story -- an aspect we haven’t explored much before.
We’re excited to finally share this side of Samson with you, and we hope you’ll connect with it as much as we do.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Samson, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Samson statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.