Samson Gets Major Fixes For Bugs, Crashes, and Progression Blockers in its First Update

Liquid Swords, the developer of Samson, has just launched a significant update to the game. Announced shortly after the open-world action game’s release, this update fixes a variety of problems, including performance issues, crashes, and bugs that were preventing players from progressing.

Recent performance gains primarily focus on fixing problems with how the game accesses and loads data. This includes instances where the game incorrectly grabbed low-resolution versions of objects, even when using the high-detail Nanite system. Improvements have also been made to how Nanite handles lighting and shading, as well as how ray tracing works with moving objects.

Okay, so this update has made things a lot smoother. I noticed NPCs don’t just instantly die from falling anymore, which is good. They also fixed that weird bug where cops and pedestrians would run into traffic to check out bodies – seriously, that was a problem! Plus, the police sirens actually work consistently now. They’ve also added some nice touches – leaning against walls feels way better, I can actually hear the NPC cars now, and the voice lines for cops and stuff playing over the radio sound a lot clearer. If you want to see everything they changed, check out the full patch notes down below.

Samson update #1 patch notes:

Performance

  • 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 fixes

  • 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

Physics

  • Fixed issue with Physics destructables behaving like solid objects and not getting destroyed when playing on high framerates.

Mission

  • 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
  • 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

General Gameplay

  • 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

Polish

  • 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
  • [Audio] 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
  • [Audio] 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.

Combat

  • 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.

Usability

  • 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.

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2026-04-10 15:12