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Steam News27 December 20257mo ago

Distractions in False Alarm

Hi everyone, Today I’m breaking down one of the core stealth tools in the game: distracting enemies. The goal is to give you consistent, readable ways to manipulate patrols without the AI feeling random.

In this update6

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Full False Alarm update

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What changed

0 fixes0 additions2 changes0 removals
  • UI and audio
changedHow Enemies ReactNotice They register a sound/trigger within range.
changedHere are some intended use cases:Stack distractions (small sound → reposition → bigger sound) to create a longer window.

False Alarm changes

changedNotice They register a sound/trigger within range.
changedStack distractions (small sound → reposition → bigger sound) to create a longer window.

Hi everyone,

Today I’m breaking down one of the core stealth tools in the game: distracting enemies. The goal is to give you consistent, readable ways to manipulate patrols without the AI feeling random.

The Core Idea

Distractions create a point of interest that can:

  • pull an enemy off a patrol route,

  • split a pair of guards,

  • open a timing window to cross a hallway,

  • or lure someone into a safer spot for you.

A distraction is designed to be predictable. You should be able to plan around it.

What Counts as a Distraction?

There are a few types of distraction sources:

  • One-off noise that an enemy will investigate e.g. throwing a coin / knocking on a door

  • Interactable devices that stay on until someone turns them off e.g. a water cooler spilling water on the floor

  • Environmental actions that redirect enemy behaviour e.g. brewing delicious coffee might make an enemy stay in a different room

How Enemies React

When an enemy detects a distraction, they move through a simple chain of behavior:

  1. Notice They register a sound/trigger within range.

  2. Investigate They path toward the source to confirm what happened.

  3. Search If they don’t find anything, they’ll do a quick look around. If they find something that they can turn off, they will do that.

  4. Return They resume their normal route/guard position.

This structure keeps their reactions consistent, so you can learn the rules and use them deliberately.

Important Rules

A few guardrails keep distractions from becoming too powerful:

  • Distance. Being too far away will stop the effect.

  • Obstruction. If there is a wall between the enemy and the distraction they won't notice it. If there is a door they will, even if the door is closed. If the distraction is a light that has been turned off, they need line-of-sight before they notice something is wrong.

Player Strategy Examples

Here are some intended use cases:

  • Create a gap in a patrol cycle to slip through.

  • Pull a guard to the far side of a room to reach an objective.

  • Break line-of-sight by moving the guard’s attention away from your approach.

  • Stack distractions (small sound → reposition → bigger sound) to create a longer window.

Source

Steam News / 27 December 2025

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