False Alarm
Steam News 22 February 20262mo ago

Enemy types in False Alarm

Hi everyone, Today I’m breaking down the other half of stealth: the enemies themselves. The goal is for each enemy type to be readable at a glance and to force different decisions, without turning encounters into trial-…

Update log

Full False Alarm update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes1 addition3 changes0 removals
  • Gameplay
  • Store
  • Workshop
addedEach enemy answers two questions:Most enemies follow the same baseline rules, then each variant adds one clear constraint that changes how you approach them.
changedThe Four Enemy Types (so far)Helmet guards exist to shut down a very common tactic: throwing items directly at enemies.
changedThe Four Enemy Types (so far)Items bounce off, so you lose that instant “free opening.”
changedThe Four Enemy Types (so far)They’re meant to break the habit of solving every problem with a silent takedown. If you want to get past a trained guard, you need timing, positioning, and tools rather than close-range grabs.

Hi everyone,

Today I’m breaking down the other half of stealth: the enemies themselves. The goal is for each enemy type to be readable at a glance and to force different decisions, without turning encounters into trial-and-error.

The Core Idea

Each enemy answers two questions:

  • How do they detect you?

  • What do they do once they do?

Most enemies follow the same baseline rules, then each variant adds one clear constraint that changes how you approach them.

The Four Enemy Types (so far)

  1. Standard Guards

These are the baseline patrol enemies.

  • They patrol routes or hold positions.

  • They carry flashlights, so light and shadow matter.

  • They react to distractions and investigate points of interest.

  • If they spot you with line of sight, they will chase you.

They’re designed to be consistent and learnable. If you understand how to manipulate a standard guard, you understand the foundation of the game.

  1. Helmet Guards

Helmet guards exist to shut down a very common tactic: throwing items directly at enemies.

  • They behave like standard guards in patrol and detection.

  • Thrown objects won’t stun them because of the helmet.

  • Items bounce off, so you lose that instant “free opening.”

This pushes you toward indirect play: lure them away, throw past them, or use distractions that move them instead of disabling them.

  1. Trained Guards

These guards are dangerous up close.

  • They behave like standard guards in patrol and detection.

  • You cannot choke them from behind.

They’re meant to break the habit of solving every problem with a silent takedown. If you want to get past a trained guard, you need timing, positioning, and tools rather than close-range grabs.

  1. Scientists / Civilians

These aren’t fighters.

  • They don’t behave like normal guards.

  • If they see you, they panic.

  • Instead of chasing, they try to trigger an alarm.

They create a different kind of urgency. With guards, you can sometimes recover by breaking line of sight. With civilians, the danger is how fast they can escalate the situation for everyone else.

How to Read Them Quickly

The intention is that you can identify the threat instantly and adjust your plan:

  • Standard guard = baseline rules: patrol, flashlight, distractions, chase on sight.

  • Helmet = don’t waste throws on their head.

  • Trained = don’t rely on choking from behind.

  • Scientist/civilian = sighting becomes an alarm risk.

Player Strategy Examples

Here are some intended use cases:

  • Standard guard: create a gap in a patrol cycle and slip through.

  • Helmet guard: lure them away from a doorway instead of trying to stun them.

  • Trained guard: treat them like a moving camera and route around them rather than going for a choke.

  • Scientist/civilian: prioritize line-of-sight control and cut off their path to an alarm.

Source

Steam News / 22 February 2026

Open original