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Steam News9 April 20262mo ago

Magnet Agent Dev Log #3 - Chapter 2: The Grand Gala

Chapter Two: Sneaking Around the Grand Gala In Chapter 2, we expanded upon the existing mechanics by introducing stealth elements. Players must carefully plan their routes to avoid enemy line of sight or be defeated.

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Chapter Two:

Sneaking Around the Grand Gala

In Chapter 2, we expanded upon the existing mechanics by introducing stealth elements. Players must carefully plan their routes to avoid enemy line of sight or be defeated. The gameplay in this chapter is heavily inspired by stealth games such as Assassin’s Creed, Metal Gear, and Mark of the Ninja. In particular, Mark of the Ninja provided many valuable ideas for designing mechanics and interactions within a 2D stealth framework.

The Vents

The first half of chapter two is within the Vents, inspired by the levels from Mark of the Ninja. The early levels have the player sneaking into the Gala, and we’ve developed some mechanics to showcase this action.

The Grand Gala

The Grand Gala, a high security event is the reason Magnet Agent has been sneaking around. They are not done, however, and need to avoid more enemies and traps along the way. Inspired by classic spy movies such as the James Bond franchise, the second half od chapter two has you sneaking in style.

The Ultimate Game Machine

The Ultimate Game Machine is a triggerable device, that when touched turns the lever and changes the shown symbol. If the symbol matches one shown on a door, the door becomes unlocked (as long as the symbol still matches). Magnetism and even enemies may trigger the device as well, creating challenging combinations.

Distract Enemies!

This place is lined with foes, strategically place Juice Bottles and knock them over to distract them and sneak out of danger. Use Semi-Platforms to pass the bottles through grates, and walk over them to safety.

New Dangers as Magnet Agent N-52 sneaks around the Gala!

The Bodyguard

Bodyguards watch diligently, and will fire within sight of you (unless they are armed with hammers, then they will simply thwonk your head). When distracted, they will follow the sound and move towards the source to investigate, the perfect time to slip past. They can also be affected by magnetic forces.

The Turret

Watch out! Static Turrets have been placed in the Vents and at the Gala! If you get in their line of sight, it’s lights out for Magnet Agent. They can be distracted by bottles but don’t move and are unaffected by magnetism.

Thank you!

Your support so far has been awesome, and we are so excited to showcase these features we have been hard at work developing. Soon, we will have a playtest where you can try some of Magnet Agent's features out for yourself, so follow us on social media and stay tuned!

Source

Steam News / 9 April 2026

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