In this update11
Full notes
Full Midnight Heist update
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What changed
- Performance
- UI and audio
- Gameplay
- Balance
- Server
- Fixes
Midnight Heist changes
Hello everyone!
The time has finally come: update 1.1 is finally live. And let us say this right off the bat: quite a bit more content made it into the update. Let's go through everything step by step.
Upgrading to Unity 6
This was the biggest hurdle of them all. Midnight Heist was running on an older version of Unity, and that was holding us back. To use more modern tools, to gain real stability, and to open the door for everything we still want to build, we upgraded the entire game to the latest engine version.
The game now runs on Unity 6. This wasn’t a simple button press. It meant going through thousands of assets, animations, and systems and making sure everything still behaves the way it should. With this new foundation in place, it will be much easier for us to add new content in the future.
Because this is such a deep change, it’s possible that some new and unusual bugs show up on the wide variety of setups you all play on. If that happens, please report them here on Steam or Discord.
Modules 2.0
Modules as you knew them are still here, but they’ve been revamped and, most importantly, expanded into a much deeper system. The biggest news: two brand new rarities now sit at the top of the lineup, Black Market and, above it, Cursed.
Black Market modules
Black Market is a new high-end rarity for modules, and it comes with a twist that no other module has: every Black Market module rolls a random perk synergy.
A Black Market module applies a bonus to a random perk, and that includes perks you don’t even have equipped. The bonus ranges from 10% all the way up to a massive 50%, and it strengthens the perk itself rather than being a flat stat.
Here’s a concrete example. Say you have the Stamina perk at level 3, which gives you 100% more stamina. With a 50% perk bonus module for that perk, you don’t end up with 100% more stamina, you end up with 150%. This works for every perk that isn’t a simple on or off perk (like extra inventory slots). It opens up a lot of room to lean hard into a build you love.
Cursed modules
Sitting above even Black Market is the rarest tier of all: Cursed. These carry the strongest stats in the entire game, with values that can climb far beyond what other rarities reach. But power like that comes at a price.
Every Cursed module slowly drains your sanity, and roughly half of them carry an extra drawback on top, such as louder footsteps, slower walking, weaker stamina recharge, higher sprint cost, or thicker fog around your screen. You’re trading safety for raw strength, and deciding whether that trade is worth it is exactly the point. The Sanity perk helps offset the drain, so a Sanity build pairs naturally with Cursed if you want to push those high stats further.
Module upgrades & rerolls
Each module can be upgraded up to 5 times, and every upgrade adds 3% to one of its attributes, chosen at random. The price climbs with each upgrade, so picking which modules are worth investing in really matters.
The exciting part is the Limit Breaker. Normally an attribute has a maximum value, but if an upgrade lands on an attribute that’s already maxed, it pushes it 3% past that ceiling. That stat is then marked with a gold star instead of the usual silver one. If you’re chasing a perfect module, this is how you build something truly special. Selling an upgraded module also pays you back the base price plus half of the money you spent on upgrades.
Not happy with a module’s stats? Inside the upgrade window there’s also a Reroll button. Each reroll swaps one of the module’s stats for a different one at a fresh value, pulled from that category’s pool. You get up to three rerolls per module.
Module Fusion
Sitting on duplicate modules you don’t need? You can now fuse them. Take two modules of the same category and the same rarity, pay a fee, and you’ll get a brand new, freshly rolled module in return, with a chance for the result to jump up a tier:
2x Normal: 50% chance for Rare
2x Rare: 35% chance for Epic
2x Epic: 20% chance for Black Market
2x Black Market: 15% chance for Cursed
2x Cursed: stays Cursed, already the top tier
Modules on the Black Market
Modules are now also sold on the black market, with eight on offer at a time, and the stock refreshes daily just like the prices of black market items. You can see each module’s stats and rarity up front, so you pick exactly what you want instead of gambling at the printer.
The vendor leans heavier toward higher rarities, and Black Market modules are twice as likely to show up here, but you’ll pay a much steeper price for that certainty. It’s the fairer, more dependable way to chase a specific module, while the printer remains the pure gamble.
Co-op Network Code
Multiplayer could be rough at times, with occasional crashes and hiccups, especially on weaker connections. We made it our mission to overhaul the netcode from the ground up.
Here’s what you’ll actually notice in a session:
Fewer surprise disconnects during a heist
A single buggy moment can no longer kick a whole group out of a heist
Overall, co-op should feel much more stable and reliable now.
Co-op payouts rebalanced
Previously, loot was simply divided equally among the number of players, which made bringing friends feel like a punishment. Now a team-size bonus kicks in before the payout is split, so everyone walks away with a meaningful cut.
Per-player payout compared to the old system:
2 players: +30%
3 players: +50%
4 players: +70%
Solo play is unchanged. Co-op will never be more profitable than solo on a per-player basis, it’s just no longer a punishment for playing together. The end-of-heist screen also clearly shows how your share was calculated.
Difficulty rebalance
We took a pass at the lower difficulties to make them feel fairer for newer players and more relaxed runs.
Normal Mode:
Passive sanity drain reduced by 25%
Scare events start later, roughly 100 extra seconds of peace at the beginning
Events happen about 33% less often
Longer breaks between hunts
Easy Mode gets all of the same improvements, on top of its existing advantages like a slower ghost, longer hunt cooldowns, and more grace time before a caught player dies.
More
Further changes & improvements:
We have increased the normal walking speed
Every multi-step objective now shows a live progress counter
Visual overhaul of the modules
We raised the modules inventory limit from 32 all the way to 128 slots
You can now lock your favorite modules with a star so they can never be sold or fused by accident
New Favorites option in the sort and filter moduels menu
Hovering over a module now shows you what you’d gain or lose compared to your currently equipped module
Improved the save system
Bugs fixed:
Tablet's CCTV sound upgrade now actually lures ghosts
Spray paint speed is consistent for everyone in the heist
Fixed all missing chinese letters
The Black Market mission is no longer displayed in the language selected by the host
Fixed a bug that prevented Darryls player card to load his equipped skins
The "destroy correct paintings" achievement no longer counts incorrect paintings
Fixed some skins not loading their textures correctly
Fixed endless hunts
Fixed some crashes
Thank you all so much for sticking with us and for your patience while we got the game onto a stronger foundation. This is a big step, and it sets us up to keep bringing you more. We can’t wait for you to play it.
If you are not yet on our Discord server, you are welcome to join. Feel free to exchange experiences with the community or send us feedback and ideas. Please follow the link below:
Join our community Discord server
Until then, see you in Midnight City Dan and Andreas
Source
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