Heya goons! ːbigjohnː Glad yas liked update #1 for Episode 2 . We're workin' on bigger updates for Fallen Aces - but in the meantime we're puttin' this small patch out that should fix the loading and crashing issues some people might still be having on Steam Deck and low end hard
Heya goons! ːbigjohnː
Glad yas liked update #1 for Episode 2. We're workin' on bigger updates for Fallen Aces - but in the meantime we're puttin' this small patch out that should fix the loading and crashing issues some people might still be having on Steam Deck and low end hardware. Ya welcome!
And now that Steam Deck is all fixed up again - we decided it was a good time to make this here Steam Deck / SteamOS Startup movie!
Hey all yous goons and goonettes! It's been a WILD week since the release of Fallen Aces: Episode 2, and thanks to your feedback we've already got a BIG update for yas! So without further ADO, let's get into da list! (please imagine these patch notes in Shorty's voice) Chapter 1
Hey all yous goons and goonettes!
It's been a WILD week since the release of Fallen Aces: Episode 2, and thanks to your feedback we've already got a BIG update for yas!
So without further ADO, let's get into da list!
(please imagine these patch notes in Shorty's voice)
Chapter 1
For this chapter we focused on performance as well as cleaning up the various objectives and flow of said objectives. We got massive performance gains from re-lighting the level and optimizing shadows.
- Optimized map lighting for sizable performance gains - Fixed the missing back side of the sink in the meat processing plant. - Fixed an armrest on a couch in a Benedetto building. - Fixed multiple holes through the world on the roof of the police department. - Fixed missing geometry in second floor hotel area. - Fixed hole through the world in the window looking into the hobo mission. - Fixed multiple missing textures on chimneys atop the hobo mission. - Replaced some cursed loot with real coins. - Adjusted lighting at the top area of the meat plant freight elevator. - Fixed missing textures at the bottom of the pipe next to the freight elevator side entrance. - Fixed missing textures on the far side pillars of the hotel area. - Fixed dev texture softlock area near the hardware store. - Fixed door in the benedetto building clipping into a couch when open. - Fixed missing textures in the casino area. - Fixed holes through the world on planks near the start of the map. - Adjusted lighting near the door that leads to your objective in the lounge area of the hotel. - Removed inaccessible civilian from a destroyed building. - Adjusted lighting near the decoy area - Fixed several missing texture spots near the decoy area - Fixed missing collision on a grate that leads out of the pipe into hobo encampment. - Fixed sign with missing sides next to the incline station. - Fixed hole through the world on the roof underside and bottom of the train. - Fixed missing textures on furniture in hotel rooms. - Adjusted lighting on the dentist chair when lights are off. - Fixed direction of the meat plant saw activation lever. - Fixed being able to kick locked doors in the casino area. - Fixed window position in the lounge area. - Fixed missing wall in the police station. - Fixed missing texture on the underside of a door at the hobo camp. - Fixed missing textures on railings near police station. - Fixed non-solid walls on vents. - Fixed multiple z fighting and missing textures on the freight elevator. - Fixed hole through the world on side of building next to the meat processing plant. - Fixed hotel doorframe in room 102 not being properly aligned with the wall. - Fixed missing collision and z-fighting on some pillars near the top floor elevators. - Fixed hole through the world on a wall next to the conveyor belt. - Fixed missing collision on stairs near the construction site. - Fixed some missing textures in the background buildings visible to the player from the hotel. - Fixed floating pipe near the start of the map. - Fixed missing textures on boards in the hobo encampment. - Fixed multiple missing textures atop the abandoned building next to the construction site. - Fixed floating planks near the hobos with goons. - Fixed missing texture on a door atop the back entrance of the bank. - Fixed collision on blinders in the bank. - Fixed z-fighting on a fence near the hobo encampment. - Fixed misaligned texture on a door near the start of the map. - Fixed pitch black textures on stairs across from the hotel. - Fixed typo on maintenance sign texture - Made textures for police lockers - Moved bank deposit box labels to prevent confusion. - Fixed a circumstance in which the fuse objective would not complete. - Adjusted the railway with chainlink fence near the start of the map. - Fixed geometry gap on a building across the street from Dolores. - Fixed floating boxes in the meat plant building. - Fixed big underlay issue atop a building in the hobo camp. - Additional detail in an area right past the locked gate near the start of the map. - Closed up geometry gap to the left of the top incline station. - Fixed broken geometry on two art deco buildings across from the hotel. - Fixed floating phone at the hotel reception. - Added doorframe to room 104. - Fixed goon facing the wall next to the hotel elevator. - Fixed multiple floor gaps next to casino doors. - Fixed random cop in Hector sequence being named Delaney. - Fixed dev texture line on the bottom floor of the freight elevator when its called. - Armed Glassheart goons now use their correct black sweater palette. - Minor optimisations - Added big ass Highrollers room sign above room Hector is in
- Added locked door notice outside highroller doors - Adjusted lighting in Casino area - Fixed various geo in Casino area - Made bootblack stand stand out more
- Bootblack stand now has note on it - Undercover hobo cop now has locker with note in it and name label above locker - Removed some explosive traps in homeless shelter, put hobos in it - Homeless mission sign now says homeless shelter - Homeless shelter now much harder to miss
- Adjusted raging bull note - Alternate vertical path into construction site - Adjusted lighting inside PD and in PD parking lot - Adjusted light in alley between theater - Fixed goon palette in casino area - Overall better objective and side objective direction
Chapter 2
For this chapter we focused on the flow of the level and objectives as well as making sure the player could still play the level in multiple ways while having it feel "correct". We also added lots of secrets to reward the player for exploring and made sure they wouldn't miss Mike's favorite encounter ;)
- Fixed a few floating trees near the cabin. - Adjusted signposting to make finding the explosive shed key better. This includes a bigger blood trail, less foliage to obscure the trail, a new sub-objective, and a lamp with a light to indicate where to go. - Fixed a spot at the mine buildings where the player could fall into a hole and get stuck. - Changed corpse near the explosive shed. - Made it more difficult to accidentally skip the bear fight. - Adjusted some rocks so the player can’t easily climb under them. - Fixed collision on the tunnel near the end of the level. - Adjusted signposting on the drive-up to the broken bridge to make the detour path clearer for the car
- Fixed hole through the world in the sawmill area. - Fixed two misaligned textures on motor oil cans in the far back of sawmill area - Adjusted waterfall position in a secret area - Added a surface for the lever of the mine area to stand on. - Fixed hole in the world board in the mine area - Added map and note right where plunger will be places - Added coins in cave waterfall area, some cash stacks in cave next to bull tonic - Put gold bars under sunken bank truck - Added wood direction signs near cabin, and mill - Some enemies near riverbank, beneath the bridge now patrol - Added coins in small crack in back on mill area - Fixed floating trees next to mill - Fixed clipped and floating trees on left river bank by mill - Fixed boards in Mine to prevent people from squeezing in - Added secret entrance to back of mill for stealth route - Added Navmesh blockers to prevent Delia from falling in water near mill - Added Navmesh blockers on and near bridge to prevent Delia from drowning - Added Navmesh blockers on cliff waterfalls to prevent Delia from falling off - Moved Mike further back on spawn to let players see the car better. - Fixed seams in mill building ramp - Fixed floating rock near the cabin. - Fixed underlay clipping on top level stairs in mill building - Added note by explosive shed to help those directionally inclined - Made it harder to get out of bounds by cabin cliffs - Put note about explosives next to explosive shed - Adjusted barriers near bridge and moved trooper car - Added lantern near secret cave - Added service revolver by dead cop at cabin - Stashed secret loot underneath cabin - Fixed tool cabinet missing backface - Shorty in mill now patrols - Added secret on rock overlook - Added secret in river - Added secret by small bridge rocks - Added secret in MGS3 log - Removed trees near top of waterfall for better sightline - Made it easier to climb up waterfall cliff to cabin - Made mill easier to see by moving boulder position - Added secret underneath water wheel at mill
Chapter 3
For this chapter we focused on cleaning up the critical path of the level as well as giving the player more options for completing objectives.
- Fixed missing texture on a door visible through a house window. - Fixed being able to see into a house with no interior. - Fixed a plant sunk into a shelf in the Benedetto house. - Fixed a coin stack being stuck inside a support beam. - Fixed some instances of falling through the floor in the castle. - Fixed some areas where the player could climb under the roof and through the world in the castle. - Fixed a gap in geometry at the golf course. - Fixed a gap in a doorway that let the player see into an inaccessible area. - Fixed some geometry clipping through the ceiling in the haunted house. - Fixed missing textures and clipping in a garage. - Fixed hole through the world on a shelf in the library. - Fixed hole through the world next to the dining room of the castle. - Made navmesh optimizations across the map. - Added a couple additional unmarked secret coins. Good luck! - Made lockpick room doors ajar, made snake texture for door, put phonograph in room - Added diamond on upper rafter in mansion - Added patrol for pipeguy in armory room - Made Edgar’s bedroom door breakable to prevent players from getting stuck against wall - Added ceiling light to Edgar’s room and kitchen - Made armory display stands breakable - Made windows breakable above mansion door - Fixed mansion roof misaligned texture - Added pumpkin outside collector house - Fixed underlay issue by mansion front door - Fixed floating doorframe in mansion - Added ladder to dock and inside boathouse so players can get out of water easier - Added wallet and blackjack inside superdeluxe trunk parked outside collector house - Added breakable windows to collector and vet’s house - Changed kid’s note to say tranq gun - Made tranq gun in treehouse more obvious - Added stealth route in dining room, replaced knifeguy with pipeguy - Stained glass windows in castle foyer are now breakable - Fixed tunnel at end of street that allowed you to go out of bounds - Fixed lockable curtain in collector’s house - Fixed country club roof arches - Added an additional set of lockpicks in a room marked with a locked red lion door. - Moved soap to a different bathroom - Fixed cabinet clipping into room with lockpicks - Fixed z fighting at top of stairs in vet’s house - Added explosive canisters in garages - Added additional ways to open the safe room
- Added nailgun and ammo to garage - Took measures to prevent player from gaining access to the top of the abandoned house before they should be there
Chapter 4
For this chapter we focused on the escape sequence and general bugfixing.
- Fixed an area where the player could fall out of the map if swimming far enough. - Fixed missing textures on some balconies. - Adjusted collision on generator to prevent players from falling out of the map. - Fixed collision on walls in the bullpen. - Fixed collision on the ceiling next to the desk cop. - Fixed see-through surfaces on the train that passes by the police station. - Fixed multiple geometry gaps atop the automat building. - Fixed texture on background view from the water level - Added stuff to empty locker in lockup - Fixed incorrect texture on a wall near the water area - Hector cannot be knocked out by the cops anymore, only by YOU - Turning off the power will now open the jail cells
Chapter 5
For this chapter we focused mainly on the ending sequence to make sure there is NO ambiguity about what happens as well as added environmental storytelling and new dialogue.
- Minor optimisations throughout - Fixed out of bounds area near the start of the map - Adjusted collision on generator to prevent players from falling out of the map. - Fixed clipping on a fridge in the appliances store - Added pegs to the gun wall in the sporting goods store - Adjusted background view from the train station. - Made name labels for lockers inside dept store breakroom - Lit up conductor’s booth more - Fixed connecting tunnels on train - Fixed dev textures wires in generator room - Fixed dev textures on wall in generator room - Made goon spawn near security booth when power is on - Fixed non solid plane on train - Fixed assorted dev texture and geo errors - Added meredith in parking garage - Additional Mike and Nighwave VO - Made Whitman’s photo more obvious - Labled employee lockers - Additional objectives, sfx and vfx for end sequence - Mike now starts the ending on the train roof because it's way cooler - Added additional VOs for both Mike and Whitman
General
- We know a lotta yous wanted changes to how enemies drop their weapons, so now ya got em!
- We also added this nifty new save icon so you knw when da game is saving!
- Dazed NPCs now stay dazed as you hit them. ( Restored pre-EP2 behaviour ) - Added missing shocked animation for VISE Patrolman. - Added missing shocked and on-fire VO for VISE Patrolman - Boosted Hector’s health and flinch resistance.
- Fixed some NPC’s shocked animations not looping. - Fixed NPCs noticing the Player behind them or through walls when in a restricted area. - Fixed an issue where the Studebaker 1930’s rotating police lights were casting corrupted shadows. - Adjusted default broken weapon drop chances on easy, medium, and hard (0%, 50%, 75%) - Fixed Nightwave's goggles being green in the hideout (very important)
Modding
- Fixed the RunConsoleCommand scripting method.
Performance
- Numerous GPU and CPU performance improvements. - Fixed an issue that could cause large performance drops when the camera FOV changes, such as during the EP2 CH3 intro cutscene.
Alright, so thats UPDATE #1 For Episode 2. NOT BAD EH?!
We got plenty more to come but for now we're off to Quake Con...see yas there?!
Thank you to everyone who has taken the time to give us clear, actionable feedback since the lanch of Episode 2. We know it might sound crazy but this is the FUN part of Early Access for us. We could spend all the time in the world working on the game but until we get it out there for all of you to play we'll never really know what's broken, what could be better, and how you guys actually play the game! So thank YOU for helping US make Fallen Aces the best goddamn game it can be, boss!
But before we go we should also let you know about this new bundle! Ya see unless you've been living under a rock you'd know that our pal Mike Thane ain't the only video game noir detective in town no more! Over in Mouseburg, Jack Pepper is the PI you wanna hire!
So get the NEWOf Mice and Mobsters bundle featuring Fallen Aces and Mouse: PI for Hire and save an extra 10% OFF each game! Now that's da big cheese.
Deck users, Linux fans, and integrated graphics havers rejoice! We've identified and fixed a shader compatibility issue that was causing rendering bugs on integrated graphics and Linux/Steam Deck. Players who encountered invisible textures or broken lighting should no longer expe
Deck users, Linux fans, and integrated graphics havers rejoice!
We've identified and fixed a shader compatibility issue that was causing rendering bugs on integrated graphics and Linux/Steam Deck.
Players who encountered invisible textures or broken lighting should no longer experience these issues.
We’re also working on additional optimizations to get VRAM usage down and improve performance.
If you’re still encountering loading issues or poor framerates, please try lowering the graphics settings! Specifically the texture quality.
If you encounter any bugs, please report them on the Steam forums! We are aiming to have another hotfix out early next week.
Changelog:
Fixed shader compatibility issue that broke rendering on Linux and integrated graphics chipsets
Fixed issue where NPCs would become permanently rotated if the player save/loaded on specific geometry
Updated notes for clarity in the Chapter 3 Benedetto house and the Chapter 4 Captain’s office
Updated anti-aliasing graphics option text to reflect the game uses MSAA
Thank you for your patience over the last 72 hours and for working with us to diagnose and fix these issues that caught us off guard!
Renamed objective after escaping the hotel in Chapter 1 for clarity. Fixed Nightwave not getting dismissed after skipping the Chapter 1 intro. Fixed softlock in Chapter 3 when using the locked safe door. Fixed Mike saying an incorrect voice line when interacting with the safe in
Renamed objective after escaping the hotel in Chapter 1 for clarity.
Fixed Nightwave not getting dismissed after skipping the Chapter 1 intro.
Fixed softlock in Chapter 3 when using the locked safe door.
Fixed Mike saying an incorrect voice line when interacting with the safe in Chapter 3.
Fixed broken subtitles for Goon interrogation conversation in Chapter 4.
New Blood's comic book golden age noir detective immersive sim shooter, Fallen Aces, just got a beefy new update: Its second episode, Shadow of Death , is playable right now, while the usually $15 game is on sale for $12 until August 8... Read more.
New Blood's comic book golden age noir detective immersive sim shooter, Fallen Aces, just got a beefy new update: Its second episode, Shadow of Death, is playable right now, while the usually $15 game is on sale for $12 until August 8... Read more.
Hey yous goons. We told yas it was coming SOON™ Thank you for being patient as we cooked up this deliciously violent meal for yas over the last year. Eat up! We hope you enjoy. View game page Can't remember what happened in Episode 1?! Well... you could play it again - or watch t
Hey yous goons.We told yas it was coming SOON™
Thank you for being patient as we cooked up this deliciously violent meal for yas over the last year.
As you know, here at New Blood we will never sacrifice quality for time and always strive to make our games as primo as we can with each update - even in Early Access.
So thank YOU for always giving us the feedback we need to make our games as good as we can for you goons. And keep that feedback coming! We already got plenty of ideas and updates planned to make Episode 2 even better - just like we did with Episode 1 - so get on those forums and in the Discord and let us hear it, alright?!
OH AND PLEASE BE AWARE ALL CURRENTLY INSTALLED WORKSHOP CONTENT WILL BE DISABLED THE FIRST TIME YOU LAUNCH THE GAME AGAIN - YOU CAN RE-ENABLE IT IN THE ACES MOD MANAGER. ːbigjohnː Enjoy those level editor updates, too.
It won't be long now 'til Episode 2 drops, ya goons! So maybe it's time we gave yas a little refresher on what went down in Episode 1. View game page Stay tuned for the thrilling continuation of Fallen Aces SOON™ in Episode 2: "Shadow of Death" View game page
It won't be long now 'til Episode 2 drops, ya goons!
So maybe it's time we gave yas a little refresher on what went down in Episode 1.
Hey boss - we got all them new and improved weapons and animations you asked us to get ready for Episode 2 right here for ya! View game page Now that's a lotta damage! And if you've noticed that all the weapons and enemies and animations all look a lot "smoother" lately?That's no
Hey boss - we got all them new and improved weapons and animations you asked us to get ready for Episode 2 right here for ya!
And if you've noticed that all the weapons and enemies and animations all look a lot "smoother" lately?That's no bupkis!
For some time now we've had an entirely new modeling and animation pipeline (we hired more goons) that we've been using to make the game's assets and "remake" the game's older assets!
We'll tell ya all about it SOON™
All a part of what's coming in Episode 2, boss!
Will it be out before the end of the Steam Summer Sale? MAYBE.
Yeah, where is it?! THE BOSS WANTS TO KNOW. Well Shorty (Big Dave) here is gonna tell yas all about it... View game page So yeah this shit takes awhile, okay? But it's almost done - promise. In the meantime go check out some of those Steam Workshop levels we was talkin' about! Vi
Yeah, where is it?! THE BOSS WANTS TO KNOW.
Well Shorty (Big Dave) here is gonna tell yas all about it...
If you haven't played Fallen Aces , I highly recommend it whether you're a dedicated immsim sicko or an FPS greenhorn. It's Dishonored by way of Dick Tracy: an immediate and stylish neo-noir FPS dripping with pulpy comic art and a tantalizingly interactive goon sandbox. And that'
If you haven't played Fallen Aces, I highly recommend it whether you're a dedicated immsim sicko or an FPS greenhorn. It's Dishonored by way of Dick Tracy: an immediate and stylish neo-noir FPS dripping with pulpy comic art and a tantalizingly interactive goon sandbox. And that's just the first episode, which launched into early access last year... Read more.
Hey boss! Got that Episode 2 progress update for ya, real fuckin' sexy just like ya asked! Now I know we said we'd have this out this year. Did we say that? Ahh shit you know we're not good with dates and times or names and faces eheh, you know how it is. Makin games is hard, bos
Hey boss!
Got that Episode 2 progress update for ya, real fuckin' sexy just like ya asked!
Now I know we said we'd have this out this year.Did we say that? Ahh shit you know we're not good with dates and times or names and faces eheh, you know how it is.Makin games is hard, boss.
Anyway, it's goin' real good so we're gonna show ya some more of it.
Now where did those screenshots go...
So in Episode 2, things are really starting to heat up for Mike and the Gang. And they gotta get out of town, fast. Not just to protect their own hides, but to figure out just what the hell is going on with this serial killer on the loose.
You'll be goin to The Country:
Da suburbs:
Back to the city through The Slums:
...and even right into the god damned Police Station:
Oh yeah.
If ya didn't guess - Delia is awake now - and she's pissed.
Not only that but she's now a fully controllable NPC companion that you can give commands like...
"Move there", "stay here", and "shoot that fuckin' guy!"
Hotfix Changelog: -Replaced several missing textures -Fixed typos for Alexia's case file ( Level 1, Mike's apartment ) -Fixed typos for Waltz takes bullet at rally note ( Level 1, newspaper stand ) -Fixed typos for Waltz's journal note ( Level 4 ) -Fixed typo on Labour ad -Update
Hotfix Changelog:
-Replaced several missing textures -Fixed typos for Alexia's case file ( Level 1, Mike's apartment ) -Fixed typos for Waltz takes bullet at rally note ( Level 1, newspaper stand ) -Fixed typos for Waltz's journal note ( Level 4 ) -Fixed typo on Labour ad -Updated Level 2 to fix issues + add rock & flora decorations -Flora decorations are now occlusion culled -Updated Revolver world sprite to show silver bullets
-Fixed level 3 and 5 showing no sprite in the journal -Fixed tiny 357 Speedloader -First person cigarette is now rendered under the scope overlay -Fixed thrown tripwire showing no sprite -Pie now has a dedicated inventory icon -Cola Bottle now has their icon in AceEd restored
Hey dere ya goons and goonettes. While workin' on Episode 2 we got yas another update... And this one you can shove right into ya face! View game page How about that, eh? DOZENS OF NEW ANIMATIONS FIRST PERSON SPRITES FOR ALL AMMO ACE COLA IS NOW A CONSUMABLE WEAPON NEW SWIMMING A
Hey dere ya goons and goonettes.
While workin' on Episode 2 we got yas another update...
Heya dumb palookas and palookettes, can ya believe it? It's been one whole year since we went and released Fallen Aces into Early Access here on Steam! View game page Soon after that we added autosaves and new options and all sorts of good stuff for ya! View game page Then came t
Heya dumb palookas and palookettes, can ya believe it?
It's been one whole year since we went and released Fallen Aces into Early Access here on Steam!
It has been almost a year since Fallen Aces arrived on the early access scene, bringing impeccable Dick Tracy gangster comic vibes to the immersive sim genre. While there's still a little ways to go until the second episode launches, the game was updated just a few days ago with
It has been almost a year since Fallen Aces arrived on the early access scene, bringing impeccable Dick Tracy gangster comic vibes to the immersive sim genre. While there's still a little ways to go until the second episode launches, the game was updated just a few days ago with a powerful level editor, Steam Workshop support, and a handful of great example levels set in some familiar places... Read more.
Heya goons, do we got something BIG for yous today! It's da Fallen Aces Editor and Steam Workshop! Featuring: E1M1 - AT GOON'S GATE! With both Classic DOOM textures: And Fallen Aces textures! Plus some other fun example mods and levels for yous to try out! It's so easy to use, ev
Heya goons, do we got something BIG for yous today!
Oh yeah, after this update the price is goin up! Gettin' expensive to do business out in these streets. So get the game now before it becomes 15 WHOLE SMACKAROONS! ($2 increase)
NOW GET OUT THERE AND START MAKIN THINGS! ...OR ELSE
Heya goons and goonettes! Small update for yas today. Mostly some Episode 1 housekeeping and bugfixes while we get ready to launch the Level Editor and Steam Workshop SOON™ But what's in this here update??? -New “Reduce Particle FX” option for low spec PCs (for dem framerates): -
Heya goons and goonettes!
Small update for yas today.
Mostly some Episode 1 housekeeping and bugfixes while we get ready to launch the Level Editor and Steam Workshop SOON™
But what's in this here update???
-New “Reduce Particle FX” option for low spec PCs (for dem framerates):
-New Mike one liner VOs
(Image em in yer head there)
-Additional car variations and cop car lights: (woop woop)
-Extra sprites/animations/deaths for the Tommy Gun Goon
Don't show this to the kids!
Fixed Issues:
Mike could fall through various elevators if the player save/loaded while riding
Corrected minor issues with vehicle geometry throughout the game
Patched various holes in map geometry throughout the game
Killing sharks in Level 2 and then save/loading would cause the sharks to resurrect with god mode lol
Player unable to crouch on specific rooftops in Level 3
Blowing up the tanker truck in Level 3 and save/loading would cause it to revert to the non-exploded model
Prevented player from softlocking in Level 4 by save/loading during specific moments of the investigation sequence
Unconscious Delia could gib if she made contact with elevators in Level 5 (ouch)
So what's next?
DA LEVEL EDITOR AND STEAM WORKSHOP!
Check out dis uploader thing!
So far we got custom levels, textures and sounds for ya but we might be able to cram some more in before it launches hopefully next month!
THAT'S REAL SOON BOSS!
But we know why ya really here, YOU WANNA SEE EPISODE 2 HUH?!
WELL HERE YA GO WISE GUY,
YOUR FIRST LOOK AT FALLEN ACES: EPISODE 2 RIGHT OFFA DA PRESSES.
Lets just say... ol' Mike is goin places, ehehehe.
Fallen Aces from Trey Powell, Jason Bond and New Blood Interactive looks awesome and now it should be even better. With the Wheels of Steel update there's been a few bits added, overhauled and now it's Steam Deck Verified too. Read the full article here:
Fallen Aces from Trey Powell, Jason Bond and New Blood Interactive looks awesome and now it should be even better. With the Wheels of Steel update there's been a few bits added, overhauled and now it's Steam Deck Verified too.
Read the full article here: https://www.gamingonlinux.com/2025/02/fallen-aces-the-crime-noir-fps-is-now-steam-deck-verified-with-the-wheels-of-steel-update/