Players take on the role of Samson McCray, a man fighting to stay ahead of a crushing debt that tightens by the hour. Violence, desperation, and quick judgment are the only tools he has left as Tyndalston pushes back at every turn. Combat is grounded, physical, and dangerous. The city responds to your actions, forcing you into a loop where pressure defines every choice you make.
Samson is built on a simple, brutal truth: every day costs you. Debt grows with interest, and time works against you. Each job burns a limited pool of Action Points and every decision shifts how the city treats you—there are no do-overs. You move forward because standing still makes everything worse.
Samson is built on a simple, brutal truth: every day costs you. Debt grows with interest, and time works against you. Each job burns a limited pool of Action Points and every decision shifts how the city treats you—there are no do-overs. You move forward because standing still makes everything worse.
April Roadmap
After our first update, packed with a lot of important fixes, we wanted to share a quick look at what’s coming next for the rest of April.
We also just added 3 additional fixes today that didn't make the update yesterday.
Progression blockers for mission "Hot Iron"
Progression blockers for mission "Consulting Doctor"
Fixes for the controller sensitivity setting being experienced as slower
In just under a week, on Wednesday, April 15th, we’ll be rolling out our second update. This one will focus on improving stability, refining gameplay, adding polish, and continuing to respond to your feedback.
Then, the following week on Wednesday, April 22nd, we’ll release our third update. We’re still finalizing the details for that one, but we’ll share more as we get closer.
Thanks for sticking with us! We’re excited to keep improving the experience together.
We also want to thank you for playing Samson, and giving us such thoughtful feedback on your experience.
Samson Update #1
This update fixes some immediate issues some of you are having. Improving combat, stability, performance, and missions among other. Below is a more detailed list of changes.
Thanks to the teams dedication we are able to drop this update today, ahead of tomorrow!
Performance
Several performance fixes focusing on PSO related hitches (Fixes stuttering related issues)
Crash fixes
Fixed some misses with Slate
Fixed landscape RayTracingDynamicGeometry misses
bIgnoreMaskMateria & bRequireRTDynamicGeometryUpdate was not set correctly from landscape PSO precache dispatch since 5.7
NaniteLumenCard & NaniteShading misses
Fixed PSO misses due to FStaticMeshComponentHelper::CollectPSOPrecacheDataImpl fetching materials from LOD levels depending on MinLOD even for Nanite-enabled meshes which will render with LOD 0 materials
Crash fix for clearing UseDestructionHelp for vehicles with a timer
Fix for potential case where attempting to update a failed dispatch when losing warp governance could clear the callback lambda as it was being executed, causing a dangling this pointer and crash
Fixed various audio-related crashes, including one when closing the game
Avoid race conditions caused by writes to bIsCachedRayTracingInstanceValid and bDynamicRayTracingInstanceCachedDataDirty from parallel tasks
Force separate storage unit between ray tracing and non-ray tracing bits
Physics
Force separate storage unit between bIsCachedRayTracingInstanceValid and bDynamicRayTracingInstanceCachedDataDirty
Mission
Fixed issue with Physics destructables behaving like solid objects and not getting destroyed when playing on high framerates.
General Gameplay
Ice Fish – NPCs spawned in the Beatdown are no longer only Level 1
Thrill of the Fight and Running on Fumes – now functional after save/continue
Suzy Red no longer gets multiplied during "Stitches for Snitches" mission completion
Hit 16 (No Return Fare) – passenger now gets into the cab at the pickup location
Dave Shultz Tailing Job – Dave now spawns close to player, avoiding near-instant fails for being too far away
Story Chapter – No Whisper Dealers – no beatdown triggers when eliminating enemies, preventing mission failure
Hot Iron – fixed issue where the fail radius for the reach dealer objective was too small
Progression blockers for mission "Hot Iron"
Progression blockers for mission "Consulting Doctor"
Fixes for the controller sensitivity setting being experienced as slower
Day 3: Oonagh Welcome Home – call now comes after story mission Blood on Tap rather than Dirty Scripts
Fixed issue with the “Hot Iron” not being replayable after failing and retrying the next day.
Improved traversal and removed collision traps by White Whisper stash close to the priest's house in Park Avenue.
Fixed the Cumberland barge wall
NPC fall damage added as a failsafe for dropped NPCs
Day 3 Pickups – raised interact range to allow easier pickup if an item is dropped under a body
Let outsiders check if the driver can be pulled out of the vehicle
Fixed issues where enemies were not advancing towards you in group encounters
Fixed issues with AI running onto roads to inspect dead bodies
Fixed issue where police siren sometimes did not work
Polish
Combat
Fixed smoker alignment in Double Tap and Suzy's
Fixed vehicle voices
Added a dedicated "remote dialogue" bucket for voice lines without a visible speaker (e.g. phone calls or police radio chatter)
Added separate dialogue buckets for police vehicles and remote dialogue
Fixed door kick spam
[Audio] New day stinger now plays before dialogue
Increased volume for NPC vehicles
Prevented corpses from popping back up or being launched into the air after takedowns, hazards, or railing interactions
Improved lean-on-wall alignment
Blocked bark gestures or one-offs during ranged combat
Fixed Vivian holding a folder in the doctor's office instead of nothing
[Audio] Added "outside vehicle" dialogue lines to NPC non-combat efforts
Fixed several grammatical errors
Removed the facility marked on the map for no reason.
Improved French localization, adding a whole lot of strings that were missed in translation.
Usability
Fix for unreliable combat barge. If you tried to do a combat barge during the 4-second cooldown, it would just drop you out of combat stance instead.
Fixed issue with Enemies failing to pull the player out of a vehicle if misaligned even slightly.
Balanced Police escalation detection ranges to make it fair to the player.
Fixed issue with player falling through the floor, dying.
New "Controls" screen for showing game input from the pause menu
Correct text for Carpe Diem: First Job costs 0 AP.
Added Heal to combat hints
Fixed so we toggle Grab / Throw when you pick up an item in the combat hints
Fixed issues with changing the Deadzone setting not changing the way sticks respond
Fixed issues with turning off vibration in the settings.
Key Features:
- Debt Defines Everything: Your debt grows every day. Your next move determines whether you stay afloat or collapse under the weight.
- Action Points Set the Pace: Every job drains a limited daily pool. Every choice forces a trade-off.
- Combat With Consequence: Fights are grounded and punishing. Violence is a tool, not a spectacle.
- A City That Pushes Back: Tyndalston tracks your decisions. Faces, factions, and streets shift with your actions. Nothing is forgiven.
Samson: A Tyndalston Story is available for PC (Steam / Epic Games Store) at $24.99.
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