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Project RedTeam: Contract Offensive — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
v1.7.0 - Four Packs, Better Draws, RNG Balancing2026-10-28v1.7.0 - Four Packs, Better Draws, RNG BalancingTactic Research now offers four packs instead of 3, and the two in the middle are picked from what you're missing in your hand and in-network context. Packs deal the cards you need far more often than before.Four PacksTactic Research at the end of a Round now offers four packs: Wildcard, two middle packs and UNCOMMON.The middle packs are category or node-type packs, picked from what your contract needs right now.Wildcard and UNCOMMON work as before.Better DrawsA middle pack picked for a need always holds a card that answers it.Hover a middle pack to see why it's there.Needs include one play from
v1.6.0 - Notoriety, Node Value, Trends2026-10-27v1.6.0 - Notoriety, Node Value, TrendsCareer levels now go to 60, and Level 60 unlocks Notoriety. Node value is bigger, and Career Analytics has trend lines.NotorietyThe career cap is now Level 60. Levels 51 to 60 add no new cards.At Level 60, \ in Career Analytics sets your career level back to 1.You keep total XP, stats, badges and leaderboard totals. Career cards unlock again as you climb.Each Notoriety puts a skull and number beside your name, up to 10. The skull gets more gold each time.Skulls show on leaderboard rows, and there's a new NOTORIETY board on FRIENDS and GLOBAL (BETA).Full game only.Node ValueNode Details shows VALUE in its
v1.4.0 - Card Odds, Node Details, Pack Reveals2026-10-24v1.4.0 - Card Odds, Node Details, Pack RevealsExact odds on every tactic card, a new Node Details panel, and new designs for opened card packs/rewards.Outcome OddsThe full tactic card now shows OUTCOME ODDS: your chance of a CRIT, HIT, GRAZE and MISS, and what each does.The odds are the ones the roll uses, with your Protocols and Plays already counted.Success and Detection sit at the top. The card sizes to its text.Node Details UI ReworkA dial shows the node's DIFFICULTY and your strongest FOOTHOLD on it.VALUE, LINKS, CREDENTIAL and ARTIFACTS share one row.Warnings for burnout next turn, contained, honeypot, objective target, landmarks and ga
v1.3.0 - Fairer Runs, PLAY & PROTOCOL Packs, New Traits2026-10-22v1.3.0 - Fairer Runs, PLAY & PROTOCOL Packs, New TraitsFirst of all, HUGE SHOUTOUT to the player's pulling 50+ HOURS in project RedTeam during the first week after release. I think this is SO EXCITING and the feedback and ideas have been amazing. And... if your day job is cybersecurity or you're paying attention to IT news- you might recognize a new Initial Access Tactic Card that's been included in this update: PHP2Shell Exploit enjoy!Your reviews and F9 reports since launch all said the same thing: the campaign is too hard and too unforgiving. The numbers agree. Only a few players have cleared all ten contracts of a single Run so far, and m
v1.2.0 - Bigger Cards, Weekly Leaders, Faster Debrief2026-10-17v1.2.0 - Bigger Cards, Weekly Leaders, Faster DebriefThe first big round of changes since launch, and much of it comes straight from initial feedback, reviews, and reports. Your hand of tactics is bigger and easier to read, with an updated card face UI. The main menu shows who's leading this week's Weekly Run Challenge. And the end of a contract moves as fast as you want it to (skip the summary scenes!). There's also a TEXT SIZE setting for Steam Deck players, a visual indication when you take global credential/privileged access, a reworked Operator Skills page and a handful of other fixes. This post covers everything since v1.0.0, including
v1.0.0 - Launch Day, Thank You, Your Feedback2026-10-15v1.0.0 - Launch Day, Thank You, Your FeedbackIt's launch day. Project RedTeam: Contract Offensive is out now on Steam. You're a hacker with a debt to pay: break into networks one contract at a time, chain your tactics together, stay under the defender's radar and get out with enough funds to keep going. It's a fast-paced strategic hacking game where you manage the risk of not meeting your increasing debt payments and pull all the stops to get to the next contract. Project RedTeam welcomes you to network intrusion hell!Thank youThis game started as one idea: what would a card-based roguelite feel like if every action was a real cybersecurity h
v0.39.0 - Run Codes, Weekly Challenges, New Bounties2026-10-10v0.39.0 - Run Codes, Weekly Challenges, New BountiesThis update covers everything since v0.32.0 (v0.33.0 through v0.39.0), and it's likely the last big one before launch on October 15th. Every Run now has a Run Code, so you can play the exact same Run as a friend and try to beat it, and there's a new Weekly Run Challenge that everyone plays on the same seed. There are five new Optional Bounties, a new Blind Spot rule for SIEM nodes, and Runs are more forgiving overall. Your hand is easier to read, there are 22 new contract badges, and the end of a contract scenes got a full visual improvement pass. There's also some reworked Career Analytics,
Launching October 15th, as planned2026-10-06Hey everyone,Project RedTeam: Contract Offensive is launching on October 15, 2026, the date I originally planned. That might sound like there was never any doubt, but this was one of the hardest decisions I've made on this project.I've gone back and forth on pushing the launch to early 2027. I'm launching to a smaller crowd than I'd like. I'm one person making this, and a game like this gets one chance at launching on Steam. The safe move would be to wait, enter the February Steam Next Fest, and launch once more people knew the game existed.I thought about it and I'm keeping the planned October date.The game is in good shape. I play it every
v0.32.0 - Share, Challenge, Report2026-10-02A quick note on Steam Announcements:Going forward, I'll be presenting this and all future "game version" updates to Project RedTeam: Contract Offensive to include the version number in the Steam Announcement's title. The numbered Dev Blog #n posts I've used previously will be more focused on long-term development items or goals, rather than on specific updates released to the game. This should help with the overall consistency of the game's announcements going forward and create a link between the game's Steam Announcements to a specific game version. Now, for this first update...v0.32.0 - Share, Challenge, ReportThis update is about getting
Project RedTeam - Demo Available, New Trailer, and Updates2026-09-30Hi all,It’s been a busy month pulling out all the stops to push Project RedTeam closer to its v1.0.0 release. A free demo is now live, a new trailer has dropped, and a huge wave of updates has landed in the game.Project RedTeamThis game has evolved through playtesting, iteration, and some tough calls. It started as a high fidelity offensive security simulator with complex concepts, slower pacing, and heavy realism. That direction did not capture the fun and energy I wanted.Today, the game leans into fast pacing, clearer concepts, bigger rewards, and progression that is easier to grasp but still very challenging. This direction leaves room for
Dev Blog Update #5: An Advanced In-Game Manual2026-09-17Hi all,Now that the game's core gameplay logic and loop has been tried and tested, it was time to create a detailed in-game manual and how-to. Because the dynamics of this game have a lot of uniqueness, the contextual tooltips throughout the game really help, but sometimes you want to search for something and read how a system actually works. To that end, I've created an in-game manual that provides everything you'll need. Here's a quick preview:Thanks,-Dev
Dev Blog Update #4: Career Analytics2026-09-17Hi,During a play test session with a friend, they mentioned that they really liked the Career Stats page and that it's awesome when a game gives you the ability to analyze your gameplay and strategies. I've built numerous dashboards and data analytics tools as part of my regular job (for both business analysis and cyber security), so I thought I could really take this concept and make something that's over-the-top cool and beyond what 99% of other games deliver in this space. I honestly wondered why games rarely include a bunch of personal gameplay metrics? I've always loved how games like Factorio provide decent charts and graphs for your fa
Dev Blog Update #3: Play Testing, Tutorial, Endgame, Difficulty, and a Demo2026-09-12Hi everyone,Last week has been all about incorporating player feedback, improving playability, improving end-game content, and adding an interactive tutorial for onboarding to the game's unique dynamics.Player FeedbackWe're getting early copies of the Project RedTeam into the hands of players for feedback. There was a focus on answering these questions:Is the game easy to pick up and play for the average gamer (e.g., no background in cybersecurity)?Does the game feel fun and rewarding to play?Are there times during gameplay that are unclear, confusing, de-motivating?Is the game's difficulty balanced nicely?Are there bugs, questions, or issues
Dev Blog Update #2: A Story, Operator Persistence, Mastery Plays, and Animations2026-09-05The past week has been all about looks, feels, and ... a ... story!? One thing I kept asking myself was: what is the player's reason to be hacking these networks? Making money as a hacking agency sounds cool- but playing a game just to see a number go up isn't enough incentive. Project RedTeam needed something more. An overarching goal that is solved by exercising your "unique set of skills". To this end, I've been focusing on creating a overarching story that will fill the player's run with desperation, drive, and reason. We want a fun hacking game- not a boring simulator!This game is really coming together well, and I'm excited to see where
Dev Blog Update #1: Moving Beyond the Simulator Feel2026-08-30Hi everyone.I wanted to share a bit about where Project RedTeam is heading as I get closer to launch. Playtesting over the last while has been super helpful, and it’s been pushing the game in a direction that feels a lot stronger than where it started.The core systems are in good shape. The foundation is solid, and the loop feels stable.But one thing became clear as more people played it. Real cybersecurity work isn’t exactly thrilling. Movies make hacking look like the coolest thing ever. My early versions leaned too hard into being an offensive security simulator. It was more accurate, but it wasn’t fun. It felt slow, dry, and sometimes jus
Pre-Release Announcement2026-08-22I’m incredibly excited to announce the upcoming Steam release date for Project RedTeam: Contract Offensive, launching October 2026.Project RedTeam has been an idea I’ve held onto for a long time, and something I’ve been determined to turn from a concept into a real, playable game. As a solo developer with a full-time career in cyber security, finding the hours to build a full game isn’t easy. This year I made it a personal goal to take the risk, put in the development time, and commit to bringing the idea into reality.The concept for this game comes directly from my professional life in cyber security, but the reason it exists is because of m