Hi 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 RedTeam
This 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 lore, creativity, and features that do not get bogged down by questions about realism.
I am happy with the foundation. Project RedTeam is becoming a flexible, card based network intrusion platform that will support future creativity for a long time.
The free demo is live
You can now play the first four contracts of a full run. Pick targets, work through a procedurally generated network, pay your first debts, and see if you can keep your operator solvent. All tactics, Protocols, and Plays you draw during a run are included.
A new trailer, recorded in the engine
We rebuilt the trailer from scratch. Every shot is captured directly inside the game. The edit is cut to the beat of the game’s own musical score, so the action you see lands in time with the music. It is up on the store page.

Debts To Be Paid: ten ways to suffer
Every run now begins with a choice: Who do you owe?
Ten organizations each hold your debt, and each one changes the entire run with its own rule. The Collective is the baseline. After that, things get worse.
The Radiant triples the fines for forensic artifacts you leave behind.
The Reserved halves what you take from Ransom and Exfiltration.
The Pale burns through your footholds twice as fast.
The Meridian doubles every debt payment.
The Obsidian makes every node in the network twice as hard to crack.

To unlock the next one, you must pay off the current one by winning a full campaign under its rule. Winning also unlocks Endless Mode, where dues keep rising until they cannot be paid. A Debts Cleared friends leaderboard tracks how far you and your friends climb.
Contract badges
Every contract now ends with a badge reveal on the Contract Summary. There are 52 badges in ten families, and each one recognizes something specific about how you played. You earn them whether you win, walk away or get burned.

Each badge's color follows the card rarity ladder, from Common up to 0-Day, and better badges get stars with more points. Badges are only for bragging rights. They give no money, XP or unlocks. Your full collection is viewable on the new Badges tab in Career Analytics.

Career Analytics, achievements and leaderboards
The old Career Info screen is now Career Analytics, a full dashboard of your history as an operator. It has tabs for Overview, Trends, Network, Profile, Operators, Badges and Friends, plus time filters from Today to All Time. It keeps your last 1,000 contracts and tracks stats while a contract is still in progress.

73 Steam achievements, from your first clean exit to 15-link kill chains.
Friends leaderboards with their own tab, so you can see how your runs compare.
Sharper tactics, fairer rolls
We went through every attack in the game against MITRE ATT&CK to make them more accurate, and added 31 new tactic cards, bringing the total to 486. Then we reworked how a play feels from the moment you pick it up.
Success chances are higher overall, each rarity step adds success chance, the fumble outcome is gone, and bad-luck protection stops long losing streaks.
Kill Chain Bonus meter shows how much detection your chain has saved you, and it pays out in rare cards when you reach the end of a chain. If a chain breaks, the cards you had not played yet go back to your hand.
Ransom and Exfiltration now take more when they roll well. A roll that barely lands takes a small cut, and a perfect roll can empty the node.
Networks vary much more between contracts, and honeypots are marked so you know what a trap will cost.


Thank you
Thanks to everyone who has played, wishlisted, and sent feedback. Try the demo, watch the trailer, and if you enjoy it, please add Project RedTeam to your wishlist. It helps a small indie game more than you might think.
Good luck out there.
Dev

