v1.0.0 - Launch Day, Thank You, Your Feedback
It'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 you
This game started as one idea: what would a card-based roguelite feel like if every action was a real cybersecurity hacking technique and target networks had defenders that responded with containment? This idea was simple, but it became the game you're looking at because of the feedback and support from players who were excited about the concept.
Everyone who tried the demo, the play testers who put up with save resets and broken builds, everyone who sent me bug reports, posted on forums, provided ideas, and wishlisted or told a friend -----> THANK YOU!
A lot of what's in v1.0.0 exists because someone asked for it.
So, as a real thank you, I'm giving everyone 40% off on purchases of the full-game for the first two weeks.

This is the start, not the finish
v1.0.0 is a launch, not an ending. Project RedTeam is still an early-stage game, and from here it will be shaped by the people playing it.
Expect balancing changes. With more players come more Runs, and more Runs means players will provide all kinds of feedback about tactics, Protocols, debts and bounties being too strong or too weak. I'll be tuning odds, payouts and Detection costs as feedback comes in.
Your feedback is being read. Bugs, balance complaints and ideas all get looked at, and the fixes and changes will keep coming in updates like this one. I legitimately enjoy reading and discussing ideas with the players. Don't be shy.
Your ideas drive what comes next. New tactics, contracts, bounties and systems will come from what players ask for. If something would make a Run more fun, tell me.
The fastest way to reach me is F9 in game: pick BUG, BALANCE or IDEA, write a line or two and post it to the Steam Community forums. It's quick and appreciated. I will reply.

Please leave a review
If you're enjoying the game (or even if something's bugging you), a Steam review is the single biggest thing you can do to help. Reviews decide whether Steam shows the game to more players, and more players means more feedback, more ideas and more updates. Tell me what you liked, what you didn't and what you want next. I read them.

What's in the Game
486 tactics across 10 categories, from Recon and Initial Access to Exfiltration and Ransom, each one a real technique.
Runs of 10 contracts against procedurally built networks, each owed to one of 10 debt orgs, with defenders that hunt, contain and lock you out.
Kill Chains: queue up multiple tactics against targets and execute them as one chain for bonus rewards. Protocols and Plays bend the rules in your favor.
Operator Traits and skill to build into during your run, and equipable career boosts that carry between Runs.
74 contract badges, 73 Steam achievements, Run Codes to challenge a friend's exact Run, and a Weekly Run Challenge with its own leaderboard.
What makes this game special?
Real network intrusion methodology is the core dynamic; captured in a surprisingly fun and engaging way.
It's easy to learn since the moves you can make are visually prioritized and highlighted.
Replay value is high and no two runs will have the same challenges or outcomes (unless you enter a Run Code!). 10 Campaign "Debts To Be Paid" challenges that each have 10+ unique and procedurally generated networks/contracts.
Pressure and risk management is a core component of the gameplay loop and challenge in a run. After a short frenzy of kill chains you'll often take a moment to strategize as defenders get between you and the funds required for your next debt payment.
Losing a run is part of the game. You'll learn hard lessons. You'll regret initiating ransomware too early. You'll push just a little too hard and lose your footholds. And, you'll absolutely miss your debt payment by such a small amount - even though you had every opportunity not to.
This is what project RedTeam is all about.
New in v1.0.0
Since v0.39.0 the focus has been on making important information easier to read at a glance and smoothing some rough edges before launch. For the play testers (on non-demo builds): your career and any Run in progress carries straight into v1.0.0.
Objectives up front: the contract sheet now lists every requirement of the objective as tags, and the HUD shows the same OBJECTIVE block for the whole contract, so you always know exactly what's left to do for completing objectives.
Node callouts stack per node with one big word (CRITICAL!, CONTAINED, EVIDENCE LEFT) so a busy kill chain stays readable, and the tactic roll reel turns gold on a critical hit.
The FOOTHOLDS panel counts and lists every node you hold (instead of counting the stacked footholds on a single node).
The Operator File is visually rebuilt. The [ CATEGORIES ] quick reference is on the Tactic Loadout now as well (not just during active contract gameplay).
Career Loadout: your racked cards stay pinned at the top while the rest scrolls, and the racked cards wear an EQUIPPED tab.
Operator Skills trait offers now rotates instead of offering the trait you just turned down.
The Run-start intro is skipped by holding a key or the mouse button, so a stray click no longer skips it.
The F8 share card always shows the summary of your Run when created during contract summary scene.
A privacy notice is now the last row in Settings.
Balance: The Radiant's artifact fees are 2x (previously 3x), and detection Protocols only cut detection while they're racked.

Fixes
A running kill chain can always be extended with any card that's valid once the earlier cards land.
The CONTAINED badge lands on the play that contained the node, not a turn later.
The Kill Chain Bonus reveal and the round reward never overlap, and the Tactic Research reveal waits for you to claim it.
Clicking SKILL RESEARCH no longer freezes the game for a moment.
An early click on the map during the contract intro no longer sticks the map pan.
EXIT TO MENU works again on every screen after finishing the tutorial.
Endless contract counters read properly now.
The Bankrupt card keeps the ended Run's debt org and operator.
FRIENDS and GLOBAL leaderboards break ties the same way, and scores that couldn't reach Steam retry in a sensible order.
Career Analytics: more accurate analyst notes, badge tips with their art, SUCCESS RATE BY CARD RARITY always lists 0-DAY, and the CARDS tab fits on screen.
The F9 report header shows your Run Code.
UI padding passes on the HUD, the hand and the contract sheet to improve visual margins.
Various fixes to text content and formatting within the game.
Thanks for playing, and thanks for being here on day 1.
F9 or the Steam Community forums or a review for Project RedTeam: Contract Offensive is the fastest way to reach me.
Thanks,
Dev
