Project RedTeam: Contract Offensive · published
Hi 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 just tedious.This needs to be a game first. Not a simulator. It needs to be something people want to come back to because it’s fun and exciting, not because it’s realistic.If that means bending the rules of how things work in real life, I'm fine with that.I've worked through new explosive animations, more rewarding tactic chaining, improvements to the UI, and much more pacing and excitement. The gameplay feels 3x as fast, the rewards are big, actions are fluid, and less punishing overall.
Thanks to everyone who’s been following along and giving feedback. It’s been helping a lot.
I'll be updating the main game trailer and screenshots soon to demonstrate all of this soon. - Dev