Update — July 1, 2026
Hey everyone, a lot has happened since our last update and we want to share all of it. The Bug Bounty is live, the game is now running on Mac, the card game got a huge audio pass, new quests are in, and we've been grinding on stability across the board. Here's the full breakdown.
Bug Bounty is Live
We launched our $1,000 Bug Bounty on Pond and the response has been incredible. If you haven't signed up yet, head to the Pond page and get in on it. Every accepted bug report earns you points on the live leaderboard, and the top 20 split the pool. The more you find, the higher you climb.
You can track all reported bugs and check on the status of your submissions at trb.tworobots.com/bugs.
Mac Support
The game is now running on MacBook. This has been a big goal for us and we're really excited to finally get here. Mac players can now download and play Two Robots: Unleashed directly.
Card Game Audio Overhaul
The card game sounds like a real game now. Here's what landed:
Arena ambience is in and only kicks in after the versus screen so it doesn't bleed over
Card draw sounds are back and working
New SFX for gaining ops, protocol activation, card pick from choice dialogs, card steal, card selection limit hit, and card hover
Warbots now have idle SFX with a 3D audio listener that snaps to whichever warbot you're inspecting so the audio always feels right
Rig ready alert updated to a deeper sound, now plays after the final scrap deploy
Flash effect added to rig stacks when a rig becomes buildable
Scrap placement SFX reworked for a heavier, more satisfying feel
New Ship Content and Quests
Shruce can now be captured using the HMT gravity mode. A mini tutorial modal walks you through it and arm animations are in for holding the Shruce after capture.
Apocalypse dialogue and area triggers integrated across the ship including the control room.
Campaign menu V1 is in progress with tab navigation and support for unlocking missions via progression tags.
Fast travel terminal added in the vents.
New graphic settings UI on the launch screen with 3 presets and shadow filtering options.
New spinning logo loading screen.
Language options added to the settings menu.
Grime and Punishment quest restored. Rennova Newest Operator quest fixed, now properly grants its tag so JB's dialogue advances.
MARBL buttons now locked until you reach Level 1 and have a loadout. If you don't have one, the game sends you to create one instead of doing nothing.
Card Game and Deck Builder Fixes
Deck manager and builder now load significantly faster using object pooling
Deck manager moved into the ship experience so there's no more load screen between managing your deck and getting into a match
Cards no longer jerk to the back of the queue when played
Queue timer is now draggable anywhere on screen
Fixed cards intermittently turning invisible when moving from hand to graveyard
Fixed deck back texture getting cut off at the bottom
Confirm delete deck panel added so you can't accidentally delete a deck
Fixed long player names pushing hearts off the viewport
Added card type filter in the deck list
Fixed stack hitboxes
Fixed the card game tutorial in multiple spots including samurai shield, guard drone VFX, card movement tweens, and the auto-continue deadlock
Progression and Rewards
Rewards are now wired up and working. Currency rewards (minerals, tenaxium, affiliation tokens) trigger on backend progression tag events. CAC pack rewards are in with variable card counts. The rewards screen handles packs in the range of 0 to 10 cards. A full progression sync between frontend and backend is being finalized.
Vending Machine
The CAC vending machine is in the control room. It has a full model, collision, a flickering screen shader, advertisement textures, and a subtle idle animation. It's the start of our in-game shop and we're really happy with how it turned out.
AI Opponent
We've been doing a serious push to fix AI freezes and improve the singleplayer experience. Logging has been added so every freeze is tracked and reported. Several card selection and action handling bugs have been fixed. More improvements are on the way and this remains a top priority for us right now.
Ship and Environment
New outline shader for Mechcommanders makes them look more holographic.
Global ship ambience bed added to fill out the soundscape.
Roaming NPCs now pathfind around rooms and return to rest positions.
Prep room ladder fixed again after a regression.
Lab hatch no longer blocks the shard quest.
Divinity Bot material at spawn fixed.
Fixed invisible TeeBee collision in the control room.
Fixed the floor hatch in the prep room sending you through to the control room.
Fixed Hal saying the wrong line on loading.
Biobot Vat animations reduced by 10 seconds so you don't have to wait as long.
New voicelines for Scavenger integrated into the game including first entering the cozy room, the insect display, and bathroom areas.
Bug Fixes
Fixed AI not ending its turn on certain action cards
Fixed ghost players getting stuck in matchmaking queue
Fixed cards going invisible when moving from hand to graveyard
Fixed prep room ladder regression
Fixed lab hatch blocking shard quest
Fixed Hal CAC animation not syncing
Fixed graphic presets not applying correctly on startup
Fixed broken shard bot not appearing in the lab
Fixed HMT gravity mode pulling a box into the player when right clicked while floating
Fixed Scavenger commentary triggering in the wrong room
Fixed Rennova Newest Operator not granting its tag on completion
Fixed lipsync on Hal and Eliza barks
Fixed z-clip during MARBL grab animation
Fixed card container ending up in the wrong position when drawer toggled too fast
Fixed already punted scrap getting punted again
Fixed long names pushing UI elements off screen
We're in a really exciting place right now. The bounty is bringing in great feedback, the game is more stable than it's ever been, and there's a lot more coming. Thank you for being here for it.
Much Love! — The TRU Team