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IDLEPUNK - Ghost LinkNewsMajor update preview - bleedingedgetest
In-game event

Major update preview - bleedingedgetest

IDLEPUNK - Ghost Link · published 1 Sep 2026, 13:25 UTC · build 25058744

All newsPlayers around this dateRead on Steam

A note to current players that want to try out the preview

This update changes and rebalances many core mechanics. Because these systems interact in complex ways, some parts of the game may feel unusually difficult, too generous, or otherwise unbalanced until more testing and tuning are completed.

Before trying the preview, please back up your current save by either clicking "Export" and manually saving the save to a txt file or by using the backup option in the game settings/ "login" page. For the cleanest and most representative experience, starting a new game is strongly recommended. Keep your previous save safely backed up in case you want to return to it later.

Your feedback will be especially valuable during this period of major change. Thank you for helping shape IDLEPUNK - Ghost Link as these systems continue to evolve.


How do I try out the preview?

  1. Right click on IDLEPUNK - Ghost Link in your library

  2. Click properties

  3. Click game versions & betas

  4. Select bleedingedgetest


WHAT CHANGED?

Contracts

  • Added detailed squad-performance forecasts and risk indicators.

  • Enemy squads now scale with Contract tier and risk.

  • Added Veterans, Heavies, Elites, Commanders, and Bosses.

  • Added faction- and role-specific enemy artwork.

  • Added the option to retreat from active Contracts.

  • Added operative upgrade materials as Contract rewards.

  • Contracts now resolve through deterministic squad-versus-enemy combat instead of a percentage roll. Operative injuries are consequently more common, giving Trauma Ward upgrades and Combat Sim Rehabilitation greater value.

  • Expanded Contract progression across T1–T16.

  • Story Contracts now retain a fixed duration to avoid the feeling of artificial time gaps between ongoing quests.

  • City Threat has been disabled.

  • Rebalanced Contract durations, reputation requirements, progression costs, and late-game difficulty.

  • Tweaked the mission-duration scaling curve so Contracts with a higher base duration award more gear, materials, Components, Reputation, Foothold, Intel, and Insight. Speed bonuses shorten the timer without reducing the Contract’s original reward value. For example, a 40-minute High-Risk Contract provides 8.33 reward opportunities: eight full rolls plus one roll at one-third of the normal chance, producing an expected yield of approximately 8.33×.

Battle Feed

  • Added Contracts Battle Feeds:
    Battle feeds display a "live" combat timeline based on current mission

Dispatch Assist / Auto-Dispatch rework

  • Reworked Auto-Dispatch to prevent it from invalidating the rest of the game. By default, Auto-Dispatch can now manage one mission at a time and can be upgraded through the Perk Store to manage a maximum of three missions.

  • With Auto-Dispatch now appropriately limited, Dispatch Assist has been added to the same menu.

  • Dispatch Assist finds suitable Contracts and prepares a squad without launching anything automatically.

  • Added cancellable automatic board refreshing while searching.

  • Added the option to search for Contracts containing specific operative materials.

  • Contracts matching Dispatch Assist preferences are highlighted and marked as Tracked in the interface.

Loadout

  • The Unequipped Only filter is now saved between sessions.

  • Improved the Loadout and Operative Progression layouts.

  • Added clearer combat-stat calculations and information. These stats directly affect the outcome of the new battle system.

  • Materials can be individually tracked.

  • Tracked materials are highlighted in Progression,Procurement and connected contracts.

Operative Progression

  • Added a dedicated Operative Progression screen.

  • Added five blocks of permanent operative upgrades.

  • Added role-linked skill progression and Skill 5 selection.

  • Added an option to purchase the maximum affordable number of skill upgrades.

  • Rebalanced operative XP and upgrade costs.

Combat Sim

  • Added Skill Reconstruction, allowing an operative’s fifth skill to be changed.

  • Skill Reconstruction uses a Combat Sim pod and completes over time.

  • Previously earned skill levels are retained when changing Skill 5.

Procurement

  • Added Procurement Orders as a targeted way to obtain missing operative materials.

  • Players can unlock this system by completing any of the following quests:
    16A — No Half Measures
    17B — Chain of Custody
    17C — Exit Interview

Interface and Fixes

  • Improved fonts, spacing, scaling, labels, and several mission controls.

  • Improved combat-calculation balance and high-stat scaling.

  • Fixed assorted Battle Feed, mission-presentation, and progression-interface issues.

Factions

  • Former faction progression has been clarified as Faction Insight, representing knowledge of a faction’s operations.

  • Faction Insight rewards now scale with Contract duration and risk, while fractional progress is preserved between Contracts.

  • Added Faction Standing as a separate relationship value representing how each faction feels about the player.

  • Contract previews now disclose attribution and their possible positive or negative Standing effects.

  • Failed ordinary Contracts reduce Standing rather than Faction Insight.

  • Faction profiles now display Insight and Standing separately.


More Faction Standing mechanics are currently in development.

World Map

  • Added an interactive, rotating, and zoomable globe to Operations.

  • Added New Haven and presentation-only labels for other world regions.

  • New Haven can be selected to open the existing Contracts screen.


Gameplay for other regions is still in development.

Performance

  • Significantly improved deterministic combat-resolution performance, reducing Dispatch delays during very long battles.

Dialogue

  • Cover creation and management now let players choose whether dialogue addresses them as male or female.

  • Older covers are prompted to select an address preference before continuing. This is required to support more natural dialogue.

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