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Project RedTeam: Contract OffensiveNewsDev Blog Update #2: A Story, Operator Persistence, Mastery Plays, and Animations
In-game event

Dev Blog Update #2: A Story, Operator Persistence, Mastery Plays, and Animations

Project RedTeam: Contract Offensive · published 5 Sep 2026, 22:09 UTC

All newsPlayers around this dateRead on Steam

The past week has been all about looks, feels, and ... a ... story!?

One thing I kept asking myself was: what is the player's reason to be hacking these networks? Making money as a hacking agency sounds cool- but playing a game just to see a number go up isn't enough incentive.

Project RedTeam needed something more. An overarching goal that is solved by exercising your "unique set of skills". To this end, I've been focusing on creating a overarching story that will fill the player's run with desperation, drive, and reason.

We want a fun hacking game- not a boring simulator!

This game is really coming together well, and I'm excited to see where the next development phase takes us.

A Story of a Hacker

PAY YOUR DEBT.

Somebody found out what you took from them. They call themselves The Collective, and they are not interested in your explanation - only that your debt is paid.

Ten jobs. Ten payments. Between each payment sits a corporate network you're tasked with breaching and all the money you can siphon out of them.

Operator Persistence

Previously, each contract rolled a random operator, which created variety but prevented long‑term planning. That system is gone.

You now create one operator per run, and that operator persists until the run ends. Throughout the run, you earn skills and traits that shape your build.

Mastery Cards

Anytime you manage to bank 10 kill chains- you get a unique Mastery card. These skill-earned cards give you the ultimate advantage and can be saved for when you really need them.

These cards break all the rules- but obtaining them takes skill and planning.

Animation Improvements

Sharing the progress I've been making on giving the game the look and feel it deserves.

Card Pack Rip

A fast, tactile animation that makes opening packs feel punchy. Packs now feel like physical objects rather than UI elements.

Card Toss & Tactic Execution

Cards are thrown into the grid with weight and explosive momentum. Throwing cards is more fun.

Tactic Pack Multi-Card Swipe

When selecting multiple tactics, a swipe across multiple cards stacks and selects them into your hand.

Improved Shaders for Epic and 0-Day Rarity

Shiny digital shaders give rarer tactic cards more style!

More Explosive Animations

Tactic execution and chaining feels better, looks better, and is exciting.

So Much More... Animations, Themes, and Excitement

Numerous contract end animated scenes for: XP, debt payments, and run progress.

A Network Eradication event animated scene that fires when all reachable network zones (or nodes) are contained and the player has no footholds left in the network (e.g., no more possible moves within the contract - the defenders have removed your access!).

Current Store Page, Description, Screenshots... Need Updates!

I'm well aware that the current development branch is much farther than the content, theme, and overall quality of the Steam Store Page for Project RedTeam. I've been staying laser focused on the game itself. The marketing "fluff" will be completed later once I have a game that's closer to what it will look like on initial release. Over the next couple weeks I'm aiming for:

  • Version 1.0 readiness

  • Steam Play Test

  • Development cycle on balancing and handling Play Test feedback

  • Steam Store Page: Trailer, Screenshots, and Descriptions Updates

My planned release date (October 15th, 2026) is still on target. The development and testing is on schedule!

More from Project RedTeam: Contract Offensive

Other announcements

All news
In-game event12 Sep 2026Dev Blog Update #3: Play Testing, Tutorial, Endgame, Difficulty, and a DemoHi everyone, Last week has been all about incorporating player feedback, improving playability, improving end-game content, and adding an interactive tutorial for onboarding to the game's unique dynamics. Player Feedback We're getting early copies of the Project RedTeam into the hands of players for feedback. There was a focus on answering these questions: · Is the game easy to pick up and play…In-game event30 Aug 2026Dev Blog Update #1: Moving Beyond the Simulator FeelHi 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. Re…Community22 Aug 2026Pre-Release AnnouncementI’m incredibly excited to announce the upcoming Steam release date for Project RedTeam: Contract Offensive , launching October 2026 . Project RedTeam has been an idea I’ve held onto for a long time, and something I’ve been determined to turn from a concept into a real, playable game. As a solo developer with a full-time career in cyber security, finding the hours to build a full game isn’t easy…