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Version 1.10.4 released quickly after 1.10.3 to provide needed hotfixes. We were also able to add a few more feature improvements. This is expected to be the last minor update before 1.11 ships with some exciting upgrades! Version 1.10.4 Release Notes Fixes RVB1-1084 Internal Vulnerability Assessment has the requirement of implementing Asset Inventory RVB1-1083 Internal Penetration Test has a requirement of doing at least one vulnerability assessment beforehand RVB1-1078 Can't gather forensics on denials RVB1-1076 Missing space between sentences in "Rogue Device Detected!" notification RVB1-1071 Condition checkers need to be reinitialized after scenario playback RVB1-1070 Backing up a compromised asset and restoring it gives more TI for the same compromise RVB1-898 TTX - Loading a scenario that uses the base maps will cause the game to use that scenario every time the map is selected (incognito-only) RVB1-602 Some close buttons on BT have red borders Features and Upgrades RVB1-1086 Increase chance of new vulnerabilities when patching RVB1-1081 Added visual animation to start screen background, wiki, and notifications dialogues RVB1-1080 Improved UI visuals (enhanced color vibrancy/saturation) RVB1-1073 Remove Asset Inventory prereq from any action that uses it RVB1-1072 TTX - Suppress notifications during scenario playback RVB1-1067 Persistence research now buffs Install Ransomware and Disruptive Malware RVB1-1066 BT Vuln assessment accelerates patch availability RVB1-963 Asset Inventory Updates (can discover rogue device and is multi-playable) RVB1-962 Rogue Device updates (acts as remote pivot and IDS discoverability lowered) RVB1-936 TTX Scenario-based notification: Trigger notification when all RT control is removed
While we prepare for our big 1.11 release, we have been working diligently on regular fixes and minor upgrades! Version 1.10.3 Release Notes Fixes RVB1-1037 Typo in "PNL dropped to 25%" notification RVB1-1034 Malicious USB Created notification text still has the old location listed (as next to the end turn button) RVB1-1030 SCADA HMI on MFG should have the IP address of the field zone after segmentation RVB1-1026 ICS Security Monitoring doesn't monitor switches when played before segmentation RVB1-1024 Password Attack doesn't contribute to 10 hack bonus RVB1-1022 Weak Password and Default Credentials vulns sometimes show up with the "no patch available yet" state RVB1-1017 RT AI actions shouldn't know which unknown assets to target RVB1-1015 AI Crack Ransomware Key action is still targeted RVB1-1011 Missing localization text in the disconnect message whenever RT leaves online multiplayer games RVB1-1010 No message about the other player exiting the game is being displayed in online multiplayer games RVB1-1003 Hire New Staff can't be stacked using the action tree and the action toolbar RVB1-1002 Physical Security skill not considered for RT change location actions RVB1-1000 Crack Ransomware Key is targeted, yet it unlocks every locked device on the map if it succeeds RVB1-998 Vulnerability Assessment, Penetration Test, Internal Vulnerability Assessment and Internal Penetration Test finish successfully in IR mode RVB1-995 IR mode can be deactivated with disconnected assets if they are disconnected earlier than the Deactivate IR action is used within the same turn RVB1-988 Need to mute SFX during scenario loading RVB1-985 Missing click sound effects RVB1-984 Victory music is played after RT gives up in a singleplayer game RVB1-979 Fix Budget Defender Milestone RVB1-909 Old password dialogue pops up when the game can't contact the server (start screen) Features and Upgrades RVB1-1036 Update scenario scene loading graphics RVB1-1035 Add PnL and Ransomware notifications to the general levels RVB1-1023 Turn off passive revenue recovery while in IR mode RVB1-1020 Account-based game parameters from global-based RVB1-1012 Add 16:10 Aspect Ratio Support in Game Scene (via I and + buttons switch) RVB1-1009 TTX Scenario-specific mission text RVB1-1008 RT AI Profile: PnL RVB1-1007 RT AI Profile: Email RVB1-1006 RT AI Profile: General Social Engineering RVB1-1005 RT AI Profile: Cyber RVB1-1004 RT AI Profile: Physical RVB1-996 Set RT resource cost of End Campaign to 0 RVB1-994 Enable the Hire New Staff action to be used multiple times within the same turn RVB1-991 Add controlled assets to restore points RVB1-990 Hide score during scenarios RVB1-978 Remove "Outdated Software" Vulnerability RVB1-977 Make the game start in Network View by default RVB1-972 Add RT control cleared win condition to scenario dialogue RVB1-969 Change RT minimum point requirement to 1 RVB1-935 Allow for notifications to trigger based on PnL value RVB1-923 Update the "Upgrade Rig" and "Recruit Hackers" actions (resource costs) RVB1-876 Implement ability to have different exploitation difficulty per vuln RVB1-858 Show undiscovered vulns in different color at end of game RVB1-794 Design and implement a better, more human-readable way to display endgame reports (HTML options added) Wiki updates to descriptions
We been slacking on our update notifications and we apologize! Stay tuned for the release notes for 1.10.2 as well as the release notes for the ones we didn't post in the last few updates.
The long-anticipated version 1.6 update is live, and its not just bug fixes! It is packed with features for improved player experience, replay value, and professional edition enhancements!
Leading the pack are new environments and content. Players are no longer limited to the same network environment every time they play. They can now select from 3 different environments, with more on the way soon (including non-ICS related environments)!
There is also a new mechanic with a new Blue Team win condition threat intelligence! Gather forensics evidence now in IR with a new action in addition and increase your threat intelligence score. Increase your threat intelligence score high enough and your adversary (the Red Team) will be apprehended for a Blue Team victory! Speaking of score, the old score has been replaced by a ton of much more useful metrics and stats at the end of the game.
The UI has been updated to allow for playing actions, by category, directly from the network view interface.
The old Red Team research actions have been upgraded to a skill progression system for each vulnerability/exploit, allowing you more granularity to specialize your expertise.
The network connectivity simulation has been improved. Now, when devices that connect to other downstream devices, such as routers, switches, and firewalls, are in a denied/down state, connectivity to those downstream assets are also unavailable. Visually, the connection lines change from green to gray. This means the Red Team cant scan them, cant see them, and cant use them as a pivot.
The scheduled 1.5 turned out to be so big with so many features that we ended up having to split it up. So this 1.5 is the first half, focusing on player experience enhancements, and then in a few weeks we will release the other half as 1.6, focusing on replay value enhancements. Yes, we are completely skipping minor versions of 1.5 and going straight to 1.6!
So what's in the 1.5 update?
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Sugarland, Texas (April 6, 2021) ThreatGEN, an OT cybersecurity firm and creator of the ThreatGEN Red vs. Blue Cybersecurity Gamification platform, announced today their 90-Day and 2021 features roadmap. Having recently released an important foundational update (1.4.2) that implemented and upgraded necessary back end engine components, the stage is now set for a list of highly requested major features.
Red vs. Blue has already proven to be a cybersecurity training and gamification pioneer and industry disruptor in so many ways. But the features we have set to launch this year really are going to take cybersecurity training to a whole new level, said Clint Bodungen, ThreatGENs Co-founder, CEO, and ThreatGEN Red vs. Blue creator. This is a testament to the fantastic communication and cooperative relationship we have with our customers, players, and the growing Red vs. Blue community. They have all been instrumental in Red vs. Blues evolution and success, he added.
Most of the changes in this update were in back end changes preparing for major feature updates coming in 1.5. These changes include (high-level): Universal:
We had to release a hot fix today for a minor bug. Some test values for the resources were passed to the live build. The default should be $50,000 and 3 staff for the blue team, and 5 resources for the red team. Instead, the test values passed were $350,000 and 33 staff for the blue team, and 33 resources for the red team.
The hot fix has fixed these default values in the settings but you might still see them if they are stored in your player preferences. If this is the case, just click the restore defaults button and that will fix it.
Its official! The long awaited 1.4 update has been released! This updated has tons of new features and visual enhancements that increase the player experience and overall depth of the game.
Happy 2020! Our first update of the year (1.4) is just around the corner. We have some really big feature updates and even a few mechanics updates that are all meant to improve overall strategic depth, provide more cybersecurity real-world concepts, and improve the overall experience (both game play and learning).
Summary of upcoming updates:
Update 1.3 Release Notes:
Features
The Cyber Monday sale will start on noon at Monday instead of at midnight. Either there is either a glitch or date/time didn't get entered correctly. The way the Steam system works, we can't go back and change it. So here are the current sale details:
ThreatGEN: Red vs. Blue will be 50% on Cyber Monday. Sale starts at 12:00 PM (noon US/Central) Monday morning. Update 1.2.1 will also be released. Stay tuned for details!
ThreatGEN: Red vs. Blue will be 50% on Cyber Monday! Sale starts at 12:00 AM Monday morning (Sunday night)! Update 1.2.1 will also be released. Stay tuned for details!
Update 1.2 introduces the highly anticipated single player mode as well as several feature updates and bug fixes:
Version 1.1.2 Release Notes:
Version 1.1.1 Release Notes:
Having problems finding an online match? You're in luck! We are working on improving the internet game lobby ASAP to make it easier to see who is online and find a match. In addition, we have just launched our Discord Server! Just search for ThreatGEN or click HERE to join the channel. Stay tuned! More info to come...
Not everything makes the first version and not everything always goes as smoothly as expected at launch. So, now that we've launched, what's next? Well, we've had a few bugs reported that weren't caught before release. Mostly odd things when players try odd things and a couple of annoying behaviors. We'll be getting those fixed immediately. There was also an issue reported with UnityPlayer.dll and mono.dll that is causing a crash with some players with Citrix installed or outdated NVIDIA drivers. Apparently this was addressed by Unity in the version after the one we are using. Upgrading our version of Unity is not a small task but we'll need to get it done sooner rather than later. We are getting started this weekend. If all goes well, we will be testing it thoroughly early next week. Of course, aside from bugs, most of you are curious as to what features we have planned, right? What are we going to do to keep making this game better? Here is a teaser list of some of the features at the top of our roadmap list (in no particular order):
Bug Fix: The Action log button not working after a turn time out fixed. Button will no longer go inactive. If players find other bugs please report them to our bug reporting post or to info@threatgen.com and we will jump on finding a solution for it ASAP. Thanks and Happy Hacking, ThreatGEN Development Team
It has been a long road and we busted our release date, but we're finally there. The game is in final review by Steam and we should be launching in the next few days. Once we launch, there is still much more planned. We will be announcing our plans for DLC, updates, scenarios, and much more in the very near future. Some of these plans include free downloads such as new networks, environments, single player scenarios, badges, stats, leader boards, and even Easter eggs. We hope you enjoy the game and your recommendations are always welcome. In fact, they are needed. In order to make this game for the community, by the community, we rely heavily on your comments and recommendations, and we will listen. Thank you all!
Long story short, our ship date is slipping a bit. We know this happens often in the gaming world but still angers fans and everyone anticipating a new release. For that, we are sincerely sorry. This being our first release, we wanted to make sure we release a quality game free of as many bugs as possible. That said, we have some pretty big features we are trying to tidy up and eradicate some pesky last minute bugs. Again, we apologize and we sincerely appreciate your understanding and continued support. We still anticipate a February release. Clint Bodungen ThreatGEN Co-Creator & Derezzed Inc. CEO
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