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1.10.4 Release Notes

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


[ 2022-10-12 16:40:29 CET ] [ Original post ]


1.10.3 Release Notes

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


[ 2022-10-10 12:38:08 CET ] [ Original post ]


The 1.10.2 Update is Now Live

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.


[ 2022-09-01 14:38:21 CET ] [ Original post ]


MAJOR UPDATE! Malware, Ransomware, Improved Incident Response, and More!


WHATS NEW?


This latest update represents a pivotal milestone for ThreatGEN Red vs. Blue. All of the core features and mechanics are now in place for both the game version on Steam as well as the professional platform version. Moving forward, our development efforts will focus on enhancing the entire educational experience with eLearning content and curriculums that support the game, labs and challenges for training curriculums, and several built-in scenarios for incident response (IR) tabletop exercises. But more on all that in a bit. For now, whats new in this latest update?

PROFIT & LOSS METER



Under the threat intelligence score meter, there is a new profit & loss meter. The profit & loss meter represents the financial and production status of the company in relation to cyber outages. When assets are out of service, infected with malware, or having data exfiltrated, the meter will trend downward toward red until the issues are remediated. The more important the asset, the faster the meter will move. When the meter remains in the red for too long, the Blue Team loses.

NEW RED TEAM WIN CONDITION:


COMPANY PRODUCTION COMPROMISED This win condition is awarded when the blue team's production drops below a threshold for a set number of turns.

NEW RED TEAM ACTIONS AND STRATEGIES



MALWARE Installing disruptive malware is one way to disrupt the productivity (profit and loss) of the Blue Team. The effects can be amplified by using the malware to exfiltrate data. RANSOMWARE Ransomware is another devastating tool in the Red Teams arsenal, which represents one of the most concerning threats in recent times. Unless the Blue Team is lucky enough to have a restore point created prior to the initial compromise, the only recourse they have is to pay the ransom (which is very expensive), crack the ransomware encryption key (which is very difficult to do), or replace the asset. Ransomware is a two-step process. The Red Team must first install ransomware and then activate the ransomware.

NEW BLUE TEAM ACTIONS AND STRATEGIES


CREATING RESTORE POINTS System backups are no longer a one and done action that improves your overall chances of cleaning a compromised asset. Now, the system backups action enables the ability to create restore points on each asset as a targeted action. When an asset is infected or compromised, the Blue Team can restore the asset to its last known restore point. However, the last restore point was created after the system was infected or compromised, the asset will still be in the infected or compromised state. IMPROVED INCIDENT RESPONSE (IR) All IR actions have been organized into their own grouping in the action tree view and several new IR actions have been added to improve the overall IR simulation.
  • Restore from backup As already mentioned the Blue Team can restore from backup if they have created a restore point on the affected asset.
  • Disconnect/reconnect the asset from the network The Blue Team now has the ability to disconnect assets from the network (disconnect from upstream), effectively isolating them and cutting off further malicious activity. As such, the assets can also be reconnected to the network (reconnect to upstream).
  • Respond to ransomware infections Ransomware infections present two additional and unique options. If you have the resources, you can pay the ransomware to recover your infected systems. Or, if you have enough time and security skills training, you can attempt to crack the ransomware encryption key.

WHATS NEXT?


In the first quarter of 2022, we will be launching our complete ThreatGEN Red vs. Blue portal, which is a single point of access to not only the Red vs. Blue gamification platform, but also includes a complete array of cybersecurity education material, eLearning courses, guides, resources, and incident response (IR) tabletop exercise support, all leveraging the ThreatGEN Red vs. Blue gamification platform. In addition to on demand eLearning courses, the Q1 2022 launch will also feature tons of new Red vs. Blue gamification content such as scenarios and labs to support the included courses. Focus on enhancing the analytics and reporting features and dashboards will also be a high priority in early 2022. For organizations wanting to use ThreatGEN Red vs. Blue to support their IR tabletop exercises, the portal will include built in scenarios and eLearning content to support guided tabletop exercises ready to go out of the box without the need for extensive planning or even a facilitator or instructor. For those of you wondering about upcoming DLC and expansions for the Red vs. Blue game version available on Steam... the answer is YES! Look for DLC for the Steam version by mid 2022 and a single player campaign planned to release later in the year! Finally, with the existing Red vs. Blue tournament features, and new CTF capabilities on the way, 2022 will see the emergence of regularly scheduled ThreatGEN Red vs. Blue public competitions and events! Be on the lookout for announcements soon!


[ 2021-12-22 20:48:39 CET ] [ Original post ]


Red vs. Blue Q2 2021 Update (Version 1.6) is Live!


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.

Whats in store for the Q3 2021 Updates?


The 1.6 update marked a major milestone that not only provided major visual and functional improvements, but it also laid the foundation for some major upgrades, which will significantly improve long-term replay value. Here are some of what you can expect to see in this quarters updates from 1.6.1 through 1.7:
  • Level (network environment) selection will be available in multiplayer internet matches
  • A much-improved network play lobby that will show logged in users, user chat, and more game setting details in the available matches
  • Scenarios and challenges (levels with specific starting points and/or goals or win conditions)
  • A more dynamic computer AI opponent with several different tendencies and varying skill levels
  • New mechanics that track company profit/loss and reputation during incidents
  • Ransomware-based scenarios and mechanics
  • Additional IR communication actions for the Blue Team
  • Additional and more detailed ICS attack actions for the Red Team
  • More content and networks/levels to play
  • Downloadable content (DLC) more details coming soon
  • And, as usual, we are always trying to improve the quality and value of the simulation experience with new actions, mechanics, adjustments, and other enhancements

Red vs. Blue Version 1.6 - Release notes


Bug Fixes


RVB1-287 BT IR music showing up during the game for the RT across a network game RVB1-285 The gather forensics action button does not activate when all metrics are met to do so RVB1-284 Game zooming in while scrolling when in the wiki RVB1-282 No change in music for between normal mode and IR mode for the BT. RVB1-281 Max turn limit and timer setting not persistent after playing a game and then exiting that game. RVB1-280 There is no sound for the Targeting selection function when you choose a targeted action RVB1-279 IR music plays over end of game music RVB1-278 Multiple campaigns can be queued at the same time if the RT has enough resources RVB1-275 The input field for a games seed in the settings menu does not take an entire seed number in game RVB1-244 Access Cut Off notification still pops up even if you don't actually have any pivots RVB1-230 Activate IR button doesn't work after refactor RVB1-223 ActionQueueItem code has unlocalized text RVB1-220 Detections reporting more than they should to analytics RVB1-162 Mute not remaining persistent when set at start menu (again) RVB1-158 Hold-scroll capabilities in scroll views not working properly RVB1-143 Initializing the targeting selection and selecting a target are the same sounds

New Features


RVB1-286 Asset name generator RVB1-270 End-game metrics RVB1-269 Red Team Skills UI RVB1-267 Re-work config/settings UI RVB1-265 New Vulnerability UI RVB1-263 Settings update RVB1-262 New action menu (by category) in bottom UI RVB1-261 Allow ending campaign by clicking on campaign status RVB1-260 Show 0day vulns [Zero-Day] in the attack dialogue vuln drop down RVB1-259 Show research level in vuln dialogue RVB1-258 Mouse over help text RVB1-257 Mimi maps for network view zoom RVB1-256 Non-targeted action buttons in UI RVB1-253 Update remote user behavior if VPN is denied RVB1-252 Redo game save/load state - developer feature RVB1-251 Redo localization for Asset and Action RVB1-248 Add zero day indication on vulns in Attack Dialogue RVB1-247 Automate RemoteUserManager RVB1-246 Move the mute preference to playerprefs rather than save it in the SO RVB1-237 Create a downstream/upstream system for assets RVB1-226 System for calculating cybersecurity and IR costs RVB1-225 Create a Threat Intelligence win condition for BT RVB1-209 Add categories to actions for analytics tracking RVB1-196 Get volume sliders in settings and working RVB1-178 AI Updates RVB1-97 Restructure the way assets, zones, connectors, etc. work together to make it more modular and easier to customize RVB1-92 Create multiple network diagrams (with different zones) RVB1-87 RT skill level indicator, per vuln RVB1-59 Additional Network Layouts


[ 2021-07-13 20:03:56 CET ] [ Original post ]


Red vs. Blue version 1.5 is now live!


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? [olist]

  • Several minor bug fixes.
  • Several minor visual enhancements.
  • A LOT of visual and mechanical upgrades for a better user experience such as a new mechanic that allows you to click on assets and objects to play actions related to them instead of having to keep going back to the action menu every single time.
  • The action queue doesn't open every single time you play an action now. Instead, it just gives you an indicator that there are items in the queue, and how many.
  • The action queue now lets you know how many resources each action in the queue takes up.
  • You can now click on the assets and the resource icons at the top left of your screen to play actions.
  • More information is now attached to the assets such as host name, IP Address, MAC Address, and more. We did this for 2 reasons. The first is that it is setting up something much bigger coming later. Can't tell you what yet. But also, this provides more depth, especially for the Red Team, in terms of the value of information obtained at each phase of the Red Team discovery process. This also adds more depth to the Red Team process and strategy.
  • All of the MAC addresses, network address, and host IP Addresses are generated dynamically at the start of the game. [/olist] What's will be in the 1.6 update? All of the new levels (networks), new actions, a new Blue Team Win condition, and some new concepts are coming in 1.6. What are the new networks? We aren't saying yet. What are the new Actions? We aren't saying yet but some ore ICS related, some are IR related, and some are general improvements. What are the new concepts? Hint: You will now have a threat intelligence score, a company revenue score, and more details in the end game screen such as how much you spent on cybersecurity, how much you spent on IR, and other stats. The new win condition will be based on gathering threat intelligence information during IR actions.


  • [ 2021-05-05 16:51:26 CET ] [ Original post ]


    ThreatGEN Red vs. Blue 90-Day Features Roadmap


    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.

    90-Day Features Roadmap


    • Several new network environments/scenarios and win conditions Previously, the game was played within a single network environment. There will now be multiple networks to choose from (or have one randomly selected), across several different industries with different win conditions.
    • Tabletop Exercise Module (Professional and Enterprise editions only) Highly requested by our enterprise customers, this module will allow for a much more immersive, visual, and entertaining way to provide tabletop IR exercises.
    • Customizable environments (Enterprise edition only) We can customize the in-game network environment to resemble our enterprise customers networks.
    • Level 2 analytics with additional learning objective-based performance metrics (Professional and Enterprise editions only) Level 1 analytics introduced instructors and training managers to basic performance tracking using game data. Level 2 will provide a more detailed data set to analyze student/employee performance per session and/or over time using statistics tracking and learning objective-based metrics.
    • Downloadable post-game report (Professional and enterprise editions only) See side by side, turn by turn comparisons of the red team and blue team actions, as well as a performance analysis.
    • Android/iOS editions Finally, play on Android and iOS mobile devices. We know this release has been delayed before, but there have been a couple of Google Play Store and Apple App Store hurdles.
    • Challenges (a.k.a. side quests), including in-game achievements, badges, and unlocks Take a break from standard gameplay to complete challenges for achievement badges and unlock special features.
    • Labs (Professional and Enterprise editions only) These labs will help exercise and measure performance across a variety of learning objectives outlined in cybersecurity curriculums.
    • New Actions for Red Team and Blue Team Patch Management Server/Zone Patching, More granular ICS/OT Path (for improved ICS/OT learning), and more

    Remaining 2021 Features Roadmap (more details will be provided in subsequent, quarterly announcements)


    • A complete Strategy Guidebook (which also translates to real-world cybersecurity best practices and advice)
    • More technical features, actions, and mechanics for those that are looking for a more technical cybersecurity experience in their ThreatGEN Red vs. Blue gamification
    • Computer AI difficulty levels
    • Single player campaigns
    • Save/Load games
    • Steam, Android, and iOS platform stats, achievements, and leaderboards
    • Fully automated CTF/tournament brackets (Professional, CTF, and Enterprise editions only)
    • Custom avatars
    • Improved network lobby
    • In-Game tutorial
    • In-game advisor
    • New Actions and Mechanics: Improved IR value for backups, Threat Intelligence, Dual Homed hosts, and more
    • Machine learning-based analysis (more to come on this in a future announcement)

    Learn more at


    https://threatgen.com/threatgen-red-vs-blue-90-day-features-roadmap/


    [ 2021-04-06 17:33:39 CET ] [ Original post ]


    Red vs. Blue Update 1.4.2 is Live!

    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:

    • Several minor bug fixes (non-critical)
    • Minor visual enhancements
    • Major engine upgrade
    • Major networking infrastructure update
    Pro Edition:
    • Downloadable end-game report
    • Localization infrastructure in place
    • CTF/Tournament bracket integration


    [ 2021-03-23 19:31:07 CET ] [ Original post ]


    1.4.1 Hotfix

    • Minor visual updates
    • Minor non game impacting bug fixes
    • AI balancing adjustments


    [ 2021-01-28 14:45:39 CET ] [ Original post ]


    ThreatGEN Red vs. Blue Winter Sale is Coming!


    ThreatGEN Red vs. Blue will be 50% off starting this week! Just In Time for Christmas!


    Stay tuned for more big announcements on things to come in the first quarter of the new year! We are making several improvements to the Steam and professional editions. Here's what you can expect in 2021!
    • In-game tutorial
    • Video walkthroughs
    • More network maps
    • Single player campaign
    • More actions and game play enhancements
    • Challenges
    • Achievement badges and leader boards
    • Computer A.I. improvements
    • More player and game analytics (professional)
    • Tournament addition (professional)
    • Table top exercise edition (professional)
    • Competition events
    • Developer AMA
    and... Pre production on a new Red vs. Blue engine has begun! Initially thought of as "version 2". However, the new engine will allow for new detail, mechanics, and simulations, and will act more as a sequel and exist along side of "version 1" rather than be a replacement. We are pushing the envelope of gamification! Stay tuned!


    [ 2020-12-22 16:18:06 CET ] [ Original post ]


    The 1.4.1 Update is Live


    Summary


    The 1.4.1 update provides many visual and textual fixes and updates to the user interface, as well as enhancements to performance and game balance. However, the primary focus of this update is the implementation of user analytics for Professional, Education, and Enterprise Edition licensees. (For more information, visit our website: https://threatgen.com/red-vs-blue/) The analytics roadmap has two levels. Level 1 Analytics, rolled out this update, provides the following:
    • User statistics (games played with dates, duration, total turns, score, win condition, games won or lost, red team or blue team, games won or lost as each team, human or computer opponent, wins and losses versus each type of opponent, score, successful compromises, and successful detections)
    • Ability to filter by game, team, and opponent type
    • Ability to sort by, and easily view, statistics for each match (useful for events, assignments, labs, and competitions)
    Level 2 Analytics, available in Q1 2021, will include:
    • Individual cybersecurity category scoring and analysis such as governance, ICS security, physical security, security policy, and cybersecurity strategy
    • Expanded statistics tracking such as actions played, research performed, and assets attacked

    Current Release Notes


    1.4.1 Release Notes (Professional Only)
    • Added Level 1 Analytics
    • Added web caching to improve game load time
    • Added CRC to state packets to minimize out of sync issues on unreliable network connections
    • Added current registered/activated username/email to the settings/about UI
    • Added copy/paste functionality to activation input fields
    1.4.1 Release Notes (General)
    • Adjusted game balanced to reduce disproportionate blue team disadvantage
    • When red team compromises network devices, they can see the connected devices, or devices that device knows about (similar result as a host scan)
    • Added shield icon legend in red team UI
    • Added current resource pool indicators to the action tree UI
    • Added copy/paste functionality to all lobby input fields
    • Changed the Tech Inspection action to Threat Hunting and made wiki updates, accordingly
    • Changed Reset action wording to Reboot
    • Updated appearance of Cipher character
    • Minor audio bug fixes and updates
    • Minor visual and text fixes and updates

    Whats Next?


    Professional
    • Level 2 Analytics
    • Educational scenarios and labs
    • Accompanying curriculums
    • LMS support
    • Tabletop exercise mode
    General
    • Additional network environments
    • Scenarios
    • Campaign mode

    Join our Discord Server!


    https://discord.gg/R8wYfZPR


    [ 2020-12-15 02:43:45 CET ] [ Original post ]


    Black Friday / Cyber Monday Sale!


    It's Our Annual Black Friday / Cyber Monday Sale!


    ThreatGEN: Red vs. Blue will be 50% off on Starting today! Sale starts now and lasts through November 29, in anticipation of the 1.4.1 update, which will include:
    • Minor bug fixes and visual updates
    • Feature updates (details coming soon)
    • Pro version player/game analytics and other pro feature enhancements
    AND... we will be releasing on Android and iOS soon!


    [ 2020-11-25 18:46:53 CET ] [ Original post ]


    1.4 Hot Fix


    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.


    [ 2020-09-02 18:56:41 CET ] [ Original post ]


    The Long Awaited 1.4 Update Has Arrived!


    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.

    Summary


    This is a major feature update intended to increase the depth and real-life correlations of the game as well as improve the overall player experience. In addition to bug fixes and graphical enhancements, this update adds more actions for both the red team and the blue team, expanded social engineering capabilities, expanded incident response process, physical security elements, and updated mechanical/UI features for ease of use.

    Details


    User Interface (UI)


    • Removed the card stage and action cards altogether
    • Added action icons to action menu items
    • Made the action log more visual rather than just lines of text
    • Enhanced main background image
    • New background images that change based on situation
    • New status indicators on lower UI for both the RT and BT
    • Location indicator graphics for RT
    • Rearranged button layout for end game screen
    • Small pop up dialogue animation
    • Remote user moved to the cloud zone where the card stage used to be, and added a second remote user
    • Turn start notifications dialogues are now divided into Milestones, Achievements, and Informational
    • Enhanced dialogue format (changed the skin and added transparent screen blackout)
    • Moved research actions to a consolidated research dialogue with a pick list
    • Animated red target image when attacks are detected
    • Network lobby red and blue team select buttons
    • Denied/out of service assets are not transparent gray
    • Game button shows the color of the team chosen by the game creator
    • Ability to view both teams and their action logs in the end game results
    • Updated and improved game text in several areas
    • Overall image quality enhancement
    • Added audible timer ticks when time is about to expire

    Functional/Mechanical Changes


    • Added new actions for both BT and RT (about double)
    • Expanded social engineering options and added an attack campaign dialogue with pick lists for options
    • Actions are now played strictly from the action menu (since the card stage has been removed)
    • Expanded wiki menu collider/hit box (on action menu items) to entire object
    • Added a physical security category, with related actions and mechanics for both the RT and BT
    • Added actions to manage moving to new physical locations as the RT (location options are in a change location dialogue with pick lists for the options, which include physical, electronic, and social engineering means in addition to locations)
    • Expanded security monitoring: Now you install the SIEM, followed by network sensors (by zone) and endpoint protection/HID (by asset)
    • Network sensors have a chance to detect network attacks (even if unsuccessful)
    • Endpoint protection/HID now detect (% chance) of detecting a compromise
    • Some actions are only available in specific modes (IR vs. normal for BT, remote vs. onsite for RT)
    • For physical security, in addition to physical location and access, added ability to create and drop malicious USBs and plant rogue devices
    • Expanded WiFi router relevance: It can now be scanned and cracked when onsite, then used as a pivot, and can be secured with strong WiFi security by the BT
    • Player can choose to be red or blue team when creating a game instead of the game creator always being blue team
    • Red Team can upgrade their computer/rig, which increases the maximum resource points by 1
    • Win conditions are now set and not adjustable
    • Removed around the world and weathered the storm win conditions. Now, the RT can win by damaging the ICS process, BT can win by all clear removing all vulnerabilities, or either can win by default high score victory
    • Sound can be muted from the start menu and the setting will remain persistent
    • Ability to suppress each of the individual notification dialogue types, in the settings
    • Ability to toggle notification suppression in the in-game menu
    • Ability to view both teams and their action logs in the end game results
    • Added hidden Easter eggs (details not disclosed)
    • Updated the scoring mechanics that include the new actions and mechanics, as well as several other factors, rather than just based on milestones (scoring details will be released)

    Bug Fixes


    • Shield icons become unclickable due to a ghost collider overlap after using the attack dialogue
    • When targeting RT assets near the upper right corner of the card, you need to click on the asset where the targeting image ISN'T to get it to register due to a ghost collider overlap
    • Fixed pointer icon display bug when hovering over shield icons
    • End Turn button enabled when its not the players turn
    • Timer out of sync issue causing online play disconnects and sync issues
    • Targets for targeted actions that are too expensive to play don't clear the target type when the action fails to queue
    • Overlay issue. When both the action queue and the action log are open you cannot close out the action queue until you close the action log
    • In hot seat mode, on the first turn at the beginning of the game, BT can start playing actions before pressing Start Turn
    • "Costs too much" dialogue only works the first time
    • End game points not the same for players in networked games
    • HMI didnt have correct asset visibility settings
    • Lobby inconsistent state when second player leaves
    • More than two players can enter a game room
    • Shield icon can be clicked through popup dialogue boxes
    • Resume button makes End Turn available when it's not the player's turn
    • Player can advance turn before the other player I loaded, causing adverse behavior
    • If the remote user is a pivot, all "visibility" that the remote user provides should go away if the remote user is not logged in
    • BT staff resources mysteriously disappearing


    [ 2020-09-01 17:42:51 CET ] [ Original post ]


    Update 1.4 is Around the Corner


    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:

    • Double the amount of actions from both Red Team and Blue Team
    • Expanded social engineering options and capabilities
    • More attack vector and cybersecurity controls
    • PHYSICAL SECURITY! Including onsite recon, breaking & entering, WiFi scanning/hacking, USB drops, planting rogue devices, and more!
    And for the professional crowd... the TABLETOP EXERCISE version is in on it's way! We are hoping for a Q2 Beta release. Stay tuned...


    [ 2020-01-20 00:20:06 CET ] [ Original post ]


    Update 1.3 Release Notes


    Update 1.3 Release Notes: Features

    • Added the ability to see more information after a win/loss such as compromised assets and remaining vulnerabilities
    • Red Team asset discoveries are now placed randomly on "the board", removing the Red Team advantage of already knowing the network layout
    • Red Team can now move (drag and drop) discovered assets around "the board" to where they see fit
    • Red Team can now see the asset name after performing a port scan
    • Red Team can now see vulnerability information (like the Blue Team) by clicking on the shield icon
    • Several tweaks to game balance and A.I.
    Bug Fixes
    • Only minor bug fixes regarding U.I. and visuals


    [ 2019-12-02 17:45:33 CET ] [ Original post ]


    Cyber Monday Sale!


    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!


    [ 2019-12-02 01:00:19 CET ] [ Original post ]


    Cyber Monday Sale!


    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!


    [ 2019-11-27 02:05:44 CET ] [ Original post ]


    Single Player Is Here! Update 1.2 Release Notes


    Update 1.2 introduces the highly anticipated single player mode as well as several feature updates and bug fixes:

    • Added resource cost display to the action tree (action menu) buttons
    • Made vulnerability remediation targeted (asset specific)
    • Made incident response targeted (asset specific)
    • Increased the length of time that the remote user stays "logged in"
    • Updated the targeting visual to an animated target rather than just turning the asset green
    • Added an alert sound when it is your turn
    • Updated how SIEM/IDS Sensors behave when discovered as being controlled or denied. Once they are discovered, they stay discovered
    • Made the "grayed out" more obvious for the "end turn" and "+" buttons
    • Mute button now mutes all sound and not just the background music
    • The yellow "+" button no longer shows on action buttons (in the action tree) if they are not available to play
    • Adjusted the prerequisite for system hardening
    • Added "A.I. Behavior Setting" (starting seed) in settings, which controls the random number generator for the games initial starting configuration (vulnerability placement). This ensures that groups of teams start with the same configuration for training and events
    • Tightened up game mechanics for DoS, making sure that a denied asset overrides any other abilities/actions on that asset until the DoS is cleared
    • Player will now lose money each turn that they have an asset in a denied state
    • Added a "negative milestone" that lets the player know of the new denied asset penalty
    • Fixed pivoting issues related to social engineering as well as the remote user
    • Fixed a bug related to firewall visibility when port scanning in certain zones
    • Fixed a bug where successful social engineering wasn't making some assets visible upon compromise
    • Fixed game restart sync bug in internet games
    • Fixed a bug that allowed players to end their turn when it wasn't their turn (breaking the game)
    • Fixed games not reporting to the leaderboard (live events only)
    • Fixed "play for score" win condition not working properly
    • Fixed turn timer reset issues
    • Fixed remote user behavior bug (consistency between red team and blue team)
    • Fixed bug that allowed players to play actions from the action tree when it is not their turn
    • Fixed re-targeting bug (selecting a target, removing it, then re-selecting it caused scan to return "unsuccessful")
    • Fixed a bug that caused the action cards to get out of sync
    • Fixed "code review" bug that wasn't actually finding vulnerabilities, it was just buffing overall defense
    • Fixed a bug that never allowed the yellow shield to show over the Radio 2 asset (for blue team)
    • Various minor visual and audio tweaks


    [ 2019-11-19 17:20:01 CET ] [ Original post ]


    Update 1.1.2 Release Notes and Bug Fixes

    Version 1.1.2 Release Notes:

    • Fixed the Mac OS crash and UnityPlayer.dll crash
    • Fixed DoS'd SIEM and IDS Agents % to be discovered (once DoS's or compromised they would not be noticed by monitoring. Now there is a % chance monitoring still picks them up)
    • Fixed a FW host scan discovery issue (FW 2 and 3 could not be host scanned by some assets)
    • Fixed assets status after segmentation issue (after segmentation compromised assets still appeared to be compromised but you could not use it as a pivot. Now you lose visibility altogether, except internet facing assets, but you regain control once you rediscover them)
    • Fixed issue where win/loss screen didn't show for the loser


    [ 2019-09-19 13:56:40 CET ] [ Original post ]


    Update 1.1.1 Release Notes and Bug Fixes

    Version 1.1.1 Release Notes:

    • Fixed an exception that caused internet games to lock when the "Change Default Credentials" action has completed
    • Fix a regional separation issue preventing players from seeing other players and games from different global regions
    • Added minimum value boundaries to the starting resources settings, preventing abnormal behavior resulting from changing the starting resources exceptionally low or negative
    • Fixed a glitch when playing the Attack action from the action menu
    • Minor visual updates


    [ 2019-09-15 04:52:20 CET ] [ Original post ]


    Looking for Online Matches?

    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...


    [ 2019-09-11 21:45:33 CET ] [ Original post ]


    Now That We've Launched, What's Next?

    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):

    • Single Player Mode (of course)
    • Local LAN/Network Mode
    • Steam stats, leaderboard, and achievements
    • Resource Information in the Action Menu
    • More networks and environments to play In
    • Select-able starting characters and/or factions that give you different advantages/disadvantages
    • Campaign Mode and Scenarios
    • "Power-Ups"
    • Easter Eggs
    • Several game play and mechanics additions
    • Something special with that boring, yet mysterious, "world" screen...
    Stay tuned! Cheers! The ThreatGEN Team


    [ 2019-09-07 00:06:07 CET ] [ Original post ]


    Patch update v1.1

    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


    [ 2019-09-05 21:04:55 CET ] [ Original post ]


    We are finally launching!

    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!


    [ 2019-08-31 03:35:32 CET ] [ Original post ]


    Release Date - Status Update

    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


    [ 2019-01-31 18:46:50 CET ] [ Original post ]



    ThreatGEN: Red vs. Blue
    Derezzed
  • Developer

  • Derezzed
  • Publisher

  • 2019-09-04
  • Release

  • Indie Strategy Simulation Singleplayer Multiplayer
  • Tags

  • Game News Posts 26  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (72 reviews)


  • Review Score

  • https://threatgen.online
  • Website

  • https://store.steampowered.com/app/994670 
  • Steam Store



  • ThreatGEN: Red vs. Blue Depot Linux [899.59 M]

  • Public Linux depots

  • It's Cyber Warfare... Turn-Based Strategy Style

    Which side will you choose? The hackers (red team) or the cyber defenders (blue team)? Battle head to head in turn-based cyber warfare, where the fate of a company's computers, network, information, and even critical industrial control systems hang in the balance.


    But ThreatGEN: Red vs. Blue is not just a game...

    Learn Real-World Cybersecurity!

    Developed by actual experienced, professional (ethical) "hackers" and penetration testers, ThreatGEN: Red vs. Blue is also designed to teach you real-world cybersecurity! Learn how hackers think, operate, and attack systems by playing the part of the red team (no prior skills necessary)! Play the part of the blue team and learn about real cybersecurity controls, technology, methods, and strategies!

    Game Play

    ThreatGEN: Red vs. Blue is a turn-based strategy game played much like popular global domination board games. Rather than a world map, the "game board" consists of a computer network, which players compete for control over. Instead of simulated computer terminals, players choose and commit actions using "action cards" similar to a trading card game.

    By the Community... For the Community

    Every single member of the development team for this game actually comes from the cybersecurity (or INFOSEC) community. Most of us work, or have worked, for years as cybersecurity professionals, and we all remain active members of the community. ThreatGEN: Red vs. Blue was developed and tested as a result of the feedback from more than 300 beta testers in the cybersecurity community. Our goal is to continue to make regular updates based on continued feedback, making this truly a game by the community, for the community.

    Features

    • Single Player vs. Computer A.I. (as red team or blue team)
    • 1-on-1 internet and local hot seat multiplayer
    • Cross-platform multiplayer enabled
    • Touch screen optimized
    • In-game real-world cybersecurity advice and hints
    • Beginner tutorial
    • Configurable win conditions
    • "Game-pedia" with game play concepts and instructions, as well as real-world cybersecurity definitions and concepts
    MINIMAL SETUP
    • OS: Any RPM-based or Debian-based variant
    • Processor: 1.5 GHz CPU or betterMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Standard onboard graphics
    • Storage: 1 GB available space
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