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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 ]

ThreatGEN: Red vs. Blue
Derezzed Developer
Derezzed Publisher
2019-09-04 Release
Game News Posts: 26
🎹🖱️Keyboard + Mouse
Very Positive (75 reviews)
Public Linux Depots:
  • ThreatGEN: Red vs. Blue Depot Linux [899.59 M]

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
GAMEBILLET

[ 6132 ]

17.59$ (12%)
0.89$ (70%)
1.50$ (90%)
11.24$ (25%)
13.19$ (12%)
6.79$ (15%)
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4.24$ (79%)
1.26$ (87%)
33.59$ (16%)
9.67$ (61%)
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24.49$ (18%)
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4.73$ (81%)
2.00$ (80%)
16.97$ (15%)
6.65$ (78%)
33.97$ (15%)
35.87$ (20%)
4.22$ (15%)
4.15$ (79%)
32.59$ (7%)
45.98$ (34%)
GAMERSGATE

[ 2625 ]

0.45$ (85%)
11.99$ (40%)
25.0$ (50%)
3.19$ (79%)
1.2$ (85%)
1.2$ (80%)
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7.48$ (66%)
13.59$ (32%)
0.85$ (79%)
1.55$ (84%)
28.0$ (60%)
8.69$ (57%)
9.99$ (50%)
1.02$ (87%)
12.59$ (37%)
1.9$ (81%)
0.94$ (81%)
0.59$ (40%)
6.97$ (85%)
9.89$ (34%)
0.75$ (85%)
2.55$ (83%)
2.55$ (87%)
1.05$ (85%)
5.0$ (50%)
0.51$ (83%)
5.78$ (71%)
2.0$ (80%)
1.0$ (80%)

FANATICAL BUNDLES

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