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- Store status
- Coming soon
- Scheduled release
- 15 October 2026
- Positive reviews
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- Total reviews
- 0
- Release date
- 15 October 2026
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You slipped up. The Collective noticed.
Pay your debts by breaching corporate networks and chaining real world hacking tactics in a fast, high pressure roguelite card game.
Project RedTeam is a different kind of hacking game.
You aren't expected to type commands into terminals or learn complicated concepts.
Collect tactic cards, use them against targets, and push through hostile networks to complete objectives and earn the money you need to survive another day. It is real world network intrusion tradecraft distilled into its core dynamics for fast, tense, and exciting gameplay.
Created by a cybersecurity professional, this game highlights real hacker techniques and tradecraft while staying focused on being a true hacking game rather than a simulator . It offers high replayability, career progression, and detailed gameplay analytics for players who want depth and long-term engagement.
Project RedTeam is a roguelite card game where each contract is a fresh infiltration into a procedurally generated corporate network.
Create an Operator, choose your next contract, assemble a starting tactic loadout, and push through hostile network zones while managing rising detection and defender pressure.
Complete objectives, earn payouts, and stay ahead of your Debt To Be Paid. The escalating debt comes due after every contract. Survive ten consecutive contracts to win each campaign, or fall short and lose the campaign run instantly.
Progress carries forward through a 50 level career track and a permanent library of modifiers that shape future runs.
Earn extra cash beyond the debt payment. Extra cash can be invested into your Operator's upgradable skills for the run.
Every tactic card is grounded in real intrusion tradecraft, mapped to authentic MITRE ATT&CK techniques, delivering a hacking experience that is fun, unique, and educates players about network intrusion methodology.
The networks you attack are based on real-world network architectures. The connectivity paths you discover and the network zones you target hold assets to exploit and steal from.
As defenders detect your activity within their network, expect full network zones to be contained, and individual servers to be isolated in an attempt to eradicate all your footholds and remove your access.
Multiple contract exit options exist. Do you exit cleanly, and take your earnings? Or, do you push the limits and try to ransom a few more systems, but risk losing your contract rewards? The choice is always yours, and how you earn enough to pay your next debt is up to you to decide.
Every tactic card is inspired by real MITRE ATT&CK techniques.
Chain together Initial Access, Privilege Escalation, and Exfiltration on targets to build powerful kill chains, or spread your actions across the network to stay ahead of containment.
The more activity you squeeze into a turn, the more value you can pull out, and the harder it becomes for defenders to keep up with.
Detection climbs as you make your way through the network. Footholds burn out under sustained pressure. Containment spreads when defenders lock down compromised zones.
Evading defenses can lower detection and reopen sealed areas.
Manage your risk and strategy because every choice trades one resource against another, and your plan may need to change as the situation evolves.
Contracts are free to accept. The debt payment comes after. Your Debts To Be Paid demands payment at the end of every contract, and the amount you owe grows faster than the contracts pay.
Early contracts are forgiving. Later ones force you to take risks, push deeper, and extract more than completing the objective will pay you. Miss the payment by a single dollar and the run ends instantly.
Skill picks and upgrades are earned and purchased after each contract.
Your build is shaped by your decisions and how little insurance you are willing to keep for your next debt payment.
A full campaign is up to ten contracts. Complete all 10 to win. Fail one payment and the run ends.
Endless Mode unlocks after the tenth contract for players who want to push their skills and builds even further within an existing campaign.
Target networks become more complex and challenging as the debt payments increase. Later networks also become more valuable.
This game will include 10 Debts To Be Paid on it's release that introduce different challenges and dynamics that will require you to adjust your play style. A previously winning strategy will only take you so far.
I hope players enjoy this game as much as I've enjoyed designing it and playing it. It is a unique take on a hacking-based game and the ideas come directly from my professional cybersecurity training and passions. I'm looking forward to player feedback ( good or bad ) and continuing to steadily release content updates and improvements. Project RedTeam is something I will continue to develop for the foreseeable future.
Project RedTeam depicts fictional corporate network intrusions for strategic gameplay. While inspired by real offensive security concepts, it contains no real organizations, personal data, or actionable instructions for illegal activity. All real world hacking must be performed ethically and with proper authorization.
Hi all,Now that the game's core gameplay logic and loop has been tried and tested, it was time to create a detailed in-game manual and how-to. Because the dynamics of this game have a lot of uniqueness, the contextual tooltips throughout the game really help, but sometimes you want to search for something and read how a system actually works. To that end, I've created an in-game manual that provides everything you'll need. Here's a quick preview:Thanks,-Dev
Read full update on Steam ↗Hi,During a play test session with a friend, they mentioned that they really liked the Career Stats page and that it's awesome when a game gives you the ability to analyze your gameplay and strategies. I've built numerous dashboards and data analytics tools as part of my regular job (for both business analysis and cyber security), so I thought I could really take this concept and make something that's over-the-top cool and beyond what 99% of other games deliver in this space. I honestly wondered why games rarely include a bunch of personal gameplay metrics? I've always loved how games like Factorio provide decent charts and graphs for your factory and give the player a way to dig into performance across a complex system. I mean, the game itself is a closed system, right? That means the data we need to implement this should all be relatively easy to obtain.I figured I have nothing to l...
Read full update on Steam ↗Hi 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 FeedbackWe'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 for the average gamer (e.g., no background in cybersecurity)?Does the game feel fun and rewarding to play?Are there times during gameplay that are unclear, confusing, de-motivating?Is the game's difficulty balanced nicely?Are there bugs, questions, or issues?An interactive tutorial has been addedThe game needed a tutorial to understand the "hacking tactics" and how they fit into the picture of network intrusion. Because the game is grounded in MITRE ATT&CK, a real-world offensive security reference a...
Read full update 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 HackerPAY 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 paym...
Read full update on Steam ↗Hi 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. Real cybersecurity work isn’t exactly thrilling. Movies make hacking look like the coolest thing ever. My early versions leaned too hard into being an offensive security simulator. It was more accurate, but it wasn’t fun. It felt slow, dry, and sometimes just tedious.This needs to be a game first. Not a simulator. It needs to be something people want to come back to because it’s fun and exciting, not because it’s realistic.If that means bending the rules of how things work in real life, I'm fine with...
Read full update on Steam ↗Steam currently lists 15 Oct 2026 as the release date.
Hi all,Now that the game's core gameplay logic and loop has been tried and tested, it was time to create a detailed in-game manual and how-to. Because the dynamics of this game have a lot of uniqueness, the contextual…
Hi,During a play test session with a friend, they mentioned that they really liked the Career Stats page and that it's awesome when a game gives you the ability to analyze your gameplay and strategies. I've built nume…
Hi 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 Feedbac…
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 play…
Hi 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…