ThreatGen: Red vs. Blue cover
ThreatGen: Red vs. Blue screenshot
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Genre: Simulator, Strategy, Indie

ThreatGen: Red vs. Blue

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!

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

What’s 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/wbVhMJMDr6

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!

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.

The Long Awaited 1.4 Update Has Arrived!



It’s 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 it’s 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 didn’t 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



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...

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

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!

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!

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