Full notes
Full Blackdoor update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- UI and audio
- Performance
Quick note up top: the demo build today gets the bug fixes and a new finale mission. The big stuff - Acts 2 and 3 - lands when the Playtest opens after Steam Next Fest in June. This post is so wishlisters can see what's been cooking.
New for the Demo
Demo finale: Loose Thread - a cliffhanger mission that closes the demo arc
Mission_00 IRC kick-off now resumes mid-sequence if you quit and come back
Tutorial polish
Bug Fixes
rm on a remote server now immediately completes delete objectives - previously the game only checked on reconnect (thanks to the Vintage Shopping report)
mission complete now works as a terminal command, not just the pane button
mission accepted as shorthand for mission accept
Coming at the Playtest (June 2026)
Act 2 of the campaign!
Five New Boxes to Find
A small sprint of hacker-owned servers tucked behind the campaign:
Night Owl BBS - hosting a working Dragon's Den minigame. Combat, stats, level-up, a dragon at the end. There's a save file, and yes, you can edit it
A defunct anonymous pastebin with the lights still on
An HF radio numbers-station listening post
graybrd's reading-room archive
An anonymous deadman switch dump (47 days expired)
Note files cross-reference each other, so finding one tends to point at the next.
The Channel Notices You
IRC /whois looks up channel members
Browser start page now ships with community bookmarks
Channel members DM you about boxes worth visiting at 3, 5, and 8 missions completed
Mission Variety
7 missions rewritten away from the standard shape - plant-and-cover, precision DB edits, multi-hop pivots, OSINT, counter-hack, staged escalation
New objective type: reply - DM an NPC the right answer (OSINT missions)
New objective type: scrub_log - cover your tracks, properly
Under the Hood
Server state now persists across save/load - filesystem changes, scrubbed logs, unlocked awareness, all of it
HTML renderer decodes entities (&, «, etc) instead of rendering them as text
Tables render properly now (the column count was missing from the BBCode pass)
Music swaps defer to the next bar boundary - no more mid-bar flicker on theme change
Scripting: did you mean X? suggestions on unknown identifiers, time prefix, diff file1 file2
API Cleanup
Removed check_banner - the free scan() already returns the banner
Bundled scripts that called dead functions (read_log, write_log, get_ip) now actually run
local_mkdir / local_cp / local_mv / local_rm log specific errors instead of silently failing
The four local_* functions missing from the in-game reference are documented now
Chatter
second_hand's voicing fix (was 3 lines across 228 chunks)
Act 2 chatter rebuilt - 38 chunks to 70
Pairing variety improved (gh0st and hexdump no longer dominate)
Duplicate beats trimmed across #lounge and the act pools
What's Coming Next
Workshop ships at the full launch - server scaffolders, mission scaffolders, Steam publish/subscribe, attribution stamping. The plumbing is in; the doors open at 1.0.
Five new boxes. Three acts of campaign. The channel's been busy. Wishlist Blackdoor to be ready when the Playtest opens, and hop in the Discord if you want a heads-up the moment it's live. - Static
Source
Changelog.gg summarizes and formats this update. How we read updates.
