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Steam News13 May 20261mo ago

Campaign 2.0 Patch #4

Hey everyone! This is the update notes #4 for the Campaign 2.0 Beta! Lots of new content, new squads to test out, UI/UX makeovers & much more. Let’s jump right into the updates!

In this update4

Full notes

Full Tape to Tape update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone!

What changed

0 fixes17 additions18 changes0 removals
  • Compatibility
  • Gameplay
  • Balance
  • UI and audio
  • Events
  • Server
addedThis is the update notes #4 for the Campaign 2.0 Beta ! Lots of new content , new squads to test out, UI/UX makeovers & much more. Let’s jump right into the updates!
changedAs usual, your feedback matters as nothing is ever final , especially in Beta builds. We appreciate everyone taking the time to share feedback and thoughts about the game.
changedPlease keep in mind that the Beta is still a work in progress . Features, balancing and systems are all subject to change as development continues, so we ask that feedback on the Beta not be reflected as official game reviews .
changedContent of UpdateFull steam ahead for the dev team as we are fast approaching an official update to the main game. What is currently being tested in the Beta will be pushed to the main Early Access branch within the next few weeks !
addedContent of UpdateAs we get closer to the official release planned for 2026 , we need all the feedback we can get. This transition from the old Early Access build to the new one is an important step toward the future of the game.
changedFeedbackThe meta-progression system is not in the game yet . While upgrading Angus between runs will not return, it will eventually be replaced by a different unlock system . You will be able to unlock more Free Agents, power-ups, relics, and more over time. This Beta version is mainly intended to help us get a feel for the overall balancing of the game before it is released to the general public. The unlock system will come at a later time.

Tape to Tape changes

addedThis is the update notes #4 for the Campaign 2.0 Beta ! Lots of new content , new squads to test out, UI/UX makeovers & much more. Let’s jump right into the updates!
changedAs usual, your feedback matters as nothing is ever final , especially in Beta builds. We appreciate everyone taking the time to share feedback and thoughts about the game.
changedPlease keep in mind that the Beta is still a work in progress . Features, balancing and systems are all subject to change as development continues, so we ask that feedback on the Beta not be reflected as official game reviews .
changedFull steam ahead for the dev team as we are fast approaching an official update to the main game. What is currently being tested in the Beta will be pushed to the main Early Access branch within the next few weeks !
addedAs we get closer to the official release planned for 2026 , we need all the feedback we can get. This transition from the old Early Access build to the new one is an important step toward the future of the game.

This is the update notes #4 for the Campaign 2.0 Beta! Lots of new content, new squads to test out, UI/UX makeovers & much more. Let’s jump right into the updates!

As usual, your feedback matters as nothing is ever final, especially in Beta builds. We appreciate everyone taking the time to share feedback and thoughts about the game.

Please keep in mind that the Beta is still a work in progress. Features, balancing and systems are all subject to change as development continues, so we ask that feedback on the Beta not be reflected as official game reviews.

Content of Update

Developer Update & What's next

Feedback & Survey

Patch Notes

Full steam ahead for the dev team as we are fast approaching an official update to the main game. What is currently being tested in the Beta will be pushed to the main Early Access branch within the next few weeks!

As we get closer to the official release planned for 2026, we need all the feedback we can get. This transition from the old Early Access build to the new one is an important step toward the future of the game.

There’s also a lot of work happening behind the scenes as we continue preparing for console ports.

While we don’t have an official release date just yet, know that the game is being worked on relentlessly every single day. We can’t wait to show you everything that’s coming!

Feedback

While we have plenty of ways to gather in-game data, we would also love to hear the feedback that comes straight from the heart.

What ultimately makes you enjoy or dislike a campaign run? Did a loss feel fair or frustrating? Is something too powerful, too weak, or simply not fun to use? What would make your runs more exciting or memorable?

Let us know! Your feedback plays a huge role in shaping the future of the game.

The meta-progression system is not in the game yet. While upgrading Angus between runs will not return, it will eventually be replaced by a different unlock system. You will be able to unlock more Free Agents, power-ups, relics, and more over time. This Beta version is mainly intended to help us get a feel for the overall balancing of the game before it is released to the general public. The unlock system will come at a later time.

Nothing is ever final. If you have been following us since the beggining, we have changed so many things throughout the years based solely on feedback. Be mindful that there's still a lot of changes to come and it all comes from what you are experiencing in game and what you are reporting back to us.

WIP Unlockables Screen

WIP Compendium Screen

How to join

If you are on the Early Access version, hit the Play Beta Branch button.

Or switch branches via the game’s properties by going on the Game Versions & Betas section and selecting the demo-0.2 branch.

Here's a short version of the updates since the last patch. More information about every changes below.

TLDR;

New Squads - Some may not make it into the final game, but we need your input to help determine what works, what feels fun and what deserves to stay.

Campaign start & general flow updated

Loads of new Relics & Power-ups

A Golden Helmet is now given to your current top scorer of the run, expect related power-ups offered for the wearer

More work on goalies & AI's for both offense and defense

Balance changes

UI/UX remake

Added Nightmare Difficulty (Experimental)

Max Goal is now a hybrid mode, where games can be won either by reaching the goal limit or when the clock expires

Gameplay Campaign

New squads, Power-ups and Relics are in! The goal is to grow both the squad roster and the pool of power-ups over time as we test, balance, and ensure each addition fits naturally within the game. The early game flow has also been updated, adding a few more choices before jumping into the first game.

IMPORTANT All 8 squads and unlockables are currently unlocked for testing purposes.

This version is meant to let players quickly try the new content and give feedback. In the regular game, squads and unlockables will be earned through the progression system instead.

The next update will add more squads along with the new unlock progression. If you want to test the squads early, jump in and let us know what you think. If you would rather experience Tape to Tape the intended way, with proper progression and unlocks, we recommend waiting for a later version.

New Squads (now 8 in total) - Some may not make it into the final game, but we need your input to help determine what works, what feels fun and what deserves to stay.

Tentative: Introduced a test hybrid scoring mode where opponents can still be mercied under the Max Goal rule, but matches can also be decided by the clock and period play.

A fresh batch of many new power-ups and relics has been added, with increased synergy both among themselves and with the existing pool. Some existing power-ups and relics have also been rebalanced to improve overall feel and consistency

Introduction of the Golden Helmet, awarded to the top scorer on your team, along with new power-ups and relics built around enhancing and interacting with its wearer

New free agents have been added, expanding your options for building your team throughout the campaign

Puck feel was adjusted in multiple areas, including board collisions, rebound behavior (on and around the boards), post-shot pickups, and various edge cases around possession. Passing, one-timers, pokechecks, and player selection all received targeted fixes or balancing passes

Body size now matters, with smaller and larger skaters behaving differently in recovery and speed

Injuries balancing adjustments

Starting squad stats (Benchwarmers & Angus) have been buffed

Hits from behind now cause slightly less puck control loss

You can now bodycheck while carrying the puck (Experimental)

The Cultists copy 2 relics instead of stealing them. They don't target your starting relic.

Added Nightmare Difficulty (Experimental). This mode is intended for hardcore players, with increased difficulty across the board. We will continue monitoring feedback to ensure it remains fair, but expect a serious challenge. (Note: Nightmare is essentially what Veteran used to be.)

Added new power-ups & relics and respective icons

Max Goal is now a hybrid mode, where games can be won either by reaching the goal limit or when the clock expires

Act 1 & 2 teams nerfed/balanced OVR stats

AI Changes

AI has been tuned repeatedly across nearly every layer of gameplay, with continuous adjustments to offense, defense, breakaways, interceptions, puck pursuit, and overall decision-making. The goal is to find the right balance between responsiveness and consistency, while keeping the gameplay fun, challenging, and rewarding. These iterations aim to ensure AI can support your plays, apply pressure, capitalize on mistakes, and display distinct behaviors while still leaving room for creative play and exploitable patterns.

AI offensive positioning reworked to create better passing lanes and respond more dynamically to puck movement in the offensive zone

AI defensive positioning reworked to improve zone coverage and better support defensive plays, especially when switching between player

Goalie Changes

Goalies have received a series of updates across core behaviors, including save reactions, slide movement, butterfly timing, and pass interactions. Rebound control and rebound physics have also been refined to improve consistency and readability around the net. We will continue to iterate on goalie behavior to ensure they remain challenging, fair, and fun to play with and against.

Our goal is to keep the vast majority of goals feeling fair and earned. That said, there may occasionally be softer goals these are not intentionally scripted, but rather a natural outcome of the game’s systems and variability. Overall, no goals or outcomes are scripted, and each play unfolds dynamically based on the situation.

Butterfly sliding has been adjusted for smoother movement across the crease, particularly on one-timers and close-range plays

Positioning, rebound control recovery improvements

General & System

The game has received a full presentation overhaul, including a complete UI/UX refresh with new screens, transitions, menus, and on-screen notifications, new power-up & relics icons, alongside an audio update featuring new sounds, music, and crowd SFX. Arena visuals and rendering have also been improved, with a new set of VFX added to enhance the overall experience.

Complete UI/UX overhaul, including new screens, transitions, menus, and on-screen notifications

Audio overhaul, with new sounds, music, SFX, and crowd updates

New in-game visuals, VFX & more

Introduction of a new key character (Bottom left corner of the Arena)

Graphics settings improvements,rendering updates, and various performance enhancements

As always, please share your feedback in the Community Hub megathread or on our Community Discord Server.

Next step: Campaign 2.0 becomes the official Early Access version!

Thanks to everyone testing the Beta and providing feedback along the way. We truly appreciate all the help and support throughout the process.

The Tape To Tape Team

Source

Steam News / 13 May 2026

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