
Steam news
Full Steam announcements and update articles for this title.
To celebrate the launch of Update 8 and Multiplayer, MindsEye is now 50% off on Steam.
Update 8 brings Multiplayer to MindsEye for the first time, along with a range of improvements and fixes. Jump in now and play with friends at a great price.
The sale ends on August 7, so don't miss out.
Update 8 – Consoles and PC
Hey Everyone,
Update 8 is one of the biggest yet for MindsEye, with the addition of multiplayer and a new mode: Grenade Football. It also deepens the single-player experience and expands the possibilities of player creation through new features and improvements.
With this summer’s football fever still running high, we couldn't sit out. Grenade Football is a fast-paced multiplayer mode that gives the classic game an explosive twist. Players swap their boots for launchers and bring the firepower to the pitch, where teamwork, timing, and skill decide the winner.
Finding your squad is easy. New social features let you connect with friends, create parties, communicate through voice and text chat, and take on multiplayer experiences together across PlayStation 5, Xbox Series X|S, and PC. Multiplayer supports full cross-play: one shared player pool across every platform.
For solo players, the Silva E-Series: Summer Circuits Time Trial delivers a new challenge to master. Perfect your racing line, chase the fastest lap, and climb the global leaderboards.
A milestone we have been building toward: ARCADIA’s player-created content arrives on consoles for the first time. Every game and experience the PC community has built is now in the hands of PlayStation and Xbox players.
As always, this update includes continued polish and refinements across gameplay, audio, visuals, and stability. Please continue sharing your feedback through the usual channels.
Thanks,
The MindsEye Team
RELEASE SCHEDULE & PLATFORM INFO:
Date: 22/7/26
Time: 2:00 PM BST / 3:00 PM CEST / 9:00 AM EDT / 6:00 AM PDT
Download size and version information: 32.2 GB (Version #: 8027639 )
ARCADIA – NEW CONTENT
Multiplayer
Grenade Football - Arcade football with an explosive twist. Your boots have been swapped for grenade launchers. Fire the ball between teammates, line up huge shots, and battle for every goal in fast-paced matches where teamwork, timing, and firepower decide the winner.
Single Player
Silva E-Series: Summer Circuits - A time trial race set across the Redrock desert circuit. Perfect your racing line, manage speed through demanding corners, and push for a flawless lap time on the global leaderboards.
Social Features
You can now add friends, with expanded ways to interact across the game. Your Friend's List is tied to your BARB profile and carries across PS5, Xbox, and Steam whenever you log in.
Form parties of 2–5 players to take on activities together. Party leaders can manage the group while you play, with voice and text chat available for all members. Parties stay together when matchmaking into multiplayer ARCs.
A new notification system keeps you updated on friend activity, live events, and relevant game updates, delivered in-game and accessible from the Main Menu.
The new Social Menu brings Friends, Party, Notifications, and Player Search together in one place, accessible from the Main Menu.
A social panel in the top-right of the HUD provides quick access to text chat across Lobby, Friends, and Party channels.
Players can report other players, Stamps, or ARCs directly to BARB. Reports are reviewed by Player Services and may result in in-game action where appropriate
RATING INFORMATION UPDATE
Please note that additional interactive features, such as voice and text chat, may mean that the game’s rating has changed in your territory, including the “Users Interact” interactive element for the ESRB rating.
MINDSEYE
Improvements
Missions & Design
There has been a rework of the mission “A Strange Happening” which includes a new cave for the players to explore
Changes with how vehicle blips work on the minimap to make it clearer to players which cars they can use throughout the campaign.
Extra checkpoints have been added to several of the more difficult missions.
Some enemies have been removed from missions to lower the difficulty.
Fail condition has been tweaked for running over workers in the factory, this was done to try and reduce player frustration.
Combat
Enhanced enemy physics when damaged by explosives to generate a stronger upward force.
Made the force impact of gas canister explosions more realistic.
Improved companion drone behaviour during gameplay sequences.
AI & NPC
Improved AI behaviour and pathing.
Improved civilian and NPC behaviour in populated areas.
Spawn consistency for AI encounters has been improved to ensure a more stable experience.
Improved enemy AI responsiveness and reaction times during combat encounters.
Fixed NPC dialogue inconsistencies with their interactions.
Audio
Refined mission audio balancing and mixing.
Improved music transitions across gameplay sequences.
UI/UX
Reduced camera tilt sensitivity while controlling the Drone Companion for improved precision and handling.
Improved mini-map and HUD readability.
Polished UI clarity and overall presentation.
Art & Visuals
Enhanced explosion effects to create more dynamic chain-reaction visuals.
Updated environmental props and signage across multiple areas.
Polished cinematic presentation and overall visual fidelity.
Vehicles
Improved vehicle handling across multiple gameplay scenarios.
Animation
Improved transitions between locomotion, combat and interaction states.
Improvements to facial animations.
Performance
Continued optimisation and stability improvements.
Bug Fixes
General bug fixes applied across MindsEye
ARCADIA - BLACKLISTED
Fixed an issue in which repeated dialogue lines could be heard during the Fairton sequence.
Fixed an issue where the Lieutenant could become idle after exiting the limousine.
Addressed AI pathing issues.
Fixed an issue where objectives could overlap on the mini-map.
Adjusted volumes out of bounds in the Catch Bunnyhaus sequence to prevent unintended mission failure.
Additional fixes to drone functionality and usage.
BUILD.ARCADIA - (PC)
Improvements
General
Improved overall stability and reliability, including launch and exit flows.
Improved content browsing and discovery across Arcadia.
Creator Tools
Improved creator workflow consistency across editing and Play mode.
Improvements were made to the reliability of creator-specific gameplay logic and interactions.
Creator Object Editing & Building
Improved snapping, alignment and placement precision.
Improved responsiveness when selecting, duplicating, or modifying creator objects.
Improved handling of grouped objects and complex creator setups.
ARC Settings & Attributes Menu
A new dropdown menu named 'Post Processing' has been added to the ARC settings menu. When selected, it displays options that enable the user to adjust the global post-processing settings.
Improved usability and navigation flow across the ARC Settings & Attributes menus.
Improved readability of settings categories, labels, and descriptions.
Logic Nodes (New Logic Objects & Nodes)
Added new player-facing logic nodes to enable more advanced Arcadia gameplay experiences.
With ‘Stealing Parked Cars' exposed, the player can now approach and enter any parked vehicle in the world without relying solely on the recall system.
Added an “On Gate Activated for Player” event for race gates.
The ‘Spawn Player with Vehicle’ node has a toggle attribute to set ‘Spawn Vehicle in Ghost Mode’.
Added a new ‘Post Processing Volume’. Allows the user to update the post-processing volume attributes in creator mode. In play mode, it will always use the latest set of attributes from the user.
Added a new ‘Query Player Ammo’ node that outputs the current ammo count of the player. The ammo type is specified in the node's attributes.
Introduced a ‘Block Interaction’ node that enables gameplay experiences to temporarily disable specific player inputs, providing creators with greater control over custom interactions and scripted events.
Logic Nodes (Logic Object & Node Improvements)
Added an option for effect persistency to the “Set Ability Node”, allowing ability settings to persist after death.
The ‘Simple UI Animation’ node now features a new horizontal fill animation.
On all Simple UI nodes, there is now a child priority index that helps define the order within a group, rather than adding them in a random order.
Improved reliability of gameplay triggers and scripted event sequences.
Improved reliability when connecting gameplay logic to creator-built objects and events.
Updated input nodes to include “target all players” selection.
Improved consistency and reliability of Advanced Variable node data handling.
Added mouse buttons to the ‘Direct Input’ node.
Added additional tooltips to define and explain functionality.
The ‘Attach Actor to Character’ node now has all possible sockets available, where previously it was only upper body.
Added colour grading options inside of ‘ARCADIA Post Processing’ node.
The player can now control the stacking order of ‘Macro Attribute Reflectors’.
Improved the process of Linking, so that the deprecated slots are not visible.
Updated icons for the ‘Lock Interactive’ and ‘Teleport Player’ nodes, along with many other icon improvements.
Exposed all the defined input bindings in the ‘Input’ node.
Implemented an ‘On Scan End’ event to the Drone Ability volume.
Added new options to check an AI character’s faction or species, making it easier to build more detailed enemy encounters and gameplay logic in the ‘Mass Entity’ and ‘AI Death Tracker’ nodes.
Updated the Projectile Shooter node with clearer descriptions, tooltips, and guidance to simplify setup and improve understanding of its functionality.
The ‘Weather’ node now features smoother weather transitions.
Improved the ‘Move & Rotate’ node so that it uses local space by default rather than world space.
Updated thumbnails for variable logic to be simpler and prominently feature their signature colour, to improve readability and make the variable nodes be easier to distinguish them from the functional logic nodes at a glance.
Creator HUD, Hotbar & Toolbar
Added a search button toggle to the top toolbar that opens the same search panel used with Ctrl+F.
Improved responsiveness and usability of the Creator HUD, Hotbar, and Toolbar.
Improved Hotbar item selection and interaction feedback.
Improved transition behaviour between editing tools and creator modes.
Creator Publishing
Improved handling of content metadata, thumbnails, and descriptions.
Object Catalogue & Assets
General Object Catalogue, asset management, and creator workflow polish improvements.
Bug Fixes
General
Fixed issues affecting Arcadia content loading.
Addressed inconsistencies in Arcadia menus, prompts, and navigation flow.
Fixed cases where experiences could become unresponsive or fail to initialise correctly.
Resolved an issue where some characters were missing from the ‘Set Player Character’ dropdown despite appearing in the node menu.
Addressed various visual and presentation inconsistencies.
Logic
Fixed issues where gameplay logic could persist incorrectly between sessions or restarts.
Publishing & Performance
Fixed performance issues affecting large or complex creator-built content.
Fixed an issue where performance could degrade during long building sessions.
Stamps
Fixed an issue where stamps could appear incorrectly positioned or rotated.
Fixed issues affecting stamp selection and editing responsiveness.
Art
Fixed issues that caused certain assets to display incorrectly in Play mode.
Lighting
Fixed an issue with placed flying vehicles, where the headlights did not illuminate correctly for the Drone Ambulance, Ptera Medica and Sky Car.
Fixed an issue where dynamic lighting failed to update correctly in Play mode.
Camera
Fixed issues affecting camera behaviour when entering or exiting Play mode.
MindsEye is free to play this weekend! From 16th to 20th July, anyone can jump in and experience the full game at no cost.
It's the perfect chance to explore Redrock for yourself and see everything we've been building since launch. Once you've finished the main story, ARCADIA, MindsEye’s game creation tool, opens up a whole new way to play. Dive into races, wave survival modes, and community-made missions, all with their own score-based progression and leaderboards.
Already own MindsEye? Tell your friends! This weekend is the easiest way for them to try the game, no purchase needed.
Free Weekend runs until 20th July, 10am PT
Hey everyone,
For Update 7.3.1, we fixed an issue where the Unreal prerequisites installer could repeatedly trigger for some players when launching the game.
We'll continue to release regular updates and fresh content. If you run into anything, please keep reporting it through the usual channels.
Thanks,
The MindsEye Team
RELEASE SCHEDULE & PLATFORM INFO:
Date: 17/06/26
Time: 2:00PM BST / 3:00PM CEST / 9:00AM EDT / 6:00AM PDT
Download size and version information: 7.1 GB / Version#7707781
Hey everyone,
This update brings:
Bug Fixes & Improvements
Additional language support
We'll continue to release regular updates and fresh content. If you run into anything, please keep reporting it through the usual channels.
Thanks,
The MindsEye Team
RELEASE SCHEDULE & PLATFORM INFO:
Date: 10th June 2026
Time: 11AM BST / 12:00PM CEST / 6:00AM EDT /3:00AM PDT
Download size and version information: 6 GB / Version#7608873
Hey everyone,
This update addresses Blacklisted issues and is now live. Please see the list below.
We'll continue to release regular updates and fresh content. If you run into anything, please keep reporting it through the usual channels.
Thanks,
The MindsEye Team
RELEASE SCHEDULE & PLATFORM INFO:
Date: 6th May 2026
Time: 11AM BST / 12:00PM CEST / 6:00AM EDT /3:00AM PDT
Download size and version information: 5.8 GB / Version#7331134
Bug Fixes
Audio
Reduced the Warehouse Drone sound effects to a more comfortable volume.
World
Resolved an issue causing floating containers to appear at certain locations.
Missions
Fixed a progression blocker where eliminating a guard before Rohan flees could cause him to reappear, stalling the mission.
Fixed an issue where killing the guard outside Rohan's room could disrupt the mission flow.
Fixed an issue where staying in Rohan's office after spiking his drink could cause him to reappear and become unresponsive.
Fixed an issue where the player could become stuck behind a velvet rope at Fairton Street.
Fixed an issue where firing the Silenced Bison at the tower could cause the limousine driver to behave incorrectly, resulting in mission failure.
UI
Fixed several instances of input prompts displaying incorrectly.
Fixed an issue in the Warehouse where the 'Open Door' prompt would reappear after already being used.
Hey everyone,
Update 7.1 is here - starting with BLACKLISTED and new Build ARCADIA nodes.
BLACKLISTED. Play as Julia Black, a world-class assassin, on a mission to Redrock City to eliminate two key targets. Working for the Meridian agency, which is simultaneously being attacked from outside and within, Julia must exploit her array of skills to infiltrate a criminal network and stop a deadly deal. Dive into a world of espionage, deceit, and sabotage – and bring the truth to light.
For Build ARCADIA on PC, we've added new nodes: Point of Interest, Get Weapon Status, On Weapon Status Changed, and NPC Ambient Voice, along with improvements to several existing nodes.
Update 7.1 also includes additional improvements and minor bug fixes across MindsEye.
We'll keep pushing out regular updates and fresh content. If you run into anything, please keep reporting it through the usual channels.
Thanks,
The MindsEye Team
RELEASE SCHEDULE
Public Release Date: 28th April 2026
Time: 1PM BST/2PM CEST
Download size and version information: Version# 7241880 / 17.2 GB
Improvements
AI & NPC
Civilian NPCs are more reactive to their environment and will flee in response to certain sights.
Enemy AI is now prevented from entering or leaving cover while reloading.
Audio
Improved environmental sound effects.
Sound effects have been added to the mission ‘Out of Bounds’ notification, which was previously hard to notice.
Bug Fixes
Resolved various minor bug fixes across MindsEye.
BUILD ARCADIA - (PC)
Improvements
Logic Nodes (New Logic Objects & Nodes)
Added the ‘Point of Interest’ node. This node can be used to make Players and NPCs automatically look at an object in close vicinity or a point of interest in a given area.
Introduced the 'Get Weapon Status' and 'On Weapon Status Changed' nodes. These nodes allow players to understand whether any actor currently has their weapon drawn or holstered and automatically trigger whenever an actor draws or holsters their weapon.
Added the ‘NPC Ambient Voice’ node. This node gives the player the ability to turn on or off the ambient shouts and SFX for specified NPC actors.
Logic Nodes (Logic Objects & Nodes Improvements)
Added an ‘On Interact Failed’ nodule to the ‘Interact’ node. Updated the ‘Event’ node, ‘Objective UI’ node, and ‘Blip’ node so that when they are removed by a ‘Remove’ node, the nodes mentioned are removed – they were not previously.
The ‘On Player Weapon’ node and the ‘On Actor Weapon Shot’ node have a new property to listen to a specific weapon or weapon type being shot. The nodes listen to all weapons by default.
The ‘AR Blip’ node has received new icons. A Drone icon, a Question mark icon, and a new white Objective Diamond icon.
The ‘Custom Camera’ node now sends a notification in the ARCADIA Log after its transition has finished and the player exits the camera.
Added a checkbox on AI and AI Advanced Spawners that allows the player to choose whether the AI spawns with their weapons drawn.
Improvements have been made to the ‘Stamp Spawner’ node.
The ‘Drone Ability Target Volume’ can now be attached via the ‘Attach’ node to Actors.
AI Behaviour via the Patrol Node has been improved.
Bug Fixes
Logic
Fixed an issue where, on some Logic Nodes, the dropdown menu would fail to select the default option if it was not modified.
Build A Rocket Boy is now self-publishing MindsEye. This gives us more direct control over the game and how we communicate. We can move faster, respond more quickly, and you will hear things from us first.
Here is what we are working on.
Step into the role of Julia Black, a world-class assassin on a mission to Redrock City to eliminate two key targets. Working for Meridian, an agency under pressure from both outside forces and internal threats, every move carries risk. Infiltrate a criminal network, sabotage a deadly deal, and uncover the truth in a story driven by espionage, deception, and precision.
Multiplayer is coming to ARCADIA. Multiplayer Races will let players compete head-to-head in competitive racing. We will share more on this closer to launch.
Build ARCADIA has been on PC for a while, giving players the tools to create and share their own games within ARCADIA. This year we are launching the Race Builder to streamline the creation of racing tracks. Players will be able to build their own single and multiplayer racing games.
We will keep releasing regular updates throughout the year. In addition, console players will soon be able to access the library of player-made games the PC community has already created. It is the first time this part of ARCADIA is available to everyone.
There is more coming in 2026 that we are not ready to talk about just yet. We will share things as they get closer. Thanks for playing MindsEye. We are glad to be building this with you.
The MindsEye Team
Hey everyone,
Update 7 introduces a brand refresh and another step forward in overall polish, guided by player and community feedback. The team’s continuing to push improvements, and more updates are on the way. This update focuses on smoothing campaign flow, making objectives easier to follow, and continuing to refine AI behaviour. Please keep the incredible feedback coming; you are making a real difference.
For Deluxe Edition players, Update 7 also introduces the Silva E-Series, a full street circuit city-center race in Redrock, now staged as a big-event street race with grandstands, barriers, and NPC spectators. The Silva Corporation has set the stage for a technical, skill-first challenge. Put down your fastest run and secure your place on the global leaderboards.
We’ll continue pushing out regular updates and fresh content. If you run into anything, please keep reporting it through the usual channels; it helps us track and prioritize fixes more quickly.
Thanks,
The MindsEye Team
Improvements
Missions & Design
Added extra guidance blips to various missions to improve navigation throughout the campaign.
Robin Hood: Cleared the sandstorm earlier while players are still on the highway to improve visibility and addressed player feedback by adding a scannable marker to assist in finding the caravan in the trailer park.
The Mole: Improved data transfer progression while following Claudia to make the mission play fairer.
Big Rocket, Little Boy: Added new objective markers for the Install ODT and viewpoint locations on the rocket loader.
Clash of the Egos: Introduced extra cover points during the Silva segment to keep players less exposed and in the action.
Oh Lily!: Increased Morrison’s health.
The Wrong Move: Removed unfair fail condition if the player briefly faces the opposite direction at the beginning of the digging mini game.
A Vital Extraction: Increased Morrison’s health so that the mission plays fairer.
Increased NPC health in multiple missions to avoid unfair mission failures.
Audio
Addressed player feedback in the Solitary Confinement mission by improving the social cues in the mini-game. Now provides more reinforcement to the player.
Improved ambience sound effects during cinematics.
Added missing score/music to several cinematics.
UI/UX
For PC users, Improved the usability of the Companion Drone Controls, descending the drone is now mapped to left CTRL instead of left Shift.
Increased the visibility distance of guidance blips from 100m to 1000m.
In A New Companion mission, added a tooltip outlining the basic controls for the Drone Control.
In the Penthouse Gamble mission, a tooltip has been added to outline how to unholster the companion drone if it is still active.
Art & Visuals
Improvements made to flesh impact and blood effects.
Reduced the default motion blur according to player feedback.
Animation
Improvements made to the locomotion transition animations.
Further improvements to animations when holding weapons.
General
The Free Starter Pack will be removed on 4 February 2026 and will no longer be playable after that date, even if it’s already downloaded.
Bug Fixes
AI & NPC
Fixed an issue in The Pursuit of the Orb where enemies may have appeared idle when loading in.
Fixed an issue in Ultra Terminal – Goin' Haywire where one of the enemy types failed to engage the player.
Fixed an issue where enemies would not aim or react correctly when behind cover.
Missions & Design
Fixed various GPS tracking issues.
Fixed issues in the Man Always Burns mission, where the fail conditions could trigger too easily at the checkpoint locations. The trigger volume for the fail condition has been increased to be fairer.
Fixed various visual issues throughout the main campaign.
Audio
Fixed an issue where skipping a cutscene could cause the music to cut out.
UI/UX
Fixed an issue in the Settings menu where the ‘Reset Defaults’ menu could have become unresponsive.
Art & Visuals
Fixed multiple environmental issues throughout Goin Haywire – Ultra Terminal.
Fixed various environmental issues throughout Redrock.
Animation
Fixed an issue where animations for AI entering and exiting vehicles looked slightly out of sync.
Fixed an issue where enemies' weapons could be seen still firing when they were reloading or getting into an aiming position.
Performance
Fixed various issues with the Silva Factory’s exterior lights to improve performance.
Hey everyone,
First off, Happy Holidays from all of us at the Build A Rocket Boy studio, and a big thank you to everyone who has been playing MindsEye this year, especially those who have taken the time to share their invaluable feedback and everyone for your ongoing support and encouragement.
We are listening carefully and will continue working to evolve your gaming experience. Update 6.1 is now available on PlayStation 5, Xbox Series X|S, and PC, featuring further AI and animation enhancements, along with various other improvements and upgrades.
MindsEye is celebrating the festive season with two new Arcadia missions: Ultra Terminal: Goin’ Haywire, a Christmas-themed twist on the Goin’ Haywire series after its great reception from players, and So You Think You Can Fly: Sky Race. Additionally, a new Christmas asset pack has been added to Build.ARCADIA, so you can bring that holiday energy into your own crafted missions. We’ve also introduced new Arcadia Creator tutorials and addressed bugs in both MindsEye and Build.ARCADIA.
This is our final MindsEye update for 2025, but we’re not done yet. We are already working hard on some fresh updates to delight you in early 2026!
Thank you again for all your support this year – wishing you and yours a very happy, healthy and joy-packed 2026!
The MindsEye team
RELEASE SCHEDULE
Public Release Date: 18/12/25
Time: 11AM GMT / 12.00PM CET / 6.00AM EDT / 3:00AM PDT Download size and version information:
Steam: 10.8GB GB (Version #: 6073305)MindsEye
Improvements
AI & NPC
Robots will now attack the player when being deployed from the robot carrier if the player uses the hack ability on them.
Distant AI are no longer frozen when viewed through the sniper scope.
Optimised AI pathfinding.
Missions & Design
Robin Hood - added guidance to get out of the trailer park.
Robin Hood - increased the health of the players’ vehicle throughout the mission.
Man Always Burns - the truck is slowed down at the start of the chase to reduce frustration.
Oh Lily! - removed the fail condition for not getting to the Bunker fast enough.
Solar Implant - added AR markers to highlight the Solar Farm exit.
Solitary Confinement - improvements to the robot pathing and a problematic robot were removed.
In Pursuit of the Orb - extra checkpoints were added to the flight.
Audio
Various improvements to the music in campaign missions.
Vehicle
The camera will automatically follow the player’s vehicle as it turns, instead of staying at the sides of the vehicle.
UI/UX
Added Trophy icons and Rank states to ARCADIA content.
Animation
Improved shoulder swapping animation while holding a weapon, based on what side the player is taking cover from.
Bug Fixes
AI & NPC
Fixed an issue where AI failed to track the player while shooting and leaving cover.
Fixed an issue in Send them all the Hades where the ambushers were too passive and only engaged the player when they got very close.
Fixed an issue where AI would play their run animations when walking inside the Silva factory.
Fixed an issue where robots could be seen walking on the spot.
Fixed various cases of AI not shooting when they have a clear shot.
Fixed an issue where the AI were constantly repositioning.
Fixed an issue where AI would continue to reload after being stunned.
Various fixes for AI facing the wrong direction when moving and engaging the player.
Missions & Design
Fixed an issue in Lights in the Sky where the trigger volume to engage the enemy AI was not large enough.
Fixed an issue in In Pursuit of the Orb where one of the doors did not open and could prevent reinforcement AI from entering the level.
Fixed an issue in Robin Hood mission (PS5) where respawning would force the player to use a different weapon other than the VT-9.
Audio
Fixed an issue where objects dragging on the ground would create a harsh and loud noise.
Various Sound Effects fixes.
UI/UX
Fixed an issue where ARCADIA gamemode leaderboards did not update with the highest score correctly.
Fixed an issue on Xbox leaderboards where some usernames did not show correctly.
Art & Visuals
Additional fixes on driving routes, removing more collisions, created a smoother driving experience through the environment.
Additional fixes on the level of detail issues that were present on PS5.
Fixed an issue in The Ziggurat where the player could become stuck in part of the level’s environment, blocking progression.
Fixed an issue where there were missing collisions in the environment of the The Ziggurat mission.
Various fixes on structures and floating assets.
Animation
Fixed an issue where low levels of detail were present in Clash of the Egos cinematics.
Fixed an issue in Goin Haywire – Downtown where the player was using incorrect stair locomotion animations.
Performance
Fixed performance hitches and various missions.
ARCADIA
New Content
Ultra Terminal - Goin' Haywire
You’ve stepped off the Ultra and find the terminal in chaos—let them know you’ve arrived. Shoot for the high score by eliminating enemies quickly and accurately. Progress through to gain new weapons and boost your combo.
So You Think You Can Fly - Sky Race
You just stole the latest SilvaCorp Sky Car—time to take it for a joyride. Fly through the markers as quick as you can, and you might just get away with the crime.
BUILD.ARCADIA - (PC)
Improvements
Christmas Content available in the Assets Library includes: Elf, Santa, Gingerbread, Snowman, and Penguin masks, Christmas presents, Christmas trees, bunting, fairy lights, and Christmas advertising.
ARCADIA Creator Tutorials
Implemented a tooltip system that shows tutorial hints the first few times a player enters the Creator, to guide new users through key features.
Bug Fixes
General
Fixed an issue where custom camera modifiers created in an ARC would remain applied when returning to the story.
Stamps
Fixed an issue where Stamp Thumbnails, Names, and Descriptions did not count as editing a stamp, forcing the player to make physical changes in order to publish.
Fixed an issue where, attempting to spawn a stamp that only included logic, the stamp spawner would fail.
Fixed an issue where Featured Stamps could not be searched by words in the description.
Logic Nodes
Fixed an issue where, on the ‘Player ID Variable’ node, the variable value does not persist between play sessions.
Hey everyone,
Thank you to everyone playing MindsEye, especially those taking the time to report any issues they encounter.
We are listening closely to your feedback and will continue to identify and resolve issues. This Update 6.01 is now live on PlayStation 5, Xbox Series X|S, and PC, and mainly focuses on bug fixes for the Robin Hood Campaign Mission.
We’ll continue to release patches as issues are identified and resolved, and we’ll keep listening to your feedback as MindsEye evolves.
Thanks,
The MindsEye Team
RELEASE SCHEDULE & PLATFORM INFO:
Public Release Date: 4/12/25
Time: 11AM GMT / 12.00PM CET / 6.00AM EDT / 3:00AM PDT
Platforms: PC, PlayStation 5, Xbox Series X|S
Download size and version information:
Steam: 6.5 GB (Version #: 5965159)
Epic Games Store: 6.5 GB (Version #: 5965159)
PlayStation 5: 3 GB (Version #: 01.015.000)
Xbox Series X|S: 3.20 GB (Version #: 1.0.25.8053)
MindsEye Bug Fixes
Robin Hood Mission:
Fixed an issue where the player couldn't take cover on an environment asset during the caravan shootout.
Fixed an issue where the player could get stuck on too much collision on a small curb asset at the caravan shootout.
Fixed an issue in the high-speed chase where the player could collide with some rocks on the main route.
General
UX Improvements on purchase screens.
Try MindsEye for free with our Free Starter Pack, available on all platforms!
Explore the world of MindsEye with the Robin Hood campaign mission, plus 14 ARCADIA missions spanning survival, combat, and ground and sky races. The Free Starter Pack is updated regularly, offering new ways to play.
The Free Starter Pack contains:
Campaign Mission – Robin Hood
Garden Party – Drone Race
Chase The Sun – Drone Race
Honor Among Thieves
Downtown - Goin' Haywire
Crosstown Traffic – Checkpoint Race
Rude Interruption
Turbulence - Race
Free Bird – Sky Race
Winging It – Checkpoint Race
Craz-Eye Taxi – Checkpoint Race
Friendly Fire
Cruise Control – Sky Race
Fractured Echo – Survival Horde
Road To Hell - Race
Hey everyone,
Thank you to everyone who’s been playing MindsEye and sharing your thoughts. Every bit of feedback, positive, negative, or in between, has helped us improve the game and keep it moving in the right direction.
Update 6 is now live on PlayStation 5, Xbox Series X|S, and PC. It brings a mix of stability, performance, and content updates across the main campaign. We’ve improved animation and AI behaviour, tightened up combat and encounters, and fixed a range of issues to make the experience more consistent and reliable.
On PC, this update also includes further improvements and bug fixes for Build.ARCADIA, aimed at making play and creation feel smoother and more stable.
This update also adds new ARCADIA content:
Road to Hell – a stormy highway time trial
Short Circuiting – a city lap race under attack
Hunter Killer – an on-rails turret mission
Fractured Echo – a wave-based survival mode where you play as The Preacher
We’ll continue to release patches as issues are identified and resolved, and we’ll keep listening to your feedback as MindsEye evolves.
Thanks,
The MindsEye Team
RELEASE SCHEDULE & PLATFORM INFO:
Time: 11AM GMT / 12.00PM CET / 6.00AM EDT / 3:00AM PDT
Platforms: PC, PlayStation 5, Xbox Series X|S
Download size and version information:
Steam: 10.6 GB (Version #: 5897804)
Epic Games Store: 10.6 GB (Version #: 5897804)
PlayStation 5: 22.9 GB (Version #: 01.014.000)
Xbox Series X|S: TBC GB (Version #: 1.0.25.7874)
MINDSEYE PATCH NOTES:
MindsEye
Improvements
Combat
Updated Scan input: now activated with L3 + R3 instead of D-pad down.
Updates made to cover positions – Armed and Unarmed.
Improved aiming behavior for better accuracy.
Increased companion drone accuracy and behaviour.
Drone abilities now have individual cooldowns rather than sharing a single energy source.
Companion Drone now has up to two charges of the Robot Hack ability.
The Hack ability has been upgraded and now lets you hack two robotic enemies at once when you have two charges
Reduced enemy shotgun range so encounters feel more accurate and fair.
Further adjustments were made to improve ragdoll physics in enemies, making them now more responsive.
Removed unnecessary weapon reloading in certain situations.
Added Evade Roll and Shoulder Swap abilities.
Roll is now mapped to A (Xbox) / X (PlayStation) on the controller.
Shoulder Swap is now mapped to L3 on the controller while aiming.
Adjustments made to enable greater upper-body movement during weapon actions. Shooting and reload animations have been updated to appear more impactful.
Increased ammo drops across the board.
Improved environmental cover so AI can use it more effectively during combat.
Refined difficulty tuning for mission-specific firefights such as A Tango with Charlie, The Transponder, Clash of the Egos, and Solar Implant to create more consistent and fair challenges.
Improved flying drone handling when using mouse and keyboard.
Weapons are now reloaded after coming out of a cinematic"
Vehicles
Overhauled flying vehicles to be fully physics-based, improving realism, responsiveness, and overall control.
Improved vehicle health in missions such as Robin Hood and Lights in the Sky
Improved system for exiting driver’s seat of a moving car.
Improving level of detail from a distance for various vehicles.
Vehicles now correctly cast shadows in bumper cam view.
Improvements to vehicle interactions.
AI & NPC
Improved aiming-from-cover animations enemy NPCs
Improved AI transition when moving from cover to aim stance.
Improved flinch animations and behavior when AI take hits while aiming from low or high cover.
Nearby AIs will now respond when the player damages other AI using a vehicle.
Overhaul of improvements to aiming behavior.
Simplified behaviours in aggressive drivers.
Enemies in multiple missions are now smarter and more reactive, spotting threats more quickly and responding more strategically during combat.
More responsive behaviour from NPCs in the camps, making them interact more with the player. (Armed or unarmed).
NPCs now coordinate better during combat and patrols, reacting more naturally to sounds, alarms, and player presence.
Enemies react to robots being hacked.
Missions & Design
Removed several driving route blockers to create smoother driving paths.
Added the ability to skip long drives in select missions.
Improved success condition when reaching 100% in The Mole.
Reduced the health of Military Trucks in the chase of the End of the World.
Added the option to continue driving and stop the vehicle freely in Oh Lily!, rather than being forced to stop.
Added the option to continue driving and stop the vehicle freely in Man Always Burns while using the Robot Loader, rather than being forced to stop.
In Lamrie’s Secrets, players can now enter any jeep.
Improvements made to 'Man Always Burns' to make it easier for players to deliver the truck.
Additional improvements and tweaks to tooltips.
Updated certain prompts with a distinct colour to make them stand out
Addressed community feedback around automatic activation/deployment of the Drone torch across missions.
Made the first portal mission optional in The Missing Genius.
Reduced the difficulty of the CPR minigame in This Means War, with added sound effects for clarity.
In Meeting Marco Silva: added a GPS line for the first part of the chase and added/moved enemies for a better experience.
Improved tip tutorials in A New Companion.
Updates and Improvements to Mission Checkpoints and new spawn points.
Updates to Dialogue and text.
Various improvements have been made to missions, including A Strange Happening, Oh Lily!, and The Wrong Move.
Additional implementations of Skip feature during some journeys.
Added new checkpoints in key missions, reducing replay frustration after failure.
Various updates and improvements to Executive Paranoia and Man Always Burns portal missions.
Removed the turret vehicles that chase the player throughout the missions to reduce frustration.
Implemented Sky Car Races.
Audio
Various dialogue improvements and music tweaks.
Updated all ballistic weapon sound effects to make them feel more impactful.
Added new sound effects for robots.
Updates to checkpoints so music starts sooner.
Improved pedestrian dialogue attenuation.
Enhanced footstep audio during rain.
Adjusted character motion audio mix.
Improvements to pedestrian flee/panic dialogue.
Adjusted dialogue timings and replaced lines in key missions.
Updated mission ambience and reduced delay issues in dialogue.
Added new engine sounds for vehicles.
Improved combat audio from AI.
Performance improvements and crash fixes.
New gameplay tags and countdown sound effects for Arcadia races.
UI/UX
Improvements to user experience of the Launcher Page.
Improved weapon pickup icons: ammo on the ground is now clearer, and different ammo types use their relevant icons for easier identification.
New weapon indicator: newly available weapons now display their own icon on the ground to highlight when there’s a new weapon to pick up.
ARCADIA text updates.
Ability to use Pause key when keyboard is connected to PS5.
Updates on menu inputs for Mouse/Keyboard and Gamepad.
Improvements to menu and sub-menu navigation.
Enhancements to icons.
Art & Visuals
Additional improvements to gore visual effects.
Updates to the environment to be more interactable and traversable.
Additionally, removed some parts of the environment that blocked the player’s movement.
General improvements cover and traversal in combat areas.
Updated visuals for existing and new content.
Visual uplift to several existing Arcadia portal missions.
Improved lighting and colour grading.
Improved world sky with global illumination and reflection details.
Enhanced blood visual effects and pools.
Visually updated mission preview and loading screens.
Cinematics
General lighting and shadow improvements across cinematics.
Improvements to factory workers during cinematics.
Improved levels of detail on character models.
Animations
Updates to animations relating to player locomotion.
Improvements on traversing from coming cover and uphill/downhill sprinting animations.
Walk Speed is now a discrete setting, so it won’t cause slow movements or bent legs.
Updated Run and Sprint animations.
Adjustments made to animations to make them behave more responsively to input.
Updated ragdoll physics on characters.
Added facial animations for background characters.
Crouch animation polish.
Performance
Optimisations for Story Missions.
Optimisations made to the characters’ body physics.
Improvement in visual effects on vehicles to improve general performance.
Road collision and material performance optimisations across multiple levels.
Bug Fixes
Combat
Resolved collision issues in parts of the environment that previously made it hard for the player to shoot enemies behind cover.
Fixed an issue where shooting factory workers and robots was not registering any damage.
Resolved an issue where Carnyx and Claymore were displaying a reserve ammo count after switching from other weapons.
AI & NPC
Fixed an issue where enemies may not have fired at the player if in very close proximity.
Fixed an issue where enemies seen at a long range could be seen to be twitching and popping.
Fixed issues where enemies could be seen spinning.
Fixed AI dealing damage to the player despite being hidden in cover, or unable to deal damage even though they have a line of fire.
Missions & Design
Fixed an issue where the weather was displaying inconsistent behaviour in The Transponder.
Fixed an issue in Industrial Espionage where the zoom in on Conti’s licence plate was too quick.
Fixed an issue in Solitary Confinement where the Guard Bot was present when loading into the checkpoint, resulting in an unfair mission fail state.
Fixed an issue in Solitary Confinement where hacking the Guard Robot could result in a mission fail state.
Fixed checkpoints causing infinite loading screens and improper restarts.
Audio
Fixed an issue where Morrisons’ dialogue could inaccurately be heard from the Silo exterior.
Fixed an issue where enemies would announce Jacob had been spotted, even though Jacob had not been discovered while sneaking.
Various fixes on sound effects – Vehicles, Lenz, DC Drone, and Foley.
UI/UX
Fixed an issue where pressing X on keyboard would deploy the Companion Drone rather than use the scan ability.
Fixed an issue where UI elements could appear across ARCADIA loading screens in build mode.
Art & Visuals
Fixed level of detail and texture issues in main campaign cinematics.
Vehicles
Fixed an issue where ambient vehicles could stop mid-drive, blocking other traffic.
Fixed an issue where the hood of a vehicle could become stuck with damage and repeatedly cause looping sound effects.
Animation
Several fixes were made to animation, where sudden changes in locomotion would cause animations to break.
ARCADIA
New Missions
Road to Hell: A high-speed time trial through the suburbs of Redrock in the Sakura Apex, set against violent geo-storms ripping across the highway. Navigate tight corners, dodge debris, and fight collapsing visibility as you push for the fastest possible run.
Short Circuiting: A lap race through Redrock’s city streets in the Devenor Hurricane as robots lay siege to the city. Navigate sandstorms, hit high-octane jumps, and weave through firefights between humans and machines to secure the best lap time.
Hunter Killer: An on-rails turret shooter where you join the rebel resistance during the robot uprising. Hold your ground on a moving convoy, shredding hostile robots and rescuing civilians along the route to stack up score multipliers and chase leaderboard spots.
Fractured Echo: A wave-based survival mode where you play as The Preacher in a twisted, hallucinatory version of Redrock. Battle increasing waves of gangs and robots, stay alive as long as possible, and replay runs to beat your high score each time.
Bug Fixes
Added inputs to give the ability to consume ammo and med kits directly from the inventory.
Fixed bugs and broken logic in Featured Stamps, Races, and Drone Races, and resolved missing assets
Applied general quality-of-life updates across Featured Stamps, Races, and Drone Races.
Fixed issues in the ARCs Goin’ Haywire: Downtown, Goin’ Haywire: Airport, and CARE.less Survival.
Updated the post-game menu and applied general fixes.
BUILD.ARCADIA - (PC)
Improvements
Creator Tools
Players can now create Empty ARCs without using Redrock City as the background.
We added a tool (Macro Attribute Reflector) so builders can copy a logic node’s custom attribute and use it in their Stamps.
When hovering over a Stamp in the Collapsed Group Logic Node, its description now appears as a tooltip.
Stamps that spawn dynamically will now immediately run their logic, giving builders more gameplay control.
The Impact Score now calculates linked object groups more accurately. Existing groups or Stamps might see a change in their score.
Gothic asset pack added to Build.ARCADIA
Creator Object Editing & Building
Added the ability to preview Dynamic Stamps referenced by Stamp Spawners.
Added the ability to preview trajectories of targeted objects in Move and Rotate Logic Nodes while in Build.ARCADIA editor.
The player character is now hidden while in Creator Mode for a cleaner workspace and easier object placement.
Group Pivot Editing now supports custom snap points, allowing you to move or align an object’s pivot exactly where you want it, making it easier to position and rotate groups/objects.
Object placement is improved, hidden logic no longer interferes with where the preview appears, making it easier to position complex Stamps accurately.
Added Object Alignment Mode, holding down the Left ALT key while placing or moving an object will now align it to terrain and other objects.
When creating a Redrock ARC from the MindsEye campaign, the player will spawn at the ARC's creation location instead of Seb's house if no spawn point has been set.
Creator will now hide AI animation previews and spawn points when logic is set to be hidden.
In Logic Linking Mode, incompatible nodules from other Logic nodes in the ARC won't be shown if they lack an existing connection. Compatible nodules will still be visible.
Connected nodules will both be highlighted when hovered, improving readability of complex node structures.
Using “F” to focus will now respect the initial camera orientation, allowing for a more intuitive zoom-and-focus on selected objects.
Holding Shift in Linking Mode now lets players create multiple links from one source without reselecting it.
When creating content (ARC or Stamp) thumbnail, the resulting capture viewport will now better match the frame overlay drawn on screen.
ARC Settings & Attributes Menu
A new setting has been added to toggle health Regeneration.
Weather system has been improved to smoothly transition between different weather settings.
Time of Day setting has been updated to military format (e.g. 600 = 6:00 AM), allowing to set the time down to a minute.
A new ARC Setting has been added to manage the number of pedestrians and traffic on Redrock. This setting will take effect after playing the ARC.
Logic Nodes (New Logic Objects & Nodes)
Attach Actor to Character Node allows the builder to attach a target actor or a Stamp to a specific socket/bone of an AI NPC or a Player.
Projectile Shooter Logic Node allows to shoot various projectiles as if they were fired from a weapon.
Improved variable nodes
Simple Variables Nodes now make it faster to get and set values.
Variables Nodes can be named and shared across systems, with added options to save values between play sessions.
Implemented a new node that allows forcing an NPC into cover. Builders can decide where the NPC should take cover, what threat it’s covering from, and other options to fine-tune the behavior.
Advanced Vehicle Spawner Node adds a node that can spawn vehicles dynamically using detailed parameters, rather than having them pre-placed in the world.
Added Get Player Vehicle node, returns the vehicle actor associated with the player, either the one they’re driving or had just been driving.
Message UI Node allows the display of text messages as if sent by another character in-game.
Pause AI NPC Behavior Node enables toggling the AI's 'brain.' When the behavior is disabled, the AI cannot respond to stimuli but can still perform basic tasks such as pathfinding.
Combat Encounter Nodes adds a set of advanced nodes that expose the MindsEye combat system, allowing for coordinated AI combat encounters with smarter group behaviour.
Disable Ambiance Node allows the disabling of all ambience of the map. Specific parts of the ambience can be targeted, like pedestrians, traffic, or drones.
Enable Health Regen Node added a node allowing to toggle the health regeneration for the Player.
Action Restriction node lets builders disable specific player actions like sprinting, aiming, or mantling.
Vehicle Horn Tracker Node tracks the state of vehicle horns or sirens, allowing builders to detect when, for example, a police car has its siren on.
Set Ability Node toggles abilities unlocked through the MindsEye campaign for both the player and drone characters.
Improved language and tooltips of the UI Logic Nodes.
The attribute setting in the Set Vehicle Logic Node has been changed to On/Off instead of “Flip”.
Improved “Go To” Logic Nodes added events to better distinguish whether the drive has been manually stopped or interrupted for any reason.
Added a description for the Stamp Spawner Node.
Updated a node that forces a specified player to use a specific weapon and keep it equipped. While this override is active, players can’t open their inventory or switch weapons manually, but builders can still control weapon changes through logic.
Added a Logic node capable of reacting to a target’s vehicle listen function, specifically when a siren (horn) is turned on.
Improved Various Logic Node & Nodule Icons
The Add List Entry Node has had a "Target Index" Input added, which allows to define the position where to add the value to the list.
Updated the Pickup Nodes to be enabled or disabled at runtime.
Updated AI Follow Node to clearly explain that the distances are in meters.
Race countdown has received improved visuals.
Added notifications in the Arcadia log ( / ) for Leaderboard errors when there are issues in creation, update, or deletion.
Added contextual button prompt to the Interaction volume.
Creator HUD, Hotbar & Toolbar
Moved the Item Description UI position.
Updated hotbar presets with new and improved assets.
Creator Publishing
Builders now receive a warning in the publishing menu if their ARC isn’t optimized, helping identify potential performance issues before publishing.
UGC Image Capture Mode updated the UI overlay so the guiding corners now accurately show the full widescreen capture area, giving a clearer preview of how thumbnails will appear.
UGC Image Capture now shows logic in captured thumbnail images.
Bug Fixes
General
Localisation Fixes.
Added additional Tooltips to some ARC Settings, such as Allow Health Generation.
Logic
Fixed multiple issues with the Teleport Player Node
AI
AI NPCs now behave correctly when within Macro Logic in terms of their visibility.
Happy Halloween, Everyone!
Thank you to everyone playing MindsEye, especially those taking the time to share feedback and report any issues. Your input really helps us understand what’s working, what needs improvement, and where to focus next.
Update 5 is now live on PlayStation 5, Xbox Series X|S, and PC.
This update introduces the new Launcher Page, making it easy to access the main campaign and browse featured ARCADIA missions.
Halloween hits Redrock with Going Haywire – Downtown, a fast-paced arcade shooter set on the city’s strip with chaotic Halloween energy as you switch weapons, rack up combos, and fight for the top score. The update also adds new ARCADIA content for both Standard and Deluxe Editions.
You’ll notice ARCADIA has made its return. Play.MindsEye is now ARCADIA, and Build.MindsEye is now Build.ARCADIA on PC. ARCADIA now functions like a streaming service, meaning you’ll need an internet connection to play, while the main campaign and side missions remain fully playable offline across all platforms.
This update also includes bug fixes, plus a quick note that Free Roam is taking a short break but will return soon.
Thanks,
The MindsEye Team
RELEASE SCHEDULE & PLATFORM INFO:
Time: October 30th 2025 – 2.00PM GMT / 3:00PM CET / 10.00AM EDT / 7:00AM PDT
Platforms: PC, PlayStation 5, Xbox Series X|S
Download size and version information:
Steam: 28.3 GB (Version #: 5702549)
Epic Games Store: 28.3 GB (Version #: 5702549)
PlayStation 5: 28.1 GB (Version #: 1.0.25.7230)
Xbox Series X|S: 12.9 GB (Version #: 01.012.000)
MINDSEYE PATCH NOTES:
ARCADIA NEW CONTENT
STANDARD EDITION
Going Haywire – Downtown: A fast-paced arcade shooter set on Redrock’s lively strip, filled with chaotic Halloween energy. Players choose between two weapons at key moments to gain score or progression boosts while keeping combos high for top scores.
Sky Race - Cruise Control: Introduces a new game mode, a third-person twist on the classic first-person races, using the drone for a wider view of Redrock’s skyline. Race along the city’s rooftops, chase faster times, and climb the global leaderboard.
Sky Race - Free Bird: Introduces a new drone race set around a high-stakes prison escape. Guide your drone through tight spaces and out to freedom, aiming for speed, precision, and a top spot on the leaderboard.
C.A.R.E.less Survival: It’s Halloween night in Redrock. Vega shuts down the C.A.R.E. system to hunt a witness. As a special agent, protect the VIP and survive using weapons, allies, and scavenged resources. Can you keep them alive until midnight?
DELUXE EDITION
Going Haywire - Airport: An arcade-style shooter set in a busy airport. Players pick between two weapons at key points, each offering different advantages and potential score boosts. The goal is accuracy and speed, keep your combo high to earn the best score. Character selection is available at the start.
Sky Race - No Fly Zone: Builds on Cruise Control with the same third-person drone racing gameplay. Navigate the Redrock skyline as the city falls under martial law, pushing for faster times and higher leaderboard scores.
Bug Fixes- PC & Console
Combat
Fixed an issue where the Drone companion could fly beyond map boundaries.
Fixed an issue where the Hades Drone lock-on missed combat drones, causing targeting failures.
Hand swapping after reloading now behaves correctly.
AI & NPC
Enemies now respond properly and no longer appear to float or freeze during encounters.
Missions & Design
Fixed an issue in The Ziggurat where Morrison would not enter the car if the player exited the Jeep at the same time.
Restarting from a checkpoint in Lights in the Sky no longer causes an infinite loading screen.
Fixed an issue in Pursuit of the Orb where Jacob could get stuck inside the Jeep.
Audio
Various fixes on dialogue where the volume was too quiet or not clear.
Sound effects and dialogue in cinematics now play correctly.
Music during cinematics and ambient scenes now triggers as intended.
UI/UX
Fixed a global issue where armed civilians displayed an objective marker when scanned.
Highlighting tiles and options in the settings menu now works correctly.
Fixed an issue preventing players from skipping cutscenes.
Tooltips now display assigned keys properly.
Icons now behave correctly and show proper visuals.
Fixed an issue where applied settings were not saving correctly.
Art & Visuals
Fixed multiple instances of players getting stuck between objects or falling through terrain.
Environment detail levels now display correctly from a distance.
Fixed an issue where Jacob appeared low-resolution in a cutscene.
Vehicles
Various fixes on vehicle handling and physics.
Fixed issues with entering or exiting vehicles during gameplay.
Various updates to vehicle animations and interactions.
Animation
Fixed an animation issue where the player did not transition correctly from sprinting to walking.
Performance
Fixed a performance issue on PC when vehicles exploded after long sessions.
Resolved a performance drop in the Penthouse Gamble mission.
ARCADIA
Fixed an issue in Survival Horde: Motel Hell where robots would not destroy the second gate if the player didn’t engage them.
Minor bug fixes applied to the following missions: Friendly Fire, Honour Amongst Thieves, Whiskey Tango Foxtrot, Winging It, and Public Service.
Made it easier to see where you’re headed during races, chevrons and gates are brighter and more visible across every race.
Bug Fixes
General
Updates have been made to asset icons and searching within the catalogue.
Improved the display of Special Characters.
The Hotbar has been updated and will remember changes made, saving per ARC.
ARC Settings tooltips have been improved.
When the transform space is set to local, moving or rotating assets with the Tools Panel will now align with the asset's orientation.
Logic
The arrow lines connecting logic nodes no longer disappear when a logic node is more than 1 km away from a linked asset.
Restart Node outgoing event can now be linked to other nodes.
Minimap Route Node now has a catalogue icon.
Teleport Player Node has been improved, teleporting long distances has less impact on the performance of the node.
Fixed objects attached via the Attach Node to vehicles with collision disabled no longer generate collision in play mode.
Updates to Backpack Nodes to distinguish between standard and deluxe editions.
Drone Ability Target Volume renamed to Drone Ability Target to reflect the node’s function.
Removed the ‘On’ option from UI Text Node in favour of the ‘Node Active’ option.
Changing the Macro Input and Macro Output Nodes icons now shows the change dynamically in the creator.
Replace List Element Node has been updated so its functions and events have consistent icons.
The details and icons of List Variable Events and Functions are now consistent.
Transform Reference Actor no longer appears during play.
Fixed an issue relating to the triggers for the Box Action Restriction Volume.
Fixed an issue affecting damage from the Damage Volume.
Removed the “Function: Remove Shot Target" from the Player Weapon Shot Node
Publishing & Performance
Fixed the Performance Impact Score, which now correctly updates and warns players before publishing if performance could cause playability issues.
Fixed the Performance Impact table for Stamps and Groups which now displays text correctly.
ARCADIA ARC names now save and display correctly.
AI is now counted correctly towards the Performance Impact Score.
Published Version name UI has been improved and updated.
Stamps
Certain Stamps no longer reduce input functionality or change page UI and now display correctly in the catalogue.
Improvements to the Stamp landing page, including ‘Credits’ and ‘Stamps Used’.
The player can now search the featured Stamps folder like the public Stamps folder.
Stamp description character limit increased.
AI
AI behaviour for Robot_01 07 has been fixed and improved.
Individual AIs placed from the NPC catalogue no longer rotate 90 degrees after they spawn.
Art
Added textures to multiple assets that were missing textures.
Military Tent 02 Guide rope length increased to match tent pole length.
Aircon Unit A/Aircon Unit B no longer has a maximum scale to align with other assets.
"AA Coupe Sports 01 Destroyed" catalogue icon updated.
GardenChair_02 no longer has a duplicate with a similar name.
LabFan 01 now rotates in Play mode as it does in Build mode.
WindMill 01 M02 and WindMill 01 M03 catalogue icons and pivots have been updated.
Candle Large 01 no longer bleeds when shot.
Update the collision for SM_RobotPartsTransporter_0.
Two Plant Pot objects no longer have the same name.
Concrete Barrier 04B Object's destructible mesh is now consistent compared to other Concrete Barriers.
More foliage assets should now be available via asset catalogue search.
FlashLight 01’s collision has been updated.
QQ DroneWeaponized 2023 has been removed from the asset catalogue.
RC_Knock_Door_01 now has a corresponding catalogue icon.
Animation
Animation Logic texture improvements.
Lighting
The range attribute of lights now scrolls at the same pace as other scrollable attributes.
Camera
The Camera Preview now shows Jacob’s model.
All Camera Modifier Offsets have been reduced from 300m to 50m.
ARC thumbnail capture has been enhanced to now accurately depict the capture area.
Pressing ‘Shift’ while moving an object and the camera at the same time will no longer ‘drop’ that object.
The Custom Camera will no longer be pointed at a player's feet when set to follow the player.
New missions are now available in Play.MindsEye - update your game and play now!
Update 4.1 is a content update bringing new missions to Play.MindsEye for both the Standard and Deluxe Editions, available on PlayStation 5, Xbox Series X|S, and PC.
To play, open the MindsEye Menu, select the Play tile, go to BARB Content, and search for one of the new missions.
Standard Edition
For Players with the Standard Edition of MindsEye, you will receive two new Missions; Race – Rough Riding and Drone Race – Highs and Lows.
Race – Rough Riding
Rough Riding is a time-trial road race that tears through Redrock City at twilight. The course is fast, unforgiving, and designed to test your control.
Drone Race – Highs and Lows
Take to the skies in this first-person drone race across the full expanse of Redrock City. Weave through skyscrapers and dive into alleyways in Highs and Lows.
Deluxe Edition
Deluxe Edition players receive the two Standard missions plus two additional challenges: Race – Riding the Storm and Survival Horde – Motel Hell.
Race – Riding the Storm
Face the elements in Riding the Storm, a high-speed time-trial. Rain-slick roads and tight corners demand precision, speed, and absolute control.
Survival Horde - Motel Hell
Set in the chaotic aftermath of the MindsEye Campaign, Motel Hell throws you into a relentless survival horde where the clock is your enemy and the robots never stop coming. The longer you last, the harder it gets. Rack up your score, hold your ground, and see how long you can survive.
Top players get Gold. The trophy’s waiting. Update and play now.
Dear Community,
We are happy to announce that MindsEye's Update 4 is now released across all platforms; PlayStation 5, Xbox Series X|S, and PC.
Update 4 introduces a range of UX improvements, numerous performance enhancements to the game and we’ve squashed a load of bugs. These efforts will continue in Update 5, where our team is working hard to deliver a major performance, combat and Enemy AI system improvement.
Many thanks for your continued support, we appreciate your passionate feedback - it truly helps us prioritize the updates that the community cares about most.
Highlights
UI: Added the ability to Skip Cinematics story telling
Environment: several improvements have been made to architecture and assets to help improve Memory, CPU and GPU performance
Art: general performance improvements: shaders, assets, collisions
Gameplay: Aim assist will focus on enemies in vehicle turrets over the driver
Build.MindsEye (PC Only):
Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
Player created content will now be automatically accessible in the new “Player Content” Tile
A new Tile for “Curated Content” has been added, that will highlight player created content featured by our Studio
RELEASE SCHEDULE & PLATFORM INFO:
Time: September 5th, 2025 - 10:00 BST / 11:00 CEST / 02:00 PDT
Platforms: PC, PlayStation 5, Xbox Series X|S
Download size and version information:
Steam: 15 GB (Version #: 5302548)
Epic Games Store: 15 GB (Version #: 5302548)
Build A Rocket Boy Launcher: 15 GB (Version #: 5302548)
PlayStation 5: 7.2 GB (Version #: 01.010.00)
Xbox Series X|S: 12.1 GB (Version #: 1.0.25.5859)
MINDSEYE PATCH NOTES
IMPROVEMENTS
Environment
Trailer Tanks in Free Roam now explode when shot at
Several improvements have been made to architecture and assets to help with performance
Improved weather change when player leaves the Factory at the start of Robin Hood Mission
Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets
Visual Effects
Cutscene VFX performance improvements
Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
Disabled ambient rubbish to improve performance
NPC
Small performance improvement on Robots
NPCs that are aiming and in-cover now look more natural
Art
General performance improvements: shaders, assets, collisions
UI
Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
Added the ability to skip cinematics
Audio
Audio Optimisation regarding Mass Vehicles
Music adjustments throughout MindsEye missions
Added Destruction SFX on Glass Bottle Props
Missions
Conditional dialogue now triggers with more natural pacing
The companion drone torch is now automatically enabled when entering or starting in dark areas
Animation
Optimised the ambient and civilian animations.
Exit/entry animations no longer play for driverless vehicles
Gameplay
Aim assist will focus on enemies in vehicle turrets over the driver
BUG FIXES
Various Mission flow bug fixes
Fixed pixelated reflection in Rocket Transporter window
Fixed Industrial vent asset to help with performance
Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
Fixed ambient animation glitches in Welcome to Redrock City
Fixed an issue where camera rotation was lost after cutscenes
Several lighting LOD pop issues fixed in cutscenes
Fixed a bug where burning vehicles wouldn’t transition to destroyed state
Fixed several traversal issues in world where the player may get stuck
Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
Fixed an issue in Oh Lily! where players could get stuck in Morrison's Silo without a way to get back out
Fixed collision on glass roof of Silva Factory
Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
NPCs no longer freeze when interacting with certain objects
Weapon Wheel hover SFX is now triggered correctly, without delays
PC only
The character Red Sand Male 25 is now available for use in Build.MindsEye
Fixed a UI issue where backing out of a submenu in 'Build' caused the second-last selected tile to remain highlighted
Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
\: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards
\: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer
BUILD.MINDSEYE PATCH NOTES – PC ONLY
HIGHLIGHTS
Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
Player made content will now be automatically accessible in the new “Player Content” Tile
A new Tile for “Curated Content” has been added, that will highlight player content picked by Build A Rocket Boy
IMPROVEMENTS
Publishing UGC Content
Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content
Logic Nodes
Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
Timer Logic Nodes now support decimal places up to .000
Custom UI Nodes updated to always be set to “Node Active” = True, by default
Attributes Menu, Catalogue & Versioning
Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
Updated the search functionality in Assets Catalogue to take into account both object name and the tags
Added a warning when the player reaches the maximum number of allowed versions when creating new versions
Added missing hotkeys to the Controls Panel for Inserting Path Points
Featured Stamps Updates
Multiple fixes and QoL improvements to existing set of Featured Stamps
Added more Stamps to the Featured Stamps tile
BUG FIXES
Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
New Performance Score applied to AI Spawners as follows:
AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
Individual AI NPC - Performance Score: 6 / Max Quantity Allowed: 100
Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
Fixed an issue with erratic camera behaviour when using the Group Macro Node
Fixed an issue where players were unable to like Stamps with long names
Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
Grid snapping is now enabled on the XY Plane by default
Fixed an issue with Destructible Assets not being selectable
Fixed issues with Filtering in the Assets Catalogue
Fixed various issues with the Vehicle Selection UI Node
Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
Stamp Attributes now display the correct Thumbnail based on the current Version selected
Fixed various issues with spawn-points and spawning in Build.MindsEye
Fixed various issues with the Physics Force Node causing objects to disappear
Fixed an issue where Foliage Assets were not searchable in the Catalogue
Fixed a crash caused when attempting to ungroup a group within a group
Fixed a crash caused by undoing creation and deletion of large Stamps
Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having "DONOTUSE" in their name
Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye
We remain committed to refining MindsEye and enhancing the gameplay experience. Ongoing updates will continue to be shared.
Thank you,
The MindsEye Team
Dear Community,
Update 3 is now live on PC, following last week’s release on PlayStation 5 and Xbox Series X|S.
The PC update was briefly held back after our team identified a performance-impacting issue during final testing. That issue has been resolved, and the update is now available. We appreciate your patience as we ensured a stable release.
Update 3 focuses on continued stability improvements and addressing community feedback. Please see a detailed outline below of the improvements included and, as always, please be aware that the list may contain some game and mission details that could be considered spoilers.
RELEASE SCHEDULE & PLATFORM INFO:
Time: July 15th, 2025 - 14:00 BST / 15:00 CEST / 06:00 PST
Platforms: PC
Download size and version information:
Steam: 12.1 GB (Version #: 4885826)
Epic Games Store: 12.1 GB (Version #: 4885826)
Build A Rocket Boy Launcher: 12.1 GB (Version #: 4885826)
PATCH NOTES
Stability
Improved stability to reduce crashes, especially on extended play sessions
Fixed AI-related crashes that could occur during complex combat scenarios
Gameplay – Difficulty Rebalance
Increased AI accuracy across all difficulty levels for a greater challenge and more consistent encounters Adjusted Medium difficulty by reducing damage filtering, resulting in slightly more challenging combat
Character Control
Improved cover entry behaviour, making transitions into cover feel smoother
Improved stair locomotion, ensuring the player exits stair animations at the correct time and aligns properly with the steps
Refined weapon handling during cover entry/exit transitions
Animation
Life scene animations have been improved, with smoother transitions
Vehicles
Improved vehicle behaviour on slopes, making stops feel more stable and predictable
AI
Fixed various bugs causing erratic AI behaviour
Environment
Improved martial law scenes with better behaviour and staging
Audio
Improved in-game vehicle audio for a more immersive soundscape
Improved vehicle destruction audio, with a focus on window break sounds
General audio data clean up and optimization
Tweaked pedestrian dialogue for more natural reactions
Cinematics
Addressed LOD issues in multiple scenes
Optimizations to certain cinematics
Localization
Corrected various localization errors across multiple languages
Bug Fixes
Fixed an issue where graphics settings would reset after restarting the game. Settings now persist correctly
Fixed a known issue where players could get stuck walking in a loop when interacting with specific objects
Fixed characters stretching in certain cinematics and gameplay sequences
Corrected texture issue with the Deluxe Edition vest
Resolved flickering VFX in select areas
Various bug fixes across menus and HUD elements
Fixed visual bugs in multiple environments
Resolved abrupt weather changes during the final mission
Enhanced ambient pedestrian movement and facial reactions
Addressed several mission flow bugs that could block progression or disrupt scripted events
Fixed an issue where AI would exit vehicles and immediately die under certain conditions
Fixed an issue that caused AI to shoot while facing the wrong direction
Adjusted cover logic to prevent AI from clustering too closely
Fixed instances where AI would turn their backs on the player during combat
Fixed an issue where AI hit reactions wouldn’t trigger when shot
Fixed an issue where enemies sticking out of vehicle roof windows weren’t affected by headshots
Resolved an issue where Jacob could turn invisible when exiting a vehicle with the driver’s side blocked
Fixed floating occupants when driving Skycar in first-person view
Fixed an issue where shooting the tires of an enemy jeep could launch it unexpectedly toward Jacob
Resolved a traversal issue where the player could get stuck behind unclimbable debris bags
Fixed various issues affecting main campaign open-world encounters
Updated third-person animations for Play.MindsEye content
Fixed an issue where the drone UI marker would not correctly update when transitioning in or out of Play.MindsEye content during the campaign
Fixed multiple issues with certain in-game screen objects appearing blank during cinematic sequences Prevented players from exiting the Hades vehicle mid-flight, avoiding unintended behaviour
Fixed an issue where dying outside the hangar could cause the player to respawn at an earlier checkpoint, resulting in lost progress in the “Clash of the Egos” mission
Fixed an issue where Jacob could become stuck inside the jeep if shot during the dismount animation in the “In Pursuit of the Orb” mission
Adjusted fail conditions to be more forgiving and better reflect player behaviour in the “This Means War” mission
Adjusted fail conditions during the CCTV section in the “Industrial Espionage” mission to prevent failure when the player's camera is aimed at Conti
Fixed an issue where failing to get to Silva’s home in time would cause the player to respawn at an incorrect checkpoint in the “Meeting Marco Silva” mission
Adjusted Claudia’s vehicle AI to reduce corner-cutting behaviour, resulting in a smoother driving path in “The Mole” mission
Tweaked the Digging minigame in “The Wrong Move” mission to provide earlier UI prompts and improve timing before input is required
Fixed a known issue where the HUD might incorrectly display previous keybindings, when changing key bindings during a mission
Fixed an issue where resolution and window mode in the settings menu did not match the applied settings after using ALT + Enter
BUILD MINDSEYE – PC ONLY Improvements
Asset Catalogue
Added a set of Rock & Foliage Objects to Build MindsEye’s Assets Catalogue
Various Fixes & QoL Improvements to the set of Featured Stamps available in Build MindsEye’s Assets Catalogue
Removed empty stamp sub-folders and updated thumbnails across key stamps
Added missing Icons and fixed issues with some missing thumbnails
Disabled the Mission Failure UI Node to undergo rework
Improved performance impact score of AI NPC instances
Editor UX & Camera
Increased Creator Camera location save frequency
Build collision toolbar tooltip now displays correct Keybinding (B)
Fixed minor issues with Versioning in Build MindsEye around correctly detecting when changes have been made
Localization
Build.MindsEye Logger and Settings Dropdowns now support special characters; fixing an issue where some dropdown elements ended up showing as empty rows
Bug Fixes
Creator Camera
Improved Camera behaviour when exiting ARCs and Camera’s position regeneration behaviour, fixing the problem when a builder was returning to an incorrect location when going back to Building mode
Logic Nodes
Fixed various issues with the Vehicle Selection UI Node
Corrected ArcRC Spawn Vehicle Logic Node to properly interpret list of vehicles, enabling the logic node to spawn more vehicles
Fixed various incorrect behaviours around the Physics Force and Gravity Nodes that would lead to detaching the player from Vehicles
UI
Fixed incorrect scrolling behaviour when hovering over various UI elements – The camera will no longer zoom forwards/backwards when scrolling while hovering over an Asset Catalogue
Ungroup Button should now correctly display in the Attributes Menu
Catalogue & Asset Search
Particles folder now correctly indexed. Missing particle effects will now appear correctly in search
Adjusted DLC weapon visibility to only appear when users own the related content
Player Respawn
Resolved an issue where player respawn triggers would not re-bind actor correctly
Fixed an issue with respawn time setting sometimes not having any effect
Stamps & Versioning
Fixed issues with Stamps incorrectly flagging unsaved pending changes
Stamp Credits should now properly display the Author of the Stamp in the Stamps Landing page & Credits tile when inspecting a Stamp from the Public Stamps category
Stability
Patched more edge cases where UGC content might have contributed to the game client running out of memory
We appreciate the continued support from our community as we work to improve MindsEye and focus on enhancing the gameplay experience. We’ll continue to provide updates on a regular basis.
Thank you,
MindsEye Team
Dear Community,
Hotfix #2 is now fully deployed on PC, PlayStation and Xbox.
Our priority remains listening to our community and addressing key concerns raised in your feedback, and deploying subsequent patches in a timely manner.
This hotfix is part of our ongoing efforts to refine the overall gameplay experience as we urgently identify and address game issues. Please make sure to update your game to the latest version to ensure the most recent fixes and improvements are applied.
Below you’ll find detailed information, but please keep in mind that it contains some game and mission details that could be considered spoilers.
RELEASE SCHEDULE & PLATFORM INFO:
Time: June 18, 2025 - 10:00 BST / 11:00 CEST / 02:00 PT
Platforms: PC, PlayStation 5 and Xbox Series X|S
Download size and version information:
Steam: 5.4 GB (Version #: 18879510)
Epic Games Store: 5.4 GB (Version #: 1.0.4)
PlayStation 5: 1.6 GB (Version #: 1.007.000)
Xbox Series X|S: 3.9 GB (Version #: 1.0.4.4)
PATCH NOTES - ALL PLATFORMS:
Continued performance improvements related to CPU, GPU, and memory use.
Fixed an issue with AI vehicle collisions.
Fixes to some issues that caused the game to crash.
Resolved the situation where players could get a mission fail during the cinematic in the “Doxxed” mission.
The Red Sky Car can no longer be destroyed during a cinematic.
The Buggy springs contract correctly, and the tires spin during driving with Motion Blur off.
Removed an invisible collider that blocked progress in the “A New Companion” mission.
Fixed an issue with vehicle de-spawning at the objective in the “A New Companion” mission.
Fixed an issue where DPR and Delta.45 weapons were becoming attached to each other.
Addressed VFX sparks appearing too bright on damaged drones.
Rectified AI characters holding weapons at a 90-degree angle.
Corrected visuals of some male character models’ deformations when hit by vehicles.
PC:
Build.MindsEye: Editor camera can now clip through the map and static props.
Added an alert for AMD CPU users who have not updated to a version of Windows with branch prediction performance improvements.
We’ll continue releasing regular updates and working closely with the community to improve the experience. We are fully committed to doing everything possible to action your feedback.
Thank you for your continued support.
MindsEye Team
Dear Community,
A heartfelt thank you to all our day-one players. We know the launch of MindsEye hasn’t been without its challenges for some of you.
Right now, our top priority is game performance. We understand that the requirements are high and have limited the experience for many of you, and for this, we sincerely apologize.
Improving performance across all devices is our immediate focus. A patch that begins our commitment to address this is scheduled for the end of this week on PC, which will also roll out to consoles as soon as possible.
This upcoming hotfix will include:
Initial CPU and GPU performance improvements, along with memory optimizations
Reduced difficulty for the CPR mini-game
A new setting to disable or modify Depth of Field
A fix for an issue with missing controls for the MineHunter and Run Dungeon mini-games
Pop-up warnings for PCs that have Hardware Accelerated GPU Scheduling disabled, and PCs with CPUs that have potential crash issues
This will be the first in a series of updates aimed at enhancing your experience, and we’ll continue to share regular information.
For our Steam players, we're excited to confirm that Build.MindsEye is now fully accessible. We can't wait to see what you create. We're also actively resolving any missing DLC entitlements - they'll be automatically added to your account as soon as possible.
Important note: All players on PC, Xbox, and PlayStation will receive all the latest patches when connected to the internet. Please ensure your game is updated regularly to enjoy the benefits of the latest improvements.
Please keep sharing your thoughts on your preferred platforms, including our support channels, Discord, Reddit, and through direct messages on social media. We read every single comment - yes, even the tough ones.
Thank you again for your incredible support. This is just the start of a long-term vision to make MindsEye the best possible game for you.
The MindsEye Team
This update brings a wide range of performance improvements and bug fixes, along with enhancements to controls, AI, UI, and audio for a smoother, more polished experience.
Available now on PC, PlayStation 5, and Xbox Series X|S.
Download sizes:
PC: ~16 GB
PlayStation 5: ~8 GB
Xbox Series X|S: ~16 GB
Performance
Drastically improved performance across the game.
Fixed critical framerate drops.
Improved baseline framerate.
Graphics
Improved civilian LOD.
Improved material resolution.
Improved distance building light and glass flickering.
Improved Open World Free Roam playable character.
Weapon Handling
Player now raises their gun when aiming near walls.
Added additional animations for Sgian Dubh handling.
Player no longer plays the holstering animation when switching weapons.
Improved animations and setup for firing from turrets.
Improved finger posing for PST cover animations.
Improved weapon/reticule alignment.
Slowed gun-up poses when aiming at a companion.
Traversal
Removed RIF glitchiness when vaulting.
Improved responsiveness of direction changes after vaulting.
Cover System
o Updated cover-to-cover transition animations.
o Improved responsiveness of sprint cover exit.
o Enhanced shoulder switching when exiting cover.
o Implemented more consistent cover generation.
o Improved turning when exiting peek to make it smoother.
o Ensured player faces the correct direction on thin cover.
o General bug fixes.
Camera
Reduced camera popping when crashing a car.
Added camera shake when taking damage while driving to Silva's house.
Reduced camera popping when triggering climbs.
Improved camera height when going down the stairs and exiting lifts.
Added camera shake when receiving damage while in the military pickup turret.
Improved camera pitch and responsiveness when entering turrets.
Various bug fixes and overall camera improvements.
Base Locomotion
Improved sprint pivot animations to reduce popping and rotation.
Reduced weapon clipping.
Additional
o Jacob now looks at points of interest more reliably.
Numerous cinematic VFX bug fixes.
Vehicle turret rotation is now independent from the vehicle they are attached to.
Added camera shake when firing from or receiving damage in a turret.
Quality-of-life improvements to weapon switching and reloading.
Improved AI vehicle combat behaviour and fixed related bugs.
Enhanced AI reactivity and responsiveness.
Miscellaneous fixes and enhancements to AI combat.
General performance improvements.
Various improvements to vehicle distance models.
Fixed pedestrian reactions in cutscenes.
Reduced excessive pedestrian screaming when witnessing danger.
Resolved issues related to NPC death inside vehicles.
Fixed collision issues (missing or overly solid AI).
Bug fixes for locomotion and sliding issues for ambient AI.
New foot movement system implemented for civilian AI.
Improved ambient AI reactions to danger and damage.
Fixed and improved ambient AI when exiting vehicles and engaging in combat.
Enhanced ambient robot locomotion behaviour.
Improved pedestrian variation.
Mayor Vega character-specific improvements.
Improved audio propagation feedback.
General audio bug fixes and polish.
Enhanced facial animation synchronisation.
Audio performance improvements.
Refined pain and death sound effects.
Increased diversity in pedestrian, OWE, and enemy voices.
Improved synchronization of audio with animations.
Interactable prop audio enhancements.
Improved destruction effects in several areas.
Removed environmental obstacles that may disrupt player flow.
Improved lighting across the map and in core mission locations.
Polished audio in cutscenes.
Improved seamless transition systems for smoother cutscene integration.
Updated fail screen visuals.
Objective markers now indicate enemy verticality (above/below).
Optimized UI performance for smoother menus and HUD responsiveness.
Brightness and Gamma settings now display percentage values.
Standardized mini-map blip colours.
Added a loading screen fade-out function.
Improved key rebinding support for French Standard and BEPO keyboards.
Open World & Free Roam
Fixed various clipping issues involving civilians and enemies.
Resolved bugs related to Jacob's implant not appearing in the correct state.
Addressed multiple gameplay VFX-related bugs.
Missions
Fixed various mission flow issues discovered during destructive testing.
3C (Character, Camera, Controls)
Resolved camera and interaction bugs when entering/exiting vehicles and other interactive objects.
Companion Drone
General bug fixes (see AI section for related improvements).
Weapons
Fixed weapon misfires when shooting from a car.
Rocket impact VFX are now correctly attached to their target.
AI
Fixed AI bugs related to entering, exiting, and shooting from cover.
Resolved cover generation issues for both AI and player characters.
Fixed navigation issues affecting AI behaviour.
Fixed issues with companion and combat AIs improperly entering or exiting vehicles.
Fixed behaviour loop bugs that caused AI to get stuck or repeat actions.
Addressed cases where drones and turrets would not appear on the minimap or HUD.
Fixed excessive friendly fire from allied AIs.
Fixed rare teleportation and locomotion bugs.
Resolved collision issues for both robot and human AIs.
Vehicles
Shooting car lights no longer pushes them inside the car body.
Various fixes to car headlight behaviour and visuals.
Resolved camera clipping issues with the world.
Fixed excessive forces applied when shooting certain vehicles.
Large vehicles now correctly display all wheels in Build.MindsEye.
Fixed player death triggers when colliding with other cars while inside a vehicle.
Destroyed robot parts no longer float if the robot was inside a vehicle.
Traffic now properly takes damage from nearby explosions.
NPCs
Bug fixes for story characters.
Smoothed out jerky acceleration and braking cycles in vehicles.
Fixed pedestrian animation issues when exiting vehicles.
Audio
Various fixes to footstep audio inconsistencies.
Restored missing sounds for destructible foliage.
Addressed inconsistencies with ragdoll audio effects.
Environments & Lighting
Fixed numerous mission and world traversal bugs affecting performance and navigation.
Fixed cover related bugs.
Fixed issues which caused the player to get stuck.
Resolved camera issues when passing through tunnels or under overpasses.
Prevented players from climbing unintended rock geometry.
Fixed material and asset-related issues.
Fixed various floating assets.
Fixed issues related to HLOD lighting.
Fixed light leaks in specific locations.
Fixed floating debris when restarting missions.
Fixed various landscape and asset popping instances.
Numerous destructible fixes.
Cinematics
Numerous cinematic VFX bug fixes.
Improved LOD popping and texture loading in multiple scenes.
Fixed visual issues like animation clipping and lighting overexposure.
SIS scenes now appear correctly in all situations.
UI
Fixed control mapping and key binding issues.
Resolved sniper scope HUD misalignment at non-standard resolutions.
Various settings menu formatting improvements:
Tightened spacing in the Display header.
Kept “Controls Mapping” sub-header on one line.
Prevented resolution dropdown options from wrapping.
PC Only
Added the option to enable or disable framerate limits during cutscenes.
In Build.MindsEye: logic nodes and billboard sizes have been reduced by 50%.
Build A Rocket Boy and IOI Partners today released the final trailer and announced the global launch of MindsEye, the highly anticipated action-adventure game from visionary game director Leslie Benzies. Available now.
MindsEye delivers a gripping cinematic campaign, dynamic tactical combat, and an expansive creative ecosystem powered by Build A Rocket Boy’s proprietary Game Creation System.
Set in Redrock, a sprawling desert metropolis ruled by surveillance and automation, MindsEye follows Jacob Diaz, an ex-soldier haunted by fractured memories. As his personal mission escalates, he’s forced to navigate a world shaped by rogue AI, militarized tech, and a fragile grip on control, all while confronting the truth about his past.
MindsEye combines high-stakes narrative, fast-paced third-person combat, and cinematic set pieces. Players fight on foot, behind the wheel, and in the air, supported by the evolving DC2 drone, a tactical companion linked to Jacob’s MindsEye implant. From city streets to rocket launch sites, every mission pushes intensity and scale.
“With MindsEye, we wanted to create something original, something that pushes boundaries, feels familiar, and is genuinely fun to play and rewarding to create,” said Leslie Benzies, founder of Build A Rocket Boy. “It’s been nearly a decade of collaboration across design, tech, narrative, and art. This world wasn’t just built for players; it was built with the idea that they’d eventually take it further.”
In addition to the scripted campaign, MindsEye will be an ever-expanding player experience, with new missions, races, and challenges delivered monthly, on all platforms thanks to the power of BARB’s Game Creation System. On PC, Build.MindsEye opens up the Game Creation System itself, empowering players to craft, publish, and remix their own gameplay - all without leaving the game.
“This is about access,” Benzies added. “About breaking down the walls between studio and player. The Game Creation System puts the power of development in players’ hands. MindsEye is designed to grow, adapt, and inspire; it’s not just a game, it’s the future of interactive entertainment.”
About
This page aggregates Steam news feeds, patch notes, and developer announcements for MindsEye, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main MindsEye statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.