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Update notes via Steam Community
Real-time mode engaged
Midnight Protocol actually started out as a prototype with real-time mechanics. It quickly became apparent, however, that the real-time mode was very stressful, especially when you're still coming to grips with all of the game's systems. Experiencing Midnight Protocol with a live counter ticking down was still something very special so we included a real-time mode with the demo.

Come launch day, the real-time mode was not included with the game. As the game grew, real-time mode needed a lot of custom work for certain programs and missions that rely heavily on the turn-based nature of the game, often leading to a complete redo of the program/hardware/mission/challenge. But fret not! Real-time mode is still on its way, and we will be releasing it incrementally. With v1.1.0, you can choose to start a new game in real-time mode, if you have completed the tutorial at least once. The real-time mode will work up until the end of Act I (The Trench mission). If you were looking for an excuse to revisit the game, the real-time mode is a completely bonkers way to experience it again. Enjoy!

Patch notes:
  • Fixed a bunch of typos.
  • Copy's FX no longer covers up the UI.
  • Fixed a deadlock bug in the Force Quit mission.
  • The Hello World port scan now mentions the Vault Node.
  • Buffer now spouts an error when it fails to stop the trace due to insufficient slices.
  • Real-time mode is now available up to and including 'The Trench'.
  • Fixed an issue that got Buzzkill stuck in its animation, not releasing its turn.
  • Fixed an issue where Harpoon or Harpoon++ got stuck and would not release their turn after destroying a piece of ICE.
  • Minor bugfixes
Windows 64-bitEnglish Midnight Protocol (Windows) Depot 1162701
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macOS 64-bitEnglish Midnight Protocol (mac) Depot 1162702
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Linux 64-bitEnglish Midnight Protocol (Linux) Depot 1162703
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