MindsEye, 8. Güncellemede Çok Oyunculu Mod ve El Bombası Futbolu Özelliğini Kazanıyor
The poorly received open-world shooter from Build a Rocket Boy, MindsEye, just landed its Update 8, billed by the studio as "one of the biggest yet," and the headline addition is multiplayer, led by a team-based mode called grenade football. Whether that is what the game's tiny audience actually wanted is a very different question, and it says a lot about MindsEye's reset so far. It is a jarring headline for a game that most people stopped talking about months ago.
Despite the name, players do not strap launchers to their feet. Grenade football is essentially Rocket League without the cars: two teams in red or blue jumpsuits run around a pitch and blast a giant ball toward each other's nets, swapping, in the studio's words, "their boots for launchers." Footage of it in action looks basic and rough, as much of post-launch MindsEye does. The ball is far too big to fit in a launcher, so it just vanishes into one when a player scoops it up, which makes it hard to track who has possession. PC Gamer's take was that the developers of Rematch, the actual football game, have little to worry about.
Then there is the matter of finding anyone to play it with. In the 24 hours around the update, MindsEye peaked at 36 concurrent players on Steam, barely enough to fill a match or two. MindsEye is an open-world game with a full campaign, so the sub-40 player count is less about a dead multiplayer scene than a game almost nobody is loading up at all. If grenade football sounds appealing, the practical advice is to try it soon, while there is still anyone around to queue against.
Multiplayer is not the only thing Update 8 brings. It also adds new racing circuits, a batch of social features for players to interact across the game, and, more interesting for anyone who remembers how badly the debut leaves players disappointed, a real pass over the singleplayer. The campaign changes include better enemy physics when explosions hit, difficulty tweaks to several missions, a broad overhaul of AI pathing and behavior, improved vehicle handling, and smoother animation transitions between moving, combat, and interactions. These campaign changes are the most consequential part of the update, since they touch the only piece of MindsEye that could still be salvaged. Aside from Grand Theft Auto 6 looming over the horizon, there are barely any games of this kind being made anymore, so a functional MindsEye campaign is a more useful goal than any amount of multiplayer.
Build a Rocket Boy, for its part, seems set on the opposite path, piling multiplayer and metaverse-style features onto a game most people have already written off. It is a strange kind of persistence, and given everything happening around the studio, it is hard to read as pure devotion to the players.

I want more open-world shooters like this, because almost nobody makes them anymore, so those campaign fixes are the part of this update I care about. Bolting multiplayer onto a game that averages a few dozen players is baffling, though, and grenade football is not going to change that. Mostly, I cannot look past how the studio has treated its own people, from the repeated layoffs to the surveillance allegations to handing testing work to fans.
Because the backdrop here is grim, MindsEye launched to a dismal reception and weak sales, lost IO Interactive as its publisher, and then saw layoffs after the release of a new DLC, the Blacklisted expansion, which landed even worse than the base game. Its latest release was labelled the worst game of 2025, and the Blacklisted expansion, which promised to reveal proof of sabotage, somehow arrived even flatter than the game it was defending. Along the way, executives floated wild conspiracy theories about the game being sabotaged, and former staff alleged that surveillance software had been secretly installed on their work machines, recording them, the union says, even in their own homes.
The most surreal chapter came earlier this month. As reported by Eurogamer, Build a Rocket Boy flew a small group of fans to Edinburgh for an on-site playtest, covering their flights and hotel stays, then held a meet-and-greet, all after cutting more than 400 staff over the past year. The studio's own developers protested outside the event, and the Independent Workers Union of Great Britain joined in. In an open letter against Build A Rocket Boy leadership, the union accused management of trying to buy fan favor while offloading real work onto the fanbase.
"They are handing over work, both paid and unpaid, from the BARB workforce to the BARB fanbase, during a game sector job crisis."
— Independent Workers Union of Great Britain
The union also pointed to a related move: BARB reportedly cut longtime community-team staff and hired a player in their place, with no visible interview process or job posting. As well as buying fan favor with what amounted to prize holidays, the statement said, BARB was pushing testing duties normally done by paid staff onto unpaid fans.
The union is not a bystander here. The IWGB is already in legal action against Build a Rocket Boy over the surveillance claims, alleging the studio recorded people in their homes without consent, and it is separately fighting Rockstar over the 2025 firing of 31 employees. Its involvement pushes the MindsEye story out of "bad game" territory and into a live labor dispute.
Here are complete MindsEye Update 8 (Consoles and PC) patch notes:
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.
None of that has stopped the updates from coming, and MindsEye still sits at a $35 regular price despite everything. Whether Update 8 is a real attempt to salvage the game or just the next strange move from a studio in freefall, it arrives with the same problem it has had all along: almost nobody is there to see it. Update 8 is real work by whoever is left, and the campaign fixes might even land; the tragedy is that they are landing in an empty room. For a genre this thin on new entries, that is a real shame, whatever you make of the people running the show.
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