Changed main menu selection text color to red
Expanded camera zoom out until entire canvas is visible at once
Removed tutorial view button
Corrected diamond count display error
Fixed issue where first placed item filled last slot during consecutive placement
Hey Everyone,
the new version 1.0.7 for the ongoing playtest is now available.
This time It is meant to test the following:
New enemy archetypes
Fast paced gameplay passages
Music selection (Jukebox)
Performance
Color coded enemies
Update Notes Playtest Version 1.0.7::
The jukebox is now available based on a community suggestion.
Added a Jukebox:: " Select a song you want to hear as background music "
Notes (Jukebox):
The jukebox can be found within the "GAME SETTINGS"
To play the selected song in any level, you need to press "SELECTED SONG"
Added a new level (5)
New enemy archetypes (randomized)
Faster paced gameplay
Notes (Level):
This level is available as normal and hard difficulty. But at the moment the hard difficulty only change the amount of health you collect and the challenges.
The enemy count does not change at the moment, this will be updated later after reciving some feedback about the difficulty of the normal mode (it is kinda hard).
The enemies are randomized, so it can be the bigger ones come a little to close.
Also the enemies are color coded. Blue enemies = range weapons, Green enemies = unstoppable & attack can not be interupt, Standard enemies = red glowing eyes (like in the picture above).
Bugfixes:
Bug #2 - (Fixed:: Playtest v. 1.0.7 (2025_11_14) Level end statistic display:: Cursor does not display the standard menu cursor . The correct cursor will now be displayed.
Have fun.
With this release, we are launching VAIL: Extraction into Early Access. It is now FREE TO PLAY, accessible to anyone that downloads VAIL.
This is a very early version of Extraction. Over the coming weeks and months, we will be working hard to keep improving the mode and add lots of features we feel are important (or just fun) for this kind of mode. You can see all of the planned features here:

In this release you can create a loadout with shields, ammo tiers, healing sprays, and more. In the match you can fight off autonomous drones, revive players, and extract with as much loot as possible. Between matches, you can visit the new armory layout where we’ll be working to add lots of features you see in the graphic above.
If you’ve been playing Extraction while it was in Alpha, here’s some recent changes with this release:
Wiped all inventories. Upon the full release, we hope to not have forced wipes. But until then, you can expect rare wipes. Now that we’re in Early Access, we’ll make sure to warn everyone ahead of wipes if/when they occur.
Locked Extraction points: the random extract will be locked for 10 minutes while the Lab extract will be locked for 15 minutes. We’ll add this to the Map UI later, but for now you can see the timer next to the objective marker.
Added more tiers of Nanobot Spray
Added a new mesh for the Elite Backpack
Added a variety of Streamer themed loot items
Added the ability to revive players infinitely — we’ll limit this again in the future in a more elegant way
Added death VFX to Angels
Added descriptions for more items such as sights and ammo.
Fixed other players being able to grab items out of backpacks they’re not holding
Fixed Cloud Safes not persisting after a revive
Fixed kill trace remaining in the world even after a revive
Fixed loot values not appearing correctly in the match summary screen. It now excludes any gear you brought in.
Possible fixes for not remaining on the same team as your party when joining a match
Fixed Extract point alarms not working as intended
If you want to support the development of Extraction, you can get the Seeker Gear or Seeker Character bundle:
In this update we’re introducing a brand new Armory layout. This is redesigned to be a true player home. For now, this is just a visual change. But this will allow us to add home customization, crafting, physical storage, trophies, and much more to come in the near future!
TTK balance adjustments
Added new health icon
Significant matchmaking improvements to make the system more reliable and consistent. We’ve already observed matches remaining fuller for longer!
Added the name of the matchmaking playlist when matchmaking so that party members know what they’re queued up for.
Fixed occasionally being stuck on Recent Players in the social window
Misc. crash fixes
Misc. performance optimizations
AEXLAB
(This game does have Steam Cloud functions, and your save files should still be there and working just fine after this update drops. If your save data becomes corrupted or wiped out, please tell me. This shouldn't happen.)
SPOILER WARNING
You might get spoiled by reading what updates were made, so be warned.

KNOWN PROBLEMS
The only known problem so far is a bug with Fu's "CAPSLOCK" attacks. If Fu leaves and you have a 5th party member, their status effects will be invisible for the remainder of the battle. So far I do not know how to solve this, so please be warned.
ADITIONS

- rXcca (pronounced "recca") is a new recruitable party member, and they also have an achievement!
(this character will always appear at the beginning of the sewers, but is missable, and you can say NO to not add them to your team. on hard mode rXcca will NOT appear at all, though, since hard mode is indeed supposed to be hard. (you can still have them on hard mode with a cheat code)
i initially wanted BBB to be this crazy DPS race where you try to combo off and murder everyone with the maximum possible damage before you die, because that goes really well with the identity of the game.
this is made obvious by the lack of healing items, and to be honest, lack of consumables in general. personally, i think consumables are too boring, since they are generic and it is way more interesting for me to use a character's kit.
but then... i realized that this mindset is too differrent from most JRPG players, and they WILL stop their strategy to try to heal when their health is low. and then get upset because they don't have many healing options. healer characters DO exist (rayray and intel for example), but they are somewhat hidden, and you don't find them early enough to satisfy this frustration.
that's why i'm addying rXcca to the game on this update. i want people to have fun and play in however way they like, regardless of my own tastes. rXcca also solve another problem: ending #05 being the hardest one to get before. but now, by saying NO to rXcca, you get closer to getting it.)
- cheat codes "PORN" and "HENTAI" added. you get a useless item for it
FIXES
- the achiement for recruitting Belladonna specifically at burgerqueen didn't work before
- after being defeated and spoken to, Do Not Steal wouldn't disappear after they were supposed to
- you could see 2 save-chans existing at the same time on screen sometimes. i THINK i fixed all of them
- i made a titlescreen for ending #08 before, but i didnt make it actually show up. now it does
- some tombstones in the graveyard were not interactable
- some books in the librarby were not interactable either
- Melasuda 3rd would remove all your fire before the battle started. that was not intentional
- bella donna's ending #03's penultimate form attacked you FIFTEEN TIMES. now it is just a reasonable 3.
- zellius would stay in your party when melasuda erased/deleted/destroyed every party member
- intel did not get healed by rayray's skills before. (it literally did nothing)
- goiaba could leave your party in the mirror scene, even if you already had her by using a cheat code
- belladonna's "TOXIC LOVE SICKNESS" animation was blue, even tho the attack is yellow
- Urabe's "LIFE CUTTER EX" dealt yellow damage, when it's supposed to be white
- jennyfer's "METRANCA FURIOSA 7" now animates correctly again. the 1,0,3 update had broken it oops
- Austin's cheering petal skill mentioned "AP" instead of "FIRE" (fire used to be AP during development)
- BO's "Endurance" now actually does affect the whole party (it only affected BO)
- intel's "simplescan" (that shows information for every enemy in the game) did not work sometimes
TEXT/WRITING CHANGES
- fixed a few typos in places that i actually wanted the text to be perfect (those moments do indeed exist)
- in the graveyard, one "colorblind" interaction that should require Abel and Rayray to be recruited always played no matter what. it is correctly hidden now
- jennyfer used the word "mongoloid" once, and now that i know what that means, im removing it
- rayray's Kanga Kombo Killer skill had it's name changed to Kanga Roo Kombo
(it had that name because i like mortal old kombat games, but then a streamer mentioned "why is this skill named KKK" and i regretted being alive a little)
GENERAL CHANGES
- there is a new "you suck" game over audio, and it is even stupider now, somehow
- game is loud as heck, man. default volume will be 20% instead of 40% in the settings
- the gimmick of Burger Queen's bosses is more obvious to understand now
- the enemy Ruby now deals 20% less damage
- the enemy Singbot now deals 20% less damage
- the enemy Edgybot now deals 20% less damage
- the enemy sheetz had their health reduced by 33%
- intel's skill icons are clearer
- rayray's skill icons are clearer
GAMEPLAY REBALANCING
- norma's "Stun" now costs 0 fire. (AKA its free)
- rayray's "Drug Injector" now also heals 3HP on top of what it already did before
- ???'s "DOOM" had it's description changed to better explain what it does. also i canged what it does
- toxina's "Poison!" now play their generic enemy animation
- BO's "combo master" now costs 1 less fire
DIFFICULTY CHANGES
- in "medium" and "easy" mode, the health of all enemies will be lowered by 5%
(when testing the game, i made sure that everything is beatable with just the mandatory characters and no item usage, but turns out that even the medium difficulty is hard for many people. because of that, on normal and easy mode, i will be lowering the health of all enemies by 5%. doesnt seem like much, but it goes a long way, mainly with bosses that have hundreds of HP near the end of the game.
hard mode will stay the same, though. hard mode is indeed supposed to be hard.)
100+ songs by TOKYO MACHINE and their label CHOMPO have been added to the Music Library!


Call of Duty®: Black Ops 7 is now live worldwide! Join David Mason and his JSOC team in the mind-bending Co-Op Campaign as they face the return of Raul Menendez while investigating the true motives behind The Guild, a global tech conglomerate promising peace through high-tech security.
Deploy across 18 Multiplayer maps, including new features like the Overclock system and new modes Overload and Skirmish, and squad up for the continuation of Round-Based Zombies taking place in the Dark Aether itself with some help from new incarnations of the original crew.
Get up to speed on the latest Black Ops 7 launch content and more, so that you’re fully equipped to face the epic challenges ahead. Here’s the latest:

The Story So Far and Endgame in Black Ops 7
Weapons Hot: All Weapons and Equipment
Full Progression and Prestige Intel Blast
PC Trailer, Specs, Preloading, and Handheld Systems

Keep our Guides open while you play to explore interactive Tac Maps between matches and get winning strategies for even the toughest battles. For new and returning players, check out our COD 101 guide to get started with the most essential info for the Co-Op Campaign, Multiplayer, and Zombies.
Offering incredible value and a selection of premium Black Ops 7 rewards, the Vault Edition is the preferred choice for those seeking the digital game alongside a wealth of exclusive in-game content. The Black Ops 7 Vault Edition is digital-only, and available for $99.99 U.S. (Suggested Retail Price) or your regional equivalent.
Purchase the Call of Duty: Black Ops 7 Vault Edition and get access to:
· Call of Duty: Black Ops 7 Digital Edition
· BlackCell (One Season): Jump start your journey with BlackCell benefits including access to BlackCell-exclusive content, the current Battle Pass, and 20 Tier Skips.
· Operator Collection: Deploy with Operator Skins for Karma, Harper, T.E.D.D., and Reaper EWR-3.
· Mastercraft Weapon Collection: Flex your Loadout with the Mastercraft Collection, featuring five different Mastercraft weapons.
· Ultra GobbleGum Pack for Zombies: Get the Ultra GobbleGum Pack for Zombies, including 8 GobbleGums of Ultra rarity.
· Permanent Unlock Token: Permanently unlock any Black Ops 7 Loadout or Scorestreak Level Unlock

Zombies Ol’ Tessie Grey T-Shirt
Prepare to roll into battle with the grime-and-gear aesthetic of the classic zeds-buster truck from the Call of Duty Zombies universe. This Ol’ Tessie Fully Equipped Grey Tee is built for fans who want to wear their ride-and-survive attitude on their sleeve. It’s subtle enough to wear daily, detailed enough to show you’re in the know.
· 100% Cotton
· Unisex
· Regular Fit
· Digitally Printed
· Officially Licensed
Zombies Ol’ Tessie Sweatshirt
Gear up in comfort and style with the Ol' Tessie Crewneck Sweatshirt, a must-have for any Call of Duty fan. Made from soft, midweight fabric, this sweatshirt delivers cozy warmth whether you're on a mission, at a gaming marathon, or just showing off your fandom. Featuring a bold graphic of Ol' Tessie across the back with subtle distressed detailing, this crewneck captures that rugged energy. The regular fit and ribbed cuffs and hem ensure all-day comfort while keeping you looking sharp. Perfect for layering or rocking on its own, it's casual and iconic.
· 80% Cotton, 20% Polyester
· Digitally Printed
· Printed Sleeve Details
· Regular Fit
· Officially Licensed
T.E.D.D. White T-Shirt
Step into the wild world of the Call of Duty Zombies lore with this striking T-shirt inspired by the iconic character T.E.D.D. — the bus-driver-turned-legend from the TranZit mode. The front boldly features T.E.D.D. in all his glory printed in crisp contrast against a clean white backdrop, a perfect nod to his unsettling yet unforgettable presence. Whether you’re a veteran of the Zombies mode or just love the rich universe of Call of Duty, the T.E.D.D. White T-Shirt makes a bold statement. Wear the legend.
· 100% Cotton
· Unisex
· Regular Fit
· Digitally Printed
· Officially Licensed
Call of Duty: Black Ops 7 Camo Snapback Hat
Blend stealth and style with this Call of Duty: Black Ops 7 Camo Snapback Hat. Featuring a sleek camouflage design with bold Black Ops 7 detailing, this hat brings tactical flair to your everyday look. The structured crown, curved brim, and adjustable snapback closure ensure a comfortable, customizable fit whether you're in-game or on the move. Perfect for longtime fans and new recruits alike, this hat is a sharp way to rep the Black Ops 7 legacy while keeping your style mission-ready.
· 5 Panel Hat
· Adjustable fit with Snapback Closure
· Embroidered Detailing
· Officially Licensed
Call of Duty: Black Ops 7 Camo 22oz Tumbler
Keep hydrated while staying mission-ready with the Call of Duty: Black Ops 7 Camo 22oz Tumbler.
Stainless Steel
22 oz.
Call of Duty: Black Ops 7 Black Hoodie
Step out of the shadows and into your element with the Call of Duty: Black Ops 7 Hoodie, where comfort meets combat-ready style.
80% Cotton, 20% Polyester, 8.5 oz. Midweight
Jersey lined hood, heavy gauge drawcord with metal eyelets, and 1x1 ribbing at cuffs and waistband
Standard Fit
GobbleGum 12” Replica Dispenser
Step into the undead survival experience with the Call of Duty GobbleGum Replica Dispenser, a must-have collectible for any Zombies fan.
Die-cast metal
12 x 3 x 4 in.
Dispenses gumballs with a two-stage lenticular hatch. Gumballs not included.
Accommodates standard gumballs up to 0.5” in diameter

The Call of Duty Endowment is proud to have collaborated closely with U.S. Army veteran and Purple Heart recipient, SPC Danielle Green, to create the latest Endowment pack.
The Legacy: Tracer Pack includes the following in-game items:
“Ironwill” Operator Skin
“Flawless Fission” M8A1 Marksman Rifle Animated Weapon Blueprint with Tracers
“Focused Fusion” Dravec 45 SMGAnimated Weapon Blueprint with Tracers
“Radiated” Emote
“Circuited Soul” Weapon Charm
“Neural Network” Spray
“Routed Resilience” Weapon Sticker
“Core Computation” Animated Calling Card
“Atomic Autonomy” Animated Emblem
1 Hour Double Level XP Token
1 Hour Double Weapon XP Token
100% of Activision’s net proceeds will be donated to the Call of Duty Endowment. The Call of Duty Endowment provides grants to registered U.K. charities and not-for-profits in the U.S. which place unemployed and underemployed veterans in the U.K. and U.S. into high-quality jobs. By purchasing this pack, you will contribute to the Endowment’s mission.
And once again, USAA has teamed up with Call of Duty Endowment to offer a free Call of Duty Endowment (C.O.D.E.) Legacy: Tracer Pack for Call of Duty: Black Ops 7 and at the launch of Season 01 in Call of Duty: Warzone, to U.S. military service members and veterans. It’s just one of the ways we can say thanks for your service.
Once you click the link for redemption here, you will be redirected to a GovX account sign-in page to claim your pack. While supplies last. Quantities limited. See official rules here.

Stay tuned to the Call of Duty Blog for all your Black Ops 7 intel needs at launch and beyond!
©/TM/®2025 Activision Publishing, Inc.
For more information, please visit
and
https://www.youtube.com/callofduty
, and follow @Activision and @CallofDuty on X, Instagram, and Facebook. For Call of Duty Updates, follow @CODUpdates on X.
Hadarot's development has been stagnant for a while, but it has resumed after taking a breather. These seven months of inactivity have served to figure out how to resume the project, and I will break down the future of development throughout this announcement. It should be noted that the game will not be abandoned again until at least the final version (1.0) is reached.
In this announcement, I will discuss the future of development, my thoughts on the game, and current changes and those planned for the next version, which will be released soon.
One area where Hadarot has always fallen short is its artistic style. From the overall aesthetic to specific elements such as cards and other parts of the game, it was a mixture of things that looked good and others that... not so much. I've been focusing on having drawings with the same style (something more ‘digital’) and making everything look more or less the same quality all these months, and I've managed to make some great changes to the game.
[carousel autoadvance="true"]








[/carousel]As you can see in all the images, now the initial menu, the character selection, and the game screen itself are similar; they all fit together and none of them stand out in a good or bad way. Now I'll show you more screenshots of the game menu and mention the changes.
The third screenshot is of the menu that appears when you enter the game. There is now a life bar, with coins and keys below it, and the card cost limit is also nearby. As a major new feature, the usual map is in the passive box, which, when you press the button above your active box, will switch to the map, allowing you to see it at all times. (4th image). There are more screenshots to see more of the menu. 
Finally, I've made some tweaks to other aesthetic aspects of the game, such as some cards, other menus like those in shops, and other details. However, this update will not only contain purely aesthetic changes; the gameplay will also be changed, although not by much.
The other side of the coin is gameplay. Hadarot was not on the right track in this regard either. Although it has a good number of cards and content, something was missing. Many cards were not being used, some passive cards were not being used either, and the essence I was looking for in the game was not quite working.
I want Hadarot to be a complex game, where you try to fit a strategy with the resources you have, with the combat turns themselves and the decisions to be made in each move also being important.
That's why I spent all this time reviewing and researching the core of the game. Why does this card work? Why doesn't that one? After a long time, I made some discoveries about the fundamentals of the game, and that's why there will be many balance changes in this update.
In addition to some important changes to the game cards, I have added and modified some of the current mechanics. There will now be two special chests that will appear after the final boss choice (the balance), as with the special shops, if you go for Satan you will have God's and vice versa.
The angelic chest will give you a passive ability with a cost close to that of the turn and benefits such as life for your cards, your character, more damage... while the demonic chest will give you 3 passive abilities but... with a downside such as making more enemies appear. Risk and reward.

You'll have all this and much more in a week or two, along with more updates on the game's development and a few more announcements. Stay tuned!
-El 7 de Oro
*NEW* GOVBOT UPDATE
The GovBot is a Transplanetary League construct that serves two purposes:
It’s a sequence of tasks that a group of planetary pioneers can use to establish a township on a new planet, and;
It enables the tools that the government of that new township will need to maintain and grow the planet going forward.
Players may (optionally) become citizens of a specific planet. To do so, go to the GovBot on a planet, access the kiosk and choose to become a citizen there.
If you are already a citizen on another planet, you’ll have to renounce that citizenship first before you can become a citizen elsewhere.
You cannot access any other GovBot functionality until you become a citizen of that planet.
GovBots have levels, and they start at level 1. To move to the next level, the citizens of that planet must rally together to bring resources and Klaatu to the GovBot. Once they Deposit enough materials and currency in the GovBot, the mission will complete and new functionality will be unlocked for the township.
The first goal is to unlock a Missions Kiosk for the planet.
When the first mission is completed, the Mayor will be notified of the community’s success and the next mission will automatically begin.
This is a small fraction of the important information in this update. Please find the rest here:
https://starsreach.com/govbot-update
Today, we reveal our Stars Reach development roadmap. We built something more than just a timeline, but a living page!
You can click on individual cards for more information. Additionally, watch cards move between categories (forward and backward) as development progresses.
We want your feedback, so don’t be shy and let’s hear some typing on those keyboards!
https://starsreach.com/roadmap

MassivelyOP warmly compared Stars Reach’s new government system to the original government system in Star Wars Galaxies. The commenters agreed with the writer on the strong resemblance to the cherished memories of SWG.
They watched the new Servitors video by Stars Reach Lab. They checked out our living roadmap, comparing it to a Trello board, but might not have noticed that one can click on a tile and open it for more details.
They are right. We’re having a great week!
The Lab series continues with a look at The Servitors.
The old ones left their garden of planets in the care of their faithful Servitors. They care for us, for our planets, and all the flora and fauna living on these worlds.
Endlessly polite, they may still schedule you for termination with the right motivation.

Saturday’s Fireside Chat is our 50th Fireside Chat. Dave Georgeson will be joining Carneros to break down the new update and talk about our newly-posted development roadmap.
We currently have three sets of logo merchandise in stock:
The Transplanetary League set
The Stars Reach logo set
The Infinite Worlds set
You can visit the store here: https://starsreach.com/store

HOW YOU CAN HELP
If there is one thing you can do to help us, you can wishlist us on Steam. This makes a difference for the algorithm and also helps on the day we eventually launch on Steam. Thank you for this support.
