-New night added!
Anomaly corridor night where you have to detect whether if there's an anomaly or not in a new funny stage, introducing new characters (Goppy the Clown, Mannequin) and a new style of gameplay experience!
-The new night will take place as night 2 and current night 2 will be changed into night 3.
-Night 1 adjustments for the difficulty of the level.

Noah G. MagMell is a former human-turned-Revenant who belonged to Mag Mell's Research Institute 100 years in the past. To protect his friend Valentin, who values his strength above all else, he has become a personal bodyguard, taking on dangerous missions without hesitation. Watch the Noah G. MagMell Character Trailer.


Many of you have asked for an official community server, and we’re happy to announce that it’s finally ready!
We’d really appreciate it if you could drop by, hang out, and take part in the discussions.
From now on, you’ll be able to find updates not only for Isekai Mining Defense but also for all of our future games right here.
We look forward to your interest and participation!
https://discord.gg/TZza4nwj4a
Hello Operators!
As we close out the year, we have some exciting news and a clear outline of the next steps in development for Method of Entry. Let's dive into the progress!
Performance & Lighting Deep Dive
Over the last few weeks, our focus has been on deep optimization work across the entire game, specifically around lighting solutions. We aimed to find the perfect balance between performance and visual fidelity—solutions that are both attractive and performant. Testing: We rigorously explored both Lumen (as a global lighting solution) and various iterations of baked lighting. The Winner: Baked Lighting showed extremely promising results, delivering significant performance increases while maintaining high visual fidelity.
The Results You'll See: Dramatically smoother framerates. Faster load times. Far more stable gameplay overall.
We’re incredibly proud of this progress. For the initial demo and general alpha testing, the finish line is now within sight!
Prioritizing Integrity: Transitioning to Dedicated Servers
We have evaluated the performance of our current listen server (P2P) hosting. The data confirms that P2P does not meet the standard for a competitive, low-latency tactical shooter. Inconsistent connections often meant unstable hit registration and inherent host advantages—things that break the competitive integrity of CQC. Therefore, we have decided to make the necessary jump to dedicated servers. This is a major investment, but it guarantees a stable, low-latency, and fair foundation for every match, finally resolving those host-related registration issues!
The Final Major Lift: Preparing for Public Access!
We have confirmed the path forward: the implementation of dedicated server infrastructure is the last major engineering task required before the game is ready for public access. The core gameplay loop is stable and playable right now. Once the server network is established, our focus will shift to final polish: Aesthetic detailing of the maps. Minor gameplay features and general optimization tweaks. While we will always prioritize optimization based on testing feedback, clearing this server hurdle will allow us to finally outline how YOU can get involved in MoE’s testing phase! Special Thanks: To our select pool of testers—your detailed reports and insights have been invaluable to shaping the game's foundation. Thank you for your continued dedication!
— The Team at Attack Dog Studios