Hotfix Patch Notes: August 14, 2026

  • Implemented new team killing warnings with a punishment system in place to prevent team kills.
    • Indicators in place (shown above) and a kick system will deploy.
  • Small QoL to reticles to identify a teammate inside a zoomed-in reticle.
  • Improved cockpit's message horizontal alignment.
  • Fixed a bug where players could start others' matches by starting the last training mission.
  • Added a small rumble feedback whenever you grab the cockpit controls and the middle lever.
  • Implemented bHaptics improvements and new sensorial events.
  • Updated telemetry feedback.

In addition to this, we've submitted Iron Rebellion for Steam Frame verification.

...now we get back to PvE full-swing. More updates coming soon!

u/IronRebellionDev — 3 days ago
▲ 20 r/Quest3+2 crossposts

Iron Rebellion Horizon+ Feature: Feedback

For those who snagged Iron Rebellion this month through the Horizon+ program, we'd love to hear what you think. We're working on optimizing the player experience and have weekly playtests in our official Discord on Fridays at 5:30 PM EST.

Feel free to drop a line here or jump over to our Discord.

We've been grateful to see all of the new players coming over and our community has loved training new pilots.

u/IronRebellionDev — 13 days ago

Iron Rebellion is a featured game for Horizon+ in Aug - AMA

Hi!
We're the devs for Iron Rebellion, this month's featured game on Horizon+. We've seen an amazing turnout of new players in the game from Meta and (1) we'd like to thank you for your support, and (2) we'd like to open up a space for questions, troubleshooting, etc.

Feel free to shoot over anything here throughout the month and we'll be sure to get back to you.

We look forward to seeing you in the game.

Cheers!

reddit.com
u/IronRebellionDev — 16 days ago

SIM Gaming Expo - Chicago

Hey everyone!

We're 45 days out from the SIM Expo in Chicago (Sept 18-20) and wanted to remind everyone that we'll be there. This will be the first on-site appearance of our team at an event and we'd love to see some community members there!

We won't just be showing the game, we'll be unveiling Iron Rebellion on a DOF Reality H4 unit - a project that we've been working on behind the scenes for months. No longer will you have to imagine what it feels like for a mech to boot up with you in it or what it feels like to explode on the battlefield. This will be the most immersive experience of the game to ever exist - and we are hoping it will be a permanent partnership.

If you're interested in going, please let us know. We want our community to have first dibs on signups in the unit.

Anyone in the community is also eligible for a ticket discount for the Expo with the code SGE15

Looking forward to seeing you there!

u/IronRebellionDev — 16 days ago

August 2026 | PvE Development Update

"Faction Wars is turning out to be bigger and more exciting than I anticipated." – GamerTag

PvE Development

Development on PvE and Faction Wars continues to move forward as we begin connecting individual missions to the larger gameplay systems behind the universe.

This month, much of that work has focused on prototyping how resources, territory, and progression could interact across the galactic map. The goal is to create a system where winning or losing a battle has meaning beyond a single match, contributing instead to the larger success of your Faction.

Continue reading here.

u/IronRebellionDev — 23 days ago
▲ 37 r/IronRebellion+1 crossposts

Observer Update

For the first time, you don't have to be sitting inside a cockpit to be part of the fight.

The Observer Update introduces a brand-new spectator mode, allowing players to join live matches as dedicated observers with a free-fly camera and spectator-specific controls. Whether you're introducing a friend to the game, capturing cinematic footage, hosting community events, or simply watching the battle unfold, Iron Rebellion can now be experienced from a human scale and closeup - something players have never seen before. 

But this update is about more than spectating.

We've continued refining the systems that give each player more tools to make more strategic and intelligent decisions on the battlefield, leaning deeper into the sim-style immersive experience the game is intended to be. From a completely rebuilt minimap intelligence system to gameplay optimization, every battle feels smoother than ever.

Here's what's new:

Spectator Mode

New spectator-aware HUD, controls guide, and matchover handling designed specifically for observers.

  • Hosts can choose whether spectators are allowed before each match.
  • Any server that allows spectating can be joined via “SPECTATE” button in the lobby.
  • Free-fly camera with adjustable comfort vignette.

Minimap Intelligence System

The minimap has been completely rebuilt into a true battlefield intelligence system, giving pilots the tactical information they need without sacrificing the importance of communication and situational awareness.

  • New minimap rendering with proper height shading, built for every map.
  • Cleaner boot-up animation and refreshed marker visuals.

Live, color-coded battlefield intel now appears on the screen. 

Here’s how it works: 

  • Teammates and friendly turrets are always visible to your team.
  • Conquest points tint red/blue (depending on your team) with live capture ownership, matching the in-game UI.
  • Pings show as green markers for your team. 
  • Enemy mechs and turrets don't appear on the map automatically. Ping them to reveal them in red. (Tip: In FFA and Gun Game, everyone counts as hostile.)
  • Artillery impact zones show as rings on the map, but only for shells fired by you or your teammates. Enemy artillery stays hidden.
  • Repair pickups now show as green pills.

Performance & Stability

  • Major optimization passes on weapon tracers and smoke trails. Heavy firefights now run smoother with far less stutter.
  • Reduced hitches when mechs and bots spawn.
  • Fixed a networking leak that could disconnect players joining long-running matches.
  • Smoother movement for other players' mechs between network updates.
  • Dozens of smaller CPU and memory optimizations across UI, AI, and networking.

Gameplay Improvements & Fixes

We've continued polishing combat and match flow across the board.

  • Uplink now ends Rush-style: Armed objectives play out before the match concludes.
  • Bullets now check their full flight path every frame: Fast-moving targets can no longer slip between hits, and QRTZ rockets no longer fizzle as duds.
  • Weapon feel polish: Tracer visuals matched to true projectile speed.
  • Reinforcer's external repair drones are visible and working for all players again.
  • Fixed respawn counters in limited-life modes and kill credit edge cases.
  • If a host connection breaks, everyone now returns to the lobby cleanly instead of hanging.

Every update brings Iron Rebellion closer to the experience we've been building toward since day one. Observer is another important milestone, not just because it introduces a new way to watch the battlefield, but because it strengthens the systems that make every match more immersive.

To celebrate the launch of the Observer Update, Iron Rebellion will be 40% off from July 23–30th on Steam and Meta. Our largest discount ever.

u/IronRebellionDev — 28 days ago
▲ 501 r/VRGaming+2 crossposts

Germans crashed our game?

Found the wackiest bug after a wild goose chase. Sharing here to spare others!

u/IronRebellionDev — 1 month ago
▲ 14 r/MetaQuestVR+1 crossposts

Mech game rebranding, need help.

Our team is doing an overhaul on some of our marketing elements and is really trying to get to the basics of "what do people want in a VR mech game".

I thought coming to this community might give us some interesting answers. No answers are wrong. What comes to mind when you think about VR games? Mech games? What elements are you looking for?

All suggestions are helpful!
Thanks in advance.

reddit.com
u/IronRebellionDev — 2 months ago
▲ 9 r/steamdeals+2 crossposts

[Paid] Growth Systems Developer (Contract)

Black Beach Studio is seeking a Growth Systems Developer to drive platform expansion, monetization initiatives, and community-driven growth for Iron Rebellion, a VR mech combat game available on Steam and Meta. This is a hands-on role focused on building systems and initiatives that increase player engagement, retention, and revenue.

This role prioritizes revenue-generating systems and platform expansion over core gameplay or engine development. Work spans Unity development, Steam ecosystem deployment, VR platform integration, DLC production, and community-driven content systems.

This role is initially structured as a temporary contract position with the potential to transition into a full-time role based on performance and project outcomes. Success in this role is measured by successful platform launches, DLC revenue performance, and measurable increases in player engagement and retention.

Core Responsibilities

  • Supporting platform expansion initiatives such as PSVR2, Pico, flat-screen migration, telemetry, haptic integration, and additional storefront opportunities.
  • Developing and implementing monetization-focused content, including DLC packs, cosmetics, and customization systems.
  • Building scalable player engagement systems through community tools such as Steam Workshop, Mod.io integration, and mission editing support.
  • Identifying and executing growth opportunities that improve retention, engagement, and revenue.

The Growth Systems Producer will work closely with studio leadership and have direct input into platform priorities, monetization initiatives, and growth strategy.

The ideal candidate:

  • Is highly adaptable
  • Can work independently
  • Thinks entrepreneurially
  • Understands balancing player trust with monetization
  • Enjoys experimentation and iteration
  • Understands the realities of indie game development
  • Is excited about mech combat games and community-driven experiences

Qualifications

Preferred Experience

  • Understanding of VR ecosystem and platform deployment
  • Experience in Unity
  • Experience in Photon PUN peer-to-peer
  • Experience building mods, publishing DLC, live-service content and porting
  • Understanding of player retention and monetization systems
  • Familiarity with community-driven development
  • Ability to manage multiple growth initiatives simultaneously

Strong Bonus Skills

  • Discord and Steam community management
  • Experience with cosmetic monetization systems
  • Go to market strategies

Employment Details

  • Initial term: 6 months
  • Contract > full-time potential
  • Remote: EST time-zone preferred
  • Preferred start date: As soon as possible

Compensation: $30,000 USD for 6-month contract (with potential for extension based on performance and impact).

To apply, please submit your resume, portfolio, shipped projects, modding work, or other relevant experience demonstrating your ability to build and ship game systems, to alyssa@iron-rebellion.com with the subject line “Growth Systems Developer”. 

Black Beach Studio is an independent game development studio focused on creating immersive multiplayer experiences. Our flagship title, Iron Rebellion, is a VR mech combat game available on Steam and Meta, with ongoing expansion planned across new platforms and content initiatives.

u/IronRebellionDev — 28 days ago

We're hiring!

Black Beach Studio is seeking a Growth Systems Developer to drive platform expansion, monetization initiatives, and community-driven growth for Iron Rebellion, a VR mech combat game available on Steam and Meta. This is a hands-on role focused on building systems and initiatives that increase player engagement, retention, and revenue.

This role prioritizes revenue-generating systems and platform expansion over core gameplay or engine development. Work spans Unity development, Steam ecosystem deployment, VR platform integration, DLC production, and community-driven content systems.

This role is initially structured as a temporary contract position with the potential to transition into a full-time role based on performance and project outcomes. Success in this role is measured by successful platform launches, DLC revenue performance, and measurable increases in player engagement and retention.

Learn more here:
https://www.workwithindies.com/careers/black-beach-studio-growth-systems-developer

u/IronRebellionDev — 2 months ago

Which vehicle would you most want to learn to pilot in VR?

We’re looking into which vehicles are most interesting to learn how to operate in VR and would love feedback.

Here are some example options:
Fighter jets
Naval ships
Helicopters
Mechs
Tanks
Submarine
Etc

Or, is the vessel not really as important as the experience?

reddit.com
u/IronRebellionDev — 2 months ago

How did you discover Iron Rebellion?

  • YouTube
  • Creator/Streamer (not on YouTube)
  • Facebook
  • Reddit
  • Meta Store
  • Steam Store
  • VTOL Bundle
  • Friend
  • Other (please specify)
reddit.com
u/IronRebellionDev — 2 months ago