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"They're working hard on turning that around to regain the trust of the gamers out there, and they have tons of potential and content they're working on. So hopefully they'll succeed with that in the future."

Too late. I deleted this s*** stain after I finished it. There is no recovery.
 
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Update 4 brings a tonne of fixes and improvements, listed out below. "We remain committed to refining MindsEye and enhancing the gameplay experience," said the studio. "Ongoing updates will continue to be shared."

Highlights

PC & Console


  • UI: Added the ability to Skip Cinematics story telling
  • Environment: several improvements have been made to architecture and assets to help improve Memory, CPU and GPU performance
  • Art: general performance improvements: shaders, assets, collisions
  • Gameplay: Aim assist will focus on enemies in vehicle turrets over the driver
Build.MindsEye (Currently PC Only)

  • Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
  • Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
  • Player created content will now be automatically accessible in the new “Player Content” Tile
  • A new Tile for “Curated Content” has been added, that will highlight player created content featured by our Studio

RELEASE SCHEDULE & PLATFORM INFO:

Time: September 5th, 2025 - 10:00 BST / 11:00 CEST / 02:00 PDT

Platforms: PC, PlayStation 5, Xbox Series X|S

Download size and version information:

Steam: 15 GB (Version #: 5302548)

Epic Games Store: 15 GB (Version #: 5302548)

Build A Rocket Boy Launcher: 15 GB (Version #: 5302548)

PlayStation 5: 7.2 GB (Version #: 01.010.00)

Xbox Series X|S: 12.1 GB (Version #: 1.0.25.5859)

MINDSEYE PATCH NOTES

IMPROVEMENTS

Environment


  • Trailer Tanks in Free Roam now explode when shot at
  • Several improvements have been made to architecture and assets to help with performance
  • Improved weather change when player leaves the Factory at the start of Robin Hood Mission
  • Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets
Visual Effects

  • Cutscene VFX performance improvements
  • Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
  • Disabled ambient rubbish to improve performance
NPC

  • Small performance improvement on Robots
  • NPCs that are aiming and in-cover now look more natural
Art

  • General performance improvements: shaders, assets, collisions
UI

  • Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
  • Added the ability to skip cinematics
Audio

  • Audio Optimisation regarding Mass Vehicles
  • Music adjustments throughout MindsEye missions
  • Added Destruction SFX on Glass Bottle Props
Missions

  • Conditional dialogue now triggers with more natural pacing
  • The companion drone torch is now automatically enabled when entering or starting in dark areas
Animation

  • Optimised the ambient and civilian animations
  • Exit/entry animations no longer play for driverless vehicles
Gameplay

  • Aim assist will focus on enemies in vehicle turrets over the driver
BUG FIXES

  • Various Mission flow bug fixes
  • Fixed pixelated reflection in Rocket Transporter window
  • Fixed Industrial vent asset to help with performance
  • Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
  • Fixed ambient animation glitches in Welcome to Redrock City
  • Fixed an issue where camera rotation was lost after cutscenes
  • Several lighting LOD pop issues fixed in cutscenes
  • Fixed a bug where burning vehicles wouldn’t transition to destroyed state
  • Fixed several traversal issues in world where the player may get stuck
  • Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
  • Fixed an issue in Oh Lily! where players could get stuck in Morrison's Silo without a way to get back out
  • Fixed collision on glass roof of Silva Factory
  • Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
  • Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
  • NPCs no longer freeze when interacting with certain objects
  • Weapon Wheel hover SFX is now triggered correctly, without delays
PC only

  • The character Red Sand Male 25 is now available for use in Build.MindsEye
  • Fixed a UI issue where backing out of a submenu in 'Build' caused the second-last selected tile to remain highlighted
  • Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
  • Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
  • Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
  • Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
  • Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
  • [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards.
  • [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer
Console only - PlayStation and Xbox

  • Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox

BUILD.MINDSEYE PATCH NOTES – PC ONLY

IMPROVEMENTS

Publishing UGC Content


  • Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content
Logic Nodes

  • Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
  • Timer Logic Nodes now support decimal places up to .000
  • Custom UI Nodes updated to always be set to “Node Active” = True, by default
Attributes Menu, Catalogue & Versioning

  • Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
  • Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
  • Updated the search functionality in Assets Catalogue to take into account both object name and the tags
  • Added a warning when the player reaches the maximum number of allowed versions when creating new versions
  • Added missing hotkeys to the Controls Panel for Inserting Path Points
Featured Stamps Updates

  • Multiple fixes and QoL improvements to existing set of Featured Stamps
  • Added more Stamps to the Featured Stamps tile
BUG FIXES

  • Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
  • Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
  • New Performance Score applied to AI Spawners as follows:
  • AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
  • Individual AI NPC - Performance Score: 6 / Max Quantity Allowed: 100
  • Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
  • Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
  • Fixed an issue with erratic camera behaviour when using the Group Macro Node
  • Fixed an issue where players were unable to like Stamps with long names
  • Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
  • Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
  • Grid snapping is now enabled on the XY Plane by default
  • Fixed an issue with Destructible Assets not being selectable
  • Fixed issues with Filtering in the Assets Catalogue
  • Fixed various issues with the Vehicle Selection UI Node
  • Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
  • Stamp Attributes now display the correct Thumbnail based on the current Version selected
  • Fixed various issues with spawn-points and spawning in Build.MindsEye
  • Fixed various issues with the Physics Force Node causing objects to disappear
  • Fixed an issue where Foliage Assets were not searchable in the Catalogue
  • Fixed a crash caused when attempting to ungroup a group within a group
  • Fixed a crash caused by undoing creation and deletion of large Stamps
  • Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having "DONOTUSE" in their name
  • Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
  • Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye
 
That’s what I was thinking when I saw the patch notes, the game seems to need major changes rather than just optimization
Based on my play through there isn’t a patch that can fix this.
 
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Open Letter to the Executive Leadership at Build A Rocket Boy - IWGB Game Workers

Employees and ex-employees at Build A Rocket Boy (BARB), together with the Game Workers Branch of the Independent Workers of Great Britain (IWGB), are writing to address the longstanding disrespect and mistreatment of your staff. For years, you have expected them to adapt to your every whim...
www.gameworkers.co.uk
www.gameworkers.co.uk



Open Letter to the Executive Leadership at Build A Rocket Boy​

Employees and ex-employees at Build A Rocket Boy (BARB), together with the Game Workers Branch of the Independent Workers of Great Britain (IWGB), are writing to address the longstanding disrespect and mistreatment of your staff. For years, you have expected them to adapt to your every whim, with those in disagreement being shut down or cast aside. We estimate a UK-majority of 250-300 workers across the company have now lost their livelihoods. These layoffs happened because you repeatedly refused to listen to your workforce's years of experience, resulting in one of the worst video game launches this decade.
Here are just a few of the many issues we have faced under your management:

Lack of transparency and communication. You have consistently failed to effectively communicate with the workers whose expertise the company relies on. Information has been sparse and vague, with you often making radical changes to the way we worked with little or no input from those affected.

Unbearable levels of overtime. In the 4 months leading up to the launch of MindsEye, you implemented a mandatory 8 hours of overtime per week for every single employee. Time Off In Lieu (TOIL) was given at a rate of 7 hours back for every 8 hours worked, but many have still not been able to take this time off due to your continued requests for extra "high-priority" work, even after launch.

Disastrous handling of redundancies. We believe you have consistently mishandled the redundancy process, causing confusion and distress for all staff. Employees have received misinformation, been handed dismissal notices with the wrong notice periods, and been put in the wrong teams so that their performances were scored by the wrong people. These and other errors have potentially resulted in the wrongful dismissal of dozens of staff members.
Click to expand...
These and many other issues, some of which have been made public already, have caused pain and stress for your employees. Our experience at the company has been one of burnout, job insecurity, health issues, and the failure of a game that many of us have put years of our lives into. BARB needs to change. CEOs need to take a backseat and allow the skilled people who remain at the company to forge the path ahead. We demand the following:
  1. A public apology for this mistreatment of employees and proper compensation for laid-off employees;
  2. The option for remaining employees on redundancy notice to either work their notice period or take Payment in Lieu of Notice (PILON);
  3. A concerted, meaningful, and documented effort to improve conditions and processes within the company, including the acknowledgement of the IWGB as a trade union;
  4. A commitment to use official external partners to action any future redundancies and prevent unfair treatment.
Mark Gerhard and Leslie Benzies, you often refer to your employees as "family". But we ask you to consider; is this really how you treat your own?

In solidarity,

93 BARB Employees and Ex-Employees ︱ IWGB Game Workers
 
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"The version of the game that was released did not reflect the experience our community deserved." It insists it'll keep working on MindsEye and eventually deliver "the game we always envisioned".

I mean, that is good. But it seems to be a waste IMO. I feel like the people that bought it, already played it and finished it....and deleted it. Then as far as new customers, I can't see them getting more than "dozens" of new customers. But maybe I am wrong.

Maybe they need to put the game on Game Pass and PS+.
 


Update #5: ARCADIA Highlights

Looking for some fresh content in MindsEye? We’ve highlighted a bunch of ARCADIA missions for you to dive into.

The latest featured missions are now just a click away on the new Launcher Page. Available across PlayStation 5, Xbox Series X|S, and PC. With leaderboards newly introduced for console players, the race to the top is wide open.


Introducing ARCADIA. An ever-expanding world of missions, races, puzzles, and challenges.On PC, Build.ARCADIA unlocks intuitive tools to create and share your own experiences. Design, play, and evolve MindsEye beyond the campaign.

MindsEye - Introducing ARCADIA | 2025
Introducing ARCADIA. An ever-expanding world of missions, races, puzzles, and challenges. Available in MindsEye, powered by ARCADIA. On PC, Build.ARCADIA unl...

Goin’ Haywire – Downtown​

A fast-paced arcade shooter set on Redrock’s lively strip, filled with chaotic Halloween energy. Players choose between two weapons at key moments to gain score or progression boosts while keeping combos high for top scores.

C.A.R.E.less Survival​

It’s Halloween night in Redrock. Vega shuts down the C.A.R.E. system to hunt a witness. As a special agent, protect the VIP and survive using weapons, allies, and scavenged resources. Can you keep them alive until midnight?

Sky Race – Cruise Control​

Introduces a new game mode, a third-person twist on the classic first-person races, using the drone for a wider view of Redrock’s skyline. Race along the city’s rooftops, chase faster times, and climb the global leaderboard.

Race - Turbulence​

Twist and turn through Area S’s figure-eight while dodging runway traffic and blasting jets in this fan-favourite race.
 
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Sounds like another game that launched unpolished, unfinished and buggy. How many times does this need to happen before the industry learned?
The "good old " days of release quick fix later is over, especially with more polished & stable games coming from far east kicking Western dev arses.

It felt like a blast from the past when Carmakers convienced the public that car breaking down is a norm, then the Japanese came along and proved you can make car that barely break down.
 
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Need to go back and try and finish this. It's average but I wanted to finish it. But got to a car chase mission that goes on forever and 1 slip up and it's back to the start of the chase.
 
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Need to go back and try and finish this. It's average but I wanted to finish it. But got to a car chase mission that goes on forever and 1 slip up and it's back to the start of the chase.
Change the difficulty level.