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Iron Rebellion News

Hotfix for blackscreen issue

[p] Hotfix for backscreen issue when two players are spawning on reinforcer mech at[/p]

Bug fix

[p]1/9/2026[/p][h2]Bug Fixes & tweaks[/h2][h3]Gameplay & Balance[/h3]
  • [p]Fixed black screen issues when joining matches that could cause the host to black screen and break the match for other players[/p]
  • [p]Fixed team balancing incorrectly placing players on the same team after exiting FFA or Gun Game matches[/p]
[h3]Spawning & Movement[/h3]
  • [p]Reworked reinforcer heavy spawning logic to significantly reduce cockpit jitter, spinning, and unstable spawn behavior[/p]

Bug fixes and balancing changes:

[h2]Bug Fixes & Balancing Changes[/h2][h3]Gameplay & Balance[/h3]
  • [p]Cloaked mechs can no longer be pinged while cloaked[/p]
  • [p]Cloaked mechs now dispel any existing pings when activating cloak[/p]
  • [p]EMP no longer destroys turrets — turrets are disabled for 5 seconds instead[/p]
  • [p]EMP targets now gain a 15-second EMP immunity cooldown after being hit[/p]
  • [p]Turrets are now correctly peaceable while inside shields again[/p]
  • [p]Scanners can no longer be placed inside buildings[/p]
[h3]AI & Systems[/h3]
  • [p]Fixed AI not firing at turrets[/p]
  • [p]Fixed custom slot count algorithm across all game modes[/p]
  • [p]Improved and optimized reconnection logic to reduce disconnect issues[/p]
[h3]Weapons & Equipment[/h3]
  • [p]Fixed reticle style in Gun Game when artillery was equipped prior to match start[/p]
  • [p]Fixed smoke launcher textures on Quest[/p]
[h3]Visuals & Rendering[/h3]
  • [p]Fixed cloaked mechs not appearing cloaked to other players[/p]
  • [p]Possible fix for dynamic objects rendering black in matches (cockpits & other mechs)[/p]
  • [p]Fixed visual issues with Spitfires incorrectly using cockpit reflection probes near players[/p]
  • [p]Fixed mech tilting stutter, especially noticeable on heavy mechs over uneven terrain[/p]
[h3]Community[/h3]
  • [p]Added new IRON CORE Community clan flags[/p]

Small patch

[p]1/9/2026[/p]
  • [p]Fixed lobby player sorting breaking when exiting single team gamemodes [/p]
  • [p]Turrets that fall below the map now get destroyed [/p]
  • [p]Added more checks for turret placement in order to prevent turret placement within buildings or overlapping turrets [/p]
  • [p]Added missing FFA and Gun Game mission briefs [/p]
  • [p]Fixed extraction laser flickering in tutorial [/p]
  • [p]Fixing tutorial uplink "win" condition [/p]
  • [p]Improved AI navigation in Abandoned sector
    [/p][p]Oh and Happy new years![/p]

Foundations Update

[p]12/19/2025

AI/PVE
The update also includes a complete AI systems overhaul to serve as the foundation for Iron Rebellion’s expanding PvE direction. With new behavior profiles, adaptive threat response, and moment-to-moment context awareness, AI units now support more reactive, varied, and engaging encounters across every existing mode and all future cooperative experiences.

Game Modes[/p][p]Two new gameplay modes, Death Match and Gun Game, introduce more accessible and low-pressure ways to play. While team-based PvP remains central to Iron Rebellion, these modes open the door to a much broader range of gameplay styles.

Networking[/p][p]Supporting all of this is a full networking rewrite, separating the backend from its previous team-dependent structure. This gives the studio the technical room it needs to grow, experiment, and introduce new game types in upcoming releases. Keep an eye our for news on this ;)
Abandoned Sector 9
Originally crafted by Discord member Kforce, this map quickly earned strong feedback and heavy playtime. Our lead artist loved it as well giving it a massive upgrade and transforming it into the highest-fidelity environment we’ve ever produced setting the standard for all worlds to come.
Once a dense high-rise metropolis west of the YIN WAN district, this sector took the brunt of the Western Tide Wall’s collapse during the 2044 shelling. Now a fractured piece of a megacity still in conflict, the zone is filled with passageways, flooded alleys, and the remnants of towering overpasses that once carried constant traffic.

AI [/p]
  • [p]AI received largest update since our demo days.[/p]
  • [p]Now supports all classes[/p]
  • [p]New personality and priority systems to drive AI actions within matches[/p]
  • [p]Plays all objectives across all gamemodes[/p]
  • [p]Navigates all terrains significantly better, jumps, takes shortcuts and more[/p]
  • [p]Gets blinded by smoke[/p]
[p]Gun Game & Deathmatch [/p]
  • [p]2 new game modes: Deathmatch and Gun Game supported in all official maps[/p]
  • [p]Gun game: Advance your loadout by killing enemies. Mech class is randomly picked for the match.[/p]
  • [p]Deathmatch: Timed free for all styled match.[/p]
  • [p]Both of these give new players options to practice and learn the ropes without any pressure from teams And an equalized environment for veterans to have casual fun.[/p]
[p]Misc & Fixes: [/p]
  • [p]Tutorial improvements such as text subtitles and added uplink stage to the tutorial, now prior to getting extracted you’ll need to activate a relay tower.[/p]
  • [p]Implemented new debug console, for internal use as well as reading any errors players encounter[/p]
  • [p]Fixed guardian heavy acting as a spawn point and not indicating mass[/p]
  • [p]Hand touch interaction improvements to avoid double clicking GUI.[/p]
  • [p]Fixed 8v8 Uplink spawn points in all official maps[/p]
  • [p]Made Reinforcer spawned ammo no longer respawn[/p]
  • [p]Nudged some cockpit top GUI down[/p]
  • [p]Overall optimization improvements[/p]
  • [p]Improved interaction lever UI, better SFX[/p]
  • [p]Implemented AI prefab and component optimizations[/p]
  • [p]Removed datacap gamemode due to multiple complaints, bugs and inherent balancing issues[/p]
  • [p]A ton of internal under the hood prep work for the next update[/p]