v0.5.0

BREACH.MMO v0.5.0 — Economy, DNS Poisoning, and Smarter Bots

BREACH has been accumulating complete, tested subsystems that were wired up in tests but never instantiated in production. v0.5.0 closes that gap: five systems that existed only on paper are now running in every match.

The economy now ticks

The ExchangeEngine, HotMoneyManager, and WalletManager were fully implemented and covered by tests — but the production match loop passed undefined where the economy handler was supposed to go. That's fixed. Credits and compute units now update on every match phase tick, not just when you directly earn or spend them. If you've been wondering why your resource pool felt static during quiet match periods, this is why.

DNS Poisoning is a real exploit now

DNS Poisoning (CEH Domain 2 — Network Attack Vectors) goes through its full lifecycle in v0.5.0. When a red team player triggers the exploit, a status effect applies to the target: their match UI begins to glitch — panels flicker, position data drifts, terminal responses corrupt. The only cure is running flush-dns in the terminal. Blue team gets a WS broadcast event when the effect applies or resolves, so defenders can see it happening in their detection feed. The status effect system is general-purpose — it's the same infrastructure that will carry future exploit effects.

Disconnect and come back

When you disconnect from an active match, BREACH now queues every WS delta your client missed in Redis. When you reconnect within the session window, the queue replays in order before resuming live updates. Previously, rejoining after a disconnect gave you a full match snapshot but dropped all intervening events — you'd rejoin and have no idea what happened while you were gone. Now you see it all.

ElevenLabs SFX is live

The 13-prompt SFX catalog (sirens, helicopter rotors, police radio chatter) was specified and had a generation stub that did nothing. v0.5.0 wires the ElevenLabs API client, generates the SFX set on first run, caches to disk, and binds playback to pursuit engine state transitions. Getting arrested now sounds like getting arrested.

PvE bots make actual decisions

The PvE match manager was passing {} as any for both the StrategyController and the CU Redis client — meaning bots were using empty stubs for both their decision-making and their budget tracking. v0.5.0 wires the real implementations. Attacker bots now evaluate exploit nodes and pick targets based on match state. Defender bots route toward vulnerable services. Every LLM call deducts from the bot's Compute Unit budget, and the circuit breaker fires if a bot runs out mid-match. This is the foundation for the full bot intelligence roadmap in v0.6.0.

Play at play.multiversestudios.xyz/breach/ — no account required.