MindsEye Update 6 Adds ARCADIA Content via Patch 1.014
Developer Build a Rocket Boy has rolled out Update 6 for MindsEye, and this adds new content for free! Console players will see this as MindsEye update 1.014 (complete version 1.014.000).
Players can expect new ARCADIA content and a bunch of gameplay improvements across the board.
For the complete list of what got added and changed, read on for the patch notes.
MindsEye Update 6 Released on November 28 Adds New ARCADIA Content 
File Size:
- Steam: 10.6 GB (Version #: 5897804)
- Epic Games Store: 10.6 GB (Version #: 5897804)
- PlayStation 5: 22.9 GB (Version #: 01.014.000)
- Xbox Series X|S: TBC GB (Version #: 1.0.25.7874
New ARCADIA content:
- Road to Hell – a stormy highway time trial
- Short Circuiting – a city lap race under attack
- Hunter Killer – an on-rails turret mission
- Fractured Echo – a wave-based survival mode where you play as The Preacher
Improvements
Combat
- Updated Scan input: now activated with L3 + R3 instead of D-pad down.
- Updates made to cover positions – Armed and Unarmed.
- Improved aiming behavior for better accuracy.
- Increased companion drone accuracy and behaviour.
- Drone abilities now have individual cooldowns rather than sharing a single energy source.
- Companion Drone now has up to two charges of the Robot Hack ability.
- The Hack ability has been upgraded and now lets you hack two robotic enemies at once when you have two charges
- Reduced enemy shotgun range so encounters feel more accurate and fair.
- Further adjustments were made to improve ragdoll physics in enemies, making them now more responsive.
- Removed unnecessary weapon reloading in certain situations.
- Added Evade Roll and Shoulder Swap abilities.
- Roll is now mapped to A (Xbox) / X (PlayStation) on the controller.
- Shoulder Swap is now mapped to L3 on the controller while aiming.
- Adjustments made to enable greater upper-body movement during weapon actions. Shooting and reload animations have been updated to appear more impactful.
- Increased ammo drops across the board.
- Improved environmental cover so AI can use it more effectively during combat.
- Refined difficulty tuning for mission-specific firefights such as A Tango with Charlie, The Transponder, Clash of the Egos, and Solar Implant to create more consistent and fair challenges.
- Improved flying drone handling when using mouse and keyboard.
- Weapons are now reloaded after coming out of a cinematic”
Vehicles
- Overhauled flying vehicles to be fully physics-based, improving realism, responsiveness, and overall control.
- Improved vehicle health in missions such as Robin Hood and Lights in the Sky
- Improved system for exiting driver’s seat of a moving car.
- Improving level of detail from a distance for various vehicles.
- Vehicles now correctly cast shadows in bumper cam view.
- Improvements to vehicle interactions.
AI & NPC
- Improved aiming-from-cover animations enemy NPCs
- Improved AI transition when moving from cover to aim stance.
- Improved flinch animations and behavior when AI take hits while aiming from low or high cover.
- Nearby AIs will now respond when the player damages other AI using a vehicle.
- Overhaul of improvements to aiming behavior.
- Simplified behaviours in aggressive drivers.
- Enemies in multiple missions are now smarter and more reactive, spotting threats more quickly and responding more strategically during combat.
- More responsive behaviour from NPCs in the camps, making them interact more with the player. (Armed or unarmed).
- NPCs now coordinate better during combat and patrols, reacting more naturally to sounds, alarms, and player presence.
- Enemies react to robots being hacked.
Missions & Design
- Removed several driving route blockers to create smoother driving paths.
- Added the ability to skip long drives in select missions.
- Improved success condition when reaching 100% in The Mole.
- Reduced the health of Military Trucks in the chase of the End of the World.
- Added the option to continue driving and stop the vehicle freely in Oh Lily!, rather than being forced to stop.
- Added the option to continue driving and stop the vehicle freely in Man Always Burns while using the Robot Loader, rather than being forced to stop.
- In Lamrie’s Secrets, players can now enter any jeep.
- Improvements made to ‘Man Always Burns’ to make it easier for players to deliver the truck.
- Additional improvements and tweaks to tooltips.
- Updated certain prompts with a distinct colour to make them stand out
- Addressed community feedback around automatic activation/deployment of the Drone torch across missions.
- Made the first portal mission optional in The Missing Genius.
- Reduced the difficulty of the CPR minigame in This Means War, with added sound effects for clarity.
- In Meeting Marco Silva: added a GPS line for the first part of the chase and added/moved enemies for a better experience.
- Improved tip tutorials in A New Companion.
- Updates and Improvements to Mission Checkpoints and new spawn points.
- Updates to Dialogue and text.
- Various improvements have been made to missions, including A Strange Happening, Oh Lily!, and The Wrong Move.
- Additional implementations of Skip feature during some journeys.
- Added new checkpoints in key missions, reducing replay frustration after failure.
- Various updates and improvements to Executive Paranoia and Man Always Burns portal missions.
- Removed the turret vehicles that chase the player throughout the missions to reduce frustration.
- Implemented Sky Car Races.
Audio
- Various dialogue improvements and music tweaks.
- Updated all ballistic weapon sound effects to make them feel more impactful.
- Added new sound effects for robots.
- Updates to checkpoints so music starts sooner.
- Improved pedestrian dialogue attenuation.
- Enhanced footstep audio during rain.
- Adjusted character motion audio mix.
- Improvements to pedestrian flee/panic dialogue.
- Adjusted dialogue timings and replaced lines in key missions.
- Updated mission ambience and reduced delay issues in dialogue.
- Added new engine sounds for vehicles.
- Improved combat audio from AI.
- Performance improvements and crash fixes.
- New gameplay tags and countdown sound effects for Arcadia races.
UI/UX
- Improvements to user experience of the Launcher Page.
- Improved weapon pickup icons: ammo on the ground is now clearer, and different ammo types use their relevant icons for easier identification.
- New weapon indicator: newly available weapons now display their own icon on the ground to highlight when there’s a new weapon to pick up.
- ARCADIA text updates.
- Ability to use Pause key when keyboard is connected to PS5.
- Updates on menu inputs for Mouse/Keyboard and Gamepad.
- Improvements to menu and sub-menu navigation.
- Enhancements to icons.
Art & Visuals
- Additional improvements to gore visual effects.
- Updates to the environment to be more interactable and traversable.
- Additionally, removed some parts of the environment that blocked the player’s movement.
- General improvements cover and traversal in combat areas.
- Updated visuals for existing and new content.
- Visual uplift to several existing Arcadia portal missions.
- Improved lighting and colour grading.
- Improved world sky with global illumination and reflection details.
- Enhanced blood visual effects and pools.
- Visually updated mission preview and loading screens.
Cinematics
- General lighting and shadow improvements across cinematics.
- Improvements to factory workers during cinematics.
- Improved levels of detail on character models.
Animations
- Updates to animations relating to player locomotion.
- Improvements on traversing from coming cover and uphill/downhill sprinting animations.
- Walk Speed is now a discrete setting, so it won’t cause slow movements or bent legs.
- Updated Run and Sprint animations.
- Adjustments made to animations to make them behave more responsively to input.
- Updated ragdoll physics on characters.
- Added facial animations for background characters.
- Crouch animation polish.
Performance
- Optimisations for Story Missions.
- Optimisations made to the characters’ body physics.
- Improvement in visual effects on vehicles to improve general performance.
- Road collision and material performance optimisations across multiple levels.
Bug Fixes
Combat
- Resolved collision issues in parts of the environment that previously made it hard for the player to shoot enemies behind cover.
- Fixed an issue where shooting factory workers and robots was not registering any damage.
- Resolved an issue where Carnyx and Claymore were displaying a reserve ammo count after switching from other weapons.
AI & NPC
- Fixed an issue where enemies may not have fired at the player if in very close proximity.
- Fixed an issue where enemies seen at a long range could be seen to be twitching and popping.
- Fixed issues where enemies could be seen spinning.
- Fixed AI dealing damage to the player despite being hidden in cover, or unable to deal damage even though they have a line of fire.
Missions & Design
- Fixed an issue where the weather was displaying inconsistent behaviour in The Transponder.
- Fixed an issue in Industrial Espionage where the zoom in on Conti’s licence plate was too quick.
- Fixed an issue in Solitary Confinement where the Guard Bot was present when loading into the checkpoint, resulting in an unfair mission fail state.
- Fixed an issue in Solitary Confinement where hacking the Guard Robot could result in a mission fail state.
- Fixed checkpoints causing infinite loading screens and improper restarts.
Audio
- Fixed an issue where Morrisons’ dialogue could inaccurately be heard from the Silo exterior.
- Fixed an issue where enemies would announce Jacob had been spotted, even though Jacob had not been discovered while sneaking.
- Various fixes on sound effects – Vehicles, Lenz, DC Drone, and Foley.
UI/UX
- Fixed an issue where pressing X on keyboard would deploy the Companion Drone rather than use the scan ability.
- Fixed an issue where UI elements could appear across ARCADIA loading screens in build mode.
Art & Visuals
- Fixed level of detail and texture issues in main campaign cinematics.
Vehicles
- Fixed an issue where ambient vehicles could stop mid-drive, blocking other traffic.
- Fixed an issue where the hood of a vehicle could become stuck with damage and repeatedly cause looping sound effects.
Animation
- Several fixes were made to animation, where sudden changes in locomotion would cause animations to break.
MindsEye New ARCADIA Content via Update 1.014
New Missions
Road to Hell: A high-speed time trial through the suburbs of Redrock in the Sakura Apex, set against violent geo-storms ripping across the highway. Navigate tight corners, dodge debris, and fight collapsing visibility as you push for the fastest possible run.
Short Circuiting: A lap race through Redrock’s city streets in the Devenor Hurricane as robots lay siege to the city. Navigate sandstorms, hit high-octane jumps, and weave through firefights between humans and machines to secure the best lap time.
Hunter Killer: An on-rails turret shooter where you join the rebel resistance during the robot uprising. Hold your ground on a moving convoy, shredding hostile robots and rescuing civilians along the route to stack up score multipliers and chase leaderboard spots.
Fractured Echo: A wave-based survival mode where you play as The Preacher in a twisted, hallucinatory version of Redrock. Battle increasing waves of gangs and robots, stay alive as long as possible, and replay runs to beat your high score each time.
Bug Fixes
- Added inputs to give the ability to consume ammo and med kits directly from the inventory.
- Fixed bugs and broken logic in Featured Stamps, Races, and Drone Races, and resolved missing assets
- Applied general quality-of-life updates across Featured Stamps, Races, and Drone Races.
- Fixed issues in the ARCs Goin’ Haywire: Downtown, Goin’ Haywire: Airport, and CARE.less Survival.
- Updated the post-game menu and applied general fixes
There’s also a bunch of PC-specific fixes for ARCADIA, which is listed here.
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