0.5.0 Early Access Major Update is now live!
Rogues! It's time for the first of the major Early Access updates for Rogue Point! This update includes ADS 2.0, new custom campaign modifiers, more performance updates, and all-new weapons to add to your Rogue's arsenal!
Thank you again for all of your feedback and for sticking with us as we continue to update the game in Early Access! It means a lot to us, and your feedback is extremely valuable.
Update Highlights 👍🏻
Aim Down Sights (ADS) 2.0
Overhauled the way the game adjusts the weapon's Field Of View (FOV) while using ADS. This greatly improves the sight picture and usability of all optics.
Network Optimization/Network Drop Fix
We’ve done a massive amount of work to reduce network traffic (from hundreds of thousands of messages to ~60,000 at peak). This will help with slower connections, but more importantly, it should prevent players from getting dropped from parties as the network was too overloaded to make the transition!
Server Browser and Mid Mission Joining
We’ve added a server browser so players can see who is currently playing Rogue Point and join them. This includes changes to default settings to make it easier for players to connect.
The game’s join system was also massively overhauled to allow mid-mission joining. This will allow players to spectate during a mission in progress, then join the fight on the next mission!
Known Issue: The UI or HUD may break when joining a mission. We have most, if not all, of these fixed internally, but they will be part of a future update.
Overhauled Party Management
Changed party management to be a pop-out slider. This not only looks nicer, but is hopefully less confusing for players. We also fixed a bug where parties were getting set to “Unlisted“ unintentionally.
Vastly Improved Performance on Default (DX11)
We enabled the RHI Thread for the default launch option. This improves FPS by 20-80 frames on an RTX 5070 Ti.
Campaign Modifiers
The game now lets you adjust settings and sliders to create a customized campaign. Let us know what settings you like best. We can use some additional feedback to make difficulty presets in the future.
Weapons and Stash Room Updates 💥
4x Combat Scope
In addition to ADS 2.0, players can now unlock the 4x Combat Scope. This has the highest zoom of all optics and is ideal for long-range combat.
Tear Gas Grenades
A grenade that releases irritating gas that can do damage over time. Used primarily for area denial.
Hunter 44
A firearm with real stopping power but limited attachments. Great as a high-powered backup weapon, just be mindful of its reload times.
Thunder Bolt Action Rifle
A bolt-action rifle built for range. As distance increases, damage goes up.
RIOT-12
A distinctive shotgun known for its rugged design and adaptability. This versatile weapon excels in breaching and close-quarters combat, making it ideal when facing Unforeseen Consequences.
RC90
Developed during the Cold War, this is an extremely unorthodox bullpup SMG. Its small size, 50-round horizontal magazine, and exceptional rate of fire are perfect for sustained close-range engagements. Designed specifically to be equipped with armor-piercing rounds, this blends the benefits of a compact SMG and a full-powered rifle.
Proximity Mines
A motion-sensing device that detonates instantly when triggered.
Improved and Expanded Stash Rooms
Stash rooms are now shown on the planning screen, have clearer in-world icons, and can support Armor, Cash, and Weapons (though weapons have not yet been added to the maps)
Artificial Intelligence Updates 🧠
New Enemy Cosmetics
As the mission difficulty progresses, the AI will take on new looks. Soldiers will also increase their armor to help scale the difficulty throughout the campaign.
BOS Hog
Added new attacks, responses, and phases to the boss.
Charge attack
Hook attack
Improved grenade throwing
Damage states per phase
Increase health values
Door Traps
Doors now have a chance to be trapped. Players will have to peek or optiwand doors to know exactly what is on the other side.
New Cosmetics
SAS Outfit
Cowboy Cosmetics
Detailed Patch Notes 🔨
Code and AI 💻
AI
Added new AI combat voice lines
Improved AI’s understanding of nearby combat
Adjusted suppressed vs unsuppressed bullet volume for AI to be more consistent and predictable
Fixed bug where if the player was too close to an enemy, then the bullet would fire in the opposite direction behind them.
Snipers now use Thunder instead of Stone 5.56
Fixed an issue where voice lines would sometimes not play on idle AI
Fixed hosts losing their persistent stats, resulting in incorrect information being displayed on the campaign end screen.
Fixed DLC icons not properly showing sometimes for players
Dampened physic impulse for bullets to better account for new bullet speeds
Fixed resetting the microphone capture to defaults
Fixed multiple crashes caused by rare edge cases
Fixed resetting key bindings to default sets "Ping" to TAB instead of MMB
Fixed deactivated ammo stations that had an interaction prompt in Office Complex
Fixed shared weapons displaying equipped attachment icons in Loadout until weapon is claimed by a teammate
Fixed text chat window covering UI elements in Profile screen
Fixed campaign cover images being stretched
Fix room tone audio not getting started properly at beginning of mission
Improved healing logic if someone dies when you are mid-heal
Design/Art 🎨
Improved Extract Timing
There is now a pre-countdown with voice lines, and then enemies will arrive as the extraction wave starts
This removes awkward pauses in extract combat
Added cover to some extracts for better combat
Optimized menu levels and loadout screen!
While still heavy, these areas should have a much higher frame rate
Optimized smoke particles
Laptop now auto collects on completion of mini game
Multiple glass fixes and clean up of glass actors
Multiple inactive/broken Stash Room fixes
Added “Locked“ state for Medical and Ammo Stations in Extraction Zone
ADS 2.0
Improved Iron Sight art
Multiple animation passes to improve iron sight positioning and recoil animations
Fixed wrong DOF blur in certain cases
Recoil pass on all weapons (hip fire and ADS)
Scaled SOCOM suppressor to not fully block iron sights
Iron sights for SOCOM now glow
Fixed magazine disappearing off-screen at certain FOVs
Fixed unlock bugs for MP7 and GL-06 (thanks to the community for finding these)
Fixing Fusion-V Fire Mode being a 3-round burst instead of a 2-round burst (thanks to community feedback)
Fixes for cosmetic outfit clipping
Fixes for markers not displaying correctly
System improvements to custom objectives
Improved MERX spawners
Improved elevator code
Improved Raid logic to simplify it and fix bugs
Full cover pass on Office for better AI selection of cover
Fixed edge cases in Office where door chocks could not be picked up
Full cover pass on Mall for better AI selection of cover
Full cover pass on Oil Rig for better AI selection of cover
Airport
Changed sunlight to be “Stationary“ instead of “Movable“ to improve performance, but maintain real-time shadows.
Refined LODs, collision, and object draw distance
Added new Raid layouts
Found and removed duplicate meshes
Merged foliage and made it so bullets could pass through them
Improve the planning screen in Airport
Fixes to default collision profiles for better collision accuracy
Fixed Ammo Station collision in Training level
Known Issues
A bunch of small bugs and QOL things we are looking into, but some noticeable ones include:
Players at the Loadout screen occasionally stand on top of one another. We've been trying to figure out what creates this, and have been flummoxed by it.
Occasionally, sounds like countdown timers or music will carry over from mission complete or campaign complete. Investigating.
Sometimes AI will continue to fire at players at mission end. Usually, this is a Heavy during their stand-up animation, but recently we saw it with a soldier at mission fail, so we will look into that.
The AI likes to get stuck at the Control Room Rooftop extraction stairwell. We're not sure what is holding them up, but we are looking at it.
Thank you again for all of your feedback on Rogue Point so far. The team continues to go through it all, and it's proving invaluable to us!
If you'd like to share feedback with us, please visit our feedback page here. Alternatively, you can also leave us feedback in the Rogue Point Steam Discussions.