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.

Next
Next

PATCH v0.4.3 now live!