The Final Rogue Point Public Playtest is Live!
Rogues! The Final Rogue Point Public Playtest Is Now Live! Play For Free Until Monday, January 19th!
Plus we're excited to announce that Rogue Point will be releasing into Steam Early Access on February 12th! Only four weeks away!
Assemble your squad for the final Rogue Point playtest before we launch into Early Access! This is your last chance to try the game out for free and give us your all important feedback, so don't miss it! This event is open until January 19th!
Played in any of the playtests and want to share your feedback with our team? Complete the in-game survey or head over to our feedback portal.
This weekend's test is free for everyone, and we’d love feedback in a few areas:
💲 Economy Balance - We’ve adjusted the economy to support the campaign's progression. We don’t want players getting top-end guns too early (unless they win them in a Dead Drop), but we also don’t want players to feel the 'good' guns are unobtainable.
💀 Difficulty Balance - We have also improved the difficulty as the campaign progresses to better challenge players. We want the game to be fun and approachable, but also punish you in the later levels if you do not work as a team.
⛓️💥 Critical Gameplay Breakers - For our last playtest, we had JUST switched the levels to a new spawning system, and that test was instrumental in identifying map variations with breakers (for example, out-of-bounds objectives the player could not reach). Thanks to quick reports from the community, we were able to fix almost all of these in real time. This playtest should be significantly improved. Please let us know if you see anything game-breaking so we can fix it before the Early Access release!
A Quick Look At What's New In Playtest 3
⚖️ Full balance pass based on player feedback from previous playtests
💣 New Bomb Defusal Minigame
🧰 New Placeable Ammo Box Item
🛡️ New Medium Armor
💥 Improved Screen Effects for armor break, taking damage and friendly fire
🔧 Performance Improvements
🧠 AI Improvements
🐛 Lots of bug fixes
➕ And much more!
0.3.0 - Playtest 3 Patch Notes
The Big Stuff
Bug Fixes, Quality of Life Changes and Balancing
LOTS of bug fixes based off of the last playtest and internal testing
Fixed bugs and added small features to improve player experience
Balance pass on all aspects of the game (recoil, damage, prices, AI, etc)
Ammo Box
Added an Ammo Box item to the gear store. This can be bought and placed on the ground in mission. Then one operator can refill their primary and secondary ammo with it.
We’ve intentionally removed a lot of ammo from the levels. We want to encourage players to use their secondaries, scavenge weapons during missions, or better plan out their firepower strategy.
Player Combat Feedback
Added Armor Break screen effect and sound when player armor is destroyed during missions. This way players know when they are out of armor and that they will need to buy more at the next loadout screen.
Added Medium Armor
Added screen shakes and impact sounds on taking damage
Added Friendly Fire particle hits so you know when you are damaging friendlies
Added more AI animations, to show when enemies are hurt and taking damage, for a more immersive experience.
Store Updates
Weapons hidden within the Dead Drop system can now be unlocked by completing campaigns. This not only gives players a nice bonus for completing campaigns, but it also demonstrates how other systems like Cosmetics unlock in a very visible way.
'New' Sound Actor
Fixed TangoAudioVolume to fade between room tones. Previously we were using a work-around so that each room could have its own sound and effect, but the work-around did not use the sound system to its full potential.
This fix also allows us to control how audio is sent to the IR reverb depending on distance, important now that we have larger rooms and more distant audio.
This is true for in game audio AND for player VOIP as well
This also fixes the loud sound effects that played on map load
New Tech Red Dot and Attachment Features
We wanted to replace the placeholder Tech Red Dot, but more importantly we wanted to widen the housing for better viewing and firing.
We also added the ability for each optic to have its own zoom level, AND change the speed at which an operator can Aim Down Sights.
Takedown and Bomb Defusal
Remade the Takedown final mission (and accidently introduced a bug to the extract wave spawns).
The mission flow now is to get players to rally at the boss, obtain a 'key' to exit the level, and then do a standard extract.
This should better guide players through the final mission, be more intense with less enemies, and cap off the campaign in a more satisfying way.
We also added a small mini game for defusing the bomb.
This minigame is similar to the Laptop mini game, but the player CAN fail it and accidentally explode the bomb.
Added clearer timers and warnings for Bomb Defusal
Still working to make this mini game as clear as possible (and we are adding it to the training level)
Code Fixes
Greatly improved feel on high-latency clients
New skill system that upgrades skills instead of simply stacking them
Fixed Host operator occasionally bouncing up and down from Clients perspective while in-game
Fixed players losing door interaction if they peak it and clip through the door slightly
Fixed issues with inventory duplicating gear or losing gear
Fixed metal gates losing their collision as they roll up
Re-added reaching animations for all interactions (except doors)
Ladder Polish
Fixed ladder head snapping at the top and bottom of ladder.
The player now always sprints on the ladder
Fixed wrong mission being called, blocking campaign progress
Fixed a memory leak that would cause a crash
AI Improvements
AI now has hurt animations
Fixed MERX phone icons not hovering above their location (and often being rotated through the floor)
Fixed Heavy Striker loadout having Sahara 50 extended mag applied (fixes reload animations on weapon pickup)
Lookouts now use a much shorter throw animation for flashbangs
Fixed a bad bug with doors losing their proper ID, making AI walk into them because they thought they were open or unlocked
Fixed issues with AI rotation
Fixed AI vaulting when they should not
Fixed explosive damage reduction for AI not working
Weapon Fixes
Fixed players being able to use their primary weapon when holding a hostage
Added range and damage fall off for all guns/gun classes
Fixed FOV weapon shader breaking after picking up weapons
Fixed grenades picked up mid-round not having their ammo counts stored between rounds
Fix dropped/backpack Revive Kit model only showing paddles and not Revive Kit body
Fixed bouncy shotguns when dropped by AI
Fixed double doors that could not get shotgun-ed open
Fixed broken windows or invisible gameplay volumes changing weapon aim point
Fixed weapons that could be duplicated by changing their skins
Fixed revived players having different movement and collision on respawn
Fixed attachment/recoil buff/debuffs not persisting on weapon change
UI Additions and Improvements
The game now prevents skills from being shown that you already own (unless that skill upgrades)
Multiple fixes to resolution, primary monitor, and monitor selection in the options screen
Dead Drops
Added notification if players have a free Dead Drop they have not yet used
Cost of Dead Drops increases and saves round to round, but RESETS on the next campaign phase
Adjusted Dead Drops to be balanced in all phases
Changed odds to keep them viable in each phase
Dead Drops can now grant SKINS with weapons
Weapon and Gear buying
Items bought but resold BEFORE going on a mission will get a full refund if the player changes their mind
Items found or used on a mission can be sold for 25% of their value
Multiple passes on weapon prices and Dead Drop items
Polished Loadout UI for better attachment and skin button visibility
Moved the armor icon up on the left side of the Loadout screen for better visibility
Added a warning if players Ready up with no armor equipped
Fixed bugs with Shared Inventory duplicating or disappearing
Added better hit mark feedback to distinguish critical hits vs headshots
Improved Campaign End to differentiate it from the regular Mission End screen and add more emphasis to the event
Fixed “Ready” icon becoming unavailable if you interacted with the Cosmetic menu
Fixed players occasionally spawning in the wrong location in the Loadout screen
Objective rewards are now granted on mission completion and NOT as they are completed during a mission
UI indicator when players use phones to unlock stash rooms on a mission to show they are depleting
New player icons
Made sure weapon charge animations are played AFTER the load screen clears
Move all healing, damage, and screen effects to a single post-process effect
Optimized credits and options menu
Optimized HUD and re-added the HUD bend effect
Audio Improvements
Re-added shell casing sounds hitting the ground
Fixed bug in TangoAudio actor that would prevent proper blending from room to room
This also fixes the loud noise heard at the Planning Screen as the level is loaded
Allows for more control and effect of sounds while on a mission
Re-added Hostage voice lines
Polish to VOIP effects
Animation Improvements
Added relaxed poses for AI to utilize
Fixed multiple animation edge cases with AI surrender animations
Weapon/Recoil animation polish
Fixed bugs with fidget and mag check animations
New flashbang effect (with audio ducking)
Art/Level Design
Multiple fixes for objectives and players able to get out of the playspace (from the last playtest and from internal testing)
Collision and vaulting fixes
Redesigned stash rooms and how they are spawned. This makes resources scarcer and promotes the use of Intel.
Level detailing for smaller spaces and stash rooms
Continued to merge actors and optimize Airport (as well as other levels)
Added more destructible and interactable detail props throughout levels
Added emissive (glowing) textures to iron sights for better readability
Improvements to player direction in levels
Fixed issues with doors and other objects generating AI cover when they should not
New Skill icons art
Known Issues
Bomb Defusal - The bomb defusal mini game could use more clarity and polish. Note, we are adding multiple objectives to the training mission in the next update to help with this as well.
Team Healing - It can sometimes be hard to heal a teammate. We have to look into what is blocking the “trace” from you to the other player (might be heavy armor or some type of gear getting in the way).
Takedown Mission - We’ve been doing A LOT of ground work to improve the foundation of the final Takedown mission. We’ll continue to refine the last mission for Early access and beyond.
Lots of other smaller bugs and quality of life fixes we are working on, like this AMAZING FOV shader bug:
AMAZING FOV shader bug