Latest Playtest Feedback
A few notes after playing almost 3 hours of the playtest. It’s a fun game, had a blast, but the performance is pretty bad. It was rare to go above 60 FPS, tending to hover around 40-50ish FPS, with dips as low as 15 FPS. This was on a system with an AMD Threadripper 2950x and a AMD Radeon RX 9070 XT. Granted, I was running the game via Proton on Bazzite 43. My only other real complaint was that voice chat seems to be voice activation by default. I’d suggest a popup on boot asking what the user would prefer, as playing via Discord meant having to go through each player in the group and muting them individually, while also making sure you’ve muted yourself. I’d personally advocate for making the default Push to Talk.

Sabrina 18 days ago
Feedback
Latest Playtest Feedback
A few notes after playing almost 3 hours of the playtest. It’s a fun game, had a blast, but the performance is pretty bad. It was rare to go above 60 FPS, tending to hover around 40-50ish FPS, with dips as low as 15 FPS. This was on a system with an AMD Threadripper 2950x and a AMD Radeon RX 9070 XT. Granted, I was running the game via Proton on Bazzite 43. My only other real complaint was that voice chat seems to be voice activation by default. I’d suggest a popup on boot asking what the user would prefer, as playing via Discord meant having to go through each player in the group and muting them individually, while also making sure you’ve muted yourself. I’d personally advocate for making the default Push to Talk.

Sabrina 18 days ago
Feedback
Feedback play test 3
Hey team, Seeing the team in different Twitch chat’s was awesome and very insightful. I’ve heard and learned a bit more about the state of AI and how it’s going to take time. I’m still bringing it up. Three words came to me and I believe them to be the current pillars of focus, alongside bugs and whatnot. Consistency, predictability and moderation. - AI (in)consistency - Kicking down a door or breaking glass with little to no response, get half of the map to rush you after engaging with just one enemy and getting picked off with snapshot precision from across the map because they know exactly where you are. Then when I start expecting this kind of behaviour I breach into a room with dormant enemies. While I did learn that enemies radio each other their behaviour needs to become more consistent. Thinking of the enemies in the Halo games and how they all have their own specific behaviour makes them more predictable for the player with time yet there’s room for surprise. I’m not saying this is a great 1 to 1 example to implement because that type of AI would perhaps be too different. This needs to improve as that gap is too wide. This also makes rating difficulty right now quite challenging. What makes some sit dormant? Is there communication not happening or being stopped? Are squads having trouble communicating with individuals from other squads that are closer to the player at that time? There is too much 0 to 100 (behaviour) across a full campaign and too little 40 - 60 if that makes sense. Now a bit of 0 - 100 would be great during the boss fight and is already happening during wave missions when the smokes pop. Surprise becomes easier if the baseline is more steady and consistent. - Campaign - Solo is extremely challenging and borderline unfair once you trigger the right (wrong?) enemy or group. But it’s been a blast trying and does bring out that slower tactical feel. With more consistent behaviour and different types of enemy waves for a solo session this could become incredibly fun while remaining challenging. 2-man coop felt the most fun and tactical so far and kept it’s challenge while remaining to be doable with the right effort. 4-man coop is a different beast and of course depends on your group. I found 4-man sessions to become boring really fast during this play-test and that’s fine for now. Everyone is getting used to the game. Right now it’s too easy for a 4-man group to throw bodies at whatever situation is in front of you. I don’t know what the plan could be. It needs to be more difficult in my opinion while staying fun and that’s not an easy task. So while every run or map does feel different I don’t think it’s for the right reason consistently. Yet. - Interactions - Interactions with use-able items / objects can be incredibly clunky. With doors you have to look at a certain angle / re-position, picking up a med-kit from the wall not responding well. Same for reviving teammates. Sometimes ‘it just works’ but I found that when you’re in the middle of chaos and spam keys / inputs a lot of the time it doesn’t work. This might’ve been partly me but this should become a more snappy and instant experience. Please consider these adjustments / features: Separate audio channels for enemies, raven actual and player replies because that was driving me nuts this weekend. Combine with toggle? This gets crazy when you’re on discord with 4 folks and player comms reply to one another constantly. Moderation is key on this one. Separate row for inventory or clear blue line or whatever else but not in the same row as the shop. Pop-out with blue outline? Please adjust solo session by not spawning defibs but rather med-kits or potentially recharge 1 bar of armor or similarly useful. Later game smoke pop wave spawns to not spawn on top of players (although the chaos can be fun) because this is one of those 0 - 100 moments and can potentially ruin a run. Or build up to it more throughout a campaign. Weapon inventory access from the main menu Change your look during the loadout screen with a pop-out preset menu or just a 1,2,3. And for goodness sake lower the VOLUME of: The team17 splash screen on startup The mission loading screen that has the obnoxiously loud click at the start of loading Wishing you a safe and fortunate journey towards early access! You’ve got a banger on your hands. Much love <3</p>

shapelessdnb 18 days ago
Feedback
Feedback play test 3
Hey team, Seeing the team in different Twitch chat’s was awesome and very insightful. I’ve heard and learned a bit more about the state of AI and how it’s going to take time. I’m still bringing it up. Three words came to me and I believe them to be the current pillars of focus, alongside bugs and whatnot. Consistency, predictability and moderation. - AI (in)consistency - Kicking down a door or breaking glass with little to no response, get half of the map to rush you after engaging with just one enemy and getting picked off with snapshot precision from across the map because they know exactly where you are. Then when I start expecting this kind of behaviour I breach into a room with dormant enemies. While I did learn that enemies radio each other their behaviour needs to become more consistent. Thinking of the enemies in the Halo games and how they all have their own specific behaviour makes them more predictable for the player with time yet there’s room for surprise. I’m not saying this is a great 1 to 1 example to implement because that type of AI would perhaps be too different. This needs to improve as that gap is too wide. This also makes rating difficulty right now quite challenging. What makes some sit dormant? Is there communication not happening or being stopped? Are squads having trouble communicating with individuals from other squads that are closer to the player at that time? There is too much 0 to 100 (behaviour) across a full campaign and too little 40 - 60 if that makes sense. Now a bit of 0 - 100 would be great during the boss fight and is already happening during wave missions when the smokes pop. Surprise becomes easier if the baseline is more steady and consistent. - Campaign - Solo is extremely challenging and borderline unfair once you trigger the right (wrong?) enemy or group. But it’s been a blast trying and does bring out that slower tactical feel. With more consistent behaviour and different types of enemy waves for a solo session this could become incredibly fun while remaining challenging. 2-man coop felt the most fun and tactical so far and kept it’s challenge while remaining to be doable with the right effort. 4-man coop is a different beast and of course depends on your group. I found 4-man sessions to become boring really fast during this play-test and that’s fine for now. Everyone is getting used to the game. Right now it’s too easy for a 4-man group to throw bodies at whatever situation is in front of you. I don’t know what the plan could be. It needs to be more difficult in my opinion while staying fun and that’s not an easy task. So while every run or map does feel different I don’t think it’s for the right reason consistently. Yet. - Interactions - Interactions with use-able items / objects can be incredibly clunky. With doors you have to look at a certain angle / re-position, picking up a med-kit from the wall not responding well. Same for reviving teammates. Sometimes ‘it just works’ but I found that when you’re in the middle of chaos and spam keys / inputs a lot of the time it doesn’t work. This might’ve been partly me but this should become a more snappy and instant experience. Please consider these adjustments / features: Separate audio channels for enemies, raven actual and player replies because that was driving me nuts this weekend. Combine with toggle? This gets crazy when you’re on discord with 4 folks and player comms reply to one another constantly. Moderation is key on this one. Separate row for inventory or clear blue line or whatever else but not in the same row as the shop. Pop-out with blue outline? Please adjust solo session by not spawning defibs but rather med-kits or potentially recharge 1 bar of armor or similarly useful. Later game smoke pop wave spawns to not spawn on top of players (although the chaos can be fun) because this is one of those 0 - 100 moments and can potentially ruin a run. Or build up to it more throughout a campaign. Weapon inventory access from the main menu Change your look during the loadout screen with a pop-out preset menu or just a 1,2,3. And for goodness sake lower the VOLUME of: The team17 splash screen on startup The mission loading screen that has the obnoxiously loud click at the start of loading Wishing you a safe and fortunate journey towards early access! You’ve got a banger on your hands. Much love <3</p>

shapelessdnb 18 days ago
Feedback
List of bugs I found during the playtest
1) Not a hard one to replicate, ADSing and shooting while the reload animation is playing, mainly an issue with shotguns since they load 1 shell at a time. The gun model does some very funky stuff that it really not meant to do, like going vertical and/or covering your entire screen. 2) Grabbing a medkit through a wall on the oil rig. On the main floor of the rig there’s a stash in a small grey building (or shipping container, can’t remember) that spawns a medkit, simply put you can grab the medkit through the wall without paying to open the door. 3) Healing someone who is ressing someone else. Did this and it ate the defib without reviving the target. 3.5) As a note this was on the airport. It was past the crashed plane, up the stairs and wedged between the boxes/luggage and railing immediately as you follow the walkway round. The downed person was in a constant state of falling as the area was too small to allow them to hit the ground. We were able to res them when we tried again (we didn’t heal the person with the defib at the same time this time). 4) On the office map there’s a defib spawn location in the central room. It’s the room the hostage can spawn in, and it’s next to the ladder to the roof. We were on an interception mission, there was a defib in the case, but the case never opened, not even after the objective was done. Granted, we died before we started extract, so it may have opened if we had. This room was not the extract location. 5) Sometimes the scroll wheel just stops working. Sometimes it works again after a while in the same mission, sometimes I have to wait until next mission. It is not my hardware, I checked every time it happened. I have no idea as to what may have caused it, it seemed random. 6) This one may be a skill issue and a blind moment. First mission in the campaign, playing solo, its a hunt the merx mission. The last phone just didn’t spawn. I didn’t hear it ringing, it wasn’t marked on the compass. I did multiple laps on the map not finding it. There is a non 0 chance I’m simply blind, but again I had no ringing and no purple mark on the compass. 7) This one isn’t as severe as the others and is a very minor issue, but sometimes during extract the merx will randomly pop a shot when there are several walls and line-of-sight breakers between myself and them. My only thought is this may be them spawning in and “seeing” me before they remember walls exist. Other than that good job everyone. Fun game, great foundation, and excellent optimisation.

ech0_108 19 days ago
Bugs
List of bugs I found during the playtest
1) Not a hard one to replicate, ADSing and shooting while the reload animation is playing, mainly an issue with shotguns since they load 1 shell at a time. The gun model does some very funky stuff that it really not meant to do, like going vertical and/or covering your entire screen. 2) Grabbing a medkit through a wall on the oil rig. On the main floor of the rig there’s a stash in a small grey building (or shipping container, can’t remember) that spawns a medkit, simply put you can grab the medkit through the wall without paying to open the door. 3) Healing someone who is ressing someone else. Did this and it ate the defib without reviving the target. 3.5) As a note this was on the airport. It was past the crashed plane, up the stairs and wedged between the boxes/luggage and railing immediately as you follow the walkway round. The downed person was in a constant state of falling as the area was too small to allow them to hit the ground. We were able to res them when we tried again (we didn’t heal the person with the defib at the same time this time). 4) On the office map there’s a defib spawn location in the central room. It’s the room the hostage can spawn in, and it’s next to the ladder to the roof. We were on an interception mission, there was a defib in the case, but the case never opened, not even after the objective was done. Granted, we died before we started extract, so it may have opened if we had. This room was not the extract location. 5) Sometimes the scroll wheel just stops working. Sometimes it works again after a while in the same mission, sometimes I have to wait until next mission. It is not my hardware, I checked every time it happened. I have no idea as to what may have caused it, it seemed random. 6) This one may be a skill issue and a blind moment. First mission in the campaign, playing solo, its a hunt the merx mission. The last phone just didn’t spawn. I didn’t hear it ringing, it wasn’t marked on the compass. I did multiple laps on the map not finding it. There is a non 0 chance I’m simply blind, but again I had no ringing and no purple mark on the compass. 7) This one isn’t as severe as the others and is a very minor issue, but sometimes during extract the merx will randomly pop a shot when there are several walls and line-of-sight breakers between myself and them. My only thought is this may be them spawning in and “seeing” me before they remember walls exist. Other than that good job everyone. Fun game, great foundation, and excellent optimisation.

ech0_108 19 days ago
Bugs
Completed
Fell 10,499m
The mission started in the airport map. I think it wanted me to stay on the top floor because as I walked down the stairs, there was a metal barrier. Stupid me found this as a challenge and mantled over the rail to get to the first floor. Everything was closed on the first floor and was clear I was out of the mission area. Before making my way back up the stairs, there was door that said exit. This door immediately made me fall under the map.

arsonistxd 20 days ago
High Priority
Feedback
Completed
Fell 10,499m
The mission started in the airport map. I think it wanted me to stay on the top floor because as I walked down the stairs, there was a metal barrier. Stupid me found this as a challenge and mantled over the rail to get to the first floor. Everything was closed on the first floor and was clear I was out of the mission area. Before making my way back up the stairs, there was door that said exit. This door immediately made me fall under the map.

arsonistxd 20 days ago
High Priority
Feedback
More feedback after more play sessions
You can find multiple Merx rooms with dead drops in a mission but can only pick up 1 in total. Why not let us pick up each 1? And i am not talking about multiple Dead drops in 1 room, i mean i found 2 Merx rooms with 2 separate caches and i could only pick up 1 cache from 1 room but could not pick up 1 from the second room. On the Topic of Dead drops, could i choose to not use my free dead drops and instead pay for them, why you might ask? Because i thought of keeping dead drops for next campaigns. Either ones i picked up or maybe another button for “buy and open later”. But you would only be able to do that IF you finish a successful campaign and if you fail you lose all of them. repairing armor instead of buying new one. It is kinda annoying currently that if you have a sliver of charge left on the Armor that you have to either take it to the next mission or buy another one which makes it that you have one sitting there that can neither be sold (i don´t really care if it´s just 5$ you sell it for since it´s that low of durability but it still feels better then having it sitting there) nor repaired. Repairing would also be fine if i need to play the equivalent amount of money to the lost durability. Here is a more funny one. It´s already funny to me that you can equip 2 lasers on your weapon because one is a pure laser attachment and the other is a laser + flashlight… but what if we could have 1 laser attached to each side of the barrel if possible? That would be funny. Nothing more or less. I enjoy the fact that the more campaign wins i have the more weapons are buyable from the store rather needing dead drops. Hope it continues as well.

jericohellsangel 20 days ago
Feedback
More feedback after more play sessions
You can find multiple Merx rooms with dead drops in a mission but can only pick up 1 in total. Why not let us pick up each 1? And i am not talking about multiple Dead drops in 1 room, i mean i found 2 Merx rooms with 2 separate caches and i could only pick up 1 cache from 1 room but could not pick up 1 from the second room. On the Topic of Dead drops, could i choose to not use my free dead drops and instead pay for them, why you might ask? Because i thought of keeping dead drops for next campaigns. Either ones i picked up or maybe another button for “buy and open later”. But you would only be able to do that IF you finish a successful campaign and if you fail you lose all of them. repairing armor instead of buying new one. It is kinda annoying currently that if you have a sliver of charge left on the Armor that you have to either take it to the next mission or buy another one which makes it that you have one sitting there that can neither be sold (i don´t really care if it´s just 5$ you sell it for since it´s that low of durability but it still feels better then having it sitting there) nor repaired. Repairing would also be fine if i need to play the equivalent amount of money to the lost durability. Here is a more funny one. It´s already funny to me that you can equip 2 lasers on your weapon because one is a pure laser attachment and the other is a laser + flashlight… but what if we could have 1 laser attached to each side of the barrel if possible? That would be funny. Nothing more or less. I enjoy the fact that the more campaign wins i have the more weapons are buyable from the store rather needing dead drops. Hope it continues as well.

jericohellsangel 20 days ago
Feedback
The key input isn't working
Sometimes, when I try to refill ammo or heal my teammates by holding the key/mouse, it does not work. My friend and I managed to reach Zulu, but due to this bug, we couldn't complete the level. It was so frustrating that we think this issue should be fixed. We enjoyed the game overall, but this bug spoiled it.

soilamander 20 days ago
Bugs
The key input isn't working
Sometimes, when I try to refill ammo or heal my teammates by holding the key/mouse, it does not work. My friend and I managed to reach Zulu, but due to this bug, we couldn't complete the level. It was so frustrating that we think this issue should be fixed. We enjoyed the game overall, but this bug spoiled it.

soilamander 20 days ago
Bugs
some bug some suggestion
In the oil map, my friend can get over many obstacles, but I can’t get past them. The guidance isn’t clear, especially for things like disarming bombs. It’s hard to know what to do. I hope this can be explained more clearly.

Xian Lin 20 days ago
Bugs
some bug some suggestion
In the oil map, my friend can get over many obstacles, but I can’t get past them. The guidance isn’t clear, especially for things like disarming bombs. It’s hard to know what to do. I hope this can be explained more clearly.

Xian Lin 20 days ago
Bugs
Random diconnect
If you happen to have a random disconnect, you cant rejoin with your friends. it happens just as the mission starts. count down hits zero and you get disconnected and any attempt to rejoin says “failed to join.” and can only rejoin in the mission select screen, losing out on the rewards and have no addition money for the next fight

anubiszhanatos 21 days ago
Feedback
Random diconnect
If you happen to have a random disconnect, you cant rejoin with your friends. it happens just as the mission starts. count down hits zero and you get disconnected and any attempt to rejoin says “failed to join.” and can only rejoin in the mission select screen, losing out on the rewards and have no addition money for the next fight

anubiszhanatos 21 days ago
Feedback
Loss of health item
if you drop you your 1 chareg health pack and someone uses it on you, it deletes the new item whatever it is.

anubiszhanatos 21 days ago
Feedback
Loss of health item
if you drop you your 1 chareg health pack and someone uses it on you, it deletes the new item whatever it is.

anubiszhanatos 21 days ago
Feedback
Planned
Intel Count Feedback
Display the total amount of intel that is available to collect in a mission within the resource tracker HUD widget.

Josh Hubi 21 days ago
PTE 3
Feature Request
Planned
Intel Count Feedback
Display the total amount of intel that is available to collect in a mission within the resource tracker HUD widget.

Josh Hubi 21 days ago
PTE 3
Feature Request
In Review
Ceilings with no collision on Airport
There are a lot of rooms in which ceilings have no collision, it’s possible to even vault the wall through it in the restroom if you jump from the sink

Evyy 21 days ago
PTE 3
Bugs
In Review
Ceilings with no collision on Airport
There are a lot of rooms in which ceilings have no collision, it’s possible to even vault the wall through it in the restroom if you jump from the sink

Evyy 21 days ago
PTE 3
Bugs
Completed
Health Regain Skill Improvements
The health regain perk should no longer flash the HUD and indicate health is being regained once a player is at full health.

Josh Hubi 21 days ago
PTE 3
Feature Request
Completed
Health Regain Skill Improvements
The health regain perk should no longer flash the HUD and indicate health is being regained once a player is at full health.

Josh Hubi 21 days ago
PTE 3
Feature Request
In Testing
Invisible ladder
Team mate going down invisible ladder. It was visible for team mate, but not for me. I was hosting.

coco_87 21 days ago
High Priority
Bugs
In Testing
Invisible ladder
Team mate going down invisible ladder. It was visible for team mate, but not for me. I was hosting.

coco_87 21 days ago
High Priority
Bugs
Feedback after first 2 playsessions.
The balance of the scope is so out of whack aswell. The cheapest one is now nerfed so it has an EXTRA THICC red dot and the other ones still have this massive frame. It is not really fun to look through and try to shoot The NC4 (i think it´s called? The m4 equivalent) has horrible visual recoil and it feels super bad to shoot with it. For the fact on how much it costs it really is not fun to play with at all. Similar is the AK like. It has lower rpm then single shot pistols, recoil is terrible. Generally speaking the sights needs to be zeroed in further. I understand how it´s a bit more realistic because your sight is on top and the gun fires from below but even on longer ranges you STILL need to aim a bit up to actually hit head Now funny thing is that if you have a weapon with the Tier 2 scope, from hipfire you actually can see a smaller dot right under the dot in the middle of the circle. THIS is the actual point where your bullets will land and it feels really frustrating having to deal with alot of weapons recoils, whether visual or actual and then ontop of it havint to aim above to such a degree. However i do like the fact that items are now sold for less then before because gamba was getting op before where you could sell stuff for a lot more and gamba almost infinitely. Also i like the changes to the mission where you have to kill the 5 Star Merx. I think it can be made even better but this is deffinetly a good direction to have a path towards the boss rather then spawning next to him. However i do still want a "sell" and "sell all" button while doing Gamba to not having to swap menus constantly. Another thing is in Options Menu there is alot of space on the bottom left side that should be used to explain what options do. And not just "oh hey Ambient Occlusion turns on Ambient Occlusion" Yeah thanks i still don´t know what it does. And please explain it for people who have no idea what it is, basically absolute "newbies first game" type of explanation. Desync between Players is sometimes absolutely insane. To the point where random Ladders are present on 1 persons screen while on the other there is nothing. Possible solution is making the hosts world the Primary one that everyone sees? AI is also still pretty stupid. Sometimes doesn´t do anything and sometimes stands there and cannot miss a shot. Stealth is also difficult due to the Scope situation and AI sometimes instantly starting to shoot me despite me using a suppressed weapon from far away against an enemy that was 2 rooms away by himself giving him one of the cleanest headshots possible. And in actual gunfights they are so “rushy” and stupid that playing tactical / tacticool is difficult too since it devolves always into “ok they spotted me, now everyone within 2 rooms radius is alerted and now time to shoot my way out again. Which brings me to the fact that alot of the gadgets are kinda… useless? Not to mention if you and your buddies do tacticool stuff and do the Breach → Flashbang clear, the enemies aren´t flashed for nearly enough time and sometimes (i assume that is a bug however) they ignore the flash and keep shooting you perfectly. Also stuff like that takes to long and is not nearly as rewarding. In fact, what we found out the most rewarding thing is just rushing enemies and melee killing them because that gives tons of money while the others heal. Those are so far the Things i have noticed of 2 Play sessions in PT3.

jericohellsangel 21 days ago
PTE 3
Feedback
Feedback after first 2 playsessions.
The balance of the scope is so out of whack aswell. The cheapest one is now nerfed so it has an EXTRA THICC red dot and the other ones still have this massive frame. It is not really fun to look through and try to shoot The NC4 (i think it´s called? The m4 equivalent) has horrible visual recoil and it feels super bad to shoot with it. For the fact on how much it costs it really is not fun to play with at all. Similar is the AK like. It has lower rpm then single shot pistols, recoil is terrible. Generally speaking the sights needs to be zeroed in further. I understand how it´s a bit more realistic because your sight is on top and the gun fires from below but even on longer ranges you STILL need to aim a bit up to actually hit head Now funny thing is that if you have a weapon with the Tier 2 scope, from hipfire you actually can see a smaller dot right under the dot in the middle of the circle. THIS is the actual point where your bullets will land and it feels really frustrating having to deal with alot of weapons recoils, whether visual or actual and then ontop of it havint to aim above to such a degree. However i do like the fact that items are now sold for less then before because gamba was getting op before where you could sell stuff for a lot more and gamba almost infinitely. Also i like the changes to the mission where you have to kill the 5 Star Merx. I think it can be made even better but this is deffinetly a good direction to have a path towards the boss rather then spawning next to him. However i do still want a "sell" and "sell all" button while doing Gamba to not having to swap menus constantly. Another thing is in Options Menu there is alot of space on the bottom left side that should be used to explain what options do. And not just "oh hey Ambient Occlusion turns on Ambient Occlusion" Yeah thanks i still don´t know what it does. And please explain it for people who have no idea what it is, basically absolute "newbies first game" type of explanation. Desync between Players is sometimes absolutely insane. To the point where random Ladders are present on 1 persons screen while on the other there is nothing. Possible solution is making the hosts world the Primary one that everyone sees? AI is also still pretty stupid. Sometimes doesn´t do anything and sometimes stands there and cannot miss a shot. Stealth is also difficult due to the Scope situation and AI sometimes instantly starting to shoot me despite me using a suppressed weapon from far away against an enemy that was 2 rooms away by himself giving him one of the cleanest headshots possible. And in actual gunfights they are so “rushy” and stupid that playing tactical / tacticool is difficult too since it devolves always into “ok they spotted me, now everyone within 2 rooms radius is alerted and now time to shoot my way out again. Which brings me to the fact that alot of the gadgets are kinda… useless? Not to mention if you and your buddies do tacticool stuff and do the Breach → Flashbang clear, the enemies aren´t flashed for nearly enough time and sometimes (i assume that is a bug however) they ignore the flash and keep shooting you perfectly. Also stuff like that takes to long and is not nearly as rewarding. In fact, what we found out the most rewarding thing is just rushing enemies and melee killing them because that gives tons of money while the others heal. Those are so far the Things i have noticed of 2 Play sessions in PT3.

jericohellsangel 21 days ago
PTE 3
Feedback
free weekend feedback
game is “okeyish” i would say, its not great, its not bad its somewhere in between. 4 maps are to few. if you only have 4 maps they need to have some sort of procedural element like in zero point or six day in fallujah. whoever thought smart lean would be a good idea, never played a eghoshooter before i guess. at least give the option to disable it. gunsounds of the weapon needs a rework especially the sound of the shotgun is underwhelming. economy works fine i would say. hitfeedback is way to big. make them smaller and more transparent. the aninmations are terrible. they are simply bad. difficulty of the ai is fine.

rotbauchunke123 21 days ago
PTE 3
Feedback
free weekend feedback
game is “okeyish” i would say, its not great, its not bad its somewhere in between. 4 maps are to few. if you only have 4 maps they need to have some sort of procedural element like in zero point or six day in fallujah. whoever thought smart lean would be a good idea, never played a eghoshooter before i guess. at least give the option to disable it. gunsounds of the weapon needs a rework especially the sound of the shotgun is underwhelming. economy works fine i would say. hitfeedback is way to big. make them smaller and more transparent. the aninmations are terrible. they are simply bad. difficulty of the ai is fine.

rotbauchunke123 21 days ago
PTE 3
Feedback
Playtest feedback
loved the playtest to bits. if the price is right id even preorder and i wish you guys nothing but the best on this game. i only have 2 things to say i would really love a toggle option for the lean feature. the feature is 10/10 and its needs to be in more games but the toggle would be great. 2ndly it felt a bit slow. the games pace was fine but i playing the game felt like i should be able to move faster. if that speed is what youre shooting for then by all means keep it, however i personally would like to move just a touch faster

Jesse About 2 months ago
Feedback
Playtest feedback
loved the playtest to bits. if the price is right id even preorder and i wish you guys nothing but the best on this game. i only have 2 things to say i would really love a toggle option for the lean feature. the feature is 10/10 and its needs to be in more games but the toggle would be great. 2ndly it felt a bit slow. the games pace was fine but i playing the game felt like i should be able to move faster. if that speed is what youre shooting for then by all means keep it, however i personally would like to move just a touch faster

Jesse About 2 months ago
Feedback
My General Feedback
First off, I got to let you know I am rooting for you guys and that my desire is to see this game truly succeed! Please please take my suggestions and critiques as coming from a place of love! ❤️ My first impressions after a few hours of gameplay (of which I was only able to play singleplayer at the time, so take my feedback with that in mind) were that the gunplay was fun and satisfying! I enjoyed trying to sneak around, kill the mercs, and grab as much intel as I could! It doesn’t feel overly sweaty nor like an easy run-&-gun. However, with that said, my biggest frustration was that when I started a campaign, I’d be forced to play with a pauper’s loadout, aka literally just a wimpy little pistol and a medpack, or some armor if I can forgo the medpack… And when it’s just me verses 20+ better equipped bots, most often I’ll die and have to do it all over again. If I somehow manage to get enough money for a main weapon and some other utilities, only then will the gameplay go from “boring & unfair” to that perfect gaming sweet spot of “hard but fair”. I saw so many types of weapons in the training grounds to use, but I’ve used almost none of them, meanwhile I’ve maxed out every attachment for the main starter pistol. One potential method of addressing this could be the ability to pick up the weapons of the bots. I was a bit disappointed when I first saw the mercs drop their weapons on the ground and I couldn’t pick anything up from them. If the mercs could drop their weapons for us (and perhaps some specials like grenades once in a while), I would love getting an extra reward for succeeding at killing enough enemies! Maybe, the tougher the enemy, the higher the chance of getting better equipment? Just one suggestion. Or maybe just increase the starting cost? Here are a few of my smaller gripes: The movement could use a bit of tuning. Walking always felt too slow. Plus, it feels like there’s a slight delay before sprinting begins that kinda throws me off. Also, I would really love to disable toggle-sprint so I can stop sprinting more easily. Leaning also felt a bit twitchy—even with auto-lean disabled, it felt like I stopped leaning randomly and kept leaning when I was trying to sprint out of it. While the programming for the mercs is pretty good, I wasn’t a fan of how I was barely able to track them. For example, if I’m waiting in the extraction point, a merc could walk up to a door I closed, open the door, run closer to me, and only when their bullets start hitting me from behind do I notice that they’re even there. I felt like I could barely tell where the mercs were, even when they’re supposed to be making noise. I feel I should more easily be able to hear their footsteps behind walls, them opening doors, maybe an occasional voice line. Something I was really excited to see was the ability to draw on the map and plan your route before the mission, just like the game Due Process! However, I was disappointed when I wasn’t able to see my drawn lines on the ground (or even open the map) while in the mission. Without these features, I’ve almost never used the map or the drawing feature because I’m just going to get confused by the layout once I drop in and just say screw it, just run around and find it. I would really love to have both of these features, because I’ll have more incentive to strategize. Plus, I would love the ability to view the map in both a simple color-coded format as well as an ariel view format, like in Due Process. Thank you for reading my feedback! In spite my gripes, I still have fun playing Rogue Point and I look forward to seeing CC evolving it further! 😊 💜 💚

SH3PH5RD 2 months ago
Feedback
My General Feedback
First off, I got to let you know I am rooting for you guys and that my desire is to see this game truly succeed! Please please take my suggestions and critiques as coming from a place of love! ❤️ My first impressions after a few hours of gameplay (of which I was only able to play singleplayer at the time, so take my feedback with that in mind) were that the gunplay was fun and satisfying! I enjoyed trying to sneak around, kill the mercs, and grab as much intel as I could! It doesn’t feel overly sweaty nor like an easy run-&-gun. However, with that said, my biggest frustration was that when I started a campaign, I’d be forced to play with a pauper’s loadout, aka literally just a wimpy little pistol and a medpack, or some armor if I can forgo the medpack… And when it’s just me verses 20+ better equipped bots, most often I’ll die and have to do it all over again. If I somehow manage to get enough money for a main weapon and some other utilities, only then will the gameplay go from “boring & unfair” to that perfect gaming sweet spot of “hard but fair”. I saw so many types of weapons in the training grounds to use, but I’ve used almost none of them, meanwhile I’ve maxed out every attachment for the main starter pistol. One potential method of addressing this could be the ability to pick up the weapons of the bots. I was a bit disappointed when I first saw the mercs drop their weapons on the ground and I couldn’t pick anything up from them. If the mercs could drop their weapons for us (and perhaps some specials like grenades once in a while), I would love getting an extra reward for succeeding at killing enough enemies! Maybe, the tougher the enemy, the higher the chance of getting better equipment? Just one suggestion. Or maybe just increase the starting cost? Here are a few of my smaller gripes: The movement could use a bit of tuning. Walking always felt too slow. Plus, it feels like there’s a slight delay before sprinting begins that kinda throws me off. Also, I would really love to disable toggle-sprint so I can stop sprinting more easily. Leaning also felt a bit twitchy—even with auto-lean disabled, it felt like I stopped leaning randomly and kept leaning when I was trying to sprint out of it. While the programming for the mercs is pretty good, I wasn’t a fan of how I was barely able to track them. For example, if I’m waiting in the extraction point, a merc could walk up to a door I closed, open the door, run closer to me, and only when their bullets start hitting me from behind do I notice that they’re even there. I felt like I could barely tell where the mercs were, even when they’re supposed to be making noise. I feel I should more easily be able to hear their footsteps behind walls, them opening doors, maybe an occasional voice line. Something I was really excited to see was the ability to draw on the map and plan your route before the mission, just like the game Due Process! However, I was disappointed when I wasn’t able to see my drawn lines on the ground (or even open the map) while in the mission. Without these features, I’ve almost never used the map or the drawing feature because I’m just going to get confused by the layout once I drop in and just say screw it, just run around and find it. I would really love to have both of these features, because I’ll have more incentive to strategize. Plus, I would love the ability to view the map in both a simple color-coded format as well as an ariel view format, like in Due Process. Thank you for reading my feedback! In spite my gripes, I still have fun playing Rogue Point and I look forward to seeing CC evolving it further! 😊 💜 💚

SH3PH5RD 2 months ago
Feedback
Branding 'Tone' VS The Actual Game
Today I was reading a comment on the steam discussions that resonated with me. It mentioned the tone of most recent trailer and how it doesn’t seem to line up with the actual game and I have to agree. Watching PC Gaming Show’s ‘Most Wanted 2025’ I saw the trailer myself and by the end of it I wasn’t sure if I would send this to my friends or anyone really. It felt weird and disconnected in a way. “This isn’t the game I played for the whole weekend during the second play test”, I said to myself confused. To me Rogue Point feels a like terrorist hunt game with a variety of random modifiers and scenario’s -with hints of Rainbow Six, Zero Hour, Dirty Bomb and some rogue-lite progression. This is how I interpret the game and what vision I stick to it. The trailer was more like a whirlwind of Saints Row, Borderlands and some Borderlands in an almost extraction shooter scenario. Get in, get out. Weird masks. Bang bang. Silly, non-serious, action movie type shit. And here I sat wondering where the tactical side went which I might have been imagining?? (which having a lean in your game creates imo). I remember reading about the setting of the game which comes off as serious and dark while the trailer makes it appear as a ‘meme shooter’. I’m not going to pretend to know how to develop, advertise or sell a game, but this trailer (or tone) doesn’t do it justice, the game itself however, will. Could it be an identity crisis or is it me wanting the game to be or go a certain direction? I hope the tactical part will remain and grow alongside with stronger stealth options. The team is getting closer to a nice ‘play your way’ balance for everyone but taking that too far could inevitably touch the core of the game’s idea. Perhaps it requires leaning more on specific aspects. My unsolicited two cents, Good luck on the road to early acces!

shapelessdnb 2 months ago
Feedback
Branding 'Tone' VS The Actual Game
Today I was reading a comment on the steam discussions that resonated with me. It mentioned the tone of most recent trailer and how it doesn’t seem to line up with the actual game and I have to agree. Watching PC Gaming Show’s ‘Most Wanted 2025’ I saw the trailer myself and by the end of it I wasn’t sure if I would send this to my friends or anyone really. It felt weird and disconnected in a way. “This isn’t the game I played for the whole weekend during the second play test”, I said to myself confused. To me Rogue Point feels a like terrorist hunt game with a variety of random modifiers and scenario’s -with hints of Rainbow Six, Zero Hour, Dirty Bomb and some rogue-lite progression. This is how I interpret the game and what vision I stick to it. The trailer was more like a whirlwind of Saints Row, Borderlands and some Borderlands in an almost extraction shooter scenario. Get in, get out. Weird masks. Bang bang. Silly, non-serious, action movie type shit. And here I sat wondering where the tactical side went which I might have been imagining?? (which having a lean in your game creates imo). I remember reading about the setting of the game which comes off as serious and dark while the trailer makes it appear as a ‘meme shooter’. I’m not going to pretend to know how to develop, advertise or sell a game, but this trailer (or tone) doesn’t do it justice, the game itself however, will. Could it be an identity crisis or is it me wanting the game to be or go a certain direction? I hope the tactical part will remain and grow alongside with stronger stealth options. The team is getting closer to a nice ‘play your way’ balance for everyone but taking that too far could inevitably touch the core of the game’s idea. Perhaps it requires leaning more on specific aspects. My unsolicited two cents, Good luck on the road to early acces!

shapelessdnb 2 months ago
Feedback
General Feedback and Game Direction
Hey Crowbar Collective Team, I’ve been with you guys since the first play test, and I have to say the gameplay is overall improving from each iteration. So great job focusing on the gameplay and noticeably improving it. ——- Here’s some bugs I found during the test: -Airport Map will sometimes soft-lock progression due to doors locking when there should be a way out. I’m sure you’re aware of this anyway since I’ve seen other reports. -Picking up weapons from enemies can sometimes result in a -1 ammo count. Of course the weapon wont fire but it’s obviously not supposed to be in the negative. -One mission had the extraction point event empty, no enemies spawned and we just sat there. It was on Oil Rig, and it was one of the merc killing special maps near the end of the campaign. -When you die and return to a mission, your Glock (Starter Pistol) will be in your inventory a second time, though you can’t get rid of it or sell it. I believe this is only if you go into the mission with a glock and then die. Doesn’t seem to happen with other handguns. —— Now here’s some gameplay and direction feedback: Game still feels torn between what it wants to be The game itself is great, but it should really have character it’s proud of. It wants to be stealth, but doesn’t have the elements to support it. It wants to be action, but has strange items like the pepper ball gun and the taser which don’t fit at all. Truly, what are the non-lethal weapons in the game for? I mean you’re not a police force, and you aren’t graded on how many mercs you might kill. They are insanely powerful and give you a ton of money when used, why wouldn’t you use non-lethal weapons? They have no downside at all! And in the case of morality or saving lives, they don’t fit the narrative or theme of the game. The same goes for the tools, most of which are completely irrelevant to the game itself. The lock pick? The door cam? What is even the point of anything stealth related, since most enemies don’t have any kind of AI actions to properly react to stealth in the game anyway. Do you get more points for stealth kills? No. What is the point of stealth? Who are you hiding from? What is the risk/danger of being caught? I believe this game should be a fun “break-in-and-kick-ass" kind of game where you move quickly clearing out the threats from the map and finishing the objective. Enemies need uniformity The enemies all look like they are from different factions. I think the enemies should be gangs who all operate similarly. For instances the Berserker looks like he could be from a gang of drug fiends, where all of them dress in wild EDM looking clothing and have a variety of guns and actions they perform. The Soldier looks like he comes from a private military organization, and should be with a group of military types who all have higher levels of training and better weapons. See the picture I’m trying to paint? I understand this would require more work from your team as far as enemy models go, but it would be so much cooler to have to face random factions as you progress through your campaign, each with their own different actions and AI that the player has to adapt to. Those are the two main feedback points I thought might help. I have worked for 2K Games in the past and have tested many of their titles. Of course, the feedback is simply that, feedback. If none of what I said fits the vision of your game, I am by no means attempting to take away from that. I just want this game to succeed and develop into something great! Take care and enjoy the rest of your development time. :)

Obadiah Luna 2 months ago
Feedback
General Feedback and Game Direction
Hey Crowbar Collective Team, I’ve been with you guys since the first play test, and I have to say the gameplay is overall improving from each iteration. So great job focusing on the gameplay and noticeably improving it. ——- Here’s some bugs I found during the test: -Airport Map will sometimes soft-lock progression due to doors locking when there should be a way out. I’m sure you’re aware of this anyway since I’ve seen other reports. -Picking up weapons from enemies can sometimes result in a -1 ammo count. Of course the weapon wont fire but it’s obviously not supposed to be in the negative. -One mission had the extraction point event empty, no enemies spawned and we just sat there. It was on Oil Rig, and it was one of the merc killing special maps near the end of the campaign. -When you die and return to a mission, your Glock (Starter Pistol) will be in your inventory a second time, though you can’t get rid of it or sell it. I believe this is only if you go into the mission with a glock and then die. Doesn’t seem to happen with other handguns. —— Now here’s some gameplay and direction feedback: Game still feels torn between what it wants to be The game itself is great, but it should really have character it’s proud of. It wants to be stealth, but doesn’t have the elements to support it. It wants to be action, but has strange items like the pepper ball gun and the taser which don’t fit at all. Truly, what are the non-lethal weapons in the game for? I mean you’re not a police force, and you aren’t graded on how many mercs you might kill. They are insanely powerful and give you a ton of money when used, why wouldn’t you use non-lethal weapons? They have no downside at all! And in the case of morality or saving lives, they don’t fit the narrative or theme of the game. The same goes for the tools, most of which are completely irrelevant to the game itself. The lock pick? The door cam? What is even the point of anything stealth related, since most enemies don’t have any kind of AI actions to properly react to stealth in the game anyway. Do you get more points for stealth kills? No. What is the point of stealth? Who are you hiding from? What is the risk/danger of being caught? I believe this game should be a fun “break-in-and-kick-ass" kind of game where you move quickly clearing out the threats from the map and finishing the objective. Enemies need uniformity The enemies all look like they are from different factions. I think the enemies should be gangs who all operate similarly. For instances the Berserker looks like he could be from a gang of drug fiends, where all of them dress in wild EDM looking clothing and have a variety of guns and actions they perform. The Soldier looks like he comes from a private military organization, and should be with a group of military types who all have higher levels of training and better weapons. See the picture I’m trying to paint? I understand this would require more work from your team as far as enemy models go, but it would be so much cooler to have to face random factions as you progress through your campaign, each with their own different actions and AI that the player has to adapt to. Those are the two main feedback points I thought might help. I have worked for 2K Games in the past and have tested many of their titles. Of course, the feedback is simply that, feedback. If none of what I said fits the vision of your game, I am by no means attempting to take away from that. I just want this game to succeed and develop into something great! Take care and enjoy the rest of your development time. :)

Obadiah Luna 2 months ago
Feedback
The playtest was a lot of fun, but not properly advertised on steam
Hello, I had played the previous playtest and had a lot of fun then, but I only learned of this playtest on the 23rd when you wrote some news about it in the black mesa November news brief. I’ll admit I don’t use twitter and haven’t joined the discord, but just a day or two prior to the 20th, I distinctly remember checking the steam page for Rogue Point and saw no news whatsoever. There was a post on the day of yes, but I would have assumed these kind of playtests get teased in advance and after checking your twitter account today, it was. I apologize if this is not the kind of feedback you’re looking for, but I really enjoy this game so far and I would love nothing more than for more people to enjoy it. As for the playtest itself, I only had time to play it for an hour between the time it took me to realize it was up, the download, and the (quite frankly a bit short) playtest ending soon. I played solo and definitely felt the upgrade in AI from the first playtest, and enjoyed the more distinct enemy types, as I feel they blended too much together in the previous build. I didn’t get to play the airport map at all besides one optional op sadly, but that was a fun short addition, good to break up the pace. Though I think spending intel in those short ops shouldn’t be an option, if all of them consist of smaller maps. Speaking of, some ways to spend intel still feel a bit redundant, all the more so if you’ve already played the map once before, like with the ladder or phone rooms placements. The (auto- ?)leaning felt very finicky at times with long guns, by making your player retract your gun as if you didn’t have room to aim with your gun, when you clearly should. The office map should try to include the basement and the roof in its objectives, especially if the infiltration and extraction points are at neither of those locations. The taser is maybe a bit too silent in my opinion. I like the player voicelines, I hope we’re going to have multiple to choose from in the future (including female voices hopefully). Please please please please please, let me wear something other than shorts even if I just started in the game. This is too cruel a punishment. I like the new way of unlocking cosmetics but more clarity as to doing what unlocks what would be nice. “Do X to unlock item, Y to unlock colours, Z to unlock special skin” or something like that. Other than that, really looking forward to Early Access/ the next playtest !

Spaghet 2 months ago
Feedback
The playtest was a lot of fun, but not properly advertised on steam
Hello, I had played the previous playtest and had a lot of fun then, but I only learned of this playtest on the 23rd when you wrote some news about it in the black mesa November news brief. I’ll admit I don’t use twitter and haven’t joined the discord, but just a day or two prior to the 20th, I distinctly remember checking the steam page for Rogue Point and saw no news whatsoever. There was a post on the day of yes, but I would have assumed these kind of playtests get teased in advance and after checking your twitter account today, it was. I apologize if this is not the kind of feedback you’re looking for, but I really enjoy this game so far and I would love nothing more than for more people to enjoy it. As for the playtest itself, I only had time to play it for an hour between the time it took me to realize it was up, the download, and the (quite frankly a bit short) playtest ending soon. I played solo and definitely felt the upgrade in AI from the first playtest, and enjoyed the more distinct enemy types, as I feel they blended too much together in the previous build. I didn’t get to play the airport map at all besides one optional op sadly, but that was a fun short addition, good to break up the pace. Though I think spending intel in those short ops shouldn’t be an option, if all of them consist of smaller maps. Speaking of, some ways to spend intel still feel a bit redundant, all the more so if you’ve already played the map once before, like with the ladder or phone rooms placements. The (auto- ?)leaning felt very finicky at times with long guns, by making your player retract your gun as if you didn’t have room to aim with your gun, when you clearly should. The office map should try to include the basement and the roof in its objectives, especially if the infiltration and extraction points are at neither of those locations. The taser is maybe a bit too silent in my opinion. I like the player voicelines, I hope we’re going to have multiple to choose from in the future (including female voices hopefully). Please please please please please, let me wear something other than shorts even if I just started in the game. This is too cruel a punishment. I like the new way of unlocking cosmetics but more clarity as to doing what unlocks what would be nice. “Do X to unlock item, Y to unlock colours, Z to unlock special skin” or something like that. Other than that, really looking forward to Early Access/ the next playtest !

Spaghet 2 months ago
Feedback