March 12th, 2026
Patch

Rogues! We've got a big patch dropping for Rogue Point today! This patch includes a number of improvements and balance passes, including improved time to kill, solo play improvements, and airport performance optimization.
Additionally, we've also decided to remove mission timers while we experiment with the best
Globally increased projectile speed for much snappier shooting
Fixed headshots sometimes not registering (neck hitbox was not counting as a headshot)
Fixed some pistols not being able to kill enemies in one shot to the head (too low damage multiplier)
These fixes make AI feel much less spongy and shooting feel much crisper
Implemented separate damage curves for solo vs multiplayer play
The goal is to make single player slightly easier, and multiplayer slightly harder
(More player control over this is on the way with Custom Campaigns/Campaign modifiers)
Medkits in solo play now heal the same amount as a team heal does in multiplayer
Pausing in Single Player
Players can now press the menu button and the game will pause when in single player
Repair cost is the same % as the damage the armor has taken
If armor is destroyed on mission, it will be deleted from inventory
Reduced visibility checks from 23 million queries to 15 million
Still more work to do, but this is much more in line with the optimization of other levels
Foliage merging and optimizations
Added level streaming so unused areas are not loaded
Added draw distances for meshes, shoot-able screens, and physics objects
Fixed players getting stuck on initial loading screen on GTX 9XX and 10XX series video cards
Added shader compilation asset tracking so shaders only need to compile once per game build
The splash screen videos now respect the users master audio in-game settings
Made the T17 default volume match our intro video.
Helps with solo players, or players who want to move slow and smooth
Bombs still have timers, and we may re-add them for alternate missions like Strike Missions
In addition to the above, we have detailed patch notes below for those interested, and to show off the huge amount of work the team has done to fix bugs and address feedback.
With this patch out, we are working on a content patch for early/mid April to add new systems to the game and progress toward 1.0.
Here are just a few hints and things we are working on for the content update:
We’ve added a whole new feature that flattens the player's ADS for a much better sight picture while aiming. This is ready to go into the main build, but for safety, we left it out of this patch so we can test it more and refine weapon recoil. We may soon deploy it to public beta so the community can help us test, rather than wait until the next content update.
Something that we’ve been wanting to expand and that we have got community feedback on is increasing the amount of PERMANENT Operator progression via “Rogue Points” (RP). The goal of this system is to allow players to spend points to increase their operator's power, give players more reasons to jump into another campaign, and give us the ability to increase campaign difficulty (either in the base campaign or via a “Hardcore” mode).
This system may not be stood up for the next update, but we are currently working on how to test its implementation with the community. Some systems we want to expand on include:
Using RP to increase the number of grenades a player can carry
Using RP to increase the number of charges in a medkit
Using RP to increase starting cash
Using RP to increase the total number of Operator skill slots
and many more…
Fixed a long standing bug where grabbing medkits would cause players to not be able to swap weapons
Fixed players unable to change weapons after interacting with a ladder
Improved Berserker navigation to prevent them from getting stuck
Fixed Berserker acceleration to max speed
Fixed Host crash on Airport
Made AI less sensitive to bullet hits if the player in undetected
Fixed cases of Breaching Charge getting stuck in players left hand
Fixed FOV not applying to lasers
Updated AI vaulting to have a better arc
Fixed players being able to vault through breakable glass
Fixed fidget and ADS animations not interreacting properly
Fixed a myriad of issues to do with AI using sequential weapons
Fixed visual issues if a players switches item right after deployment
Fixed an issue with Wall Bang reward calculation
Increased Point Blank range from 3.5m to 6m
Fixed sprint through door sound amplifier being set to 1200… instead of 1.2…
Fixed floating watches
Fixed AKM Clipping watch
Fixed spinning watch when Fusion-V is barrel pushed
Fixed misaligned Fusion-V iron sights which crouched
Fixed camera shakes not getting interrupted by other animations
Refactored glass to fix a number of bugs with them, including AI seeing through opaque versions of it.
Reworked Mall Fountain extract for better cover and gameplay
Added Office Raid mission
Added cover to top of Office ladder to protect players as they climb
Fixed host/client mismatch with roll up doors on some Airport layouts
Fixed Raid missions having “Eliminate MERX“ objective instead of proper objective
Added inactive versions of Dead Drop lockers for clarity
Add framework for new stash rooms, Armor, Cash, Weapons
Fixed hostage being able to fall into water on Oil Rig
Fixed Clients crashing if they die, then fall into water
Improved the way Elevators and Buttons work to address bugs
Fixed collision issues, vaulting issues, gaps in geometry, players getting out of bounds, and z-fighter of assets
Fixed areas with invisible collision
Added more reserve ammo to Artemis shotgun
Slightly adjust ammo counts for other guns
New icons and decals for Stash Rooms
Fixed bad pipe LODs in Oil Rig
Lowered Heavy Hammer rate of fire from 300 to 250 to match Bellini and not nuke the player
Adjusted Quick Step skill curve
Fixed Serpentine Maneuvers skill not requiring player to be sprinting for buff
Fixed Strong Arm skill not working correctly
Fixed Faster Healing skill
Fixed High Gear skill
Fixed Second Hand description values
Adjusted Anti Gravity skill
All picked up MERX weapons now sell for a flat $200
Fixed Strike Missions breaking campaign path lines on laptop UI screen
Fixed ammo type not displaying correctly on HUD
Game can now detect resolutions for different monitors
Made sure resolution list corresponds to monitors
Fixed Apply and Reset buttons are settings being interactable when a conformation pop-up is still in front of UI
Fixed host missing their player name above their head and issues with players having the wrong icon
Fixed debug info being put above players heads
Fix monitor display number not matching windows display number
Fixed LOC text scaling issues on the Spectator HUD
Added the extraction timer back to the Spectator HUD
Fixed bugs with key binding in options menu
Fixed Charlotte voice lines getting put into the level reverb
Fixed Squad Leader killed VO from having reverb applied to it
Additional audio slider for more fine tuned control
VOIP Adjustments
Adjusted sound ducking for multiple parts of the sound mix
VO mix pass: soldier, player, sniper, lookout
Updated the TOC submix so that it gets affected by the master volume slider.
The host Alt+Tabbing out of the game while in Full Screen can cause players to drop connection!
This can also affect AI, as the host’s computer will de-prioritize the game
We have a couple of options to fix this that we are evaluating, but for the short team we would recommend the host not Alt+Tabbing
We’re still seeing hitches the first time you run the game
These may be related to headshots while running High Performance (DX12), investigating
We're looking for feedback as to whether the game is too easy (Specifically for new players. Optional Campaign difficulty increase is on the way.)
We are also looking to improve extract cover and add more full-height cover for players (should be in our next update)
Occasionally, enemies are still too close to player spawns
We’re on the lookout for enemies getting stuck on their way to extract
We are still balancing unit counts and extracts, and we want to make sure all units are reaching the players for an exciting extract
We’ve seen AI stuck on narrow escalators (though this may have been fixed with Berserker improvements)
Optiwand can look under barricaded doors
Some plants may still block bullets
February 19th, 2026
Hotfix

Second hotfix incoming, Rogues! This Early Access patch addresses the performance issues some players have been experiencing, as well as fixing a number of bugs reported by the community. Full patch after the jump!
If you have been experiencing performance issues in Rogue Point, please launch the game in DirectX12 when the launch window pops up in Steam after clicking 'Play'. This option provides significant performance improvements. Please note, that this option may cause instability on certain hardware set-ups.
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.
Added separate launch command to force DirectX12 giving players SIGNIFICANT performance increase.
This option may cause instability on certain hardware setups
Fixed hitching bug while firing. Made sure shader compiler at the start of game gathers all shaders
Fixed parties switching back to “Unlisted”, blocking players from discovering and joining after the first mission
Invite codes and matchmaking are no longer region locked
Fixed issues that may cause disconnections and “Net Driver Errors” when returning back to the mission select screen as a party
Disabled bullet “roll” that would force full auto guns to fire multiple rounds on a single click
Slightly increased sprint speed
Reduced Revive health recovery from 100% to around 65%
Fixed a few missing rewards (Unalerted Enemies, Killing an Heavy While They are Knocked)
Lowered cash reward for melee kills
Fixed party system getting stuck in updating loop, possibly causing Steam timeouts
Further adjusted MERX loadouts
Adding more WAM-10s for higher DPS by individual units
Fixed some missing MERX weapon skins
Fixed invalid weapon mesh crash found in internal testing
Fixed spectate cameras losing functionality after sending a message in chat
Fixed readability of the Dead Drop spin button when disabled
Fixed text clipping issues in the weapon loadout button
Fixed guns sometimes not firing
Added “X‘ to close Dead Drop results screen
Fixed bug where Clients would be left at a black screen if Host closed the game
Fixed readability of the dead drop spin button when disabled
Fixed text clipping issues in the weapon loadout button
Fixed melee giving an unexpectedly large amount of money,
Campaign save data is now stored in Steam Cloud.
Fixed missing settings in VOIP submix that somehow got reset
Added new VOIP submix to Oil Rig as a proof of concept for other levels
Added Particle Hitch prevention blueprints to all levels
These should be unnecessary now, but better safe
Fixed instances of AI getting stuck on Oil Rig
Fixed a case where players can get stuck by jumping down onto the lower structure of Oil Rig
Fixed objectives clipping into level art
Fixed clients seeing closed gates on some Airport layouts
Fixed broken Stash Rooms on some layouts
Increase enemy unit counts on some strike missions
Reduced spawn timers for initial extraction wave so AI can reach extraction (especially on Easy)
Multiple clipping and vaulting fixes
Fixed players getting stuck in Mall as reported by community
Fixed players getting out of bounds in Training map
Fixed players being able to pick up MERX phone in Training without breaking glass
Removed an edge case where a chase wave and extraction wave would spawn at the same time on a Takedown mission
Feedback implementation from multiple internal playtests
Changed shotgun limb damage from 1.0 to 0.5 for semi auto shotguns (helps with bean bag ammo)
Increase damage of bean bags from 2x to 3x
Doubling GL projectile speed by 2X
Changing GL explosion radius from 800 to 600
Adding shell eject to the reload animation which now drops the shell
Setting GL shell to XL sound size (still need to investigate why it is not creating a sound when hitting the ground)
ADS animated recoil reduction pass on the following weapons:
Austrian 9mm
Rampage 12ga
Stone 5.56
N4-CR
Bellini
RCD Tiger
Wam 10
Artemis 550
RP7
Additional LODs in Airport as first part of optimization pass
Fixed a few sunlight leaks in Airport
Minor updates to Takedown roll up doors
February 14th, 2026
Hotfix

Listen up, Rogues! We've just released a hotfix which fixes several bugs recently discovered by players. Full patch notes are below!
We'd also like to take this opportunity to say a massive thank you to everyone who has purchased Rogue Point so far! Your support means the world to us.
And thank you all for your feedback on Rogue Point so far. We're going through all the feedback as we speak and we really appreciate it! Hearing all your thoughts and opinions is extremely helpful as we continue development on Rogue Point.
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.
Patch Notes:
Resolved collision issues discovered within the Office Complex and Airport map.
Resolved a few cases of Z-Fighting issues observed in the Oil Rig map.
Resolved an issue where Merx from sometimes path to players where inactive doors are present, resulting in them remaining stuck in that space.
Fixed a few seams between walls in the duty-free area on the Airport map.
Fixed a nonfunctional Stash room discovered within the “Arrival Strike” mission layout.
Resolved an issue where Merx weapons picked up by players automatically drop from player’s hands and onto the ground.
Fixed a case where weapons dropped by Merx can sometimes be seen floating for certain players.
Fixed a bug where snipers could only swap to their pistol once.
Fixed a miscalculation causing camera shakes to be more intense than expected when taking less than 1 damage.
Simplified Merx loadouts
Removed tech and expensive red dots, swapping them with cheap ones.
Fixed a bug with MP5 magazines being applied to an M16.
Removed AP
Removed extended mags (but left extended shotguns)
February 12th, 2026
Update

It's go time, Rogues! Rogue Point has arrived in Steam Early Access! If you've played any of the recent Rogue Point playtests, you're probably wondering what's new in the Early Access version of the game. Well, we've got you covered!
15 Primary Weapons (Each with multiple attachments and 7 skins unlockable in game)
6 Secondary Weapons (Each with multiple attachments and 7 skins unlockable in game)
12 items (Grenades, Medkits, Ladders, Revive Kit, Breaching Charges, Ammo Can, and More)
3 Types of Armor (Light, Medium, Heavy)
Over 30 Missions across 4 Locations combining multiple objectives depending on difficulty
Plus multiple Raid missions
Plus multiple Strike missions
Plus the final Takedown mission
Over 100 unique player cosmetics with almost 500 skins total
Collect intel, get access to secure stash rooms, and scavenge for enemy weapons
Multiple passes on AI to improve challenge and AI responsiveness
AI changes accuracy based on mission difficulty
Added AI suppressing fire at last known location
Added AI injured animation state
AI has a chance to dodge the player
And lots more…
Interaction Responsiveness Fixes
Increased polling for interactions to make them more responsive
Improved Team Healing
Improved Team Reviving
Improved door interaction ranges
Fixed sounds players at mission load (shells, doors opening, etc)
Audio pass on all levels
Fixed gunshots that were being played in mono
Fixed bugs and added quality of life polish
HUD overhaul for clearer objectives and progression
Added a “Quick Options” menu for commonly adjusted items
Turned off Open Mic by default
Turned off Smart Lean by default
Rebuilt parts of Training mission to better introduce objectives
Hardened all layouts to prevent getting out of bounds and mission soft locks
Fixed lots of bugs with volumes, nav meshes, and vaulting on all levels
Motion capture animations lean up for LOTS of animations
Added a ton of AI movesets
Tons of fixes and hookups for translated files
Please let us know in the Steam Forums if you see missing or improper translations!
AI now scales their accuracy based on mission difficulty
Added AI suppressing fire to last known location
Added AI side stepping when aimed at
Added AI injured state
Made AI respond to interacting with and kicking doors
Improved AI cover finding (still needs some design and code work for better cover nodes)
AI now react better to gunshots
Added relaxed state to AI for more natural movement
Added more voice lines to Berserker (with more ready to go in)
Fixed an issue were AI could keep moving along paths after being killed
Fixed some cases of AI sliding
Fixed AI shooting in idle pose
Fixed AI having more than one MERX phone
Spiced up MERX loadouts to be more than just Glocks. Overhauled MERX Manager system.
Guns that fire after an AI death can no longer hurt the players
(There’s a hilarious bug related to this. You’ll know it when you see it. WNF)
Fixed bugs with Heavy AI pathing
Added more voice lines to the heavy
Improved AI behavior at extract
Fixed insertion zones blocking AI vision
Increased polling for interactions to make them more responsive
Improved door interaction and fixed bugs with doors
Improved reviving teammates and team healing!
Fixed bodies blocking interaction with objectives
Improved interaction with bomb depending on the angle of the player to the objective
Turned on Steam cloud saves
Cleaned up unused files for and even smaller footprint on hard drive
Removed debug files from game build
Fixed muzzle flashes being drawn through walls
Fixed “NoVault” not being replicated to dynamically spawned objects for clients
Fixed blocker volumes that were not being replicated to clients
Fixed bug with losing armor if you quickly equip/de-equipe it
Fixed Thump-40 splash damage not triggering hitmarkers
Fixed objectives not being able to be destroyed by explosives
Fixed armor not properly displaying on player
Skills Fixes
Added Tiers to Skill (instead of Skills simply stacking)
Fixed issue Better Meds not showing the %
Fixed issues with Good Tipper
Fixed issues with Serpentine Maneuver
Fixed issues with Strong Arm
Fixed issues with Health Regain
Fixed issues with Blast Boost
Fixed Dead Drop lockers not being synced between players
Boss
Changed/Fixed armor damage
Changed/Fixed Boss targeting
Fixed Door Chocks/Wedges being able to be removed from the wrong side
Fixed players being able to kill a teammate if that land next to them and take fall damage
Fixed regular ladder appearing when a deployable ladder is placed
Fixed attachment buffs not applying to clients
Fixed player not returning to ADS after sprinting while holding down the ADS button
Fixed client ADS issues
Fixed an order of operation bug with the Battering Ram while unlocking doors and opening them
Fixed edge cases with multiple players being able to get into the Training Level
Fixed edge cases with players floating above ladders depending on how they approached them
Multiple fixes for FOV shaders and items drawing on top of the world when dropped or interacted with
Remove 5X multiplier for Taser that was one shotting end boss
Fixed grenades bouncing off of ladder volumes
Fixed number of voice lines that buffered on death
Adjusted medkit healing values so that skills can buff them up
Fixed clients sometimes spawning holding their primary gun like a pistol
Fixed Dead Drops returning to players after they use them and run a mission
Fixed possible softlocks in the Training Mission
Fixed cases with bullet deflection through glass (it no longer deflects) and fixed edge cases with being close to glass and firing.
Fixed edge cases where players could join while other players were on mission
Fixed players not being able to connect to a client after they leave the host
Fixed left hand being empty with Breaching Charges when you still had charges left
Improved mouse capture
Fixed air locks blocking grenades
Fixed some items/weapons popping in and out based of FOV
Fixed players being able to vault through glass
Audio pass on all levels
Fixed gunshots that were being played in mono
Better mixing for flesh and armor impacts
Fixed incorrect hit feedback sounds
Added slight ducking for players taking damage to help with feedback
VOIP adjustments and improvements
Improved Hostage voice lines
Adjusted all sound classes
Adding “juicy” sounds for Berserker attacks
Adjustments for AI footsteps
New UI feedback and sound cues
Fixed sounds players at mission load (shells, doors opening, etc)
Adding loading screen ambient music
Fixed hearing footsteps on planning screen
Fixed main menu music not playing sometimes
Added chance for TOC to reply with short message to cut down on radio traffic
Fixed multiple ping sounds
Added new sounds for objective progress and completion
Added Ammo Can sounds
Added forklift and crane sounds to use in levels
Re-attenuated Optiwand sounds
Added a “Quick Options” menu for commonly adjusted items
Turned off Open Mic by default
Turned off Smart Lean by default
Added polish and voice lines to Dead Drop screen
HUD overhaul for clearer objectives and progression
Added new “NEWS” panel for getting information better to players
Fixed players incorrect values for phone counts and fixed incorrect stash room values
Fixed player icon order in front end to always display correctly
Fixed multiple button prompts/keyboard shortcuts not working
Additional passes on Bomb Min Game for ease of use and clarity
Improved feedback for mission unlocks and animations
Fixed attachments to be in descending order based on unlocks
Fixed problems with Equip and Equip All at Dead Drop screen
Multiple resolution and primary monitor improvements/additions
Planning screen polish for UI, text, and features
Fixed clients seeing different mission layouts from host
Fixed issues with items on compass not matching real world location
Updated pricing of multiple items to better balance economy
New icons for Skills
Fixed cash reward screens not being consistent with clients
Fixed bug that would populate cash rewards multiple times
Fixed client’s customization menu getting replaced with voice chat menu after someone left the party
Fixed “Profile” button not working in front end
Fixed tutorial prompts blocking ELUA interaction
Fixed Jump To Camera functionality while spectating
Fixed issues and menu overlaps with Pause Menu
Fixed HUD items getting left on screen if more than 3 were displayed
Fixed “Breach Door” prompt showing on roll up doors that are unbreachable
Fixed Silver and Gold skin naming inconsistencies
Fixed Extension Tube attachments showing suppressor icons
Fixed user icon, player color, and cameras displaying wrong when someone left a party
Fixed campaign progress not updating after a player left the campaign
Fixed some cash rewards not being awarded on Takedown mission
Added a profile button next to player name for addition place to customize character
Fixed lasers not turning off HUD crosshairs
Fixed focus prompts for Ammo Box
Change fire mode is now grayed out on HUD if it is not an option for that weapon
Fixed weapon skins not being applied
Fixed “Reload” getting stuck on screen
Fixed/Improved Smart Lean and ADS options
Fixed a bug with ammo count when other players picked up your dropped items
Fixed pause menu not appearing in spectate
Fixed some mission ping sounds
Added new per enemy ping icons
Fixed labels for skills
Rebuilt parts of Training mission to better introduce objectives
Hardened all layouts to prevent getting out of bounds and mission soft locks
Fixed lots of bugs with volumes, nav meshes, and vaulting on all levels
Fixed collision on airplane sculptures in Airport
Merged Airport art for better performance (still a work in progress)
Reviewed lighting setup for better performance
Revised stations (Ammo/Health/Revive/Dead Drop)
Added new AD boards to Airport
Multiple revisions on Takedown mission (with more to come)
Fixed clipping with multiple character assets
Fixed ladders that the client could see/use, but the host could not
Added “Rally Points” for important team syncing sections
Fixed doors and areas where AI could get stuck
Added all new MERX specific weapon skins
Fixed some cases of AI that could see the player right at the start of a mission
Fixed glass creating particles and glass noises at 0,0 of the world
Fixed shotguns not breaking glass
Fixed doors with windows changing shape after breaching them
Fixed lingering issues with Dead Drop lockers
Fixed bathroom doors not having collision
Fixed interaction with double doors being inconsistent
Fixed glass double doors not being able to be shot through
Fixed multiple Stash Rooms
Fixed collision with Ammo Stashes
Changed extraction spawns to be immediate instead of on a 10 second spawn timer
Fixed most ”Unknown” locations on the compass
Fixed being able to lock pick roll up security doors
Motion capture animations lean up for LOTS of animations
Fixed texture application bugs with the Hostage and the Hazard Corps outfit
Added a ton of AI movesets
Fixed SOCOM having its slide back at loadout screen (need to do same fix for Bellini)
Fixed animation overlaps with admire animations and fire select animations
Reparented guns to right hand while climbing ladders to fix visual bugs
Fixed UV errors with red dots and scaled back their glass dirt detail
Fixed sorting issues for glass and transparent items like lasers
Added campaign fail video
Fixed material issue with Stone 5.56 front sight
Clean up Less Lethal animation edge cases
Sped up Hammer reload animations
Fixed weapons like the Hammer spinning in players hands under certain conditions
Tons of fixes and hookups for translated files
Fixed localization in Tutorial screens
Fix Raven Actual showing to all players in HOSTS language
Fixed issues with overlapping or misaligned translations
Fixed issue with switching between multiple languages at the mission select screen
Fixed players using different languages not being able to connect to one another
Please let us know in the Steam Forums if you see missing or improper translations!
January 17th, 2026
Update

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!
⚖️ 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!
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)
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 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
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
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
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
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)
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
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:

November 21st, 2025
Update

A Quick Look At What's New In Playtest 2!
✈️ New Map - Airport
🔧 Performance Improvements (with more on the way)
🧠 AI Improvements
👁️ ADS Improvements
🔫 22 Weapons to master
🗣️ In Game Voice Chat
🐛 Lots of bug fixes and QOL improvements
➕ And much more!
New Map - Airport! - One of our largest maps with lots of medium and long range combat!
Improved Artificial Intelligence - AI now seeks out cover and communicates more
Performance Improvements - Continued to merge level assets and refine the number of things calculating collision
Improved Aim Down Sights - Rebuilt ADS fire animations and did a full recoil pass for all guns (in ADS and hip fire). We’ll continue to refine these for Red Dots and Scopes.
In-Game Voice Chat - You can now chat with other players using in game voice (and text). Player voices fade with distance, muffle through walls, and interact with the sound space. Options for open mic, push to talk, quick mute, per player volume, and more! We also added new player voice lines that are dynamic and context sensitive.
UI Improvements - Including new HUD elements and improvements. Also new End Mission, Progression and End Campaign Screens
Improved Item Systems - New shared inventory, item selling and improved inventory management
Bug Fixes - Including fixes for weapon bugs and players getting out of bounds. Full list of fixes below!
Added new player voice lines and call outs!
Full pass on weapon damage/recoil game wide
Reward and economy pass
Revised and fixed up player cosmetic unlocks. Multiple fixes to appearance, colors, and cosmetic clipping. Added additional items to unlock.
Revised and fixed bugs with weapon attachment and skin unlocks
Fixed stamina bug that allowed player bunny hop at top speed
Fixed players being able to fall on objectives, blocking interaction with objective
Fixed dropped items not maintaining their ammo/use count
Fixed clients being able to vault un-vaultable objects
Improve visibility of Medkit material
Fixed bug were reviving a player would multiply their skills
Fixed picked up grenades only going into grenade slot 1
Mag check now shows limited bullets or empty mags based on ammo count
Fixed noticeable stutter when firing a weapon for the first time
Fixed players being able to look up with their back to a wall and look through the wall
Fixed grenades landing behind the player if their back was close to an object/wall
Black level and texture pass on all weapons and attachments
Improvements/refinements to iron sights for gameplay
Fixed grenades not destroying servers and glass when exploding
Lowered glass health. Players can now punch out glass.
Fixed client healing not working if done rapidly twice in a row
Fixed Pepperball firing sounds dropping out in full auto
Fixed Pepperball audio not following the weapon movement
Removed bullet bounce for pepperballs
Fixed clients not being able to descend deployable ladders
Fixed/Improved gun animations while using push zoom
Removed/Lowered enemy AI reliance on seeing player through walls
AI now lower their weapons when not in a combat or investigation state
Fixed Berserker yelling at player when they could not see them or navigate to them
Fixed cases where Berserker could get stuck
AI can now hear players interacting with doors
Better AI cover finding
AI can now vault cover as determined by designers (needs animation polish)
New enemy loadout configuration. Designed to raise challenge as campaign progresses, but not give players good weapons too early.
Some additional voice lines added (with lots more to come)
BOS Hog added to campaign
Added less lethal crouched give up state to help with animation edge cases
Heavy is now able to sprint and cover more ground (for extract wave)
Fixed Sniper tracking players through walls
Slowed Sniper reaction time
Reduced Sniper FOV while aiming
Fixed some instance of Sniper not scanning
Fixed Snipers not switching back to their primary weapon when players gain distance
Enemies who are immune to flashbangs do not give flashbang reward
Fixed AI getting stuck on disarmed or dead enemies
Collision fixes to make sure dropped mags and Heavy helmets do not block interaction or navigation
Fixed bug where Lock Picking a door would not refresh navigation
Fixed door hardware affecting navigation
New Glock and M4 sounds
Improved exterior gunshot tails
New impact sounds for drywall, wood, concrete
Added sound effects for Dead Drops UI
Fixed helicopter audio inconsistency in Office
Fixed glass breaking sound effects at 0,0
Added Melee “swoosh“ sounds
Added “concurrency“ to music, so that if one song is playing, another does not overlap it.
Created new elevator sounds
Lots of small adjustments and improvements
Lots and lots of fixes to AI placement, cover updates, and player boundary fix ups
Fixed extraction green flare spawning at 0,0
Fixed issues with training level (with more revisions/fixes on the way)
Detailing added to pump room in Mall
Strike missions now have extract zone players must be in (but no extract wave)
Added extract waves to Raid missions
Increased time between waves on Raid missions
Fixed design and code bugs that let players skip sections in the tutorial
Refactored how Stash Rooms and Intel work to improve design and fix many bugs. This also greatly improves how these elements interact with the planning screen.
Fixed MERX phones spawning at 0,0
Fixed possibility for stations to spawn with no items in them (ammo, medkits, etc)
Display items LOST if you die on a mission or if the mission is failed
Added dead player icons to stats screen
Updated end of mission Progression Screen for more clarity
Polish pass on HUD for better look and usability. Re-ordered weapons and gear to sort top to bottom. Added stops at top and bottom for easy mouse wheel navigation.
Extract icon now always draws on HUD
Fixed Raid wave count being wrong for clients
Better feedback for campaign progression and number of campaign lives left
Fixed clients copying host's loadout
Fixed bug where Dead Drop weapons could not have attachments
Added Raid missions to campaign structure
Fixed mission randomization that would sometimes only have two location choices in campaign
Improved text prompts to be more clear and be context sensitive!
Multiple UI fixes for if host or clients leave party
Added skill slots so players can see more than 3 skills. Overhaul to skills system to be more flexible and allow for skills stacking. Lower skill values from demo values to closer to final values.
Visual overhaul for Mission Complete screen
Fixed bugs updating player stats at end of mission
Description of weapons is now on Loadout screen
Fixed players being able to deploy without a secondary weapon
Fixed delay between successful extraction and Mission Complete screen
Fixed pop up that would ask you to save changes in Options even if you did not change anything
Added “level" that starts before splash screens. This allows volume and settings to be set as game loads.
Added shader compiles at start of game to prevent any micro hitching on different systems/setups
New splash screen warnings and intro movies
Added separate sensitivity for ADS in Options
Fixed laptop markers being in wrong location
Fixed hostage markers not following hostage for clients
Converted large assets to SVGs so they can scale to 4K without resolution loss
Text overlap fixes for lower resolution screens
New Campaign Complete screen to help differentiate it from Mission Complete (with more polish on the way)
Fixed clients seeing different mission layouts from host
Fixed bug with player being able to duplicate their weapons in their inventory
Fixed bug where sharing the same weapon would delete one copy
Fixed heavy armor not being added to inventory after it being awarded in a Dead Drop
Updated loading screen videos
Multiple spacing and spelling fixes for text
Added minimum cash amount for players per phase
Fixed icons mission triggers on some weapons
Added increasing cost each time you roll a dead drop (this probably needs to be persistent throughout the campaign)
Tweaked Dead Drop drop rates to limit low end and high end rolls
Moved certain weapons into Dead Drop only
Removed lots of gear/items to better balance economy
Added first pass localization for multiple languages
English
Chinese (Simplified)
Chinese (Traditional)
French
German
Italian
Japanese
Korean
Polish
Portuguese (Brazil)
Spanish (Latin America)
Spanish (Spain)
Russian
Ukrainian
Final missions are brutal (by design). We will continue to tweak the difficulty curve, balance the AI waves, and add player guidance.
Final mission can rarely get called early, breaking campaign
Additional passes required on difficulty in general and unit count. Additional passes for single player balance and investigating pausing if in single player.
Armor does not yet store its health round to round. Armor health currently recovers after each mission. This will be changed so players have to re-buy armor if it is damaged.
Shared items can disappear from round to round
Bombs need their effects and sounds hooked up
Grenades that you pick up mid round are not depleted
Updating Red Dot/Holographic sights to not block sight picture
Reworking Pepperball optic attachments to avoid clipping
Muzzle flashes sometimes draw through walls
If your secondary has a laser, your primary will not have crosshairs. Changing weapons fixes this.
Occasionally a thrown grenade will look like it lands at your feet, but will explode in the correct location. This only happens if a packet is lost at the exact time of the throw.
Additional pass required on UI hitmakers (critical hit vs kill). Sometimes in the extracts, red hit markers appear for no reason.
Shell casings no longer create sounds. Their collision was turned off for performance. We will fix this with a better system that does not rely on each shell casing having collision.
Adding even more animations to AI for natural movement (side stepping, grenade dive, etc)
AI also occasionally get stuck or do not hear gunshots. Investigating.
AI don’t disable on mission fail
Found an AI under the floor in Airport. Investigating.
Missions are meant to re-roll after mission fail. Not all bad though, as it allows you to retry the last mission OR try a new one.
June 17th, 2025
Hotfix

Resolved a collision issue with grenades and deployable ladders.
Extended the mission timer from 5 minutes to 11 minutes.
Introduced Dead Drop branding to it’s corresponding UI screen in the deploy menu.
The number of dead drops the player has is now displayed within the Dead Drop UI screen and on the top right “Resource Tracker” widget on the HUD.
Dead Drops are now limited to one per player. Sharing is caring.
Dead Drops are now reliability being awarded to players.
Resolved an issue where the players camera/gun becomes misaligned when deploying into the mission.
Heavies no longer react to flash bangs while downed.
Miscellaneous cosmetics hand seam and skinning fixes.
Miscellaneous level design fixes across all levels.
June 12th, 2025
Hotfix

Resolved an issue where quick joining would time out and fail to restart while still indicating that a search is in progress.
Added a time-lapse counter and searching indicators when quick joining.
Resolved an issue where players would have UI buttons disabled in the "Join Others" screen after a quick join timeout.
Resolved an issue where a player’s session would not recreate after cancelling a quick join search.
Fixed a crash when reviving a dead player's body that left the game after extraction.
Fixed a soft lock where player counts on the extraction point don’t properly update when the leaving player forcibly closes the title.
Fixed an issue preventing toggle leaning.
Minor adjustments to the Berserker.
Adjusted footstep sound cues for better hearing of approaching enemies.
June 7th, 2025
Update

Thanks for checking out the Rogue Point Pre-Alpha Demo! We appreciate you taking the time to try it out and share your feedback.
Below is a list of known issues in this build. Some have already been fixed in ongoing development.
We’re actively tracking bugs and making improvements, so if you find anything new or have suggestions, please let us know!
Breaching charge animation set needs updating
When picking up Medkits and Team Revives, clients are supposed to automatically switch to that item, but they do not.
When a client picks up a hostage, it is supposed to switch to their secondary weapon. It will keep their primary weapon out until they switch.
If you heal with a hostage on your shoulder, it will bring you back to your primary weapon when it should not.
Weapons sometimes flicker for clients with higher ping. This is due to the clients and the server communicating and updating one another.
Weapons not available in store (weapons earned in Dead Drops) do not have their attachment menu roll out.
If you play a campaign and then enter the training level, you will have your campaign loadout when you should not.
Occasionally as a client, grenades will appear to bounce off of an invisible wall before exploding in the correct/expected location (client prediction bug).
If you use a medkit or grenade, the game will sometimes bring you to your secondary weapon instead of your primary weapon.
Grenades on Ammo Stations do not highlight when they should.
Players can fire (or sometimes move) when the mission is over.
You can melee punch enemies through doors sometimes.
3D player names appear on the Loadout menu when they should not and sometimes display “PlayerName”.
Sometimes players do not hold their guns in the loadout menu.
Certain guns have a second magazine visible (Bauer .40 and Pepper Gun)
Sometimes depleted items do not turn red on your HUD.
Boonie Hat has the wrong headphone occlusion mesh.
If clients leave a lobby while in Loadout, their weapons are left behind.
Green extract smoke flares spawn at 0,0 instead of at the extract zone.
Operators have black eyes on Oil Rig level (their location during Loadout is underwater and there are no reflection captures down there…).
Some ping lines do not have attenuation.
The Hammer shotgun, only available in Dead Drops, does not have reload sounds yet.
Some other weapons may also have WIP sounds