Changelog

Follow new updates and improvements to ROGUE POINT.

January 17th, 2026

Major 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!

A Quick Look At What's New In Playtest 3

  • ⚖️ Full balance pass based on player feedback from previous playtests

  • 💣 New Bomb Defusal Minigame

  • 🧰 New Placeable Ammo Box Item

  • 🛡️ New Medium Armor

  • 💥 Improved Screen Effects for armor break, taking damage and friendly fire

  • 🔧 Performance Improvements

  • 🧠 AI Improvements

  • 🐛 Lots of bug fixes

  • ➕ And much more!

0.3.0 - Playtest 3 Patch Notes

The Big Stuff

  • Bug Fixes, Quality of Life Changes and Balancing

    • LOTS of bug fixes based off of the last playtest and internal testing

    • Fixed bugs and added small features to improve player experience

    • Balance pass on all aspects of the game (recoil, damage, prices, AI, etc)

  • Ammo Box

    • Added an Ammo Box item to the gear store. This can be bought and placed on the ground in mission. Then one operator can refill their primary and secondary ammo with it.

    • We’ve intentionally removed a lot of ammo from the levels. We want to encourage players to use their secondaries, scavenge weapons during missions, or better plan out their firepower strategy.

  • Player Combat Feedback

    • Added Armor Break screen effect and sound when player armor is destroyed during missions. This way players know when they are out of armor and that they will need to buy more at the next loadout screen.

    • Added Medium Armor

    • Added screen shakes and impact sounds on taking damage

    • Added Friendly Fire particle hits so you know when you are damaging friendlies

    • Added more AI animations, to show when enemies are hurt and taking damage, for a more immersive experience.

  • Store Updates

    • Weapons hidden within the Dead Drop system can now be unlocked by completing campaigns. This not only gives players a nice bonus for completing campaigns, but it also demonstrates how other systems like Cosmetics unlock in a very visible way.

  • 'New' Sound Actor

    • Fixed TangoAudioVolume to fade between room tones. Previously we were using a work-around so that each room could have its own sound and effect, but the work-around did not use the sound system to its full potential.

    • This fix also allows us to control how audio is sent to the IR reverb depending on distance, important now that we have larger rooms and more distant audio.

    • This is true for in game audio AND for player VOIP as well

    • This also fixes the loud sound effects that played on map load

  • New Tech Red Dot and Attachment Features

    • We wanted to replace the placeholder Tech Red Dot, but more importantly we wanted to widen the housing for better viewing and firing.

    • We also added the ability for each optic to have its own zoom level, AND change the speed at which an operator can Aim Down Sights.

  • Takedown and Bomb Defusal

    • Remade the Takedown final mission (and accidently introduced a bug to the extract wave spawns).

    • The mission flow now is to get players to rally at the boss, obtain a 'key' to exit the level, and then do a standard extract.

    • This should better guide players through the final mission, be more intense with less enemies, and cap off the campaign in a more satisfying way.

    • We also added a small mini game for defusing the bomb.

    • This minigame is similar to the Laptop mini game, but the player CAN fail it and accidentally explode the bomb.

    • Added clearer timers and warnings for Bomb Defusal

    • Still working to make this mini game as clear as possible (and we are adding it to the training level)

Code Fixes

  • Greatly improved feel on high-latency clients

  • New skill system that upgrades skills instead of simply stacking them

  • Fixed Host operator occasionally bouncing up and down from Clients perspective while in-game

  • Fixed players losing door interaction if they peak it and clip through the door slightly

  • Fixed issues with inventory duplicating gear or losing gear

  • Fixed metal gates losing their collision as they roll up

  • Re-added reaching animations for all interactions (except doors)

  • Ladder Polish

    • Fixed ladder head snapping at the top and bottom of ladder.

    • The player now always sprints on the ladder

  • Fixed wrong mission being called, blocking campaign progress

  • Fixed a memory leak that would cause a crash

AI Improvements

  • AI now has hurt animations

  • Fixed MERX phone icons not hovering above their location (and often being rotated through the floor)

  • Fixed Heavy Striker loadout having Sahara 50 extended mag applied (fixes reload animations on weapon pickup)

  • Lookouts now use a much shorter throw animation for flashbangs

  • Fixed a bad bug with doors losing their proper ID, making AI walk into them because they thought they were open or unlocked

  • Fixed issues with AI rotation

  • Fixed AI vaulting when they should not

  • Fixed explosive damage reduction for AI not working

Weapon Fixes

  • Fixed players being able to use their primary weapon when holding a hostage

  • Added range and damage fall off for all guns/gun classes

  • Fixed FOV weapon shader breaking after picking up weapons

  • Fixed grenades picked up mid-round not having their ammo counts stored between rounds

  • Fix dropped/backpack Revive Kit model only showing paddles and not Revive Kit body

  • Fixed bouncy shotguns when dropped by AI

  • Fixed double doors that could not get shotgun-ed open

  • Fixed broken windows or invisible gameplay volumes changing weapon aim point

  • Fixed weapons that could be duplicated by changing their skins

  • Fixed revived players having different movement and collision on respawn

  • Fixed attachment/recoil buff/debuffs not persisting on weapon change

UI Additions and Improvements

  • The game now prevents skills from being shown that you already own (unless that skill upgrades)

  • Multiple fixes to resolution, primary monitor, and monitor selection in the options screen

  • Dead Drops

    • Added notification if players have a free Dead Drop they have not yet used

    • Cost of Dead Drops increases and saves round to round, but RESETS on the next campaign phase

    • Adjusted Dead Drops to be balanced in all phases

    • Changed odds to keep them viable in each phase

    • Dead Drops can now grant SKINS with weapons

  • Weapon and Gear buying

    • Items bought but resold BEFORE going on a mission will get a full refund if the player changes their mind

    • Items found or used on a mission can be sold for 25% of their value

    • Multiple passes on weapon prices and Dead Drop items

  • Polished Loadout UI for better attachment and skin button visibility

  • Moved the armor icon up on the left side of the Loadout screen for better visibility

  • Added a warning if players Ready up with no armor equipped

  • Fixed bugs with Shared Inventory duplicating or disappearing

  • Added better hit mark feedback to distinguish critical hits vs headshots

  • Improved Campaign End to differentiate it from the regular Mission End screen and add more emphasis to the event

  • Fixed “Ready” icon becoming unavailable if you interacted with the Cosmetic menu

  • Fixed players occasionally spawning in the wrong location in the Loadout screen

  • Objective rewards are now granted on mission completion and NOT as they are completed during a mission

  • UI indicator when players use phones to unlock stash rooms on a mission to show they are depleting

  • New player icons

  • Made sure weapon charge animations are played AFTER the load screen clears

  • Move all healing, damage, and screen effects to a single post-process effect

  • Optimized credits and options menu

  • Optimized HUD and re-added the HUD bend effect

Audio Improvements

  • Re-added shell casing sounds hitting the ground

  • Fixed bug in TangoAudio actor that would prevent proper blending from room to room

    • This also fixes the loud noise heard at the Planning Screen as the level is loaded

    • Allows for more control and effect of sounds while on a mission

  • Re-added Hostage voice lines

  • Polish to VOIP effects

Animation Improvements

  • Added relaxed poses for AI to utilize

  • Fixed multiple animation edge cases with AI surrender animations

  • Weapon/Recoil animation polish

  • Fixed bugs with fidget and mag check animations

  • New flashbang effect (with audio ducking)

Art/Level Design

  • Multiple fixes for objectives and players able to get out of the playspace (from the last playtest and from internal testing)

    • Collision and vaulting fixes

  • Redesigned stash rooms and how they are spawned. This makes resources scarcer and promotes the use of Intel.

  • Level detailing for smaller spaces and stash rooms

  • Continued to merge actors and optimize Airport (as well as other levels)

  • Added more destructible and interactable detail props throughout levels

  • Added emissive (glowing) textures to iron sights for better readability

  • Improvements to player direction in levels

  • Fixed issues with doors and other objects generating AI cover when they should not

  • New Skill icons art

Known Issues

  • Bomb Defusal - The bomb defusal mini game could use more clarity and polish. Note, we are adding multiple objectives to the training mission in the next update to help with this as well.

  • Team Healing - It can sometimes be hard to heal a teammate. We have to look into what is blocking the “trace” from you to the other player (might be heavy armor or some type of gear getting in the way).

  • Takedown Mission - We’ve been doing A LOT of ground work to improve the foundation of the final Takedown mission. We’ll continue to refine the last mission for Early access and beyond.

  • Lots of other smaller bugs and quality of life fixes we are working on, like this AMAZING FOV shader bug:

AMAZING FOV shader bug

November 21st, 2025

Major 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!

Playtest 2 Patch Notes

The Big Stuff

  • 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!

Player/Weapons/Items Additions and Improvements

  • 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

AI Improvements

  • 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

Sound Additions and Improvements

  • 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

Maps Additions 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)

UI Additions and Improvements

  • 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

Dead Drops Improvements

  • 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

Localization

  • 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

Known Issues

  • 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

Major 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!

Weapons and Items

  • 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. 

Menus/HUD

  • 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.

Level Design

  • 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…).

Audio

  • 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