Changelog

Follow new updates and improvements to ROGUE POINT.

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


Patch Highlights 👍🏻

Projectiles and Time To Kill

  • 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

Damage Curve and Solo Play

  • 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

Added Ability to Repair Armor

  • Repair cost is the same % as the damage the armor has taken

  • If armor is destroyed on mission, it will be deleted from inventory

Airport Optimization

  • 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

Game Launch Fixes/Improvements

  • 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.

Disabled Missions Timers For Now

  • 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


What's Next? 🗓️

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:

Aim Down Sights 2.0

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.

Expanding Operator Progression

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…


Additional Fixes and Changes 🔨

Code and AI 💻

  • 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…

Animation 🎥

  • 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

Design/Art 🎨

  • 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

Skills 🌟

  • 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

UI 🖥️

  • 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

Audio 🔊

  • 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.


Known Issues

  • 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.

Hotfix 2 Patch Notes

Code and AI

  • 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.

Audio

  • 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

Level Design

  • 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

Weapons

  • 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

Art

  • 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!

What’s In The Game

Gear

  • 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)

Missions

  • 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

Cosmetics

  • Over 100 unique player cosmetics with almost 500 skins total

  • Collect intel, get access to secure stash rooms, and scavenge for enemy weapons

Highlights Since Last Playtest

AI

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…

Code

Interaction Responsiveness Fixes

  • Increased polling for interactions to make them more responsive

  • Improved Team Healing

  • Improved Team Reviving

  • Improved door interaction ranges

Audio

  • Fixed sounds players at mission load (shells, doors opening, etc)

  • Audio pass on all levels

  • Fixed gunshots that were being played in mono

UI

  • 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

Level Design

  • 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

Animation

  • Motion capture animations lean up for LOTS of animations

  • Added a ton of AI movesets

Translations

  • Tons of fixes and hookups for translated files

  • Please let us know in the Steam Forums if you see missing or improper translations!

Detailed Patch Notes Since Last Playtest

AI

  • 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

Code

  • 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

  • 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

UI

  • 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

Level Design/Art

  • 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

Animation

  • 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

Translations

  • 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!

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

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

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