February 19th, 2026

Hotfix

0.4.2 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