August 4th, 2026

Update

Rogue Point 1.0 Release!

Rogue Point 1.0 is live! New Clinic map, mod tools, boss, weapons, cosmetics, achievements, and extensive improvements.

Rogues, welcome to the 1.0 release patch notes. The team has been working tirelessly to deliver this update, and we hope you enjoy all the new additions and fixes! Here are the highlights, followed by our detailed patch notes below!

It's Time to Go Rogue!

Clinic Map

With this update comes our new Clinic map. This map adds levels to Easy, Medium, Hard, and Raid missions. Weave your way through its tight corridors and open lobbies. Below is just a taste of the spaces you can find within the map.

Oil Rig Boss

Another 5-Star Mercenary has joined the MERX crew! Meet R. Son, a flamethrower-wielding boss who brings the heat with devastating fire attacks, keeping the Rogues in the hot seat. This is in addition to updates to the existing BOS Hog, who can show up in different levels, adding more variety to the end of each Campaign.

Mod Support

Giving the power to YOU! We’ve added mod tools so that the community can create their own maps and add seamless custom campaigns for hosts and clients.

  • The community can create modified or original maps using the same tools as the developers

  • These maps can be easily uploaded to the Workshop within the Unreal Editor

  • When starting a new campaign in the Workshop, hosts can select maps they want to be added to the campaign structure

    • Clients joining the host will automatically download custom maps from the Workshop

  • Players can rate Workshop content within the game UI for seamless promotion of good content!

Please see here for documentation on how to create a level:
https://modkit.playroguepoint.com

New Weapons

Mule

A small shotgun designed for breaching. Equip it as your secondary gun, and it can also be used as a backup self-defense shotgun.

KT50 "Plink"

This semi-automatic carbine uses the same magazine as the RC90 and the same ammo as the Paragon, making it a large-capacity target rifle or high-velocity self-defense.

A1M

A semi-automatic designated marksman rifle (DMR) with high damage and precision. Packing lots of attachments and power, this firearm is ideal for engaging targets at mid-to-long range with controlled shots.

New Cosmetics

Chainmail Armor Cosmetics

Former Co-Worker Cosmetics

Achievements

Added 5 additional achievements for players, old and new, to work on!

  • Not Today: Use 100 Revive Stations

  • Dead-On Delivery: Use 100 Dead Drop Lockers

  • Command Collapse: Kill 500 Squad Leaders

  • Giant Slayer: Kill 500 Heavies

  • Sharpshooter Season: Kill 500 Snipers

Code Highlights

We’ve added, fixed, and improved several features for this release. Please see the detailed patch notes at the bottom of this post for even more code fixes!

AI

  • Fixed AI facing the wrong way as they change cover in combat

  • Boss health will now scale based on player count

  • Guns now support custom MERX fire rate

    • This fixes MERX guns having slightly different stats than guns bought at loadout

    • This allows more detailed adjustments for fire rate, especially for shotguns, without negatively impacting players who pick up MERX guns

  • Fix AI shooting through sliding doors on Oil Rig

  • Fix AI spawning on top of each other (deployed in hotfix)

Networking

  • Further optimized net code to improve host/client connections

  • Fixed hostage marker attachment not working on Clients

Controller Support

  • Improved controller-specific glyph support

  • Reimplemented Aim Assist for controllers (or mouse if desired), can be toggled in the menu

  • Added keyboard pop-up for inputting lobby codes

  • Fixed several quality of life issues and bugs

Thank you as always to the community for their support through Early Access. Our players have truly had an impact on this release and this game.

Also, a huge thank you to our developers for their skill, effort, and professionalism. They know we love them, but we don't say it enough, and we literally wouldn't be anywhere without them.

Thank you. Have fun out there!

-Crowbar Collective

Detailed Patch Notes

Fixes Since Beta

Thank you to those who tested!

  • Fixed KT50 optics not following top rail during reloads (muzzle devices will still look odd)

  • Fixed burn effects not showing up on clients

  • Fixed “Abort Mission“ button not working on Planning Screen

  • Improved dynamic shadows on Clinic and small bug fixes to Clinic

  • Fixed Clinic video not displaying correctly on mission select and loading screen

  • Fixed elevator not working properly for clients on Mall

  • Multiple LOC fixes

  • Removed localized signs in Clinic to prevent overlap

  • Multiple controller menu focus fixes

  • Fixed an issue with flamethrower penetrating objects it shouldn't

  • Fixed orientation of Oil Rig boss explosion

  • Fixed a myriad of cases where players could cheese the bosses

  • Increased priority of move through door operations on both bosses

  • Fixed dead NPCs blocking revive

  • Fixed an issue with boss hog testing

  • Fixed Lock Pick UI prompt not going away after use

Note: a layout will sometimes not load and kick you back to the mission select menu. We are looking at this. Selecting a different level or restarting the game will fix this.

Code

  • Improved vaulting to prevent vaulting where the Player should not be able to

  • Increased the speed at which a medkit is used in solo play

  • Enabled aim assist on controllers by default

  • Fixed an issue where unsuppressed Paragon was doing double expected damage

  • Fixed bug where Player would ping their equipped Ammo Box backpack item when trying to ping straight ahead

  • Fixed bug where Player can exceed Campaign creation limit and create 21 Campaigns

  • Adjusted curve tables for Skills for more balanced skill rewards

  • Fixed Ammo Box using all charges at once on first use

  • Fixed emotes overriding reload animation, causing guns to appear to reload themselves (ghost reloads will be missed)

  • Fixed Player able to shoot and reload their weapon at the end of climbing the ladder

  • Fixed armor pickup LOD issues

  • Fixed mission failure counter is not present at the bottom of the screen when Campaign has 4/5 lives

  • Fixed hostage head not having collision

  • Added Custom Campaign modifier to skip extracts

  • Fixed Clients sometimes losing their Skills/Dead Drops/Equipment when traveling to a new mission

  • Fixed players able to strike their own bullet casings while firing, preventing damage

  • Fixed dead players triggering proximity mines

  • Fixed used battering rams in some doors (fridge, keycards, barricaded doors, etc.) preventing sprinting and weapon switching

  • Fixed clients with Red Dots spawning with standard crosshairs on HUD

  • Fixed extraction sound effects playing after the Player has died or if the mission is aborted

  • Implemented new player dialogue for cash stash rooms, throwing tear gas, throwing prox mine, reacting to tear gas, and door trap disarm

  • Fixed players able to re-roll skills by re-entering missions

  • Fixed players using gadgets on fridge doors

  • Fixed players being able to breach and sprint into fridge doors

AI

  • Fixed an issue where snipers would not be able to reload

  • Increased rate of fire for Heavies using Artemis so their accuracy does not reset

  • Set all MERX fire rates with new weapon RPM (shotguns are 120 or lower)

  • Removed special AI-only shotguns from Merc Loadouts (all AI now use the same guns as the Player)

  • Heavies can now carry Spas-12s and M26s

  • Adjusted AI damage output for new guns

  • Fixed an issue causing Lookouts to not correctly find a next target

  • Fixed an issue with flash grenades blinding the throwing Lookout

  • Fixed Berserker able to push Player while on ladder

  • Fixed a bug where enemies would not spawn at extraction

UI

  • After tagging an interactable station (Ammo, Medical, Revive), their outline is still visible when depleted

  • Expanded graphics options

  • Fixed errors in translations

  • Fixed main menu highlight issues

  • Fixed stairs icon for planning screen

  • Fixed bug where Clients could not see Objectives Intel option on Planning screen

  • Fixed bug where Airport missions appear as "None, Invalid" on laptop screen in Mission List menu

  • Fixed bug where Airport missions do not display preview video on loading screen

  • Fixed bug where Airport HVT mission tab lacks name and layout in Mission List menu

  • Fixed bug where Infinite loading screen occurs when deploying into Airport HVT mission

  • Fixed achievement progress not being tracked in Steam's UI

  • Fixed bug where Party Management button was not highlighted on the corresponding tutorial pop-up

  • Fixed bug where all Achievements with a tracker % were not updated in Steam when the Player made progression towards completing them

  • Added support for showing teammates' gadgets and meds in the HUD loadout

  • Fixed instances of translated text going outside of text boxes

  • Made sure base Austrian is displayed in store

  • Fixed broken exit button on planning screen

  • Fixed incorrect icon on "General Utility" Dead Drop

  • Fixed issues with party browser

Controller

  • Fixed an issue that would prevent the Player from interacting with the tutorial prompt in the permanent progression screen while using a gamepad

  • Updated Planning Screen to add gamepad functionality

    • Updated the way that we navigate the planning screen to support gamepad, and also allow the Player to open the settings menu on the deploy menu while using a gamepad

    • Reworked the controllers for interaction with the planning screen, so that it doesn't conflict with the intel navigation

    • Fixed the navigation issue on the planning screen, so you can purchase objectives using the gamepad

    • Added button prompt for changing tool on Planning Screen when a controller is present

  • Player can now spend Intel on the Planning Screen

  • Fixed Cosmetic unlocks on the Progression Screen not being able to be scrolled with the controller

  • Updated the way that we interact with the reward screen in the mission end screen, to interact with the screen using the gamepad

  • Player's camera will no longer spin on the mission end screen if they are moving it with the controller when the screen appears

  • Fixed Player losing ability to change option in Settings after selecting it with controller

  • Updated footer widget. We now hide the settings button if you are playing on a gamepad

  • In Settings menu, we now set focus to the options tabs instead of the Quick Settings screen

  • Added prompt for using Intel in the store

  • Added set Aim Assist in the settings screen

  • Updated the gamepad prompt to ensure it displays correctly when the Player does not have enough Intel to purchase Intel

  • Fixed bug where Player loses focus when closing the quit game prompt

  • Fixed bug where game loses focus when returning from Mission Screen

  • Added Prompts for leaving the Planning Screen

  • Fixed bug where Player cannot interact with certain parts of Party Menu with Controller

  • Added a new setting on the gamepad settings menu to update the type of Controller icons to display in the game.

  • Fixed bug where Custom Campaign menu exhibited various functionality issues when using a Controller

  • Updated Controller prompts option so that we update the Controller type when we load the game and update the controller display in the gamepad screen

  • Fixed displaying the correct icon in the training prompt for PlayStation and Steam Deck

  • Button prompt now showing for gadget on Steam Deck and PlayStation

  • Fixed "PlayStation" misspelled on the settings screen

Animation

  • Change to the way Unreal imports tangents, big vert savings across all skeletal mesh models

  • Fixed bug where Player hands ended up in unnatural position after throwing last throwable while vaulting

  • Fixed AKM empty reload hand clipping

  • Fixed head separating from the ladder on end of the deploy animation

Art

  • Added Security Guard cosmetic set

  • Added holster swaps to fix clipping bug

  • Added mesh swaps to help with clipping

  • Adding Hydro Shock skin unlock

  • Adding Thug skin unlock

  • Adding strings for new swatches (LOC)

  • Weapon Pistols Sights update

    • Austrian

    • Taser

    • SOCOM

    • Paragon

    • Auto Austrian

  • New Dead Drop icons for most bundles

  • Added other Lamellar Cavalry colors to the progression table. Edited some colors to make them stand out better.

  • Adding new character color swatches

  • Fixed SAS Upper "Orange" being marked as "Navy"

  • Multiple fixes for weapon cosmetics and fixing default black swatch selection

  • Fixed ejection port covers being pure black

    • Removed weapon AI and adjusted materials for a cleaner look

  • Fixed eyewear bugs

  • Updated Tech Helmet readable name

  • Fixed clipping in Track Suit

Audio

  • Sound passes for levels, weapons, AI voice lines, and VO

  • Fixed room tones not playing in mall

  • Hunter fire sound pass and fix up for timing of other sounds

  • Added new Player Voicelines

    • Throw Tear Gas

    • Throw Proximity Mine

    • Pickup Cash

    • Activate Door Trap

    • Quieter "Mission Begin" dialog, for solo and teamplay

  • Fixed missing mission start stinger music

Design

  • Lots of clipping and level escape bug fixes

  • Added a better method for handling extraction doors

  • Fixed an incorrect bool condition that would cause a crash if an Extraction Zone's ActivatedActors had an invalid actor

  • Set up framework to allow multiple extraction zones in the same layout

  • Fixed door knobs clipping through barricaded doors

  • Added New Dead Drops

  • Fixed a bug where armor was not showing up in multiple Dead Drops

  • Dead Drop Tweaks and Community Skins

  • Increasing odds of drops at each phase by 1%, 2%, 3% as they progress

  • Lowering Dead Drop prices to $1200 (unchanged), $1400, and $1600

  • Thunder (Rifle): Increasing range slightly, now unlocks after 1 campaign (like the Maverick)

  • Removed "pre-extraction" sequence on Strike missions

  • Added different voice lines for Strike mission extractions

  • Extraction wave stations now give you two things (ammo/health) if you are a solo player, rather than one

  • Extraction wave delays are now +5 seconds if you are solo (gives you a tiny bit more breathing room)

Mall

  • Added small intro and player guidance to BOS HOG

  • Adding in lift in Chon & Spencer's

  • Fixed bug where some enemies on Extraction would spawn behind choked doors on Checkpoint Mall "Fuel up" layout

  • Fixed bug where a texture seam is visible between the Justadollar and Un Denni in Checkpoint Mall

  • Fixed moveable boxes below fountain extraction case, causing it to float

Office

  • Office Lightmap Fixes:

    • Setting UDS Skylight to Stationary instead of Static

    • Setting customcube map to Flat_PartlyCloudyHalf

    • Increasing lightmaps in noisy areas

    • Setting objects to volumetric shadows

    • Setting vehicle glass to have volumetric shadows and not cast shadows themselves

    • Turing off shadow casting on most baseboards to prevent fireflies

Oil Rig

  • Fixed bug where Player has access to unrendered out-of-bounds areas on the "Operation Bridge Strike" layout of Oil Rig

  • Fixed bug where Player has access to unrendered out-of-bounds areas on Oil Rig mission at Exterior area

  • Fixed bug where Player could fall out of bounds and could not return on Oil Rig "Operation Maze Strike" layout

  • Fixed bug where decals on Oil Rig would disappear if the Player did not look at them directly

  • Fixed broken stash rooms

Airport

  • Fix up, lighting, and detail passes

  • Tweaks to different Layouts:

    • Player can't get out of bounds on Takedown Mission at Concourse

    • Player can't get out of bounds at Control Room Stairwell

    • Player can't get out of bounds near lower level of Baldrick's Coffee

    • Player can't get out of bounds on Airport Rooftop

  • Mannequin in The Vinyl Cut now has collision

  • Fixed floating dirt near lounge

  • Fix for Control Room Roof extract and Departures Concourse spawn markers showing on the incorrect layers

Known Issues

  • A layout will sometimes not load and kick you back to the mission select menu. We are looking at this. Selecting a different level or restarting the game will fix this.

  • KT50 muzzle devices will not sync with reload

  • Occasionally, clients will stand in the same location on the Loadout screen