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Rogue Point Early Access Roadmap

[p][/p][p]Rogues! Incoming intel on our Early Access can be found in the Roadmap above![/p][p][/p][h3]- High Value Targets = New content the team will be rolling out soon[/h3][h3]- Secondary Targets = Additional content which will release later in the Early Access period[/h3][p][/p][p]As ever, we're extremely keen to hear your feedback during the Early Access period. We are committed to using community feedback to help shape the direction of Rogue Point throughout the Early Access period and beyond. Whether you run into a few bugs, feel that something is a bit unbalanced, or have other changes you'd like to see, please do leave them in one of the community hubs below![/p][p][/p][h2]Join the Rogue Point Community[/h2][p]FOLLOW ROGUE POINT ON X[/p][p]JOIN THE CROWBAR COLLECTIVE DISCORD[/p][p]JOIN THE ROGUE POINT SUBREDDIT[/p][p]VISIT THE ROGUE POINT STEAM DISCUSSIONS[/p]

Rogue Point Is OUT NOW In Steam Early Access!

ROGUES! Your Mission Is A Go! Rogue Point Is OUT NOW in Steam Early Access 💥
[p][/p][hr][/hr][h3]Coordinate or collapse in our new 1-4 player co-op shooter! Join forces with your friends and fight through intense missions with evolving objectives and map layouts![/h3][p][/p][h3]Squad up and play Rogue Point, now with our 15% OFF Launch Discount running for two weeks![/h3][p][dynamiclink][/dynamiclink][/p][hr][/hr][h2]Check out The New Rogue Point Gameplay Trailer[/h2][previewyoutube][/previewyoutube][p][/p][hr][/hr][h2]What is Rogue Point?[/h2][p]From the creators of Black Mesa: Welcome to Rogue Point, a 1-4 player co-operative first person shooter where teamwork is everything! Fight through a dynamic campaign and master 20+ weapons and 40+ tactical items and attachments. Plan, adapt, and overcome. Your squad's survival depends on it.[/p][p][/p][h2]Game Features[/h2][p]🟡 Fight Through Over 30 Missions Spread Across 4 locations:[/p][p]The Airport, the Mall, the Office and the Oilrig. Each map is reshaped by the game's Parametric Design System, offering new strategies and challenges with every play.[/p][p][/p][p]🔵 Battle 6 Different MERX Classes, Each With Their Own Unique Playstyle:[/p][p]Soldier, Berserker, Sniper, Heavy, Lookout, and the elusive 5-Star MERX.[/p][p][/p][p]🟣 Work Together To Battle Against The MERX Threat:[/p][p]Rogue Point is purpose-built to reinforce teamplay and pull players into combat. Plan, Adapt, and Overcome the odds by building your unique Rogue around your team's needs.[/p][p][/p][p]🟢 Weapons And Customization:[/p][p]Earn in-game cash to buy weapons and gear. Buy the exact loadout you want, or put your cash on the line, for a chance at rare items only available through the Dead Drop system.[/p][p][/p][h2]What's New Since Playtest 3?[/h2][p]Thank you to everyone who tried Rogue Point during the three playtests! Your feedback was and still is extremely valuable as we continue the game's development. We'll have more info on what's next for Rogue Point very soon so keep an eye out![/p][p][/p][p]Find out what's new in the Early Access build of Rogue Point here:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][h2]Join the Rogue Point Community[/h2][p]FOLLOW ROGUE POINT ON X[/p][p]JOIN THE CROWBAR COLLECTIVE DISCORD[/p][p]JOIN THE ROGUE POINT SUBREDDIT[/p]

What's New in the Rogue Point Early Access

[p][/p][h3]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![/h3][p][/p][p]Check out all of the changes below and don't forget to join the Rogue Point community using the links at the bottom of this page! Your feedback so far has been incredible useful to the game's development and we want to keep this community-first development going through the Early Access period![/p][p][/p][h2]Highlights Since Last Playtest[/h2][p]AI[/p][p]Multiple passes on AI to improve challenge and AI responsiveness[/p]
  • [p]AI changes accuracy based on mission difficulty[/p]
  • [p]Added AI suppressing fire at last known location[/p]
  • [p]Added AI injured animation state[/p]
  • [p]AI has a chance to dodge the player[/p]
  • [p]And lots more…[/p]
[p]Code[/p][p]Interaction Responsiveness Fixes[/p]
  • [p]Increased polling for interactions to make them more responsive[/p]
  • [p]Improved Team Healing[/p]
  • [p]Improved Team Reviving[/p]
  • [p]Improved door interaction ranges[/p]
[p]Audio[/p]
  • [p]Fixed sounds players at mission load (shells, doors opening, etc)[/p]
  • [p]Audio pass on all levels[/p]
  • [p]Fixed gunshots that were being played in mono[/p]
[p]UI[/p]
  • [p]Fixed bugs and added quality of life polish[/p]
  • [p]HUD overhaul for clearer objectives and progression[/p]
  • [p]Added a “Quick Options” menu for commonly adjusted items[/p]
  • [p]Turned off Open Mic by default[/p]
  • [p]Turned off Smart Lean by default[/p]
[p]Level Design[/p]
  • [p]Rebuilt parts of Training mission to better introduce objectives[/p]
  • [p]Hardened all layouts to prevent getting out of bounds and mission soft locks[/p]
  • [p]Fixed lots of bugs with volumes, nav meshes, and vaulting on all levels[/p]
[p]Animation[/p]
  • [p]Motion capture animations lean up for LOTS of animations[/p]
  • [p]Added a ton of AI movesets[/p]
[p]Translations[/p]
  • [p]Tons of fixes and hookups for translated files[/p]
  • [p]Please let us know in the Steam Forums if you see missing or improper translations![/p]
[p][/p][h2]Detailed Patch Notes Since Last Playtest[/h2][p]AI[/p]
  • [p]AI now scales their accuracy based on mission difficulty[/p]
  • [p]Added AI suppressing fire to last known location[/p]
  • [p]Added AI side stepping when aimed at[/p]
  • [p]Added AI injured state[/p]
  • [p]Made AI respond to interacting with and kicking doors[/p]
  • [p]Improved AI cover finding (still needs some design and code work for better cover nodes)[/p]
  • [p]AI now react better to gunshots[/p]
  • [p]Added relaxed state to AI for more natural movement[/p]
  • [p]Added more voice lines to Berserker (with more ready to go in)[/p]
  • [p]Fixed an issue were AI could keep moving along paths after being killed[/p]
  • [p]Fixed some cases of AI sliding[/p]
  • [p]Fixed AI shooting in idle pose[/p]
  • [p]Fixed AI having more than one MERX phone[/p]
  • [p]Spiced up MERX loadouts to be more than just Glocks. Overhauled MERX Manager system.[/p]
  • [p]Guns that fire after an AI death can no longer hurt the players[/p]
    • [p](There’s a hilarious bug related to this. You’ll know it when you see it. WNF)[/p]
  • [p]Fixed bugs with Heavy AI pathing[/p]
  • [p]Added more voice lines to the heavy[/p]
  • [p]Improved AI behavior at extract[/p]
  • [p]Fixed insertion zones blocking AI vision[/p]
[p]Code[/p]
  • [p]Increased polling for interactions to make them more responsive[/p]
    • [p]Improved door interaction and fixed bugs with doors[/p]
    • [p]Improved reviving teammates and team healing![/p]
    • [p]Fixed bodies blocking interaction with objectives[/p]
    • [p]Improved interaction with bomb depending on the angle of the player to the objective[/p]
  • [p]Turned on Steam cloud saves[/p]
  • [p]Cleaned up unused files for and even smaller footprint on hard drive[/p]
    • [p]Removed debug files from game build[/p]
  • [p]Fixed muzzle flashes being drawn through walls[/p]
  • [p]Fixed “NoVault” not being replicated to dynamically spawned objects for clients[/p]
  • [p]Fixed blocker volumes that were not being replicated to clients[/p]
  • [p]Fixed bug with losing armor if you quickly equip/de-equipe it[/p]
  • [p]Fixed Thump-40 splash damage not triggering hitmarkers[/p]
  • [p]Fixed objectives not being able to be destroyed by explosives[/p]
  • [p]Fixed armor not properly displaying on player[/p]
  • [p]Skills Fixes[/p]
    • [p]Added Tiers to Skill (instead of Skills simply stacking)[/p]
    • [p]Fixed issue Better Meds not showing the %[/p]
    • [p]Fixed issues with Good Tipper[/p]
    • [p]Fixed issues with Serpentine Maneuver[/p]
    • [p]Fixed issues with Strong Arm[/p]
    • [p]Fixed issues with Health Regain[/p]
    • [p]Fixed issues with Blast Boost[/p]
  • [p]Fixed Dead Drop lockers not being synced between players[/p]
  • [p]Boss[/p]
    • [p]Changed/Fixed armor damage[/p]
    • [p]Changed/Fixed Boss targeting[/p]
  • [p]Fixed Door Chocks/Wedges being able to be removed from the wrong side[/p]
  • [p]Fixed players being able to kill a teammate if that land next to them and take fall damage[/p]
  • [p]Fixed regular ladder appearing when a deployable ladder is placed[/p]
  • [p]Fixed attachment buffs not applying to clients[/p]
  • [p]Fixed player not returning to ADS after sprinting while holding down the ADS button[/p]
  • [p]Fixed client ADS issues[/p]
  • [p]Fixed an order of operation bug with the Battering Ram while unlocking doors and opening them[/p]
  • [p]Fixed edge cases with multiple players being able to get into the Training Level[/p]
  • [p]Fixed edge cases with players floating above ladders depending on how they approached them[/p]
  • [p]Multiple fixes for FOV shaders and items drawing on top of the world when dropped or interacted with[/p]
  • [p]Remove 5X multiplier for Taser that was one shotting end boss[/p]
  • [p]Fixed grenades bouncing off of ladder volumes[/p]
  • [p]Fixed number of voice lines that buffered on death[/p]
  • [p]Adjusted medkit healing values so that skills can buff them up[/p]
  • [p]Fixed clients sometimes spawning holding their primary gun like a pistol[/p]
  • [p]Fixed Dead Drops returning to players after they use them and run a mission[/p]
  • [p]Fixed possible softlocks in the Training Mission[/p]
  • [p]Fixed cases with bullet deflection through glass (it no longer deflects) and fixed edge cases with being close to glass and firing.[/p]
  • [p]Fixed edge cases where players could join while other players were on mission[/p]
  • [p]Fixed players not being able to connect to a client after they leave the host[/p]
  • [p]Fixed left hand being empty with Breaching Charges when you still had charges left[/p]
  • [p]Improved mouse capture[/p]
  • [p]Fixed air locks blocking grenades[/p]
  • [p]Fixed some items/weapons popping in and out based of FOV[/p]
  • [p]Fixed players being able to vault through glass[/p]
[p]Audio[/p]
  • [p]Audio pass on all levels[/p]
  • [p]Fixed gunshots that were being played in mono[/p]
  • [p]Better mixing for flesh and armor impacts[/p]
    • [p]Fixed incorrect hit feedback sounds[/p]
    • [p]Added slight ducking for players taking damage to help with feedback[/p]
  • [p]VOIP adjustments and improvements[/p]
  • [p]Improved Hostage voice lines[/p]
  • [p]Adjusted all sound classes[/p]
  • [p]Adding “juicy” sounds for Berserker attacks[/p]
  • [p]Adjustments for AI footsteps[/p]
  • [p]New UI feedback and sound cues[/p]
  • [p]Fixed sounds players at mission load (shells, doors opening, etc)[/p]
    • [p]Adding loading screen ambient music[/p]
    • [p]Fixed hearing footsteps on planning screen[/p]
  • [p]Fixed main menu music not playing sometimes[/p]
  • [p]Added chance for TOC to reply with short message to cut down on radio traffic[/p]
  • [p]Fixed multiple ping sounds[/p]
  • [p]Added new sounds for objective progress and completion[/p]
  • [p]Added Ammo Can sounds[/p]
  • [p]Added forklift and crane sounds to use in levels[/p]
  • [p]Re-attenuated Optiwand sounds[/p]
[p]UI[/p]
  • [p]Added a “Quick Options” menu for commonly adjusted items[/p]
  • [p]Turned off Open Mic by default[/p]
  • [p]Turned off Smart Lean by default[/p]
  • [p]Added polish and voice lines to Dead Drop screen[/p]
  • [p]HUD overhaul for clearer objectives and progression[/p]
  • [p]Added new “NEWS” panel for getting information better to players[/p]
  • [p]Fixed players incorrect values for phone counts and fixed incorrect stash room values[/p]
  • [p]Fixed player icon order in front end to always display correctly[/p]
  • [p]Fixed multiple button prompts/keyboard shortcuts not working[/p]
  • [p]Additional passes on Bomb Min Game for ease of use and clarity[/p]
  • [p]Improved feedback for mission unlocks and animations[/p]
  • [p]Fixed attachments to be in descending order based on unlocks[/p]
  • [p]Fixed problems with Equip and Equip All at Dead Drop screen[/p]
  • [p]Multiple resolution and primary monitor improvements/additions[/p]
  • [p]Planning screen polish for UI, text, and features[/p]
    • [p]Fixed clients seeing different mission layouts from host[/p]
  • [p]Fixed issues with items on compass not matching real world location[/p]
  • [p]Updated pricing of multiple items to better balance economy[/p]
  • [p]New icons for Skills[/p]
  • [p]Fixed cash reward screens not being consistent with clients[/p]
    • [p]Fixed bug that would populate cash rewards multiple times[/p]
  • [p]Fixed client’s customization menu getting replaced with voice chat menu after someone left the party[/p]
  • [p]Fixed “Profile” button not working in front end[/p]
  • [p]Fixed tutorial prompts blocking ELUA interaction[/p]
  • [p]Fixed Jump To Camera functionality while spectating[/p]
  • [p]Fixed issues and menu overlaps with Pause Menu[/p]
  • [p]Fixed HUD items getting left on screen if more than 3 were displayed[/p]
  • [p]Fixed “Breach Door” prompt showing on roll up doors that are unbreachable[/p]
  • [p]Fixed Silver and Gold skin naming inconsistencies[/p]
  • [p]Fixed Extension Tube attachments showing suppressor icons[/p]
  • [p]Fixed user icon, player color, and cameras displaying wrong when someone left a party[/p]
  • [p]Fixed campaign progress not updating after a player left the campaign[/p]
  • [p]Fixed some cash rewards not being awarded on Takedown mission[/p]
  • [p]Added a profile button next to player name for addition place to customize character[/p]
  • [p]Fixed lasers not turning off HUD crosshairs[/p]
  • [p]Fixed focus prompts for Ammo Box[/p]
  • [p]Change fire mode is now grayed out on HUD if it is not an option for that weapon[/p]
  • [p]Fixed weapon skins not being applied[/p]
  • [p]Fixed “Reload” getting stuck on screen[/p]
  • [p]Fixed/Improved Smart Lean and ADS options[/p]
  • [p]Fixed a bug with ammo count when other players picked up your dropped items[/p]
  • [p]Fixed pause menu not appearing in spectate[/p]
  • [p]Fixed some mission ping sounds[/p]
  • [p]Added new per enemy ping icons[/p]
  • [p]Fixed labels for skills[/p]
[p]Level Design/Art[/p]
  • [p]Rebuilt parts of Training mission to better introduce objectives[/p]
  • [p]Hardened all layouts to prevent getting out of bounds and mission soft locks[/p]
  • [p]Fixed lots of bugs with volumes, nav meshes, and vaulting on all levels[/p]
  • [p]Fixed collision on airplane sculptures in Airport[/p]
  • [p]Merged Airport art for better performance (still a work in progress)[/p]
    • [p]Reviewed lighting setup for better performance[/p]
  • [p]Revised stations (Ammo/Health/Revive/Dead Drop)[/p]
  • [p]Added new AD boards to Airport[/p]
  • [p]Multiple revisions on Takedown mission (with more to come)[/p]
  • [p]Fixed clipping with multiple character assets[/p]
  • [p]Fixed ladders that the client could see/use, but the host could not[/p]
  • [p]Added “Rally Points” for important team syncing sections[/p]
  • [p]Fixed doors and areas where AI could get stuck[/p]
  • [p]Added all new MERX specific weapon skins[/p]
  • [p]Fixed some cases of AI that could see the player right at the start of a mission[/p]
  • [p]Fixed glass creating particles and glass noises at 0,0 of the world[/p]
  • [p]Fixed shotguns not breaking glass[/p]
  • [p]Fixed doors with windows changing shape after breaching them[/p]
  • [p]Fixed lingering issues with Dead Drop lockers[/p]
  • [p]Fixed bathroom doors not having collision[/p]
  • [p]Fixed interaction with double doors being inconsistent[/p]
    • [p]Fixed glass double doors not being able to be shot through[/p]
  • [p]Fixed multiple Stash Rooms[/p]
  • [p]Fixed collision with Ammo Stashes[/p]
  • [p]Changed extraction spawns to be immediate instead of on a 10 second spawn timer[/p]
  • [p]Fixed most ”Unknown” locations on the compass[/p]
  • [p]Fixed being able to lock pick roll up security doors[/p]
[p]Animation[/p]
  • [p]Motion capture animations lean up for LOTS of animations[/p]
  • [p]Fixed texture application bugs with the Hostage and the Hazard Corps outfit[/p]
  • [p]Added a ton of AI movesets[/p]
  • [p]Fixed SOCOM having its slide back at loadout screen (need to do same fix for Bellini)[/p]
  • [p]Fixed animation overlaps with admire animations and fire select animations[/p]
  • [p]Reparented guns to right hand while climbing ladders to fix visual bugs[/p]
  • [p]Fixed UV errors with red dots and scaled back their glass dirt detail[/p]
  • [p]Fixed sorting issues for glass and transparent items like lasers[/p]
  • [p]Added campaign fail video[/p]
  • [p]Fixed material issue with Stone 5.56 front sight[/p]
  • [p]Clean up Less Lethal animation edge cases[/p]
  • [p]Sped up Hammer reload animations[/p]
  • [p]Fixed weapons like the Hammer spinning in players hands under certain conditions[/p]
[p]Translations[/p]
  • [p]Tons of fixes and hookups for translated files[/p]
    • [p]Fixed localization in Tutorial screens[/p]
    • [p]Fix Raven Actual showing to all players in HOSTS language[/p]
    • [p]Fixed issues with overlapping or misaligned translations[/p]
    • [p]Fixed issue with switching between multiple languages at the mission select screen[/p]
    • [p]Fixed players using different languages not being able to connect to one another[/p]
  • [p]Please let us know in the Steam Forums if you see missing or improper translations![/p]
[p][/p][h2]Join the Rogue Point Community[/h2][p]FOLLOW ROGUE POINT ON X[/p][p]JOIN THE CROWBAR COLLECTIVE DISCORD[/p][p]JOIN THE ROGUE POINT SUBREDDIT[/p][p][/p]
Rogue Point is OUT NOW!
[p][dynamiclink][/dynamiclink][/p]

Rogue Point Edition Breakdown & Pricing

[p][/p][h3]Early Access is almost here, and we wanted to lay everything out clearly—what each edition costs, what’s included, and how to get the best deal for you during the launch window. [/h3][p][/p][hr][/hr][h2][/h2][p]The Standard Edition is the core Rogue Point experience—everything you need to squad up and start running missions in Early Access on day one.[/p][p][/p][h2]Normal Price: $19.99 / £16.99 / €19.99[/h2][h2]Launch discount:  $16.99 / £14.44 / €16.99 [/h2][h3](Additional 15%, first two weeks)[/h3][p][/p][p]If you just want the game (no extras) and you’re ready to get in early, this is the cleanest way to do it—especially with the launch discount.[/p][p][/p][hr][/hr][h2][/h2][p][/p][p]The Supporter Edition is for players who want the game plus a little more Rogue Point in their life—and a great way to directly support development during Early Access.[/p][p][/p][h3]Includes:[/h3]
  • [p]Rogue Point (Base Game)[/p]
  • [p]Original Soundtrack (OST) — The official music from the game. 10 tracks to keep the vibes going.[/p]
  • [p]Digital Artbook — Over 190 pages of the art, mood, and visual direction behind the scenes[/p]
  • [p]Hazard Corps operator outfit — An in-game cosmetic to rep the squad in style[/p]
  • [p]In-game Supporter icon — An in-game player icon to show other gamers your support [/p][p][/p][p][/p]
[h2]Normal Price: $24.99 / £21.49 / €24.99[/h2][h2]Launch discount:  $21.24 / £18.27 / €21.24 [/h2][h3](Additional 15%, first two weeks)[/h3][p][/p][hr][/hr][h2]Quick reminder[/h2]
  • [p]Early Access launch: Feb 12 @ 1:00 PM EST / 6:00 PM GMT[/p]
  • [p]15% launch discount window: First 2 weeks (Standard + Supporter Edition)[/p]
[h2]Thanks for the support, and we’ll see you on Feb 12![/h2]

The Final Rogue Point Public Playtest is Live!

[h2]Rogues! The Final Rogue Point Public Playtest Is Now Live! Play For Free Until Monday, January 19th![/h2][p][/p][p][/p][h2]Plus we're excited to announce that Rogue Point will be releasing into Steam Early Access on February 12th! Only four weeks away![/h2][p][/p][h3]Assemble your squad for the final Rogue Point playtest before we launch into Early Access! This is your last chance to try the game out for free and give us your all important feedback, so don't miss it! This event is open until January 19th![/h3][h3]Played in any of the playtests and want to share your feedback with our team? Complete the in-game survey or head over to the Rogue Point Feedback page here![/h3][p][/p][p]This weekend's test is free for everyone, and we’d love feedback in a few areas:[/p][p]💲 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.[/p][p]💀 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.[/p][p]⛓️‍💥 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![/p][p][/p][p][/p][h2]A Quick Look At What's New In Playtest 3[/h2][h3]⚖️ Full balance pass based on player feedback from previous playtests[/h3][h3]💣 New Bomb Defusal Minigame[/h3][h3]🧰 New Placeable Ammo Box Item[/h3][h3]🛡️ New Medium Armor[/h3][h3]💥 Improved Screen Effects for armor break, taking damage and friendly fire[/h3][h3]🔧 Performance Improvements[/h3][h3]🧠 AI Improvements[/h3][h3]🐛 Lots of bug fixes[/h3][h3]➕ And much more![/h3][p][/p][h2]Playtest 3 Patch Notes[/h2][h3]The Big Stuff[/h3]
  • [p]Bug Fixes, Quality of Life Changes and Balancing[/p]
    • [p]LOTS of bug fixes based off of the last playtest and internal testing[/p]
    • [p]Fixed bugs and added small features to improve player experience[/p]
    • [p]Balance pass on all aspects of the game (recoil, damage, prices, AI, etc)[/p]
  • [p]Ammo Box[/p]
    • [p]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.[/p]
    • [p]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.[/p]
  • [p]Player Combat Feedback[/p]
    • [p]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.[/p]
    • [p]Added Medium Armor[/p]
    • [p]Added screen shakes and impact sounds on taking damage[/p]
    • [p]Added Friendly Fire particle hits so you know when you are damaging friendlies[/p]
    • [p]Added more AI animations, to show when enemies are hurt and taking damage, for a more immersive experience.[/p]
  • [p]Store Updates[/p]
    • [p]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.[/p]
  • [p]'New' Sound Actor[/p]
    • [p]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.[/p]
    • [p]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.[/p]
    • [p]This is true for in game audio AND for player VOIP as well[/p]
    • [p]This also fixes the loud sound effects that played on map load[/p]
  • [p]New Tech Red Dot and Attachment Features[/p]
    • [p]We wanted to replace the placeholder Tech Red Dot, but more importantly we wanted to widen the housing for better viewing and firing.[/p]
    • [p]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.[/p]
  • [p]Takedown and Bomb Defusal[/p]
    • [p]Remade the Takedown final mission (and accidently introduced a bug to the extract wave spawns).[/p]
    • [p]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.[/p]
    • [p]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.[/p]
    • [p]We also added a small mini game for defusing the bomb.[/p]
    • [p]This minigame is similar to the Laptop mini game, but the player CAN fail it and accidentally explode the bomb.[/p]
    • [p]Added clearer timers and warnings for Bomb Defusal[/p]
    • [p]Still working to make this mini game as clear as possible (and we are adding it to the training level)[/p]
[h3]Code Fixes[/h3]
  • [p]Greatly improved feel on high-latency clients[/p]
  • [p]New skill system that upgrades skills instead of simply stacking them[/p]
  • [p]Fixed Host operator occasionally bouncing up and down from Clients perspective while in-game[/p]
  • [p]Fixed players losing door interaction if they peak it and clip through the door slightly[/p]
  • [p]Fixed issues with inventory duplicating gear or losing gear[/p]
  • [p]Fixed metal gates losing their collision as they roll up[/p]
  • [p]Re-added reaching animations for all interactions (except doors)[/p]
  • [p]Ladder Polish[/p]
    • [p]Fixed ladder head snapping at the top and bottom of ladder.[/p]
    • [p]The player now always sprints on the ladder[/p]
  • [p]Fixed wrong mission being called, blocking campaign progress[/p]
  • [p]Fixed a memory leak that would cause a crash[/p]
[h3]AI Improvements[/h3]
  • [p]AI now has hurt animations[/p]
  • [p]Fixed MERX phone icons not hovering above their location (and often being rotated through the floor)[/p]
  • [p]Fixed Heavy Striker loadout having Sahara 50 extended mag applied (fixes reload animations on weapon pickup)[/p]
  • [p]Lookouts now use a much shorter throw animation for flashbangs[/p]
  • [p]Fixed a bad bug with doors losing their proper ID, making AI walk into them because they thought they were open or unlocked[/p]
  • [p]Fixed issues with AI rotation[/p]
  • [p]Fixed AI vaulting when they should not[/p]
  • [p]Fixed explosive damage reduction for AI not working[/p]
[h3]Weapon Fixes[/h3]
  • [p]Fixed players being able to use their primary weapon when holding a hostage[/p]
  • [p]Added range and damage fall off for all guns/gun classes[/p]
  • [p]Fixed FOV weapon shader breaking after picking up weapons[/p]
  • [p]Fixed grenades picked up mid-round not having their ammo counts stored between rounds[/p]
  • [p]Fix dropped/backpack Revive Kit model only showing paddles and not Revive Kit body[/p]
  • [p]Fixed bouncy shotguns when dropped by AI[/p]
  • [p]Fixed double doors that could not get shotgun-ed open[/p]
  • [p]Fixed broken windows or invisible gameplay volumes changing weapon aim point[/p]
  • [p]Fixed weapons that could be duplicated by changing their skins[/p]
  • [p]Fixed revived players having different movement and collision on respawn[/p]
  • [p]Fixed attachment/recoil buff/debuffs not persisting on weapon change[/p]
[h3]UI Additions and Improvements[/h3]
  • [p]The game now prevents skills from being shown that you already own (unless that skill upgrades)[/p]
  • [p]Multiple fixes to resolution, primary monitor, and monitor selection in the options screen[/p]
  • [p]Dead Drops[/p]
    • [p]Added notification if players have a free Dead Drop they have not yet used[/p]
    • [p]Cost of Dead Drops increases and saves round to round, but RESETS on the next campaign phase[/p]
    • [p]Adjusted Dead Drops to be balanced in all phases[/p]
    • [p]Changed odds to keep them viable in each phase[/p]
    • [p]Dead Drops can now grant SKINS with weapons[/p]
  • [p]Weapon and Gear buying[/p]
    • [p]Items bought but resold BEFORE going on a mission will get a full refund if the player changes their mind[/p]
    • [p]Items found or used on a mission can be sold for 25% of their value[/p]
    • [p]Multiple passes on weapon prices and Dead Drop items[/p]
  • [p]Polished Loadout UI for better attachment and skin button visibility[/p]
  • [p]Moved the armor icon up on the left side of the Loadout screen for better visibility[/p]
  • [p]Added a warning if players Ready up with no armor equipped[/p]
  • [p]Fixed bugs with Shared Inventory duplicating or disappearing[/p]
  • [p]Added better hit mark feedback to distinguish critical hits vs headshots[/p]
  • [p]Improved Campaign End to differentiate it from the regular Mission End screen and add more emphasis to the event[/p]
  • [p]Fixed “Ready” icon becoming unavailable if you interacted with the Cosmetic menu[/p]
  • [p]Fixed players occasionally spawning in the wrong location in the Loadout screen[/p]
  • [p]Objective rewards are now granted on mission completion and NOT as they are completed during a mission[/p]
  • [p]UI indicator when players use phones to unlock stash rooms on a mission to show they are depleting[/p]
  • [p]New player icons[/p]
  • [p]Made sure weapon charge animations are played AFTER the load screen clears[/p]
  • [p]Move all healing, damage, and screen effects to a single post-process effect[/p]
  • [p]Optimized credits and options menu[/p]
  • [p]Optimized HUD and re-added the HUD bend effect[/p]
[h3]Audio Improvements[/h3]
  • [p]Re-added shell casing sounds hitting the ground[/p]
  • [p]Fixed bug in TangoAudio actor that would prevent proper blending from room to room[/p]
    • [p]This also fixes the loud noise heard at the Planning Screen as the level is loaded[/p]
    • [p]Allows for more control and effect of sounds while on a mission[/p]
  • [p]Re-added Hostage voice lines[/p]
  • [p]Polish to VOIP effects[/p]
[h3]Animation Improvements[/h3]
  • [p]Added relaxed poses for AI to utilize[/p]
  • [p]Fixed multiple animation edge cases with AI surrender animations[/p]
  • [p]Weapon/Recoil animation polish[/p]
  • [p]Fixed bugs with fidget and mag check animations[/p]
  • [p]New flashbang effect (with audio ducking)[/p]
[h3]Art/Level Design[/h3]
  • [p]Multiple fixes for objectives and players able to get out of the playspace (from the last playtest and from internal testing)[/p]
    • [p]Collision and vaulting fixes[/p]
  • [p]Redesigned stash rooms and how they are spawned. This makes resources scarcer and promotes the use of Intel.[/p]
  • [p]Level detailing for smaller spaces and stash rooms[/p]
  • [p]Continued to merge actors and optimize Airport (as well as other levels)[/p]
  • [p]Added more destructible and interactable detail props throughout levels[/p]
  • [p]Added emissive (glowing) textures to iron sights for better readability[/p]
  • [p]Improvements to player direction in levels[/p]
  • [p]Fixed issues with doors and other objects generating AI cover when they should not[/p]
  • [p]New Skill icons art[/p]
[p][/p][h2]Known Issues[/h2]
  • [p]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.[/p]
  • [p]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).[/p]
  • [p]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.[/p]
  • [p]Lots of other smaller bugs and quality of life fixes we are working on, like this AMAZING FOV shader bug:[/p]
[p][/p][h2]We hope you enjoy the final playtest and don't forget to wishlist Rogue Point on Steam:[/h2][p][/p][p][dynamiclink][/dynamiclink][/p]