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Rogue Point | Dev Briefing #9

[p][/p][h3]As a game studio, there's no escaping the impact that developing Black Mesa has had on our team over the years! The experience we all had working on that project has proven to be so invaluable, especially now that we're looking ahead at our next release, Rogue Point![/h3][h3]In this dev briefing, we'll be talking about the legacy of Black Mesa and the ways that is has influenced Rogue Point's development.[/h3][p][/p][p][/p][h2]Pacing Through Level Design[/h2][p]A lot of modern FPS games have leaned heavily into relentless, high-octane action with constant enemy waves, minimal downtime, and adrenaline that rarely lets up. While that works for some gaming experiences, we learned something different from Black Mesa: the power of the beat.[/p][p]Black Mesa taught the team that pacing isn't just about action - it's about the rhythm between tension and release. In Black Mesa, we'd ramp players up into intense firefights, then give them a moment to explore, solve a puzzle, or simply catch their breath before the next wave hit. That ebb and flow made the action feel more impactful because players had time to process what just happened.[/p][p]We carried that philosophy directly into Rogue Point. During missions, you'll experience those same beats: intense firefights followed by moments where you can regroup, secure areas and resources, then strategize with your team. Once you're back at the mission screen, you're completely out of danger. You can breathe, plan your loadout, discuss tactics, and approach the next mission with a fresh mind.[/p][p]It's not about slowing the game down. It's about making every moment of action feel earned and every quiet moment have purpose. You aren't just surviving in Rogue Point. We want you to think, adapt, and prepare for what's next.[/p][p][/p][p][/p][h2]Mod Support Mindset[/h2][p]Black Mesa wouldn't be what it is today without our community. From day one, players provided feedback, created incredible custom maps, developed gameplay modifiers, and kept the game alive in ways we never imagined.[/p][p]That community-driven energy defined Black Mesa for us. Mod support has always been a core part of our DNA, and we knew from the start that Rogue Point needs to embrace that same philosophy.[/p][p]We're excited to continue developing Rogue Point post-launch, with new game modes, maps and an expanded weapon roster already planned. But we're equally - if not more - excited to see what the community creates. Want to create a new mission type? A custom weapon skin? A wildly different gameplay modifier? We want to see it.[/p][p]Rogue Point's mod workshop is planned for post-1.0 release. We can't wait to watch the community take this game in directions we haven't even thought of yet![/p][p][/p][p][/p][h2]Level Design: Crafting Worlds[/h2][p]Going into Rogue Point's development, we knew we were taking a step in a different direction. Black Mesa is a linear, story-driven campaign that guides players through a carefully scripted journey. Rogue Point, on the other hand, is a 4-player cooperative tactical shooter built for replayability. On the surface, they couldn't be more different. But we felt that there were a lot of level design elements that we could carry over between the two games.[/p][p]The maps in Rogue Point are large in scale, but we don't throw players into the deep end right away. Instead, we introduce them bit-by-bit, much like Black Mesa's linear storytelling. An easy mission might focus on just a few sections of the Mall map. A medium mission might shift focus to a different area entirely, giving you a fresh perspective on the same location. As difficulty ramps up, those sections start to connect. Players begin recognizing areas they've already fought through, and suddenly realize how it all links together into one cohesive space. By the time you're tackling the hardest missions, you've explored the entire map, but it never felt overwhelming because we revealed it piece by piece.[/p][p]This approach lets us create small, self-contained "worlds" within each mission while utilizing a much larger designed map. It's a nod to Black Mesa's methodical pacing and environmental storytelling, adapted for a game built around dynamic, replayable co-op gameplay.[/p][p][/p][h3]If you enjoyed Black Mesa, please consider following Rogue Point on X or wishlisting the game on Steam! And don't forget to join the Crowbar Collective Discord to keep up to date with everything we're working on![/h3][h3][/h3][h2]Wishlist Rogue Point on Steam 👇[/h2][p][/p][p][dynamiclink][/dynamiclink][/p]

Rogue Point Public Playtest Now Live! Play Now!

Rogues! Your mission starts now! Join the Rogue Point Public Playtest on Steam and play the game until Monday, September 29!
[p][/p][p][/p][p]Assemble your team of rogues and get ready to get hands-on with our upcoming 4 player cooperative shooter! The Rogue Point public playtest is open from September 25th - September 29th.[/p][p]Played the demo already? The playtest features a whole load of new content and new features, including the much awaited addition of ADS![/p][p][/p][h2]Sign-up for the playtest and start playing now[/h2][p][/p]
  • [p]A quick and clean FPS experience with a focus on cooperation and team play[/p]
  • [p]A range of mission types across three maps - Office Complex, Oil Rig, and Checkpoint Mall[/p]
  • [p]Different objectives to tackle - Bomb Defusal, MERX hunt, Hostage Rescue, Intel Capture, and Strike Missions[/p]
  • [p]Unlock your armory as you complete missions - 20+ weapons, 40+ tactical items and attachments[/p]
  • [p]20+ skills to build out your Rogue operative[/p]
  • [p]Cosmetic rewards earned through playing[/p]
[p][/p][p]Tried the playtest and want to share your feedback with our team? Complete the in-game survey or head over to the Rogue Point Feedback page here![/p][p][/p][h2]Major changes since the demo[/h2][p]The team has been hard at work since the Steam Next Fest Demo and we’ve made several big changes to the game based on the community’s feedback! The biggest change is the addition of ADS on all guns! You asked and we answered![/p][p][/p][h3]Here are just SOME updates to the game since the Steam Next Fest Demo and the Gamescom build:[/h3]
  • [p]A TON of bug fixes and performance improvements[/p]
  • [p]Added first iteration of Aim Down Sights (ADS) based on community and design feedback![/p]
    • [p]Can toggle to enable “Push Zoom” only in the options menu if you prefer no ADS![/p]
  • [p]Added in game VOIP[/p]
    • [p]Added and refined Text Chat[/p]
  • [p]Added securing mechanic to Less Lethal guns to help balance them and for more interaction[/p]
  • [p]Added lens flares back into the game (believe it or not, they were previously causing a game crash)[/p]
  • [p]Completely overhauled interaction system[/p]
    • [p]Fixed issues like delay after battering ram strikes door[/p]
  • [p]Refined ladder climbing to allow player to look around, and fixed a number of bugs with ladder climbing (Ladders still cull before they should however)[/p]
    • [p]Fixed players floating if they are killed on a ladder[/p]
    • [p]Update ladders so interactions work from the top and the bottom[/p]
    • [p]Fixed players floating off of ladders[/p]
[p][/p][h3]Known issues present in the Playtest Build[/h3]
  • [p]MERX squad leader icons can sometimes display in the wrong place on the HUD[/p]
  • [p]Some plants/foliage still have bad/overly large collision meshes![/p]
  • [p]Pistol red dot sight is missing its dot when aiming down sight[/p]
  • [p]AI will occasionally slow down or get stuck on dead bodies[/p]
    • [p]AI will also occasionally get slow or stuck in tight spaces (spaces we plan to widen a bit to help)[/p]
  • [p]Steam Peer-to-Peer is region locked. Will implement a slightly different system to prevent this in the future[/p]
  • [p]There is a hitch on the first round fired from your weapon in some maps[/p]
    • [p]Muzzle flashes also draw through the world[/p]
  • [p]Some layouts are missing their Planning Screen background image[/p]
  • [p]Pepperball full auto firing sounds are getting clipped/muted[/p]
    • [p]Some other minor bugs with Less Lethal weapons and securing enemies[/p]
  • [p]Grenades don’t break glass on explosion (yet…)[/p]
  • [p]After the first mission, the number of phones picked up off of MERX is way off. We plan on re-designing this system to be a bit different so we have not yet fixed this bug.[/p]
    • [p]The new system will have per mission phone counts instead of per campaign[/p]
  • [p]Players can sometimes magically inherit the host's Loadout[/p]
    • [p]There are sometimes unintended results from mission failures. For example, players can lose their loadout on a mission failure, even though they survived the mission.[/p]
  • [p]Adding players to the lobby can affect the lobby’s FPS. We think this is because the Operator meshes are not yet merged.[/p]
  • [p]Bomb effects and damage are not yet in the game[/p]
  • [p]Animation overlap needs refinement. For example changing fire mode and reloading will break the animation (but the weapon will work just fine)[/p]
  • [p]Occasionally Skills do not drop after a mission complete (this will be fixed up in the skills rework mentioned above)[/p]
  • [p]Guns in loadout menu sometimes show their “Fire Last” animation and have their chambers open[/p]
  • [p]If you use intel on the planning screen, it will create blank icons on your in-game compass[/p]
  • [p]Sniper is not sweeping with their aim/laser like they are supposed to[/p]
  • [p]Clients can vault over dynamically spawned blockers when they should not be able to[/p]
  • [p]Dropped Items will refill their charges, creating a nice exploit for infinite uses[/p]
  • [p]Player can equip heavy armor just before selling it and get the armor and the money[/p]
[p][/p][h3]What's next after the playtest?[/h3][p]Aim Down Sights (ADS) Refinement[/p]
  • [p]ADS is brand new for this playtest[/p]
  • [p]We’ll continue to refine the look and feel of ADS for the game[/p]
  • [p]We want to make sure that muzzle flashes don’t block vision (unless that is a part of the weapons design) and that fire animations go straight back into the camera and not to the side (again unless that is apart of the weapon’s design)[/p]
[p]Inventory System Clean Up[/p]
  • [p]Fix some low level bugs with the inventory system and make it easier to manage over time[/p]
[p]Skills Rework[/p]
  • [p]We’ve been redesigning the Skills to work better and be clearer to the players[/p]
  • [p]We want to add the Skill select to the Deploy menu instead of the End Mission menu[/p]
  • [p]Rebalance skill types and allow for more Skill stacking and more choices when selecting Skill (while still keeping the total number of skills manageable)[/p]
  • [p]Possibly having skills unlock as you progress to help onboard players and make things more interesting as the campaign progresses.[/p]
[p]Economy Balancing[/p]
  • [p]Fine tuned economy to keep players on the edge without making it too difficult to acquire the gear you need[/p]
  • [p]Balance Dead Drop percentages to make sure the system is still fun and rewarding, but not too overpowered[/p]
[p]Armor Expansion[/p]
  • [p]Add buyable Light, Medium, and Heavy armor that, if damaged, needs to be re-bought within the store[/p]
  • [p]This will give the player more options and help with economy balancing[/p]
[p]Mission and Objective Clarification[/p]
  • [p]Refine campaign length[/p]
    • [p]Refine structure to utilize Missions, Strike Missions, Raid Missions, and Takedown missions[/p]
  • [p]Make sure sub objectives are clear and fun[/p]
  • [p]Refine mission failure. What should happen if a bomb explodes mid mission?[/p]
  • [p]Expand mini games to more objectives[/p]
  • [p]Re-add and refine final end boss mission[/p]
[p]HUD Refinements[/p]
  • [p]More work to clarify important information and reduce noise for players[/p]
[p]VOIP Improvement[/p]
  • [p]Refinement of the VOIP system and its usability for players[/p]
  • [p]Adding open mic setting and quick mute shortcut key[/p]
[p][/p][h2]New Rogue Point branding[/h2][p][/p][p][/p][p]Eagle-eyed players may have noticed a few changes to the Rogue Point branding as well! As we’ve continued development and got closer to the Early Access release, we’ve also given our logos and brand design a bit of a refresh. We hope you like the look![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Rogue Point Playtest begins this week!

[p][/p]
The Rogue Point Playtest starts this week! Play on Steam from September 25th-September 29th, or play early on 24th September through Twitch Drops!
[p][/p][h3]👀 Watch participating creators to secure your Twitch Drop from the 24th Sept![/h3][h3]🔑 Instant Early Access on Twitch![/h3][h3]🔓 Or sign-up on Steam and play on 25th Sept[/h3][p][/p][p]Already played the demo? You still won't want to miss this playtest as we've introduced some exciting new features and improvements including full ADS and a new lighting system! More details coming soon![/p][p][/p][p]Creators can pre-register now for a Playtest key now! Click here!

Watch the latest Rogue Point trailer:[/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p]

Rogue Point is a FPS roguelite that does everything in its power to encourage players to actually work as a team




For someone who plays a lot of co-op shooters, you'd think that my friends and I would be pretty decent at working together as a team to complete an objective, but alas, that is simply not the case. The problem is that there's just too much leeway in most co-op shooters for players to go off and do their own thing, abandoning their friends in the process. I need restrictions if I'm to be a good, selfless teamplayer, which is where Rogue Point comes in...
Read more.

Rogue Point | Dev Briefing #8

[h2]Gamescom 2025 Was Absolutely Incredible![/h2][p][/p][p][/p][p]What an amazing experience having Rogue Point on the show floor at Gamescom! We were incredibly fortunate to see people lining up to get their hands on the game - honestly, we couldn't have asked for a better response.[/p][p]Huge shoutout to Team17 for all their hard work making this happen; they absolutely crushed it getting everything set up and running smoothly. Adam, our Project Lead and CEO, and Brad, our Marketing and Community Manager, were on the ground in Germany, meeting with press and influencers to share more about Rogue Point and our future plans.[/p][p]The energy was infectious, and seeing players experience that first co-op mission together reminded us exactly why we're so passionate about this project![/p][p][/p][carousel][/carousel][p][/p][h2]Development Continues[/h2][p][/p][h2][/h2][p]We're actively using all the feedback from the recent Steam Next Fest Demo and our internal playtests to improve Rogue Point. Here's what we're working on:[/p]
  • [p]New lighting across all levels - check out the Office and Mall gifs for an idea of the scope of these lighting changes![/p]
  • [p]Further performance improvements[/p]
  • [p]Economic and Progression rebalancing[/p]
  • [p]Push Zoom and ADS Support[/p]
  • [p]Gun FOV support[/p]
  • [p]Control Scheme Reworks[/p]
  • [p]Height Over Bore improvements and indicators[/p]
  • [p]Interaction system refactor[/p]
  • [p]Ordnance system refactor[/p]
  • [p]Additional AI Animations and behavior changes[/p]
  • [p]Less Lethal 'Restrain' state with extra money awarded[/p]
  • [p]Stealth System UI update[/p]
  • [p]Damage System UI update[/p]
  • [p]Laser effects pass[/p]
  • [p]Parabolic Damage[/p]
  • [p]Voice & Text Chat[/p]
  • [p]Inventory Sharing[/p]
  • [p]Hundreds of bugs smashed[/p]
  • [p]Dozens of small quality of life fixes across the game[/p]
[p][/p][p][/p][h2]LIVE STREAM ALERT: Team17 x Crowbar Collective Collab![/h2][p][/p][p]We're going live on Friday, 5th September at 12:00pm ET on Twitch with our publishing partners at Team17 for something special! Expect live Rogue Point gameplay plus an AMA session with Adam, our Project Lead.[/p][p]Got burning questions about development, design choices, or what's coming next? Drop them in the rp-dev-ama channel of our Discord right now or jump into chat live during the stream. This is a perfect chance to pick Adam's brain about everything Rogue Point - from the nitty-gritty development details to our bigger picture plans.[/p][p]Ready to join the action? Head to our Discord and start dropping those questions. We can't wait to show you what we've been working on and hear what you want to know![/p][p][/p][h3]Watch the livestream at 12:00pm ET on Friday:[/h3][p][/p][p]Crowbar Collective Twitch Channel[/p][p]Team17 Twitch Channel[/p][p][/p][h2]Wishlist Rogue Point on Steam[/h2][p][/p][p][dynamiclink][/dynamiclink][/p]