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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]