1. Rogue Point
  2. News

Rogue Point News

Play the Rogue Point demo now! đź’Ą

[p][/p][h2]It's time to go Rogue! The Rogue Point demo is out now on Steam![/h2][p][/p][h3]Assemble your team, plan your entry, and get ready to lock and load![/h3][p][/p][p]Rogue Point is a 4-player cooperative tactical shooter developed by Crowbar Collective, the acclaimed studio behind Black Mesa. Built on Unreal Engine 4, this player-first experience delivers dynamic tactical gameplay that is easy to learn but challenging to master. Featuring parametric mission layouts, peer-to-peer gameplay, and a player-first approach.[/p][p][/p]
PLAY THE STEAM NEXT FEST DEMO NOW!:
[p][/p][p][dynamiclink][/dynamiclink][/p][h2]Rogue Point Demo Features:[/h2]
  • [p]4 PLAYER CO-OP: Squad up to take on the multiple mission layout. Plan, adapt, and overcome using strategic approaches to accomplishing the objectives.[/p]
  • [p]3 PROGRESSIVE MISSIONS: Easy, Medium, and Hard difficulty levels that showcase the game's tactical depth and challenge scaling[/p]
  • [p]3 UNIQUE MAP LOCATIONS: Explore diverse tactical environments with distinct layouts that demonstrate our level design philosophy and strategic variety[/p]
  • [p]ARSENAL OF WEAPONS & COSMETICS: Get hands-on with multiple firearms and customization options that reflect the full game's tactical loadout system[/p]
  • [p]WEAPON ATTACHMENT SYSTEM: Unlock and experiment with various weapon modifications to find your preferred tactical setup[/p]
  • [p]COSMETIC PROGRESSION: Earn and unlock visual customizations that let you personalize your operative's appearance and weaponry[/p]
  • [p]DEAD DROP SYSTEM: A weapon drop system that adds strategic depth to mission planning and execution[/p]
[h2]🌟DON'T FORGET TO WISHLIST THE GAME
[/h2][h2]Watch the Game Overview & Features video now:[/h2][previewyoutube][/previewyoutube][p]Crowbar Collective Lead, Adam Engels, gives a bit more insight on what Rogue Point is all about, and what you can expect from the game going into Early Access!
[/p][h3]We hope you enjoy the demo and we're very eager to hear your feedback! Here are the best ways to leave feedback:[/h3][p]
Leave us Feedback on the Demo[/p][p]Join the Crowbar Collective Discord[/p][p]Head over to the Rogue Point Steam Discussions[/p][p]Follow Rogue Point on X[/p]

Rogue Point | Dev Briefing #5

[h3]Welcome to the fifth Rogue Point Dev Briefing! In this blog, we'll be taking a first look at the in-game UI, with an explanation behind each element of the UI.

Also, make sure to check out the end of this dev blog for an introduction to our next weapon, the Bellini Shotgun![/h3]




UI Breakdown- What the HUD is telling you


[h2]1 - Player Health and Armor[/h2]
You can keep track of your health using the white bar here, as well as the amount of armor protection you currently have, with the blue bars.

Rogue Point features a health bar and medkit system of healing, rather than the regenerating health found in some other FPS games. Incoming damage will destroy your armor first, before it touches your health. Inside of a mission you normally won't be able to regenerate destroyed armor, so once it's gone, it's gone!

[h2]2 - Backpack & Dead Drops[/h2]
When selecting your loadout, you have the option to equip an item to your backpack. Although you're not able to interact with it directly, your teammates can! They'll be able to take it off your back and use it normally. Think items like med kits, revive kits, lockpicks, and more!

If you get the chance to grab a free Dead Drop during a mission, a small icon will also appear in this section, letting everyone know you've picked one up!

[h2]3 - Comms[/h2]
Incoming communication from Rogue Point command will show up here. Pay attention to these messages as they'll help you keep track of the status of different objectives, enemy reinforcements, and remaining mission time.

[h2]4 - Mission Objectives[/h2]
Keep track of your current objectives here. Mission objectives can include killing specific MERX, rescuing hostages, defusing bombs, and more.

[h2]5 - Mission Timer[/h2]
Your team will only have a certain amount of time to complete mission objectives. Each completed objective will add time back to the clock, so always make sure you prioritize completing them!

[h2]6 - Mission Compass[/h2]
The mission compass will show you the direction to points of interest around the map, including objectives and extraction zones. If you're not sure where to go next, follow the compass!

The compass will also let you know if those points of interest are above you, below you, or on the same level.

[h2]7 - Player Location[/h2]
Above the compass is a location tracker. This will display your current location on the mission map and can help with callouts to your teammates.

[h2]8 - Enemy Awareness Meter[/h2]
When you begin a mission, the MERX won't immediately know where you are. As you begin to explore the map, you'll start to be seen by enemy patrols and lookouts. Enemy line of sight and awareness will be shown in this meter. If it fills up completely, the enemy in question will have seen you and will begin to open fire.

[h2]9 - Mission Resources[/h2]
There are three resources tracked here: Cash, Phones, and Intel.

[h3]Cash[/h3] Can be used in the loadout phase, and will allow you to equip better weapons and equipment.

[h3]Phones[/h3] Collected off of certain enemies you eliminate. Grab a certain number in order to unlock Stash Rooms within the mission. These rooms can contain items like ammo crates, med kits, revive kits, and Dead Drops. They can be the difference between mission success, and mission failure!

[h3]Intel [/h3] Collected during missions and used to gain advantages in future missions. Spend collected intel, to gain more knowledge on where points of interest are in the next mission.

[h2]10 - Weapons and Equipment[/h2]
Primary weapon, secondary weapon, throwables, and equipment that you take into a mission will show up here. You can switch between items by pressing the number key next to them or by scrolling on your mouse wheel. This section will also let you know how much of that item remains (ex: ammo left in your guns and number of item uses left).

[h2]11 - Fire Mode and Ping[/h2]
Some weapons have different fire modes, including semi-automatic, burst fire and automatic. By default you can switch fire modes by pressing 'X'.

Weapon Showcase: Bellini Shotgun




[h3]The Bellini Shotgun - a battle-tested Italian beast that'll cycle anything you feed it. Born for war, the Bellini isn't just a shotgun. It's a statement of intent.[/h3]



Built for the US Marines, this weapon has become the gold standard for combat shotguns. With its advanced gas operation system, it has the ability to use a wide variety of ammo types without issue. The Bellini Shotgun is the perfect pick for close range engagements, and the removal of those pesky door locks.

[h2]Wishlist Rogue Point now:[/h2]
https://store.steampowered.com/app/1843840/Rogue_Point

Rogue Point | Dev Briefing #4



In Rogue Point we want each individual operative to feel unique. No need to be constrained by the military uniforms of old!

Flex your style before embarking on each mission. Because you know what they say:
"When the fit is lit, every shot's a hit".

Player Customization


Unlocking new cosmetic items can be done through Rogue Point's progression system. By completing individual missions and the over-arching mission campaigns, you'll gain access to more items and accessories along the way. We want to make sure each player can evolve the look of their Rogue to your liking.

[h2]Tactical Swagger[/h2]



Player cosmetic items are split into several categories, giving you a huge number of combinations:
  • Headgear
  • Facewear (Bandanas and masks)
  • Headsets
  • Glasses
  • Watches
  • Vests
  • Shirts
  • Gloves
  • Pants
  • Holsters
  • Footwear

With so many options available, it's up to you to decide what kind of operative you want to run! Will you take inspiration from the real world and lock-in with urban camo, a tactical helmet and tac-vest?
How about a more casual look with a stylish t-shirt, shorts and shades?


Cosmetic items in Rogue Point are just that - cosmetic. They don't effect gameplay in any way. So your beanie hat wearing Rogue is just as likely to die from a headshot as your friend wearing a riot helmet. We made this decision as we wanted the focus to remain on each player's ability in-game, and didn't want to constrain the creativity of each player's look behind which clothing items are 'best' or 'most optimal'.



Heavy Armor is the exemption to this rule! Before each mission, you'll have the option to purchase heavy armor, as an upgrade to your light armor. Heavy armor will cosmetically be shown under your tactical vest. Armor has a gameplay effect, as you'd expect, with heavier variants blocking more incoming damage at the expense of a higher price tag.

[h2]Multiple Colorways[/h2]



Many of the cosmetic items in Rogue Point also have different color variations, giving you the option to further customize your look. Our personal favorite has to be the bright shade of 'Crowbar Collective' Orange. It might not conceal you during a fight, but will definitely ensure you're the most stylish Rogue on the battlefield! In fact, the camo/colours you choose don't have an effect on AI perception, so feel free to go nuts! Please note: all cosmetic colours are currently work in progress.

Weapon Customization




Weapon customization is an extremely important part of Rogue Point and we'd like to go into it in more detail at a later date, maybe in its own developer blog. For now we'll simply confirm that all of the weapons are customizable with a variety of sights, mounted lasers, magazines and more to help you tune your gun to your liking!

[h2]Weapon Showcase: Sahara 50[/h2]



[h3]Some call it impractical. Some call it flashy. One thing's for sure- if you hit something with this .50 AE cannon, it's not getting back up![/h3]

The Sahara 50's a LOT of gun to handle. Boasting high levels of recoil and only 7 rounds, you'll need to put in a bit of practice and be aware of how many shots you take. For those that need a bit of help with it's pull, the Muzzle Brake attachment is a solid choice. This sidearm is one of the most powerful secondaries in Rogue Point. It's able to penetrate most armor and quickly dispatch any unlucky MERX that cross your path.

[h2]Wishlist Rogue Point now:[/h2]
https://store.steampowered.com/app/1843840/Rogue_Point

Rogue Point | Dev Briefing #3



[h3]At its core, Rogue Point is a co-operative team-based shooter. Solo play is definitely a viable choice, but when designing the gameplay loop we wanted to reward great teamwork as much as possible.

From picking out your loadout to planning your mission entry, a team that works together and communicates well will get further than a group of soldiers all going...ahem...rogue.[/h3]

[h2]Team Play[/h2]



A soldier that fights alone, dies alone! With that in mind, there are a number of ways you can help to keep your team alive in the heat of battle. Two of the most important pieces of equipment in Rogue Point are Medkits and Team Revive Kits.

Medkits do exactly what you'd expected - they heal any damage that has pierced through your armor - but they can also be used on an injured comrade to help get them back into the fight. Using Medkits on a teammate is also faster than using them on yourself, so try not to be selfish! A Team Revive Kit can sometimes be the difference between a successful mission and a failed one. The kit allows you to revive a downed teammate, but you can't use them on yourself, so plan accordingly. Both Medkits and Team Revive Kits can sometimes be found around mission levels, although you'll have to fight back any MERX presence to claim them.

Team Play goes further than individual moments of Rogue Point's gameplay though! We'll be exploring mission level design a lot further in a future Dev Briefing, but for now we can say that we've been exploring how co-operative elements and different obstacles can push players to work as a team to progress through a mission. From remotely operated doors to the extract system that prioritises team play over squads of lone wolves, we hope to encourage teamplay in a natural way.

[h2]Mission Planning[/h2]



At the beginning of every level in Rogue Point, your team will be presented with the mission briefing screen. Here you can see a map of the level ahead and work together to plan your approach. There are multiple entry points across each level, so deciding how you want to use them is key. Will you all tackle the same entry or split up to hit MERX from different angles?

There are a number of tools to help you with this. Glass Cutters give you the ability to open up pathways through windows without alerting enemies to the sound of glass shattering. Similarly, few doors can withstand a good Battering Ram, opening up entry points that would have otherwise been blocked to your team. Ladders are another really useful tool that gives your team the ability to climb to higher levels and approach the enemy from above.

[h2]Team Loadouts[/h2]



You'll have the opportunity to pick your loadout before each mission. Work alongside your teammates to make sure all bases are covered. Bringing a close-range shotgun? Ask a friend to support you with something long-range like an assault rifle. Flexing with a grenade launcher? Your team will definitely need to compensate with some conventional weapons too. As you tackle different mission types and locations, you'll learn to adapt as a unit and plan accordingly.

Alongside weapon choices, each player will also have a range of equipment to choose from. An Optiwand is a specialist camera tool that will allow you to scout under doorways, giving your team vital information about enemy positions and objectives. Similarly, a Door Chock will allow you to block closed doors around you, controlling the flow of enemies and giving your team the upper hand. In Rogue Point, we wanted to reward teams who work together to use their equipment efficiently and tactically.

One feature that aids this is the backpack system. Every player has a backpack that they can stock-up with extra medkits, throwables, team revive kits, ammo, etc. before going into a mission. Teammates can that access these extra goodies during a mission by interacting with your backpack.

[h2]Weapon Showcase: CVM - 7.62x39[/h2]



[h3]One of the most iconic assault rifles of all time. Rugged and reliable, the CVM packs a punch with a 7.62 caliber, but kicks like a Moscow mule if you lose control of its recoil. Specialize to your liking, with a variety of attachments, including different sights, a compensator and extended magazine.[/h3]

With great stopping power, the CVM is the choice for any Rogue who really, really wants to make sure their enemy isn't going to get back up again. It isn't as accurate as some of its western counterparts, but who needs pinpoint accuracy when you can switch to full auto and quickly unload a 30 round magazine downrange?

Found on battlefields all over the world, the CVM must be doing something right.

[h2]Wishlist Rogue Point now:[/h2]
https://store.steampowered.com/app/1843840/Rogue_Point

Rogue Point | Dev Briefing #2



One of the first choices you make in a tactical shooter – especially in Rogue Point – is deciding which gun to bring on your raid. Are you having fun and experimenting? Or are you trying to fill a specific role within your team to maximize your effectiveness?

We wanted this choice to truly matter, so here is a quick overview of our weapon economy, Dead Drop system, and goals for weapon design.

[h2]Economy[/h2]



With Rogue Point's economy, we referenced games like Counter-Strike, where you start with a small amount of money each game and must perform actions during a raid to earn more resources and improve your operator’s build.

We've also included ways for players to earn specific skills and buffs, but that's for a different dev diary…

In the beginning, players can spend a small amount of money to improve their chances of having a successful raid, OR they can save their money for the next round to purchase higher-tier items.

Our goal is to make it a challenge to acquire higher-tier weapons, and to make it impossible to buy every gun you might want to try in a single campaign. Players must work together and also decide whether to be a balanced team OR a balanced operator.

For example, you may choose a longer-range pistol right out of the gate. This will help you and your team engage targets at longer distances on the easier raids. You'll then have to decide if you want to spend money to make your loadout more balanced, such as by buying a shotgun, OR if you want to stick to your long-range role and buy a rifle as your next big purchase.

You can also take the opposite approach by buying an inexpensive shotgun at the start, then following up with a long-range pistol.

Making decisions that affect your whole run can be tough…and expensive. We designed the Dead Drop system to help players get into the action, and help change up the economy.

[h2]Dead Drops[/h2]



As mentioned above, buying and experimenting with all the guns should be difficult and expensive. The higher end weapons bring a ton of versatility and firepower to your team, so they demand a high price (both in universe and in our game design).

However, we also don’t want players to feel like they can’t try new things or to fall into the same comfortable patterns during every campaign.

To address this, we developed the Dead Drop system. This feature allows players to experiment with different weapons while introducing a risk/reward element to the loadout phase of the game.

Essentially, the system functions as a figurative slot machine for weapons. Players can spend a modest amount of in-game currency for a chance to obtain useful items for their next raid. This gamble could yield a high-end gun, heavy armor, grenades or perhaps even all of the above.

Players can also discover Dead Drops tucked away within the levels. Extracting these hidden packages grants them a free spin for their next loadout/store phase.

In short, we want to have our cake and eat it too. We want players to manage limited resources by carefully planning and selecting gear to fulfill specific roles. At the same time, we want to surprise them with fresh gear from Dead Drops, encouraging them to adapt to new roles based on what they’ve just acquired.

[h2]Weapon Showcase: The TROOPER - 9MM[/h2]



[h3]“An innovative and class leading design for its time, this weapon is getting a bit long in the tooth. Despite its age, this submachine gun is still a favorite among people who need to get in close and get the job done.

What it lacks in customization and reload speed, it makes up for in smooth operation. It even has a built in flashlight for extra easy target acquisition in low light.

Viable at just about any stage of your campaign, this weapon is a great choice for new Rogues looking to get comfortable, and veterans that know how to maximize its strengths.”[/h3]

You’ve seen this gun before. It is a certified classic, but what makes it special? What aspects of its design can be used for gameplay? The Trooper - 9mm is well known for its handling, and its 9mm ammo has basically peaked in terms of stopping power. So, what drawbacks can we add based on our gameplay potential and real-world attributes?

Well, it’s slightly older design means it does not have a bolt release like many newer SMGs. This makes reloading take longer, which is a considerable drawback in the heat of battle.

It also lacks a standardized rail system seen on modern firearms. Despite its remarkable foundation, this limitation imposes a ceiling on how far the weapon can be customized or enhanced.

Even with these structural limitations, it is still an amazing house to live in (OK, that is as far as I will use that metaphor).

[h2]Moving Forward[/h2]

To wrap up, how can we incorporate the real-world design of guns into our game? How can we spice up the system to ensure players aren’t always choosing the “meta” guns or the guns they are most comfortable with? How can we make sure guns and loadouts fit into specific roles for players to adopt? And how can we make guns viable while including clear drawbacks that encourage teamwork?

These are the questions we have to answer, and we’re excited to work with our players to answer those questions in the best way we can through Early Access and beyond!

[h2]Wishlist Rogue Point now:[/h2]
https://store.steampowered.com/app/1843840/Rogue_Point