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Rogue Point Public Playtest 2 is Live!

Rogues! The Second Rogue Point Public Playtest Is Now Live On Steam! Play For Free Until Monday, November 24!
[p][/p][p][/p][p][/p][p]Grab your friends and get ready to team up in Rogue Point! This event is open until November 24th![/p][p]Already joined the first test in September? We've added a host of additions and improvements, including a whole new map![/p][previewyoutube][/previewyoutube][p][/p][p]Tried the game 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]A Quick Look At What's New In Playtest 2[/h2][h3]✈️ New Map - Airport[/h3][h3]🔧 Performance Improvements (with more on the way)[/h3][h3]🧠 AI Improvements[/h3][h3]👁️ ADS Improvements[/h3][h3]🔫 22 Weapons to master[/h3][h3]🗣️ In Game Voice Chat[/h3][h3]🐛 Lots of bug fixes and QOL improvements[/h3][h3]➕ And much more![/h3][p][/p][h2]Playtest 2 Patch Notes[/h2][h3]The Big Stuff[/h3]
  • [p]New Map - Airport! - One of our largest maps with lots of medium and long range combat![/p]
  • [p]Improved Artificial Intelligence - AI now seeks out cover and communicates more[/p]
  • [p]Performance Improvements - Continued to merge level assets and refine the number of things calculating collision[/p]
  • [p]Improved Aim Down Sights - Rebuilt ADS fire animations and did a full recoil pass for all guns (in ADS and hip fire). We’ll continue to refine these for Red Dots and Scopes.[/p]
  • [p]In-Game Voice Chat - You can now chat with other players using in game voice (and text). Player voices fade with distance, muffle through walls, and interact with the sound space. Options for open mic, push to talk, quick mute, per player volume, and more! We also added new player voice lines that are dynamic and context sensitive.[/p]
  • [p]UI Improvements - Including new HUD elements and improvements. Also new End Mission, Progression and End Campaign Screens[/p]
  • [p]Improved Item Systems - New shared inventory, item selling and improved inventory management[/p]
  • [p]Bug Fixes - Including fixes for weapon bugs and players getting out of bounds. Full list of fixes below![/p]
[h3]Player/Weapons/Items Additions and Improvements[/h3]
  • [p]Added new player voice lines and call outs![/p]
  • [p]Full pass on weapon damage/recoil game wide[/p]
  • [p]Reward and economy pass[/p]
  • [p]Revised and fixed up player cosmetic unlocks. Multiple fixes to appearance, colors, and cosmetic clipping. Added additional items to unlock.[/p]
  • [p]Revised and fixed bugs with weapon attachment and skin unlocks[/p]
  • [p]Fixed stamina bug that allowed player bunny hop at top speed[/p]
  • [p]Fixed players being able to fall on objectives, blocking interaction with objective[/p]
  • [p]Fixed dropped items not maintaining their ammo/use count[/p]
  • [p]Fixed clients being able to vault un-vaultable objects[/p]
  • [p]Improve visibility of Medkit material[/p]
  • [p]Fixed bug were reviving a player would multiply their skills[/p]
  • [p]Fixed picked up grenades only going into grenade slot 1[/p]
  • [p]Mag check now shows limited bullets or empty mags based on ammo count[/p]
  • [p]Fixed noticeable stutter when firing a weapon for the first time[/p]
  • [p]Fixed players being able to look up with their back to a wall and look through the wall[/p]
  • [p]Fixed grenades landing behind the player if their back was close to an object/wall[/p]
  • [p]Black level and texture pass on all weapons and attachments[/p]
  • [p]Improvements/refinements to iron sights for gameplay[/p]
  • [p]Fixed grenades not destroying servers and glass when exploding[/p]
  • [p]Lowered glass health. Players can now punch out glass.[/p]
  • [p]Fixed client healing not working if done rapidly twice in a row[/p]
  • [p]Fixed Pepperball firing sounds dropping out in full auto[/p]
  • [p]Fixed Pepperball audio not following the weapon movement[/p]
  • [p]Removed bullet bounce for pepperballs[/p]
  • [p]Fixed clients not being able to descend deployable ladders[/p]
  • [p]Fixed/Improved gun animations while using push zoom[/p]
[h3]AI Improvements[/h3]
  • [p]Removed/Lowered enemy AI reliance on seeing player through walls[/p]
  • [p]AI now lower their weapons when not in a combat or investigation state[/p]
  • [p]Fixed Berserker yelling at player when they could not see them or navigate to them[/p]
  • [p]Fixed cases where Berserker could get stuck[/p]
  • [p]AI can now hear players interacting with doors[/p]
  • [p]Better AI cover finding[/p]
  • [p]AI can now vault cover as determined by designers (needs animation polish)[/p]
  • [p]New enemy loadout configuration. Designed to raise challenge as campaign progresses, but not give players good weapons too early.[/p]
  • [p]Some additional voice lines added (with lots more to come)[/p]
  • [p]BOS Hog added to campaign[/p]
  • [p]Added less lethal crouched give up state to help with animation edge cases[/p]
  • [p]Heavy is now able to sprint and cover more ground (for extract wave)[/p]
  • [p]Fixed Sniper tracking players through walls[/p]
  • [p]Slowed Sniper reaction time[/p]
  • [p]Reduced Sniper FOV while aiming[/p]
  • [p]Fixed some instance of Sniper not scanning[/p]
  • [p]Fixed Snipers not switching back to their primary weapon when players gain distance[/p]
  • [p]Enemies who are immune to flashbangs do not give flashbang reward[/p]
  • [p]Fixed AI getting stuck on disarmed or dead enemies[/p]
  • [p]Collision fixes to make sure dropped mags and Heavy helmets do not block interaction or navigation[/p]
  • [p]Fixed bug where Lock Picking a door would not refresh navigation[/p]
  • [p]Fixed door hardware affecting navigation[/p]
[h3]Sound Additions and Improvements[/h3]
  • [p]New Glock and M4 sounds[/p]
  • [p]Improved exterior gunshot tails[/p]
  • [p]New impact sounds for drywall, wood, concrete[/p]
  • [p]Added sound effects for Dead Drops UI[/p]
  • [p]Fixed helicopter audio inconsistency in Office[/p]
  • [p]Fixed glass breaking sound effects at 0,0[/p]
  • [p]Added Melee “swoosh“ sounds[/p]
  • [p]Added “concurrency“ to music, so that if one song is playing, another does not overlap it.[/p]
  • [p]Created new elevator sounds[/p]
  • [p]Lots of small adjustments and improvements[/p]
[h3]Maps Additions and Improvements[/h3]
  • [p]Lots and lots of fixes to AI placement, cover updates, and player boundary fix ups[/p]
  • [p]Fixed extraction green flare spawning at 0,0[/p]
  • [p]Fixed issues with training level (with more revisions/fixes on the way)[/p]
  • [p]Detailing added to pump room in Mall[/p]
  • [p]Strike missions now have extract zone players must be in (but no extract wave)[/p]
  • [p]Added extract waves to Raid missions[/p]
  • [p]Increased time between waves on Raid missions[/p]
  • [p]Fixed design and code bugs that let players skip sections in the tutorial[/p]
  • [p]Refactored how Stash Rooms and Intel work to improve design and fix many bugs. This also greatly improves how these elements interact with the planning screen.[/p]
  • [p]Fixed MERX phones spawning at 0,0[/p]
  • [p]Fixed possibility for stations to spawn with no items in them (ammo, medkits, etc)[/p]
[h3]UI Additions and Improvements[/h3]
  • [p]Display items LOST if you die on a mission or if the mission is failed[/p]
  • [p]Added dead player icons to stats screen[/p]
  • [p]Updated end of mission Progression Screen for more clarity[/p]
  • [p]Polish pass on HUD for better look and usability. Re-ordered weapons and gear to sort top to bottom. Added stops at top and bottom for easy mouse wheel navigation.[/p]
  • [p]Extract icon now always draws on HUD[/p]
  • [p]Fixed Raid wave count being wrong for clients[/p]
  • [p]Better feedback for campaign progression and number of campaign lives left[/p]
  • [p]Fixed clients copying host's loadout[/p]
  • [p]Fixed bug where Dead Drop weapons could not have attachments[/p]
  • [p]Added Raid missions to campaign structure[/p]
  • [p]Fixed mission randomization that would sometimes only have two location choices in campaign[/p]
  • [p]Improved text prompts to be more clear and be context sensitive![/p]
  • [p]Multiple UI fixes for if host or clients leave party[/p]
  • [p]Added skill slots so players can see more than 3 skills. Overhaul to skills system to be more flexible and allow for skills stacking. Lower skill values from demo values to closer to final values.[/p]
  • [p]Visual overhaul for Mission Complete screen[/p]
  • [p]Fixed bugs updating player stats at end of mission[/p]
  • [p]Description of weapons is now on Loadout screen[/p]
  • [p]Fixed players being able to deploy without a secondary weapon[/p]
  • [p]Fixed delay between successful extraction and Mission Complete screen[/p]
  • [p]Fixed pop up that would ask you to save changes in Options even if you did not change anything[/p]
  • [p]Added “level" that starts before splash screens. This allows volume and settings to be set as game loads.[/p]
  • [p]Added shader compiles at start of game to prevent any micro hitching on different systems/setups[/p]
  • [p]New splash screen warnings and intro movies[/p]
  • [p]Added separate sensitivity for ADS in Options[/p]
  • [p]Fixed laptop markers being in wrong location[/p]
  • [p]Fixed hostage markers not following hostage for clients[/p]
  • [p]Converted large assets to SVGs so they can scale to 4K without resolution loss[/p]
  • [p]Text overlap fixes for lower resolution screens[/p]
  • [p]New Campaign Complete screen to help differentiate it from Mission Complete (with more polish on the way)[/p]
  • [p]Fixed clients seeing different mission layouts from host[/p]
  • [p]Fixed bug with player being able to duplicate their weapons in their inventory[/p]
  • [p]Fixed bug where sharing the same weapon would delete one copy[/p]
  • [p]Fixed heavy armor not being added to inventory after it being awarded in a Dead Drop[/p]
  • [p]Updated loading screen videos[/p]
  • [p]Multiple spacing and spelling fixes for text[/p]
  • [p]Added minimum cash amount for players per phase[/p]
  • [p]Fixed icons mission triggers on some weapons[/p]
[h3]Dead Drops Improvements[/h3]
  • [p]Added increasing cost each time you roll a dead drop (this probably needs to be persistent throughout the campaign)[/p]
  • [p]Tweaked Dead Drop drop rates to limit low end and high end rolls[/p]
  • [p]Moved certain weapons into Dead Drop only[/p]
  • [p]Removed lots of gear/items to better balance economy[/p]
[h3]Localization[/h3]
  • [p]Added first pass localization for multiple languages[/p]
    • [p]English[/p]
    • [p]Chinese (Simplified)[/p]
    • [p]Chinese (Traditional)[/p]
    • [p]French[/p]
    • [p]German[/p]
    • [p]Italian[/p]
    • [p]Japanese[/p]
    • [p]Korean[/p]
    • [p]Polish[/p]
    • [p]Portuguese (Brazil)[/p]
    • [p]Spanish (Latin America)[/p]
    • [p]Spanish (Spain)[/p]
    • [p]Russian[/p]
    • [p]Ukrainian[/p]
[p][/p][h2]Known Issues[/h2]
  • [p]Final missions are brutal (by design). We will continue to tweak the difficulty curve, balance the AI waves, and add player guidance.[/p]
  • [p]Final mission can rarely get called early, breaking campaign[/p]
  • [p]Additional passes required on difficulty in general and unit count. Additional passes for single player balance and investigating pausing if in single player.[/p]
  • [p]Armor does not yet store its health round to round. Armor health currently recovers after each mission. This will be changed so players have to re-buy armor if it is damaged.[/p]
  • [p]Shared items can disappear from round to round[/p]
  • [p]Bombs need their effects and sounds hooked up[/p]
  • [p]Grenades that you pick up mid round are not depleted[/p]
  • [p]Updating Red Dot/Holographic sights to not block sight picture[/p]
  • [p]Reworking Pepperball optic attachments to avoid clipping[/p]
  • [p]Muzzle flashes sometimes draw through walls[/p]
  • [p]If your secondary has a laser, your primary will not have crosshairs. Changing weapons fixes this.[/p]
  • [p]Occasionally a thrown grenade will look like it lands at your feet, but will explode in the correct location. This only happens if a packet is lost at the exact time of the throw.[/p]
  • [p]Additional pass required on UI hitmakers (critical hit vs kill). Sometimes in the extracts, red hit markers appear for no reason.[/p]
  • [p]Shell casings no longer create sounds. Their collision was turned off for performance. We will fix this with a better system that does not rely on each shell casing having collision.[/p]
  • [p]Adding even more animations to AI for natural movement (side stepping, grenade dive, etc)[/p]
  • [p]AI also occasionally get stuck or do not hear gunshots. Investigating.[/p]
  • [p]AI don’t disable on mission fail[/p]
  • [p]Found an AI under the floor in Airport. Investigating.[/p]
  • [p]Missions are meant to re-roll after mission fail. Not all bad though, as it allows you to retry the last mission OR try a new one.[/p]
[p][/p][p][dynamiclink][/dynamiclink][/p]

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.