Development Diary: May 2025

Hello Reclaimers,
Welcome to the second monthly update for what’s going on with Rogue Core! We didn’t have time to make a video for this one, so we’re going with old-fashioned words again.
IN THIS ISSUE:
- What we’ve learned from the first playtest
- Keeping the Alpha running
- When’s the next round of invites going out?
- Big questions we’re exploring
- Our plan for the next few weeks
Let's dig in.
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[h2]What we’ve learned so far[/h2]
These first few days have taught us a lot about how people play Rogue Core, what they like, what works and what doesn’t. We’ve been getting loads of useful feedback from playtesters via Discord, surveys and in-game telemetry. Thanks to everyone who’s chimed in so far.
We also found that the new Steam “invite-a-friend” feature we tried was somewhat inconsistent. We knew it was in beta, so it was a bit of a crapshoot. It turned out that not everyone got the option to have that +1 invite, and sometimes the invites themselves didn’t send or register. This is an issue on Steam’s end, so there’s unfortunately nothing we can do about it. :(
Overall, our impression is that people enjoyed this Alpha version of Rogue Core, which we’re very pleased to see. But there’s still a long way to go before the game is in a place we’re happy with. It feels like our to-do list is getting longer, not shorter.
Now we’re back in another production phase, where we hunker down and work on new features.

[h2]The first playtest is done, but we’re keeping it open[/h2]
In our eyes, the first playtest is complete. We’ve stopped updating this current version of the Closed Alpha so we can turn our focus toward further development.
Even though the initial playtest has concluded, we’ve made the decision to keep the alpha open for all those who currently have access. But this comes with a stipulation: Don’t get too attached to your save files, because we’ll have to wipe all player saves when we implement major updates in the future. Fair warning.
The next major Closed Alpha update will hopefully be ready in a few weeks. That’ll be our next dedicated playtest, where you can expect another round of invitations to go out. But until that next update launches, we’re not letting more people in.
[h2]When’s the next round of invites going out?[/h2]
Good question! The honest answer is we’re not sure. Loose estimate is a couple of weeks.
Right now, our big focus is designing and implementing more features and content in the game. Once we’ve made good progress there, we’ll package it up and release it as a new playtest, the ‘Update 2’ for the Closed Alpha. We’ll send out a fresh batch of playtest invitations there, and everyone who’s already gotten access will of course be able to play it as well.
We’ll likely invite a couple thousand more, but this will still be a fraction of all the people who have requested access. This is to say, your individual chances of getting in are still low. We know this is frustrating! But we just don’t need a huge volume of playtesters right now during this phase of the Closed Alpha – it’d be counterproductive for us to manage all that traffic and feedback right now. Higher-volume playtests with a bunch of invites will hopefully come later down the line.

[h2]A couple considerations we’re exploring right now[/h2]
Like we mentioned earlier, this game is still very far from where we want it to be. We think we’re off to a pretty good start, but there’s still loads to do. Here are a couple of the ‘big picture’ considerations that we’ve been discussing a lot lately:
- We’re looking at tweaking and balancing the weapons in Rogue Core, to make sure there aren’t obvious favorites for what’s best or most fun. This will be an ongoing thing, but because your first weapon pick can have a big role in how you experience a run, it’s important for us to keep in mind.
- There’s a lot of UI, wayfinding and QoL features yet to be added. As we’re working, we’re taking notes on what we still need to implement in terms of tooltips, voicelines and UI overlays that’ll boost the game’s overall user friendliness. This alpha version is hopefully the least user-friendly version you’ll see, and it’ll just go up from here.
- Cave constructions are in the spotlight for us too. We want to add more props and set dressings to give greater detail to these mining facilities, to make them feel “lived in.”
- Class abilities and skills still have some room to grow. We’d like to give each class a distinct sense of power, with its own strengths and synergies. We’re spitballing a few concepts for class-specific skills, as well as how the upgrades you encounter during a run support class-specific abilities and playstyles.
This list is far from exhaustive, of course. Still loads more to explore, both in the short term and long term. Down below, we’ve got more detail on what we’ll be working on in the weeks to come.

[h2]Our plan for the next few weeks[/h2]
Earlier this week we made a big list of overall objectives for the game, effectively a wishlist of what we want to implement next. A good chunk of this, but not all of it, is focused on that Update 2 we talked about.
So, without promising that all of this is coming in a couple weeks, here’s what we’re hoping to work on next:
- More stats for the end screen. At the end of a run, we want you to be able to get a detailed breakdown of your mission data: kills, damage and DPS, and the upgrades that made up your build.
- Experimenting with new classes. We’ve designed Rogue Core to have room for more than four classes, and we’re starting to work on that part now.
- Class-specific skills and perks. This is to help each class feel more distinct, with their own specializations and strong points to explore.
- Character audio/visual polish. The main focus here is improving third-person character animations and plugging in some missing sounds. Just a little side project to make things extra slick and flashy.
- Cooper upgrade system. We’d like the single-player assistance drone to have more interesting options for upgrades during a run, to add some more depth for solo players.
- More in-run upgrades. This means more variation in the upgrades you earn during a run, as well as more possibilities for funky synergies and unique builds.
- Additional Expenite Events. This is our working term for the side objectives like the Ram-Hammer event. Right now, you basically get the same three or four interactive events during every run. We’d like more variation so it’s not as predictable, so we’re cooking up some new ones.
- More mining facility set dressings. We’ll be making new cave constructions, props and set dressings to give the mining facilities of Rogue Core more detail and a ‘lived-in’ feel.
- UI maintenance and polish. We’re aiming to get rid of the last bits of DRG placeholders in the user interface. This is more of a side task, but we’re looking at it as we go along.
- Ramrod renovations. The good ship Ramrod needs more detail and things to do. Brainstorming is in full swing.
- Ongoing optimization. This will be a constant project, but we’re already thinking about it. Hopefully this makes feebler computers have an easier time running Rogue Core, both in the alpha version and for the eventual release.
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There's much still to be done here. But we're excited about where things are headed, and we're looking forward to sharing it all with you in the months to come. Thanks for your continued interest and enthusiasm in Rogue Core.
As always, if you’ve got some thoughts or feedback you want to share with us, feel free to comment below, or tune in to our weekly dev streams and chat with us live.
Rock and Stone, Reclaimers.
With Love,
-The Ghost Ship Crew