Early Access Feedback

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Enemy Modifiers

I had an idea following the rogue-like theme of the game which I would like to see as a possibility. That being random modifiers for enemies as levels ramp up in difficulty to add some more variety and challenge through runs. You cold even have the host or players choose them after getting rewards. This could even be amplified by the double reward modifier giving double enemy modifiers. Here are some ideas to get the ball rolling if it ever becomes a thing: IR Laser Snipers - sniper lasers are invisible unless the player has night-vision Thermal Scope Snipers - snipers can see through smoke and thin terrain Medical Officer - Armored Captains have a chance using a defib on downed allies, special enemies taking priority like Tanks or Bezerkers Officer COMS - Armored Captains can call for a wave of reinforcements when in an alerted state for a certain amount of time Adrenaline Jockey - Bezerker enemies take “enhancements” to increase their run speed, attack speed, and ability to absorb damage for a limited time when becoming alerted Homemade Armor - Bezerker enemies now have helmets and chest pieces to tank more damage to close the gap on players (stunned when helmet is knocked off) Pyromaniac Tanks - Tanks now have a chance to spawn with flamethrowers for even better CQB capability Hazardous Materials - Tanks now have the chance to throw gas grenades that would force players out of their current cover Flash Protection - Flash grenade enemies no longer flash themselves or allies and will rush stunned players Nine Bang - Flash grenade enemies now throw upgraded flash grenades that flash players for much longer (does not effect stun time on themselves or allies)

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soultaire About 1 hour ago

Feature Request

Banish and rerolls for perks

Most roguelikes have a reroll and banish system. Banish you either use a currency or use money to banish a single perk from the pool from the run. While reroll you can have a new set of available perks. My idea would be. You have at most 3 banish rolls per run when used on a perk it burns it making it unavailable for the rest of the run but leaving the others to choose from You can have it where every 2 complete runs you do unlocks you a banish roll max upgrade up to 3. These rolls would reset to your available max at the start if each run. Gives more reason to complete runs. Rerolls can be done up to 2 times a run using 1000$ X the number of times rerolled but when you reroll it is a new set of perks.

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Pathris About 6 hours ago

Feature Request

Stealth mechanics feedback

In the current state of the game, stealth seems to be an afterthought rather than feasible way to approach the game. There are currently too many factors that prevent the player from being able to approach the missions quietly and should stealth ever be a viable way to play through the game then the following needs to be addressed: Enemy detection range via line of sight cannot be infinite as it is right now, this outright prevents the stealthing of bigger maps with wide open areas such as oil rig or airport, it makes them excessively difficult to navigate undetected. There absolutely needs to be a cutoff point from how far the player can be seen. Unalerted enemies should go down in 1 headshot from every lethal weapon as otherwise the number of effective guns for stealth-play becomes absurdly limited as only slug shotgun headshots are consistently able to achieve that throughout the campaign because of the enemy health scaling. Stealthily killed enemies should not alert other hostiles nearby, this just prevents stealth in general since rouge point has no way to draw attention or hide dead bodies, adding such features would also possibly detract from the gameplay and slow down the pace at which players progress through the levels. Sprinting is way too loud and alerts enemies instantly, debatable if it should stay that way but with game that has timers on missions & objectives I would suggest tuning it down severely so that it may be used without alerting enemies 3 rooms over at a different floor. Regular walking should not make any sound so that it may be used as the default traversal option it is. Crouch walking, besides making no noise should somewhat decrease the enemy detection range. If player is moving at such slow pace there needs to be a benefit in doing so. Suppressors should be the first attachment a player has access to then in turn allow for stealthy takedowns besides making the actual weapons quiet as intended, which seems rather random at the moment. I'd wager that they don't work at all if gameplay is of any indication. Projectiles hitting terrain should not produce noise that is heard by enemies unless it is within a very close proximity to them, this once again makes stealth harder than it really should be. Bullets should not go through unalerted targets, as great as getting multi stealth kills sounds, this just doesn't happen and more often than not results in random enemies being alerted to the player. Interacting with objectives should not alert enemies however it should still draw attention of enemies that are already aware of the player presence.

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elire01 About 9 hours ago

Feedback

Weapon cost-effectiveness balance feedback

The weapon prices feel very arbitrary but the running theme is that more expensive guns in theory preform better than their cheaper alternatives. The issue is that game economy throws all of that aside past the first 2 stages as the player will be generally able to afford any gun they want afterwards. I'd like to see one of 2 changes be applied, that being either cash rewards should decrease globally or weapon prices should increase exponentially to a greater extent than what's currently in game. The changes I will suggest will take current game economy into account as it seems to be the better of the two to tinker with. Given the average player budget of 5-8 thousands after the first 2 missions I'd like to see weapon prices reflect that buying power in order to promote greater weapon variety during the gameplay over the current state of just buying the best preforming equipment and having a cakewalk experience for the rest of the run. Base cost of Assault Rifles (with exception of the Pepper Gun) should start at 7 or even as high as 8 thousands to reflect their killing potential along with reliability. Given that all lethal rifles can consistently 1-tap headshot most enemies throughout the game without even needing damage upgrades, I think it is reasonable to price them as such. I'd like to suggest the following price & stat balance changes: Stone 5.56 4400$ -> 7200$ This rifle is priced too cheaply for what it offers, having extremely fast time to kill to both head and body shots along with excellent selection of attachments and better Control stat than that of more expensive N4-CR, the only thing holding it back from being the best choice available is its inability to full-auto which isn't the main selling point of the precision built rifles either way. Lower it's effective rate of tap-fire even further from 450 RPM to 300 to better emphasize its semi-auto limitation. Pepper Gun 5000$ -> 2500$ The non-lethal category of guns mustn't follow the pricing rules of their lethal alternatives as their current role in game is to provide a reliable and steady cash boost when starting out. As such dropping the price of the Pepper Gun to half of what's currently on offer seems reasonable. CVM 7.62 5000$ -> 7800$ This gun doesn't really feel like it fills any niche at the moment, having the same time to kill as other rifles but offering worse stats in nearly every category except for damage. Being the crude and hefty rifle that it is with little attachments to make it more precise and controllable, I'd suggest further upping its damage stat from 60 to 85, that way it could become the go-to for full body spray downs along with armor-piercing munition. N4-CR 5400$ -> 8400$ Most expensive rifle at the moment with combat stats worse than the cheapest one, that's just wrong. Few things can be done to better divide the two and the first one should be increasing control from 75 to 85, because this gun should by all means handle better than the budget counterpart, this along with even greater rate of fire discrepancy would justify its high price.

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elire01 About 13 hours ago

Feedback

More weapon attachments for some guns.

Found it odd that some guns have barely any attachments while others have enough to fill all 5 slots. Which its just a per gun basis not tier. Though not sure if the Wam 10 is supposed to only have 2 mods both being barrel but it does feel unrewarding to just have those two and have it replaced within 1 or two missions by a next tier merx drop or just doing eco rounds for the first 2 missions. Pistols are in a weird spot as well some have a lot of choice but others are lacking. Some suggestions would be. Sight mount or rail for Wam10 , 7.62 and pepper gun (Able to use sights but mount takes a slot) High grade rounds for Pepper gun.(reduces hits needed against armored) Extended foregrip for pepper gun, troopers, wam10, pistols.( Able to use lasers/ flashlight but increases weapon length and takes a slot) Low caliber ammo all guns. ( Lower power but more max ammo and fire rate) Smaller mag all guns (half mag size but faster reload) Sight mount and Extended foregrip i have as separate slots to give a bit of variance for the weapons that have max or near max slots.

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Pathris 1 day ago

Feedback

Please consider less spongey combat (for enemies and players)

When I pick up a tactical shooter, I look for games that reward positioning and planning over horde management and aim. Rogue Point to me is currently in the latter. Because you are so tanky and enemies are also very tanky, I found myself just running the best damage weapon I could find (slug bellini/artemis) and abusing my aim for success rather than make use of the tactical tools. Stealth is also mostly unviable, the only way to get a 1 tap with a suppressed weapon early is the Bauer and that loses its ability to 1 tap after the first round. I would increase damage both incoming and outcoming, and remove the health scaling per level. I would also play with removing the damage based skills, as they’re incongruent with a tactical shooter IMHO

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wheatly 2 days ago

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