Our goal is to depict the possibilities of space exploration & combat within a realistic environment- to emphasize the "science" in science-fiction. Key features to include: proper orbital mechanics for all objects in space, detailed ship system control, functionality, inter-dependency & damage reaction.
User reviews:
Overall:
Very Positive (63 reviews) - 95% of the 63 user reviews for this game are positive.
Release Date: May 16, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access provides us the best opportunity to reach the largest engaged audience possible. Having a passionate & invested community with a willingness to provide immediate feedback is key to our iterative design approach.”

Approximately how long will this game be in Early Access?

“We estimate that, as of our Early Access release we are ~18 months away from a streamlined Core Module release (including time in Beta testing). It should be mentioned that unexpected items and delays can pop up during development that could alter this estimate; although we will do everything we can to minimize the impact of such events when/if they occur.”

How is the full version planned to differ from the Early Access version?

“The full version will include 3 unique playable ships as well as a hybrid scripted/dynamic single player campaign.”

What is the current state of the Early Access version?

“Rogue System is currently in a playable Alpha state with a single pilot-able ship & multiple scripted tutorial missions representing roughly 1/10 of the final game content.”

Will the game be priced differently during and after Early Access?

“We've offered Rogue System at a discount during its Early Access development, so the price should increase once we achieve a feature complete build.”

How are you planning on involving the Community in your development process?

“We will continue regular build releases & developer updates while soliciting community comment on bugs & features requests.”
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Recent updates View all (12)

December 20, 2016

Update 0.2.01.09a CONTROL is Available

While I had intended to only do a partial update to the control management code (and then spend the second half of the update time on airlock art), it turned into an all out overhaul of the command binding system. Just about everything was reworked and refined, both to fix bugs as well as to add functionality that has been asked for previously. Here's a list of some of the new features and fixes:

  • Ability to bind to full and/or split axis (both 50/50 as well as user-defined ranges)
  • Support for toggle/rocker switches, such as those on the Thrustmaster HOTAS Warthog
  • False positives when attempting to assign a control to a command should be completely fixed
  • Controller disconnect/reconnect is now handled gracefully for controllers that have bindings assigned to them. Controllers that do not are ignored
  • It's now possible to use combinations of keyboard modifiers for all buttons, keys AND axes (ex. SHIFT+CTRL+A)
  • Commands can now have multiple binding assignments, and controls can now be bound to more than one command
  • It's now possible to map to the mouse wheel
Along with these, another important addition was a change to the ingame UI for tutorial and subtitle messages. Long strings will no longer overrun the messagebox. This is a big plus for those folks who were interested in helping with the localization process. Finally, for those that were asking, since I was doing a bunch of control work, I added incremental zoom in/out, which by default is now mapped to the mouse wheel.

I AM now starting one the airlock and EVA suit artwork; and I hope to have at least the airlock in the game for the next update....

As always, thanks for everyone's support!

Full Change Log: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/

21 comments Read more

November 9, 2016

Part 2 of update .08 is Now Available

Part two of update .08 adds a fair bit of base functionality designed around the equipment bay that was added in .08 part one. It's now possible to look at equipment, grab it, and carry it around in front of you. This ability is very raw in this first implementation--the core goal being to get handle the mechanics and to create the physical link between your avatar and the carried item. Once carried, a piece of equipment can be installed into the intended "port". What this allows is the basic ability to remove and replace damaged items. This is a first step to inflight repairs.

For now, two pieces of equipment are available for you to play around with--the MTS computer controller (comptroller), and the LSS scrubber. The scrubbers are located in the equipment bay--click on each to uninstall. Then you can grab, carry, and reinstall them. The small display next to each will show the current state of the installed scubber. The MTS comptroller has a locking handle, which must be unset before you can put the component. Once reinstalled, it must be locked before the comptroller will function again.

Also added were control panels for the various doors leading to, and located in the equipment bay. Each panel also includes a switch to control interior flood lighting. Likewise, the first of many ECS breakers, and isolation valve resets were added. Avatar roll control was also added, and by default is set to F and V (although you may have to set these manually if this is not your first install. Lastly, there were many small fixes and tweaks both relating to this work, as well as other various low-level items--one of which should aid art creation for both myself now, and modders later.

As always, please see the change log below for full details; and, thanks for everyone's support!

7 comments Read more
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About This Game

Rogue System's goal is to depict the possibilities of space exploration and combat within a realistic environment--choosing not to ignore the "science" in science-fiction. Key features do/will include proper orbital mechanics for all objects in space; detailed ship system control, functionality, inter-dependency and damage reaction; and the ability to move freely from one ship to another, EVA, and effect repairs while in flight.

Rogue System’s Core Module (CM) will be a complete campaign-driven sim on its own. It utilizes both dynamic as well as scripted missions to allow for greater replay-ability while telling an intriguing story.

Finally, Rogue System is fully moddable, allowing both DCI as well as the sim’s community to add new ships, missions, and even campaigns.

Later, Extension Modules (EM) will add even more gameplay.

System Requirements

    Minimum:
    • OS: Windows Vista, 7, 8, 8.1, or 10
    • Processor: 2.0 ghz dual core
    • Memory: 2 GB RAM
    • Graphics: 1GB Nvidia or AMD, supporting at least OpenGL 4.0. Latest drivers for either are absolutely required. WARNING: Intel HD Graphics are currently NOT supported.
    • Storage: 2 GB available space
Customer reviews Learn More
Overall:
Very Positive (63 reviews)
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