Attack on Steel - Alex.酷酷
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Rogue Command - Method Van
A little bit of mod support, a little bit of story and a lot of load time optimization- Early Access Update 10

We opened up some ways to customize the game and added a lot of optimizations to the game with this update.

Mod support with custom balance files

If you want to customize your experience then we have very exciting news, we made the first steps to support mods in Rogue Command. 
In your profile folders in the game directory you can now place custom TSV files that overwrite the values for all the units, buildings etc. in the game. We look forward to seeing what you come up with and to adding more ways for you to mess with the game later. 
There is a readme in the mentioned folder with more details.

Load time optimizations

There are no longer any load times for the nodes on the reward map! This makes for a way smoother experience between the levels. 

A bit of background story

We also added a small intro (currently only visible in the very first run on a profile, we will add a way to retrigger it later an) as well as some other small first steps to give a bit more insight into the world. While the story will never be a focal point, we will definitely add a lot more in the coming updates.

Beta updates

If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.

See the full list of changes below. 

Version 0.7.60 Changes:

MINI INTRO:

  • small first steps to introduce a little bit more of the backstory. a) New intro (currently only visible when you launch the first run on a new profile. Option to show again coming later.) b) small intro text before the run (more variety coming later)

BALANCE:

  • reduced PCX Nanohunter move speed but added active ability that they can engage to rush into engagements.

MOD SUPPORT:

  • Allow overwriting of entity balancing (units, buildings, drops) in new mod directory (below profile directories). See examples and readme there (you have to run Rogue Command once to have them created).

LOAD TIMES:

  • No more loading times between reward map and the blueprint / upgrade / hack reward screens

  • Optimized load times between scenes a bit in general

  • new bootup method, for slightly faster initial game start.

BUG FIXES:

  • heat 0 attack rate change only triggers on correct heat level.

  • deck overview in level shows card and upgrade tooltips again

  • be sure that card and upgrade tooltips are displayed in the correct size

  • hide game stats in the upper right corner when opening assign upgrade view in shop

  • display upgrade tooltip in assign upgrade view in shop above cancel button and background

  • corrected some card / upgrade tooltip distances to the mouse cursor

  • Show reroll button again after choosing specialist hack

  • Infested Protection can no longer be applied to units without shields

  • Defender Heal upgrade heals in the correct amount

  • Show attack rate on card even if cooldown is set to minimum value. Slightly changed cooldown minimum value from 0.025 to 0.03 (as it is shown on card)

  • If building will be built upon player units in some cases they are forced to move to cliff corners were they could get stuck. Now they always move to other cells.

  • Vampirism upgrade can no longer be given to units or turrets that deal no damage

  • Placing Healing Spire Drop on small areas should now work as expected

Devil Spire Falls - ithirosumi

With the game releasing in less than 3 days, here's how Updates will work, starting NOW:

Every week, our community will vote on our Discord server on which Update they want.

Update Polls will happen weekly after the release of Content Patches, also coming every week! Options are chosen based on priorities and prerequisites. All options will eventually be implemented.

And the first poll is already up!
Clothes VS Home VS Outdoors VS Dungeons VS Travel

Join our DIscord server in order to vote:
https://discord.gg/Rcq7dzQm5C

Command-Ω Omega - Imperial Dynamics
*Added visualization for critical hits

*Bounce mechanic has been changed, allowing for crazier combos

*Music now features randomization
Rogue Command - Rogue Command Official
A little bit of mod support, a little bit of story and a lot of load time optimization- Early Access Update 10

We opened up some ways to customize the game and added a lot of optimizations to the game with this update.

Mod support with custom balance files

If you want to customize your experience then we have very exciting news, we made the first steps to support mods in Rogue Command. 
In your profile folders in the game directory you can now place custom TSV files that overwrite the values for all the units, buildings etc. in the game. We look forward to seeing what you come up with and to adding more ways for you to mess with the game later. 
There is a readme in the mentioned folder with more details.

Load time optimizations

There are no longer any load times for the nodes on the reward map! This makes for a way smoother experience between the levels. 

A bit of background story

We also added a small intro (currently only visible in the very first run on a profile, we will add a way to retrigger it later an) as well as some other small first steps to give a bit more insight into the world. While the story will never be a focal point, we will definitely add a lot more in the coming updates.

Beta updates

If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.

See the full list of changes below. 

Version 0.7.60 Changes:

MINI INTRO:

  • small first steps to introduce a little bit more of the backstory. a) New intro (currently only visible when you launch the first run on a new profile. Option to show again coming later.) b) small intro text before the run (more variety coming later)

BALANCE:

  • reduced PCX Nanohunter move speed but added active ability that they can engage to rush into engagements.

MOD SUPPORT:

  • Allow overwriting of entity balancing (units, buildings, drops) in new mod directory (below profile directories). See examples and readme there (you have to run Rogue Command once to have them created).

LOAD TIMES:

  • No more loading times between reward map and the blueprint / upgrade / hack reward screens

  • Optimized load times between scenes a bit in general

  • new bootup method, for slightly faster initial game start.

BUG FIXES:

  • heat 0 attack rate change only triggers on correct heat level.

  • deck overview in level shows card and upgrade tooltips again

  • be sure that card and upgrade tooltips are displayed in the correct size

  • hide game stats in the upper right corner when opening assign upgrade view in shop

  • display upgrade tooltip in assign upgrade view in shop above cancel button and background

  • corrected some card / upgrade tooltip distances to the mouse cursor

  • Show reroll button again after choosing specialist hack

  • Infested Protection can no longer be applied to units without shields

  • Defender Heal upgrade heals in the correct amount

  • Show attack rate on card even if cooldown is set to minimum value. Slightly changed cooldown minimum value from 0.025 to 0.03 (as it is shown on card)

  • If building will be built upon player units in some cases they are forced to move to cliff corners were they could get stuck. Now they always move to other cells.

  • Vampirism upgrade can no longer be given to units or turrets that deal no damage

  • Placing Healing Spire Drop on small areas should now work as expected

2:36am
Bound by Bones - sisophongamedev
🔧 Patch Notes – Demo Update

Here are the latest improvements and fixes based on recent feedback:

  • 🛠️ Chest Interaction Fix
    Resolved an issue where the combination lock on the chest could be reopened after unlocking, causing the player camera to break. This behavior has been corrected.

  • 🔐 Lantern Key Fix
    Players can no longer retrieve a key from the lanterns located outside the front door, as intended.

  • 👻 Kitchen Jump Scare Trigger
    The jump scare near the kitchen will now only trigger if the player is actively looking in the correct direction, improving timing and immersion.

  • Stamina Adjustment
    Increased the stamina recharge rate to allow for smoother movement and better pacing during gameplay.

Junkyard Simulator - Adr_RebeliaGames

Hey, Junkers! 🌿💨

Here comes a quick but mighty hotfix!

We’ve squashed that annoying bug where sound and dust effects were going wild while driving the Pickup and Blue Car on grass or roads.

Plus — good news for all keybinding fans — you can now rebind the "Unstuck Vehicle" action to whatever key suits you best across all vehicles. Customize your rescue moves and enjoy a smoother ride!

Hotfix list:

🏗️ Fix for the issue where sound and dust particles were incorrectly triggering while driving the Pickup and Blue Car on grass or road.

🏗️ Added the ability to rebind the "Unstuck Vehicle" key for all vehicles. Players can now assign their own key for this mechanic.

🏗️Refinement of data reloading when driving through the junkyard area.


Massive junkyard hugs from your favorite rust whisperer —

Junkman Adrian 😎🏗️


Also please support us 🙂💛 ːsteamthumbsupː

Their Land - Thomas
In this update a few achievements which did not work were fixed. As soon as you start the "Survive Waves" mode you will get all the achievements which you previously deserved.

Shaders got a small change and improve visual quality.

We are currently working on an awesome new survival game, all the updates are in our Discord Channel (https://discord.gg/ZuJaUum2Dn)

Thank you for the bug reports! <3

Kind regards,
Thomas
Ship Simulator Realistic - gregory12
Idling to Rule the Gods - Ryu82
- Added research for adventure. You can research a lot of things there and finally boost the main game with your adventure progress!
- Added Priest for adventure. Priest is a T3 verion of Cleric with some new skills.
- Added Onion Knight as a new T3 class for adventure. This is more a joke class but some players wanted me to add it. It is the weakest class until cl 90 and then becomes one of the strongest classes.
- For hunter, careful shot works now differently and it needs to be set in the first slot. Please read the tooltip ingame.
- Some rebalancing with how damage mitigations work. It is mitigated after def instead of before def now. To make up for that, bronze equip gets more mitigation bonus as before and as that makes mostly Shax a bit harder, it gives 10% more exp now.
- Added 3 new adventure zones. With the right equip and settings one is doable Priest at ~ Lv 160+, one with Knight at ~lv 180+ and one with Hunter at ~lv 200+. Other classes can do the new zones, too but will need higher levels. The written levels are also kinda the minimum you need to survive, which might not optimal to go to yet.
- The drop boost passive now does not give exp bonus anymore if it is used in T3 and higher classes. It was mostly added back then because Adventurer and Thief were bad without it, but it becomes too strong for stronger classes and with research added newer players should have it easier even without that. Hunter has some skills improved and mp cost reduced to make it a bit better than before.
- Improved some of the skill settings as Damage was still too good compared to other settings.
- The maximum growth your pupils can get in the dojo is now capped to 2 million base growth or 2.5 times the growth of your median pet. Whatever is higher.
- Offline calculation for adventure should be more accurate now for high hp enemies.
- Did some small balance changes in adventure, should not affect classes too much.
- The Owl + Duragizer interaction was not intented so the bonus exp from owl to the weakest pet goes to the next weakest instead.
- Fixed quite a few bugs and some exploits.
...

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