In the latest update, Rogue Company has retaliated against Jackal's attack on Meltdown by assaulting a newly discovered Jackal outpost!
This update also introduces a brand new skirmish map, Vertigo, a Jackal outpost built upon a cliff face. Don't slip!
As for Project Saint, we have added improvements, such as dynamic scoreboards, to give players a more complete experience when playing matches.
NEW MAP: VERTIGO
Located in a remote region in Northwest Asia, Rogue Company has traced the Jackal strike on Meltdown. Outfitted with a heavy artillery platform called a Capacitor Pulse Array, Rogue Company believes this outpost could threaten much of the world and has mobilized their Rogues to take the facility down and understand its true purpose.
When playing on Vertigo, be cautious of pitfalls and getting caught in the crossfire! The map's slightly larger footprint, interconnecting paths, and overlapping zip lines create a dynamic and fast-paced map that plays well with our 4v4 skirmish modes like Skirmish Dodgeball and Skirmish TDM.
Additional Note: Depot is back in the dev workshop, receiving a much-needed visual update! We have removed it from our skirmish game modes, giving players more opportunity to play Vertigo. Please look forward to the return of Depot in a future update!
MORE STORE CONTENT
Since our Alpha launch in 2020, Rogue Company has released incredible content, including unforgettable skins like Hellfire Protocol Scorch, the Ultimate Burn Wingsuit, and the classic Finger Guns emote. Many of you who joined us in later seasons have asked, "Will these cosmetics ever be available again?" Well, we have some good news for you!
Is there something missing in your inventory? A fashion for Fixer or an avatar for Anvil? Look no further! With the introduction of this update, limited items from previous Battle Passes will now be available in Store rotations with Rogue skins, weapon skins, avatars, banners, and sprays.
Take advantage of this while you can, and be sure to log in this May for the Rogues Rising update to see what's available!
Please note: This offering will not include exclusive items such as Season Rewards, Beta Rewards, or Founders Pack items.
CROSSPLAY AND MATCHMAKING
Matchmaking queues have been changed to combine keyboard and mouse players and controller players. Please see this article for details!
PROJECT SAINT
In this update, Project Saint initiatives focus on polishing and improving global player experience pieces of our game modes.
PROJECT SAINT: MVP LINEUP
Every match will now showcase the top three performers of a match. The MVP is determined by various general and game mode-specific performance metrics. Did you drop 50 downs? Are you the patron (or matron) Saint of revives, leaving no soldier behind? The immovable object holding down the fort on all King of the Hill points? We hope that this celebration of player skill at the end of every match will make players feel like true Rogues. As always, we look forward to your feedback!
PROJECT SAINT: DYNAMIC MATCH MUSIC
We have revamped our music and added more moments for music to be a core experience of our game! So please give it a listen as you play and let us know what you think.
PROJECT SAINT: DYNAMIC SCORECARDS
As a core component of all of our game modes, we decided to overhaul and improve our scoreboard to reflect better the metrics our players care about on a game-mode-by-game-mode basis. We have a few more improvements, like reworking how Eliminations behave, that will represent player performance. Let us know what you think!
NARRATIVE EVENT: JUKE'S GAMBIT
Since the introduction of Rogue Company, we have been hard at work building the world and everything within it. However, we were aware that we lacked the means to deliver our lore to the community, which our players often requested. So we've rolled out bits and hints to the world of Rogue Company and its characters via bios and maps. With our Narrative Event feature, this will be the first event that allows players to engage with our lore by accomplishing objectives to receive a cosmetic reward and unlock story elements that reveal more about the world, the characters, and potential events. We hope you enjoy our first narrative event, Juke's Gambit, as we figure out who was impacted by Jackal's attack on Meltdown.
ROGUES
Coupled with the feedback from the community, we felt it appropriate to close the toughness spectrum. We will continue to watch how our Rogues perform in this new ecosystem.
Toughness will now scale by 3% increments instead of 5% (Min -3% Max 9%).
Runway
Cash from ability changed from $500 to $0.
Lancer
Lancer has been performing exceedingly well and has blown past other players' ability to track her. To address this, we have brought down her Perks and Ability.
Epic Quick hands replaced with Epic Bounce Back.
Legendary Evade replaced with Legendary Gunsmith.
Ability speed changed from 20% to 10%.
Ability charge time changed from 45 to 55 seconds.
Dahlia
Replaced Smoke Grenade with APS.
Umbra
Replaced Smoke Grenade with Tear Gas Grenade.
Dallas
Replaced Rare Berserker with Rare Stalker.
Added Epic Quick Hands.
WEAPONS
Objection
Max Accuracy loss changed from .045 to .055.
Riptide
Headshot damage changed from 28 to 32.
SLC
Base falloff changed from 10.5m to 12.5m.
Bishop
Headshot damage changed from 38 to 40.
Bodyshot damage changed from 27 to 30.
Base Falloff 1 range changed from 16m to 20m.
Base Falloff 2 range changed from 26m to 30m.
Level 3 Falloff 1 changed from 20m to 24m.
Level 3 falloff 2 changed from 30m to 34m.
Devotion
Fire rate increased from 2.22 to 2.5.
Level 3 fire rate changed from 2.5 to 2.67.
HRM30K
Fire rate increased from 6.06 to 6.33.
Base Vertical kick min changed from .8 to .75.
Base Vertical kick max changed from .85 to .8.
BUG FIXES
Cleaned up some debug text visible for our Major Danger mythic skin.
Fixed an issue where players lost an excessive number of ranked points from a loss.
Fixed an issue where the Evade perk would kick on permanently if it triggered while in the down state.
Fixed some cases where music either overlapped or didn't play at all.
Fixed an issue where the in-game shop was inaccessible if you swapped your primary multiple times in the shop UI.
Fixed an issue where the gadget icon would pop up in the HUD after throwing it.
Fixed an issue where the Sledgehammer would grow in size.
Fixed a collision issue in Wanted where players could get stuck.
Fixed an issue where the player's second gadget slot would not be visible in the HUD after unlocking it.
Fixed the Top Bar UI in the players' HUD where it wasn't updating round wins for our Wingman game modes.
Improved Gl1tch's Hack to be more consistent.
Fixed an issue where players would get the same contract after rerolling.
Fixed an issue where downed players could crawl away further than intended while being revived.
Fixed some scoreboard issues for Battle Zone.
Fixed an unintended spot in Palace.
Fixed a boundary issue in Breach.
Fixed a collision gap in Skyfell.
Fixed an animation issue while using a zipline with the Demolition bomb.
KNOWN ISSUES
A blank screen is visible for spectators while viewing the match's MVP scene.
If a player disconnects at the end of the match but before MVP, their stats may appear blank if they are an MVP.
Self-inflicted damage is currently being counted toward your Damage stat for MVP.
If you have the Evade perk, the SFX may still play if you are eliminated.
Currently, the Profile Stat for MVP is pending a fix.
For the Gunsmith perk, there is a chance that your reserve ammo might read as '0,' this is only a visual bug. Reloading your gun will fix this issue.
Dodgeball sudden death, when capturing that point, there is a chance where the capture audio fails to play.
Bots may prioritize revives over all else.
Covert Ops: Changes Coming to Ranked Play
TL;DR: We are changing Ranked party sizes to 3v3 from 4v4 to bring Ranked more in line with the competitive experience. This change is experimental and will be reverted if necessary.
Over the last year, many of our Ranked players have given us feedback about the Ranked experience not meeting their expectations, so we began to experiment more with the Ranked queue, such as adding in King of the Hill (KOTH) during Season 1 of Year 2. One of the key learnings we took away from this experience was that consistency is vital, so we are making some changes to Ranked this season to address this.
WHAT'S CHANGING?
Last month, we announced the return of the Rogue Company Championship Series, and our community tournament organizers quickly began assembling open 3v3 events for the Rogue Company community. We watched, listened, and read your feedback and enthusiasm for this smaller format. So as we enter a new season of Ranked, we want to make sure that the Ranked experience you get in Rogue Company reflects the competitive experience you watch and enjoy.
With that in mind, we are excited to announce that we are changing Ranked from a 4v4 format to a smaller 3v3 format in the latest update of Rogue Company, Covert Ops.
Like last season, this change is experimental, and we want to reassure our Ranked players that we will be reading your feedback about this change and revert these changes if necessary.
LOOKING FORWARD
We know that improvements to Ranked haven't always been smooth, and as previously stated, we know we have a ways to go. However, we hope these changes will help to ease some of the pain players have been experiencing in Ranked around consistency with competitive formats.
We truly appreciate your patience and feedback, and we can't wait to share with you the systems we have been working on, such as Draft Pick, which will come later this year.
Rambo King Cobra Hotfix Notes
We have deployed a hotfix to resolve the following issues:
Fixed an issue with Gl1tch's Hack Ability not working properly when used.
Fixed an issue where players sometimes couldn't open their Shop during the start of a match.
Fixed an issue with the Rambo King Cobra Event page showing "0 minutes" left for the in-game event.
Year 2, Season 1: Rambo, King Cobra Update Notes
In our latest update, Rogue Company has recruited one of the most prolific action heroes to date: John Rambo!
Play as Seeker with all-new John Rambo cosmetic content and Rambo-themed contracts.
Rambo Bundle (2000 RB)
Legendary Rambo Seeker Skin
Rogue: Seeker
Law of the Jungle Mythic Sahara Weapon Skin
Snake Catcher Mythic Combat Knife Skin
Rambo Contracts and Rewards
Deal 2000 Explosive Damage
Lethal Soldier Epic Border
Down 100 Enemies with Seeker
Aim True Epic Banner
Hit 10 Enemies with Seeker's Bow
Become War Legendary Animated Avatar
Get 25 Multi-kills
Don't Push it Epic Spray
Earn a First Blood Medal
King Cobra Epic Title
Complete all Rambo Objectives
Jungle Cobra Epic Wingsuit
PROJECT SAINT
EXPERIMENTAL FEATURE: Human Backfill
Human backfill allows players to join in-progress matches whenever other players have left midway through a game. Backfilled players will be rewarded the maximum amount of Reputation and experience they could achieve in a complete game. We hope to address uneven matches that tend to happen for our players with this feature.
With that said, human backfill is currently experimental and will only be active in our casual Demolition queue. While we've worked diligently to ensure quality, we decided to put this feature out into the wild so players can test it in an environment outside of our internal testing.
Assuming all goes well, we will slowly enable this feature for other game modes and see how it ramps up. As you potentially encounter this feature in the wild, we hope to hear more feedback on how it improves the health of your daily matches.
MORE MAPS
We have added Meltdown, Palace, and Skyfall to our core Team Deathmatch (TDM) game mode. This addition brings the TDM map pool up to 13. We know this leaves out the Arena and Glacier from the rotation, but we hope to get them back in the future. Your patience is appreciated.
ROGUE REINFORCEMENT – TEAM SIZE INCREASED TO 6
We are adding a much-requested feature in this update: you may now queue with up to 6 friends for our 6v6 game modes. Due to game mode size restrictions, this will be available on all platforms except the Nintendo Switch.
SAFE IN THE SKY
Our players are jumping head/feet first into a hot zone in many of our game modes. We found that players who linger in the drop-ships run the risk of getting downed while still deciding what perk to buy. So we introduced a change that protects our players while they are inside the Chimera or the Manticore. That said, we want to make sure that you don't linger for too long. You'll need to jump into the fight sooner rather than later!
BANS ON NOTICE
As with any game, we are sure that our players have encountered unsavory, toxic and/or just outright unfair players. While we have long had a Report feature, our players often ask us if reporting a player is meaningful. Beginning with the Rambo, King Cobra Update, we will notify you when action is taken against players you've reported. Keep up the good fight in making our community the best it can be!
ROGUES
Dima
Dima's launcher is a bit wilder than Switchblade's rockets or even Kestrel's drones, sometimes so much so that not even Dima knows where the launcher might hit! So don't you think the master of explosives should be a little more resilient to them? Long-term, we're working on better targeting feedback for all of our rockets, but in the meantime, we hope tenacity to survive explosives will be a welcome substitution for all our long-time Dima mains out there!
Now has Tenacity instead of Bounce Back.
Switchblade
We're looking to reduce Switchblade's tankiness. She has both Life Drain and Bounce Back, so we feel she can afford to lose Tenacity. This change reduces the viability of shooting at your feet to damage your opponent. It's not all bad news though! Stalker has excellent synergy with Switchblade's passive, allowing her to benefit more from her increased movement speed while aiming.
Now has Stalker instead of Tenacity.
Runway
Can now use her ability while riding a zipline.
Glimpse
Can now use her ability while riding a zipline.
Gl1tch
Gl1tch was initially designed as a Breacher that destroyed all enemy defenses and prevented them from placing new ones for a window of time, allowing his team to strike. However, as the game matured, we started to see gameplay that eclipsed his intended design. These changes will help push him toward those original goals.
Gl1tch's ability range is now global.
Gl1tch's hacking device can no longer be taken out while on cooldown.
WEAPONS
LR15 Fullbody
Level 3 upgrade Damage Falloff removed.
NEW Level 3 upgrade: Increases scoped movement speed and headshot damage.
Tyr
Level 3 upgrade Damage Falloff removed.
NEW Level 3 upgrade: Reduces recoil and increases headshot damage.
KA30
We hit the KA30 a few patches in a row in an attempt to push it further towards a more wild, hard to control, but high damage style. So this is a buff to help bring it closer to its new identity and balance out some of the other nerfs the weapon has recently seen.
Increased the fire rate.
Sahara
We like the hefty feel the Sahara brings to the mid-range ARs but felt it was a bit too accurate for the damage it deals. Tweaks to the fire rate and reticle bloom of the weapon while retaining its damage profile will hopefully bring it a bit more in line.
Decreased fire rate slightly.
Increased reticle bloom slightly.
Arbitrator
Level 3 upgrade now provides less range.
Spread increased.
Fire rate upgrade now provides less fire rate.
SKL6
Level 2 Upgrade now provides less range.
Hydra
Hydra's third upgrade provided too much range for what is typical of an AR range upgrade.
Level 3 upgrade now provides less range.
SLC
The SLC has fallen a bit behind the curve against some of the other SMGs. These changes are a solid TTK buff to the weapon while simultaneously making it easier to control. The SLC has one of the most aggressive recoil patterns in the game, so we want it to have an aggressive TTK that rewards players who can tame the beast.
Decreased fire rate.
Increased body shot damage from 12 to 13.
Increased headshot damage from 18 to 19.
LMPX
These changes will help push the LMPX more towards its role as a "headshot optimal" SMG. The slight fire rate reduction puts its body shot TTK in the back of the pack, while the headshot damage makes its headshot TTK best in class at all ranges. A reduced fire rate also makes the weapon a bit easier to control, allowing you to hit heads easier.
Increased headshot damage at all ranges.
Slightly reduced fire rate.
D3Di
Decreased headshot falloff damage at mid and long-range.
This change will allow you to carry the two-tap headshot kill at longer ranges.
Decreased headshot falloff damage at long range.
This change will allow you to three-tap headshot armored targets at longer ranges.
Increased body shot damage at mid-range.
This change will allow you to carry the three-tap body shot kill a bit further out.
MXR
Decreased body shot falloff damage at mid and long range.
This change will allow you to carry your four-tap bodyshot kill at all ranges
Combat Knife
Level 2 upgrade now provides more swing speed.
That's not a knife. THIS is a knife!
GADGETS
Pop Smoke
Can now be used while riding a zipline.
GAME MODES
Battle Zone
New cloaked state of mythic crates before they are active.
Team Deathmatch
Added Skyfall, Palace, and Meltdown.
King of the Hill
Hill time changed from 60 to 75 seconds.
Number of hill moves changed from 10 to 8.
BUG FIXES
Fixed an issue with Custom Games where spectators were being kicked back to lobby.
Fixed an issue where the 3rd swing animation for the baseball bat would not play
Fixed the consistency of our Grenade and C4 Level 2 Upgrade descriptions.
Fixed an issue where gadget icons in the HUD would sometimes get squished.
Updated the Meltdown minimap to be more consistent.
Fixed an issue where the interior trays of a mythic crate was visible.
Fixed an issue where, if pulled into a match while watching an ad, the music would be disabled.
Fixed the collision on the Laser Sight Fixer skin.
Fixed an issue on Vice were a piece of medium cover was invisible at certain distances.
Fixed an issue where players could not queue together upon completing their ranked placement matches.
Fixed an issue where the Battle Pass XP icon was missing from Daily Contracts.
Fixed an issue where Battle Pass levels could not be purchased with Reputation.
Adjusted the hand placement on the Cyber Objection skin.
Fixed an issue where the VFX on Fixer's eyes, during his ability, would end prematurely if flashed.
Fixed an issue on the Wanted map where players could access the rooftop of a particular building.
Fixed an issue where, as a camouflaged Glimpse, picking up a gadget would not also camouflage it.
Fixed the area of affect on flashbangs, making them more reliable.
Fixed an issue on the Palace map where some medium cover was invisible at certain distances.
Fixed some environment collision on Palace that would prevent players from standing up if near it.
KNOWN ISSUES
Using Gl1tch's ability too quickly after taking out the tablet can sometimes result in it not hacking anything.
Weapons in crates have a tendency to bounce out of the crate.
Human Backfill visual issue of your shop not immediately updating upon the 2nd time viewing it. Interacting with the shop will resolve it.
When dead sometimes the health bar will be shown as “/100” instead of “0/100”
Talon’s Radar Dart’s red light can be seen through thin walls.
“Scanning” text appears while using Gl1tch’s ability.
Tossing a gadget while mid-emote has a chance for the gadget to be consumed but not
Glimpse bot will occasionally remain cloaked permanently. This is resolved in a future update.
Glimpse bot will occasionally remain cloaked while firing. This is resolved in a future update.
Rambo, King Cobra PTS Notes
To test on Steam please head to the Rogue Company Store Page to install the PTS client.
Testing Schedule:
Begins February 18th at 9:00 AM ET
Ends February 20th at 9:00 AM ET
Note: The PTS server may be brought down as needed to address issues or provide additional updates.
Testing Goals:
While testing our PTS version of the next update, please provide us feedback in either our official Discord in the PTS-Feedback channel or via the Rogue Company subreddit. We want to know how your experience is with the new content and about any bugs you may have experienced while playing.
During our testing period, we’re looking for extensive feedback on a few key areas while you are playing which include:
Rambo King Cobra
Human Backfill
Increased Team Sizes for 6v6 Queues
Weapon Balance Changes
YEAR 2 SEASON 1: RAMBO, KING COBRA
That’s right! In our latest update, we go to war with the help of none other than one of the most prolific action heroes to date: John Rambo!
In this update, play as Seeker to give the other rogues a war they won’t believe with all-new John Rambo cosmetic content and Rambo-themed contracts.
Rambo Bundle (2000 RB)
Legendary Rambo Seeker Skin Rogue: Seeker Law of the Jungle Mythic Sahara Weapon Skin Snake Catcher Mythic Combat Knife Skin
Rambo Accessory Bundle (1000 RB)
Never Enough Revenge Legendary Animated Banner
One Man Army Epic Emote
Jungle Assassin Epic Primary Weapon Wrap
Jungle Assassin Epic Secondary Weapon Wrap
Jungle Assassin Epic Melee Weapon Wrap
Rambo Contracts and Rewards
Deal 2000 Explosive Damage
Lethal Soldier Epic Border
Down 100 Enemies with Seeker
Aim True Epic Banner
Hit 10 Enemies with Seeker’s Bow
Become War Legendary Animated Avatar
Get 25 Multi-kills
Don’t Push it Epic Spray
Earn a First Blood Medal
First Blood Epic Title
Complete all Rambo Objectives
Jungle Cobra Epic Wingsuit
PROJECT SAINT
EXPERIMENTAL Feature: Human Backfill
This feature is designed to allow players to join matches that are in progress, allowing players to Save The Day whenever matches have players who leave midway through a match. Players who join such matches will be rewarded the maximum amount of reputation and experience that could be achieved in the full match, ensuring that their time is rewarded. With this feature, we hope to address uneven matches that tend to happen for our players.
That being said, this feature is experimental. We’ve worked diligently to build up this feature and, to ensure quality, we are wanting to put it out into the wild under observation and in a controlled environment outside of our internal testing. What that will mean is that at the start of this update, Human Backfill will only be active for our casual Demolition queue in the first hour or so. Over that first day, we will slowly enable it for other game modes and see how it ramps up. As you potentially encounter this feature in the wild, we hope to hear more feedback in how it improves the health of matches in your day-to-day sessions.
MORE MAPS
We have added Meltdown, Palace and Skyfell to our core TDM game mode. This will bring the TDM map pool up to 13. However, we are aware that this leaves out The Arena and Glacier from the rotation. At this time those maps do not satisfy the level of enjoyment we set for 6v6 TDM but we hope to potentially find solutions to that problem in the future. Your patience is appreciated and your feedback is always valuable.
ROGUE REINFORCEMENT - TEAM SIZE INCREASED TO 6
In this update, we are adding a much-requested feature: you may now queue with up to 6 friends for our 6v6 game modes. This will be available on all platforms except the Nintendo Switch due to game mode size restrictions.
SAFE IN THE SKY
In many of our game modes, our players are jumping head/feet first into a hot zone. We found that those players who linger in the drop-ships a bit too long run the risk of getting downed while deciding what perk to buy. We introduced a change that protects our players while they are inside of the Chimera or the Manticore. That being said, we are also making sure that you do not linger for too long. You’ll need to jump into the fight sooner rather than later!
BANS ON NOTICE
As with any game, we are sure that our players have encountered unsavory, toxic and/or just outright unfair players. While we have long had a Report feature, our players would often ask us if reporting a player was meaningful. In this update, we will notify you when action has been taken against reported players. Keep up the good fight in making our community the best it can be!
WEAPONS
LR15 Fullbody
Level 3 upgrade Damage Falloff removed
NEW Level 3 upgrade: Increases scoped movement speed and headshot damage
Tyr
Level 3 upgrade Damage Falloff removed
NEW Level 3 upgrade: Reduces recoil and increases headshot damage.
KA30
Increased fire rate
We hit the KA30 a few patches in a row in an attempt to push it further towards a more wild, hard to control, but high damage style. This is a buff to help bring it closer to it’s new identity and balance out some of the other nerfs the weapon has recently seen.
Sahara
Decreased Fire rate slightly
Increased Bloom slightly
We like the hefty feel the Sahara brings to the mid-range AR’s, but felt it was a bit too accurate for the wicked good damage it deals. Tweaks to the fire rate and bloom of the weapon, while retaining it’s damage profile, will hopefully bring it a bit more in line.
Arbitrator
Level 3 Upgrade now provides less range
Spread increased
Fire rate upgrade now provides less fire rate
SKL6
Level 2 Upgrade now provides less range
Hydra
Level 3 upgrade now provides less range
The Hydra’s third upgrade was providing too much range for what is typical of an AR range upgrade. This will help reduce the range the weapon can achieve a 4 bodyshot kill.
SLC
Decreased Fire Rate
Increased Bodyshot damage 12>13
Increased Headshot damage 18>19
The SLC has fallen a bit behind the curve against some of the other SMGs. These changes work out to be a solid TTK buff to the weapon, while at the same time making it a bit easier to control. The SLC has one of the most aggressive recoil patterns in the game, so we want it to have an aggressive TTK to make it rewarding to players who can tame the beast.
LMPX
Increased Headshot damage at all ranges
Slightly reduced fire rate
These changes will help push the LMPX more towards its role as a “headshot optimal” SMG. The slight fire rate reduction puts its bodyshot ttk in the back of the pack, while the headshot damage makes its headshot ttk best in class, at all ranges. A reduced fire rate also makes the weapon a bit easier to control, allowing you to hit heads easier.
D3Di
Decreased headshot falloff damage at mid & long range
This will allow you to carry the two-tap headshot kill at further ranges
Decreased headshot falloff damage at long range
This will allow you to three-tap headshot armored targets at further ranges
Increased Bodyshot damage at mid range
This will allow you to carry the three-tap bodyshot kill a bit further out
MXR
Decreased bodyshot falloff damage at mid & long range
This will allow you to carry your four-tap bodyshot kill at all ranges
Combat Knife
Level 2 upgrade now provides more swing speed
That’s not a knife, THIS is a knife!
ROGUES
Dima
Now has tenacity instead of Bounce Back
The master of explosives should be a little bit more resilient to them, dontcha think? Losing a source of healing hurts but we think surviving explosives on Dima can be very valuable as well. Dima’s launcher is a bit more wild in nature than something like Switchblade or even Kestrel’s drones, sometimes not even Dima knows where the launcher might hit! We’re working on better targeting feedback for all of our launchers, and we hope tenacity will be a welcome substitution for all our long time Dima mains out there!
Switchblade
Now has stalker instead of tenacity
We’re looking to reduce switchblades tankiness, seeing as she has both life drain and bounce back to make sure she’s often at or near full health, we think she can afford to lose tenacity. This will help further reduce the viability of shooting your launcher too close to your feet, ensuring you always take as much damage as you’re dealing at that moment to your enemies. That’s gameplay we don’t necessarily want to reward! Stalker also has a nice synergy with Switchblade’s passive, allowing her to benefit more from her increased movespeed while aiming.
Runway
Can now use her ability while riding a zipline
Glimpse
Can now use her ability while riding a zipline
Gl1tch
Gl1tch’s ability range is now global
Gl1tch can no longer pull out his hacking device while the ability is used or on cooldown.
Gl1tch was designed to be a breacher that destroys all enemy defenses, and prevents them from placing new ones for a duration, giving his team an opportunity to strike. However, as the game matured we started to see some emergent gameplay, which is good! Unfortunately that emergent gameplay eclipsed the intended behavior of his original design. We saw Gl1tch being used more as a flanker, with the help of padded steps, merely using the hacker’s scanning capabilities to sleuth around the map gathering positional information. These changes will help push him toward his intended gameplay style.
GADGETS
Pop Smoke
Can now be used while riding a zipline
GAME MODES
Battle Zone
New cloaked state of mythic crates before they are active
Team Death Match
Added Skyfell, Palace and Meltdown
King of the Hill
Hill time changed from 60 to 75 seconds
Number of hill moves changed from 10 to 8
Year 2, Season 1: Neochrome Update Notes
YEAR 2 SEASON 1: NEOCHROME
The Neochrome Update kicks off this cold season with red hot content! Jackal has struck again, this time in a new map based in the Arctic Circle, Meltdown!
Neochrome Battle Pass
The Neochrome Battle Pass is fully mechanized with rewards across 50 levels that you can progress through by simply playing the game! By playing, you’ll receive Battle Pass experience and get cybernetically enhanced with incredible rewards like the Cyber Objection Mythic Skin and the Mech Fighter Chaac outfit!
Battle Pass Base Bundle (1000 Rogue Bucks)
Dystopian Switchblade
Cool Cubes Hoverboard
60 Minute Boost
20% Battle Pass Experience
Battle Pass Elite Bundle (2000 Rogue Bucks)
+15 Battle Pass Levels
Dystopian Switchblade
Cool Cubes Hoverboard
60 Minute Boost
20% Battle Pass Experience
Battle Pass Rewards
Fist Bump Spray
OMG HI emote
Cybertech Primary Weapon Wrap
Synth Space Hoverboard
Mech Research Avatar
Flourescent Waves Border
30 Minute Boost
Murderous Chase
Neutral Nurnie Melee Weapon Wrap
Hacker Title
30 Minute Boost
200 Rogue Bucks
Dark Web Vy
Error 404 Banner
Circuit Board Hoverboard
45 Minute Boost
Breakdance Flip Emote
45 Minute Boost
200 Rogue Bucks
Intrusion Primary Weapon Wrap
45 Minute Boost
Together Forever Animated Avatar
Neon Double Helix Border
60 Minute Boost
Contract Executed Animated Banner
Vivid Details Secondary Weapon Wrap
200 Rogue Bucks
Error 404 Title
Mainframe Border
The Bag Spray
Laser Sight Fixer Outfit
Amplitude Primary Reactive Weapon Wrap
Fluorescent Flash Animated Banner
60 Minute Boost
Plasma Arc Border
Cyberpunk Title
200 Rogue Bucks
Ecto Slime Wingsuit
Crushing It Emote
Cyber Objection Mythic Wrap
60 Minute Boost
Nuclear Anomaly Animated Avatar
200 Rogue Bucks
Mech Fighter Animated Banner
Intrusion Wingsuit
Battle Pass Season 5 Avatar
Anomaly Title
Mech Fighter Chaac Outfit
New Ranked Season
The first new season of the new year begins today, granting last season’s rewards and unlocking new ones to earn! We have more updated for Ranked detailed in our Project Saint section below!
For those of you new to Ranked:
You must be account level 30 to participate
You will play in 10 Qualifier matches to determine your Ranked Division and Tier
Each Division (Bronze, Silver, Gold, Platinum, and Diamond) has 5 Tiers
Ranked points can be earned or lost by winning or losing matches
New Rogue Mastery Content
This release introduces Rogue Mastery Rewards for mastery levels 6 and 7. These levels will reward a themed Animated Avatar and an Animated Banner, respectively. Players who have earned these levels already will automatically receive them upon login!
New Map: Meltdown
Deep in the Arctic Circle and embedded within a geothermal plant, a covert R&D facility succeeds in creating the world’s first true Artificial Intelligence. Seeing a potential threat, Jackal sabotages the plant by disrupting the dormant volcano network it rests on and rigs the facility to self-destruct. The scale of such an explosion could create a catastrophic chain reaction unless Rogue Company can prevent the Meltdown.
2.1 LTM Schedule
2/8 2/14 Meltdown LTM Experience the latest map in a variety of modes!
2/15 3/1 King of the Hill 6v6
3/2 3/7 Battle Zone
NEW FEATURES AND PROJECT SAINT
Introducing Simulmedia
In Year 2, we have implemented a new feature to give players the option to watch ads in-game to earn additional Reputation. However, we know you probably have some questions or concerns about this, so we want to be transparent and upfront with you:
This feature is entirely optional. However, players who would like to earn Reputation via this new feature will need to click the new “Earn Free Rewards” button on the Home screen and opt-in before the ad begins playing.
If you do not want to opt-in, you will never see an ad, and your Rogue Company experience will be the same as always. We will never add forced or unskippable ads to Rogue Company.
Ads are the same quality you would see on TV or another video service provider or streaming platform.
If you choose to watch an ad, you will always be rewarded. Every ad watched will award 75 Reputation.
Simulmedia is not available on the Nintendo Switch.
This feature will be coming to PS5 soon!
An Update on Human Backfill
For Year 2 of Rogue Company, we set out with a few fundamental goals. One of those goals is to improve the overall quality of Rogue Company and introduce the quality of life changes that our players have been asking to see. From this, Project Saint was born. When we introduced Project Saint, one of the features that we were excited to discuss was Human Backfill, our solution to the long-standing issue of players leaving matches. Given the importance of Human Backfill, we aimed to release this feature in an experimental and limited form in the Neochrome Update, which is the first update of Year 2. However, Human Backfill touches many systems within Rogue Company’s structure, requiring work across several internal teams and many parts of the game. This means that to function, it requires pieces not just from the client (what we call “the frontend”) but also in our instances (what you see as matches) and our core (what you may have heard of referred to as the “backend” systems). Unfortunately, despite the strenuous efforts of our team and further testing on the PTS, we realized that Human Backfill was not quite ready. Therefore, we have decided to delay the release of Human Backfill. Thank you to all of our players who sent us feedback and play on PTS every update to test these changes. We’re excited to share this feature with you soon.
Battle Pass Progression
We know that our players love Battle Pass content, and we want to do more, so we have introduced two major changes to the Battle Pass this season:
Based on community feedback, the time to complete the Battle Pass is now shorter, but the amount of Rogue Bucks rewarded will remain the same.
In Year 2, we will be introducing more Battle Passes, so you’ll be rewarded more often by playing Rogue Company.
You can now purchase Battle Pass levels with Reputation. We hope this provides players another meaningful way to use their hard-earned Reputation.
Ranked Queue
We want to expand our ranked players’ competitive palate by adding some more of our great game modes into the queue! In Ranked, players can play competitive King of The Hill alongside Demolition. Ranked will house all modes in one queue, and your performance in all will contribute to your Ranking. We are looking forward to receiving your feedback on this update!
Maps Aplenty
Back in the Umbra Update we tailored our map selection in each queue to maximize a game modes performance on a per map basis. Since then, we’ve received plenty of feedback from the community about this change and we want you to know that you have been heard! Therefore, we are adding back all of our maps to our TDM, Strikeout, and Demolition Queues in this update! We hope you enjoy this change, and we look forward to your feedback.
Gameplay HUD Improvements
Health Bar Improvements - Previously, we improved the armor feedback. With this update, we’ve updated the visual style of our health bars to give players more clarity between HP and Armor in engagements. In addition to this, players can now see their teammates’ health. Gadget HUD Improvement - In this update, we’ve expanded our HUD to show players both gadget slots to improve their ability to track what gadgets they have in their two slots. Additionally, we’ve added the keybind prompt for swapping in the HUD.
ROGUES
Ronin We feel that as a duelist, Ronin lacked some healing elements in her kit, and bounce back should help in that department. Ballistic knife having a larger radius helps her pull off the “toss n shoot” combo with her knife a bit easier.
Nimble Hands has been replaced with Bounce Back.
Ballistic Knife explosive radius increased from 3m to 3.5m.
Kestrel This will help Kestrel two-shot fully armored targets.
Halo Drone damage increased from 60 to 75.
Trench Fast ticking damage over time can feel oppressive, so we’re going to make barbed wire tick less often for roughly the same DPS.
Barbed Wire previously ticked four times per second, at five damage. Now ticks three times a second, at seven damage.
GADGETS
C4 These changes will help C4 reach a different tier of lethality as compared to the other lethal gadgets. Currently, C4 is slower and more cumbersome to use, and you can only carry a single charge. To balance out these downsides, we want C4 to pack the most punch.
Damage increased from 100 to 125.
Minimum Damage increased from 40 to 70.
C4 Second Upgrade Damage Increased from 175 to 200.
WEAPONS
Weapon rebalances are decided based on a mixture of community feedback and statistical data that backs up and drives these decisions. SLC
HS Damage increased from 17 to 18.
Objection
Clip increased from 30 to 40.
Body damage increased from 11 to 12.
Mark 4
HS Damage increased from 30 to 32.
Riptide
HS Damage increased from 26 to 28.
MX-R
Reduced max reticle bloom.
Tyr
Weapon Damage increased from 65 to 70.
Conviction
Increased maximum hipfire and aimed accuracy.
Slightly increased accuracy gained per shot.
GAME MODES
Demolition We have removed a round from Demolition and made economic adjustments to compensate. We’re continuing to monitor and tinker to find what feels like the best average match length.
Revive cash reward increased from 500 to 1000.
Suicide Cash penalty increased from 500 to 1250.
Demolition Ranked
Round Win Total reduced from 8 to 7.
Round Win bonus increased from 6.5K to 7K.
Round Loss bonus increased from 5.5K to 6.5K.
Revive cash reward increased from 500 to 1000
Suicide Cash penalty increased from 500 to 1250.
King of the Hill King of the Hill becoming a single round was a highly requested change amongst the community of KoTH diehards! We agree and believe the mode still feels great and delivers a meaningful experience, even when condensed to a single round. Similar to Demolition, economic adjustments have been made to downs to compensate for the loss of round-end cash and a shorter average overall game time.
Changed to a single round.
Round length is 10 minutes.
The score to win is 250.
Hills rotate every 60 seconds.
Two additional hill locations have been added to each map.
Down cash changed from $500 to $1000
Battle Zone Mythic crates can offer a considerable power increase to the team that holds them. We’re adding timers to show when these crates will be active to allow players to play around these spawns, which we feel will be more exciting and create space for comebacks.
Mythic crates now have a timer showing when they will be active.
BUG FIXES
Fixed an issue where Rogue ability weapons did not display their proper names in the UI.
Fixed an issue where Umbra could detonate his spider multiple times.
Fixed an issue where if you dodge-rolled and used Umbra’s ability, he would stay standing.
Fixed an issue where Umbra, while downed but controlling his spider, will look like he isn’t downed.
Fixed an issue where Umbra’s mastery avatar was not visible in the game.
Fixed an issue where Dahlia is unable to link to a new ally if their previous linked ally disconnected.
Added in improvement for Dahlia to be able to see her ally’s armor value.
Fixed an issue with a player’s stats won’t track while playing as Glimpse.
Fixed an issue where Glimpse’s cloak was still visible in smoke in the shooting range.
Fixed an issue with Glimpse where she would appear in an idle state when defusing the Demolition Bomb while exiting Camouflage.
Fixed an issue where Glimpse’s Passive description was missing in Rogue Select.
Bots will no longer be able to see Glimpse when she is Camouflaged.
Fixed an issue where Glimpse was able to shoot first before exiting Camouflage in the shooting range.
Fixed an issue for Mack in Battle Zone where his passive did not work if he equipped armor.
Fixed an issue with Sigrid’s Shield where she would not enter her shield stance but still had the shield out.
Fixed an issue where Cannon, while using his ability, appears standing while crouched.
Fixed an issue for Vy where, if she is revived, her passive would stop working.
Fixed an issue with Vy’s passive were she could go beyond her max health cap.
Fixed some placements of crates in Windward that were incorrect.
Fixed an issue where Rogues could become soft-locked when attempting to use an ability when entering the Out Of Bounds zone.
Fixed an issue where the Gadget Button element in the UI would sometimes not be visible.
Fixed an issue where, for scoped weapons that have the circle reticle, the reticle didn’t disappear when ADS.
Fixed an issue where the MLX Mark 4 was using the circle reticle
Fixed an issue in Battle Zone were Pop Smoke was not sorting properly in the gadget set.
Fixed an issue where you would have the ‘repair armor’ prompt while in the downed state.
Fixed the material on the Jump O’Lantern Wingsuit.
Fixed an issue on Switch where Glimpse appeared blurry in Rogue Select.
Fixed an issue where players were not able to purchase items with RB when they actually had a sufficient amounts.
Fixed an issue where some emotes had broken animations.
Fixed an issue PS5 players could not get the Moneybags trophy.
Fixed an issue where the Options Menu can sometimes be non-interactable when entering a match.
Fixed an issue where players would disconnect at the match victory screen.
KNOWN ISSUES
Friendly Bots will sometimes not pickup a dropped bomb in the Chimera dropship.
Friendly Bots have a hard time trying to find and revive a downed and Camouflaged Glimpse.
In shooting range, the APS has a much larger hitbox than intended.
As you transition from one round to the next as Glimpse, your Camouflage energy bar will persist on screen.
Mack’s lightbomb detonate prompt will sometimes fail to disappear after detonating it while downed.
As Lancer, if you are downed mid-roll, when revived you’ll find that sometimes your weapon wasn’t reloaded by her passive.
As Dahlia, her revive prompt can appear while respawning.
Sometimes while downed, you will hear the “out of ammo” SFX if attempting to fire.
In Year 2, we have implemented a new feature to give players the option to watch ads in-game to earn additional Reputation. However, we know you probably have some questions or concerns about this, so we want to be transparent and upfront with you:
This feature is completely optional. Players who would like to earn Reputation via this new feature will need to click the new "Earn FREE Rewards!" button on the Home screen and opt-in before the ad will begin playing.
If you do not want to opt-in, you will never see an ad and your Rogue Company experience will be the same as always. We will never add forced or unskippable ads to Rogue Company.
Ads are the same quality that you would see on TV or another video service provider or streaming platform.
If you choose to watch an ad, you will always be rewarded. Every ad watched will award 75 Reputation.
Simulmedia is not available on the Nintendo Switch.
This feature will be coming to PS5 soon!
An Update on Human Backfill
For Year 2 of Rogue Company, we set out with a few fundamental goals. One of those goals is to improve the overall quality of Rogue Company and introduce the quality of life changes that our players have been asking to see. From this, Project Saint was born.
When we introduced Project Saint, one of the features that we were excited to discuss was Human Backfill, our solution to the long-standing issue of players leaving matches. Given the importance of Human Backfill, we aimed to release this feature in an experimental and limited form in the Neochrome Update, which is the first update of Year 2.
However, Human Backfill touches many systems within Rogue Company's structure, requiring work across several internal teams and many parts of the game. This means that to function, it requires pieces not just from the client (what we call "the frontend") but also in our instances (what you see as matches) and our core (what you may have heard of referred to as the "backend" systems).
Unfortunately, despite the strenuous efforts of our team and further testing on the PTS, we realized that Human Backfill was not quite ready. Therefore, we have decided to delay the release of Human Backfill.
Thank you to all of our players who sent us feedback and play on PTS every update to test these changes. We're excited to share this feature with you soon.
Neochrome Update PTS Notes
To test on Steam please head to the Rogue Company Store Page to install the PTS client.
Testing Schedule:
Begins January 20th at 4:00 PM ET (21:00 UTC)
Ends January 24th at 9:00 AM ET (14:00 UTC)
Note: The PTS server may be brought down as needed to address issues or provide additional updates.
Testing Goals:
While testing our PTS version of the next update, please provide us feedback in either our official Discord in the PTS-Feedback channel or via the Rogue Company subreddit. We want to know how your experience is with the new content and about any bugs you may have experienced while playing.
During our testing period, we’re looking for extensive feedback on a few key areas while you are playing which include:
Neochrome Battle Pass
New Map: Meltdown
YEAR 2 SEASON 1: NEOCHROME
The Neochrome Update kicks off this cold season with red hot content! Jackal has struck again, this time in a new map based in the Arctic Circle, Meltdown!
Neochrome Battle Pass
The Neochrome Battle Pass is fully mechanized with rewards across 50 levels that you can progress through by simply playing the game! By playing, you’ll receive Battle Pass experience and get cybernetically enhanced with incredible rewards like the Cyber Objection Mythic Skin and the Mech Fighter Chaac outfit!
Battle Pass Base Bundle (1000 Rogue Bucks)
Dystopian Switchblade
Cool Cubes Hoverboard
60 Minute Boost
20% Battle Pass Experience
Battle Pass Elite Bundle (2000 Rogue Bucks)
+15 Battle Pass Levels
Dystopian Switchblade
Cool Cubes Hoverboard
60 Minute Boost
20% Battle Pass Experience
Battle Pass Rewards
Fist Bump Spray
OMG HI emote
Cybertech Primary Weapon Wrap
Synth Space Hoverboard
Mech Research Avatar
Flourescent Waves Border
30 Minute Boost
Murderous Chase
Neutral Nurnie Melee Weapon Wrap
Hacker Title
30 Minute Boost
200 Rogue Bucks
Dark Web Vy
Error 404 Banner
Circuit Board Hoverboard
45 Minute Boost
Breakdance Flip Emote
45 Minute Boost
200 Rogue Bucks
Intrusion Primary Weapon Wrap
45 Minute Boost
Together Forever Animated Avatar
Neon Double Helix Border
60 Minute Boost
Contract Executed Animated Banner
Vivid Details Secondary Weapon Wrap
200 Rogue Bucks
Error 404 Title
Mainframe Border
The Bag Spray
Laser Sight Fixer Outfit
Amplitude Primary Reactive Weapon Wrap
Fluorescent Flash Animated Banner
60 Minute Boost
Plasma Arc Border
Cyberpunk Title
200 Rogue Bucks
Ecto Slime Wingsuit
Crushing It Emote
Cyber Objection Mythic Wrap
60 Minute Boost
Nuclear Anomaly Animated Avatar
200 Rogue Bucks
Mech Fighter Animated Banner
Intrusion Wingsuit
Battle Pass Season 5 Avatar
Anomaly Title
Mech Fighter Chaac Outfit
New Ranked Season
The first new season of the new year begins today, granting last season’s rewards and unlocking new ones to earn! We have more updated for Ranked detailed in our Project Saint section below!
For those of you new to Ranked:
You must be account level 30 to participate
You will play in 10 Qualifier matches to determine your Ranked Division and Tier
Each Division (Bronze, Silver, Gold, Platinum, and Diamond) has 5 Tiers
Ranked points can be earned or lost by winning or losing matches
New Rogue Mastery Content
This release we are introducing Rogue Mastery Rewards for mastery levels 6 and 7. Each of these levels will reward a themed Animated Avatar and an Animated Banner respectively. Players who have earned these levels already will automatically receive them upon login!
New Map: Meltdown
Deep in the Arctic Circle and embedded within a geothermal plant, a covert R&D facility succeeds in creating the world's first true Artificial Intelligence. Seeing a potential threat, Jackal sabotages the plant by disrupting the dormant volcano network it rests on and rigs the facility to self-destruct. The scale of such an explosion could create a catastrophic chain reaction unless Rogue Company can prevent the Meltdown.
2.1 LTM Schedule
2/8 2/14 Meltdown LTM Experience the latest map in a variety of modes!
2/15 3/1 King of the Hill 6v6
3/2 3/7 Battle Zone
NEW FEATURES AND PROJECT SAINT
EXPERIMENTAL Feature: Human Backfill
This feature is designed to allow players to join matches that are in progress, allowing players to Save The Day whenever matches have players who leave midway through a match. Players who join such matches will be rewarded the maximum amount of reputation and experience that could be achieved in the full match, ensuring that your time is rewarded. With this feature, we hope to address uneven matches that tend to happen for our players.
That being said, this feature is experimental. We’ve worked diligently to build up this feature and, to ensure quality, we are wanting to put it out into the wild under observation and in a controlled environment outside of our internal testing. What that will mean is that at the start of this update, Human Backfill will only be active for our casual Demolition queue. We would like to rely on you, the players, to play in this queue and give us feedback on this feature.
Battle Pass Progression
One major change that we are introducing this patch is the ability to purchase battle pass levels with your hard-earned Reputation! We hope this allows you, the players, the ability to engage and progress across our battle passes going forward!
Ranked Queue
For our Ranked Players, we are wanting to expand their competitive palate by adding some more of our great game modes into the queue! This means that now, in Ranked, players can play competitive King of The Hill alongside Demolition. All modes will be housed in one queue and your performance in all will contribute to your Ranking. We are looking forward to receiving your feedback on this update!
Maps Aplenty
Back in 0.66 we tailored our map selection in each queue in an effort to maximize a game modes performance on a per map basis. Since then, we’ve received plenty of feedback from the community about this change and we want you to know that you have been heard! In this update: we are adding back all of our maps to our TDM, Strikeout and Demolition Queues! We hope you enjoy this change and we look forward to your feedback.
Gameplay HUD Improvements
Health Bar Improvements - Previously, we improved the armor feedback and with this update, we’ve updated the visual style of our health bars to give players more clarity between HP and Armor in engagements. Gadget HUD Improvement - In this update, we’ve expanded our HUD to better show players both gadget slots to improve their ability to track what gadgets they have in their two slots. Additionally, we’ve added the keybind prompt for swapping in the HUD.
ROGUES
Ronin
Nimble Hands has been replaced with Bounce Back.
Ballistic Knife explosive radius increased from 3m to 3.5m.
Kestrel
Halo Drone damage increased from 60 to 75.
Trench
Barbed Wire previously ticked 4 times per second, at 5 damage. Now ticks 3 times a second, at 7 damage.
GADGETS
C4
Damage increased from 100 to 125.
Minimum Damage increased from 40 to 70.
C4 Second Upgrade Damage Increased from 175 to 200.
WEAPONS
SLC
HS Damage increased from 17 to 18.
Objection
Clip increased from 30 to 40.
Body damage increased from 11 to 12.
Mark 4
HS Damage increased from 30 to 32
Riptide
HS Damage increased from 26 to 28.
MX-R
Reduced max reticle bloom.
GAME MODES
Demolition
Revive cash reward increased from 500 to 1000
Suicide Cash penalty increased from 500 to 1250.
Demolition Ranked
Round Win Total reduced from 8 to 7
Round Win bonus increased from 6.5K to 7K
Round Loss bonus increased from 5.5K to 6.5K.
Revive cash reward increased from 500 to 1000
Suicide Cash penalty increased from 500 to 1250.
King of the Hill
Changed to a single round.
Round length is 10 minutes.
The score to win is 250.
Hills rotate every 60 seconds.
Two additional hill locations were added to each map.
Down cash changed from $500 to $1000
Battle Zone
Mythic crates now have a timer showing when they will be active.