Since the initial Early Access release on Sep 7, 2021, we have released over 35 incremental updates, along the way responding to valuable player feedback and fixing many bugs.
Our first full release build, v1.0.1, is out now.
Although it's taken a little longer than planned to leave Early Access, we've managed to add many small, but important, quality of life improvements. We have reached our objective to include 3 story chapters, and refined our other gameplay modes and maps to be as action-packed and intense as possible.
If you've tried Rogue Shift in the past and you are wondering exactly what has changed since then, you can see our full history of release notes here, documenting hundreds of fixes and improvements, alongside regular content updates and new features:
Since the initial Early Access release on Sep 7, 2021, we have released over 35 incremental updates, along the way responding to valuable player feedback and fixing many bugs.
Although it's taken a little longer than initially planned, we've managed to add many small, but important, quality of life improvements. We have reached our objective to include 3 story chapters, and refined our other gameplay modes and maps to be as action-packed and intense as possible.
If you've tried Rogue Shift in the past and you are wondering exactly what has changed since then, you can see our full history of release notes here, documenting hundreds of fixes and improvements, alongside regular content updates and new features:
For those already familiar with the latest Early Access build: when v1.0 comes out on Feb 9, you can try Story Chapter 3 for the first time. Chapter 3 changes the scenery quite a bit, moving away from the scorched volcanic planet, to a desolate, frozen world. Of course, to reach Chapter 3, you will first need to unlock it by beating the previous two chapters.
See you on Feb 9!
RELEASE NOTES - v0.2023.002
Fixes
Fixed the portal rendering during cutscenes being dimmed out and not propertly showing the remote world.
Improvements
Now showing the character class helmet on the character select screen for better visualisation when selecting your character.
Now showing a once-off pop-up message on the Game Mode Select screen, to inform the player that Story Mode includes a tutorial (solo only).
Changes
Updated the Early Access main menu pop-up message to mention the release date of v1.0.
Updated the description of Story Mode to mention manual inventory management.
RELEASE NOTES - v0.2023.001
Content
A new map for Final Stand mode: Research Facility.
Mode changes Survival mode (previously Doomed mode, which has the large 8-zone map called Edge of Doom) has now been reworked to fall under Final Stand mode.
This means that Final Stand now includes 2 single-zone maps, as well as the 8-zone map from before.
Nothing has really changed in terms of the underlying modes and their rules, it is just how it is presented in the UI now, all under the banner of Final Stand.
Fixes
The Psionic Diversity achievement will now correctly unlock when you unlock all Psionics on your character.
Improvements
Suit Cooler can now be purchased in gameplay modes other than Story.
All maps now have hover descriptions telling you a little bit more about the map.
Changes
Changed the achievement image for Brutal Boss.
Changed some achievement descriptions slightly.
Chapter 3 improvements and fixes Please note that Chapter 3 is officially hidden until v1.0 is released. Early access can be gained on request, via our Discord.
Improved lighting conditions so that everything doesn't appear so "washed out".
Terminals now have bright and consistent UIs independent of the visual post-processing applied to the world.
The 2nd-last battle before the boss fight now has twice as many enemies (total number).
Final boss projectiles are now a bit faster.
Disallow final cutscene to kick off if the player is dead or respawning.
Snow dust particles and wind audio effects have been added to the ice world. Their intensity scales based on local temperature.
Incorrect main objective path indicator has been fixed.
Secret area entrance near crates have been enlarged.
Fixed a battle zone where the ice worms could escape and then be killed due to out-of-bounds detection.
Replaced the problematic laser gate with a wall.
Improved the muzzle flash effect of the final boss weapons.
RELEASE NOTES v0.2022.018
Balance
With the Infected Guards now having bright laser beams giving away their approach, their attack range and movement speed have been increased slightly to compensate (they were far too easy to avoid).
Improvements
When attempting to Shift, but the target is blocked, a red exclamation icon will now be shown at the blocking location.
Fixes
Fixed an issue where the default laser pistol would hit the player instead of shooting ahead.
Now correctly hiding the Power Core quantity info in the HUD while not in active gameplay (for example, a message box is showing).
RELEASE NOTES - v0.2022.017
Improvements
Infected Guard enemies now have red laser aim beams so that you can see them coming.
Infected Guard enemies will no longer instantly aim onto the player character's position. There is now a smoothed aiming update toward the targeted player character.
Environmental heat damage and cold damage (extreme temperatures) will ignore your character's shield.
The Thermal Regulator item is now back in the game, renamed to Suit Cooler. It can be purchased at any shop.
Fixes
Fixed an issue where the character could walk out of bounds over steep terrain.
Fixed Shift targeting consistency when aiming off a cliff or drop - it will now always allow you to Shift in such a case.
Fixed a Shift targeting issue where it was not possible to Shift onto a nearby ledge or floor that is slightly elevated in relation to the character's position.
Elite Sentries will now trigger proxy mines even when their shields are active.
Now showing game mode name correctly in the pause menu.
RELEASE NOTES - v0.2022.016
Improvements
Character select screen - now shows an image representing each difficulty level you select.
Character select screen - a clearer warning is displayed to explain the restrictions of Casual difficulty level.
Character select screen - tweaked the background and panels so the UI looks better.
Balance
Tweaked the started stats of the Scout class so that we don't have 3 different classes starting with Psi Lv1.
Slightly increased the rate at which your score multiplier drops while you are not getting any kills.
Achievement Changes and Fixes
Renamed "Doomed" mode to "Survival" mode in Achievement descriptions.
Reduced the Brutal Survivor Achievement requirement from 16 waves to 8 waves.
The Survivor, Ultimate Survivor and Brutal Survivor Achievements can now also be unlocked in Final Stand mode.
Fixed the Survivor, Ultimate Survivor and Brutal Survivor Achievements so they cannot be unlocked in Escape mode.
RELEASE NOTES v0.2022.015
New Content
New mode - Final Stand - survive as long as you can against escalating waves of enemies in a single zone.
New enemy - Drone (robotic flying enemy)
Improvements and Tweaks
Indicator is shown as "CRIT" when an enemy takes a Critical Hit.
Power Core count is now shown in the HUD. This makes it easier to see if you can activate a device before trying to interact with the device.
Reduced the size of teleporters.
Slightly raised camera height (explore / combat)
Energy bridges are less transparent and a bit darker.
Moved a spotlight in Story mode that was causing enemies to get stuck sometimes.
Added a spawn particle effect to supply crates, mainly to make spawning of supply crates look better in Final Stand.
Doomed Mode renamed to Surival Mode.
Added health drops to random loot distribution in Surival mode.
When a defence turret is destroyed, the attached power generator is now switched off (no emissive color) and further interaction is prevented.
Balance
Doubled the hitpoints of defence turrets.
Robot enemies no longer flee when taking damage (Zappy).
Further reduced the number of semi-hidden random weapon crates in Story mode, to slow down the weapon unlock progression.
Fixes
Fixed random loot not respawning in previous zones in Co-op Doomed.
Fixed robotic enemies standing idle instead of shooting, when they target defence turrets.
Fixed a bug that caused organic shooting enemies to shoot backwards when the character suddenly moves behind them during the shoot animation.
Fixed a route node in Edge of Doom, Survival mode near the mine, that cause the route arrow to point in the wrong direction.
Fixed an issue causing the Infected Guard to also benefit from the Selective Fire perk of a player.
Mini hotfix
Ground decals were disabled by accident, making the entire game look boring. Now fixed!
RELEASE NOTES - v0.2022.014
New Perks
Defensive - Maximum Shield +10.
Spartan - Shield recharges slowly when you stand still during combat (aiming and shooting allowed).
Energy Redirect - +10% energy weapon damage, but -10 maximum Shield.
Incendiary Rounds - Ballistic weapon hits have a 10% chance to set enemies on fire.
Unstable Barrels - Barrels explode instantly from the slightest damage.
Barrel Shield - Explosive barrels do not reduce your Shield.
"Dome Mode - Auto" - Dome now triggers automatically when you take a hit and your health drops below 25 (the low health alarm threshold), rather than when your health drops below 50%.
"Rage" - this perk now activates when your health drops below 25 (the low health alarm threshold), instead of below 10%.
"Rage" - due to the new lower threshold of activation, it now gives +50% damage instead of 2x damage.
Infected Guards - balance and behaviour
More natural behaviour - there is a slight response delay before the guard starts firing when you come into range. This is especially helpful in the case where you Shift suddenly into the guard's range. To further add to the more natural feel, the shooting burst continues once started, even if you move out of range.
Reduced the Combat stat to 1 - slightly less accurate shooting.
Dome Psionic Ability - balance and behaviour With higher Psi levels drastically lowering the Dome cooldown to below 30s, it was too over powered, with the possibility of having Dome active around 15% of play time. Dome values have been adjusted as follows:
Reduced the Dome duration from Lv1=3s, Lv2=4s & Lv3=5s, down to Lv1=2s, Lv2=3s & Lv3=4s.
Increased the Dome base cooldown from 40s to 45s (but again, way lower as your Psi goes up).
Story mode improvements
Removed random loot from the crash site to reduce the number of new item tutorials you are bombarded with in the first minute of playing.
Re-arranged some tutorial messages so fewer messages are shown during the first minute of playing.
Balance
Increased the targeting range of the Acid Ants from 5 to 6, but reduced their bullet speed from 14 to 12.
Fixes
Fixed ballistic bullet penetration not working correctly on some enemies, causing really weird side effects with the bullet triggered additional times after the shot.
Description improvements
"Blast Mod - Auto" Perk description now makes it clear that it doesn't work if the Blast Psionic is currently in cooldown.
"Daze Mod - Auto" Perk description now makes it clear that it doesn't work if the Daze Psionic is currently in cooldown.
"Dome Mod - Auto" Perk description now makes it clear that it doesn't work if the Dome Psionic is currently in cooldown.
"Shift" Lv3 Psionic description now includes damage info.
"Blast" Lv1 to Lv3 Psionic description now includes damage info.
Tweaks
Health "alarm" sound and the appearance of the red skull on your health bar, now happens when your health drops below 25 instead of 30.