Rogue Point on Steam - User reviews, Price & Information

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From the creators of Black Mesa: Welcome to Rogue Point! A 4-player co-op shooter where teamwork is everything. Join forces on intense missions with evolving objectives and powerful upgrades. Plan, Adapt, and Overcome. Your squad’s survival depends on it.

Rogue Point is a co-op, pve and action game developed by Crowbar Collective and published by Team17.
Released on February 12th 2026 is available only on Windows in 14 languages: English, French, German, Polish, Simplified Chinese, Italian, Spanish - Spain, Japanese, Korean, Russian, Spanish - Latin America, Traditional Chinese, Ukrainian and Portuguese - Brazil.

It has received 1,015 reviews of which 709 were positive and 306 were negative resulting in a rating of 6.7 out of 10. 😐

The game is currently priced at 9.99€ on Steam with a 50% discount, but you can find it for 8.02€ on Eneba.


The Steam community has classified Rogue Point into these genres:

Media & Screenshots

Get an in-depth look at Rogue Point through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i7-8700k / AMD Ryzen 5 2600
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 960 4 GB / AMD Radeon RX 580
  • DirectX: Version 11
  • Storage: 10 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

7 hours played
May 2026
Generally a good game, but has a lot of work ahead of it. This is expected of an early access title. I've taken some notes, and will keep this list up to date if I find more as I play. I don't really know if I'd recommend it to general users or not right now. It can be fun, but the ramping of missions feels very unpolished. Missions are always easy, but exfiltration can be exponentially more difficult than the missions themselves, however only due to an often overwhelming number of enemies. It is especially odd that if you stealth an entire mission, you get bum rushed at the exfiltration phase. For giving the player the stealth option, it often feels like it's not fully respected. Be prepared to face rapid waves of enemies on exfiltration if you do play this game. It also does not feel balanced for solo play in this regard. - If you click and hold right click while reloading, so you'll ads as soon as reload is done. it does not ads when reload finishes, you must un-click and re-click. I personally prefer respecting held-inputs during animations like reloading/sprinting in an effort to reduce unclicking/clicking clunkiness. - Airport sometimes doesn't load and just gets stuck in the flythrough loading screen in multiplayer. - AI vision: double check environment collision channels. Maybe give AI multiple trace aggregation where a % of traces have to validate vision, dropping the odd chance that the trace goes through geometry and hits the player and the player is detected. - AI vision: too often enemies are shooting at the player directly as if they can see you, even though you are 3-4 walls away. This leads to enemies pre-firing around corners because they're already seeing/shooting at you as they walk around corners. - More clarity about stars on dead drop weapons and what they correlate to. ex: If I buy a Sahara .50, vs if I get a 2 star Sahara .50 from the deadrops. - "throwing a frag" or "frag out heads down" when a teammate deploys a proximity mine. - Many railings that "duck" your gun when you are cover-shooting from them(uncrouched), but the AI can shoot you over them just fine. - In general, just "ducking" your gun on things when you're shooting from cover, crouched or uncrouched. There are so many things it feels like you should be able to shoot over but you duck your gun. Meanwhile the AI can shoot over them. - Lean left/right not staying leaned consistently. It's unclear why, but sometimes when leaning, you reach max lean angle and then, even with the key held you just bounce back to center instead of remaining leaned. - "hostiles coming" shoutouts during exfil on missions where hostiles do not in fact come. - No ready up timer in single player, but forced to have one in multiplayer, would be nice to have a vote method instead of forced time. (1 vote starts timer) or forced time on both. at least consistency here would be good. - Window clambering? So me windows can be clambered through once broken, and some can't. Another consistency issue that makes locomotion feel clunky. - Door models that can be picked don't always have visual locks on them? just a visual consistency thing. - Clambering height inconsistency. some things look like they can be clambered, and can't. And some things look too high to clamber, but can be clambered. - Mission "key" cuts off sometimes because it's too long in the planning screen. collapsing briefing and intel points does not collapse the list vertically and allow more room for the key (there remains a gap of space between the collapsed lists, this space should be collapsed imo). - Eliminate the 5 star guy mission: If you full clear the starting guys it gives you time to get some map awareness before starting the boss. However when you start the boss event, barricades are magically erected behind you. This is unpleasant. It's a new mechanic, and it's a boss fight you've spent potentially hours to get to. The entire game so far no magic barriers have appeared. With how punishing the damage of the boss is, to suddenly not be able to rely on your map awareness/planning because the map changes without warning when you "rally the team"? I don't like that. - Performance in airport map with the servers mission with enemy waves is bad. Framerate was fluctuating between 45-120 fps depending on where I'd look, and my PC is no slouch. - Enemies shouting about "taking fire" when you've been stealthing and no one has seen you yet. - Enemies also shouting about "laying down suppressive fire from cover" but that's not in their behavior set. - It has been zero days since a yellow hoodie guy has flash banged himself.
23 hours played
Feb. 2026
It's absolutely an early access game with plenty of rough edges to polish but if you liked terrorist hunt in rainbow six siege, this is fairly similar and will scratch that itch. In it's current state it is annoying to play solo but very enjoyable to play with a friend group. (cough cough) My two largest qualifiers to my friends/complaints to the devs is every mission type bar one ends the exact same way, you get to an extract point and have to hold out against a large portion of enemies. This makes the assault rifle class and high end SMG classes the dominating weapons overall due to their overwhelming DPS and completely removes a lot of the randomness to me as you'll always end up taking the exact same angles to hold off the exact same fights no matter how different the entire level beforehand was. Ideas like skipping the extract if you manage to stealth a whole level or the extract having to suddenly change areas after you arrive would help spice this up a lot. The second is the skills system having three extremely powerful perks. Regenerate HP passively over time, Regenerate armor after kill, and armor durability. If you get all 3 of these you WILL be far more powerful than any other combination out there. I assume the devs that may read this have played payday because of things scattered throughout the game and might even know what i mean when i say it's like getting anarchist and hostage skills without the drawback anarchist normally has of eating your HP. These skills are randomized every run so you may not get this lot of them sometimes but they all feel extremely powerful (especially regenerating armor after kill) and make the rest of them feel quite worthless in comparison. I hope they add more meaningful tools for player power/scaling to add variety or honestly nerf/remove these perks in some way.
8 hours played
Feb. 2026
It's Tactical Shooter... but lacking the Tactical part.. Kind of having an identity crisis..? The gun and aiming, movement is okay, I do like them, but the tactical usually rendered not mandatory is making me question why they even exist. I know the ladder, breach and stuff made that you can have another option to go to the objective, but there's always another way and with how it took tactical shooter genre, it's just not there. Beaten the first game with 1 friend (duo) on their first run of the game, took us 1hr and 50 minutes. Like... as long you can aim the game is easy enough with 1 extra person. Solo does have a difficulty spike on latest 3 star difficulty most likely because you'll get overwhelmed while having to reload without someone holding your back. I will keep playing just for the gun feeling and trying out to beat it solo consistently. I just don't think the game is living to its idea being a tactical shooter. You can just rush and as long you land your headshots its fine. Especially if you have the skill that grant you shield every elims. It's recommended if you want a PvE focused tactical-not-really tactical, have a really good gun feel and especially the side peeking. It have Multiplayer difficulty scaling, so I wonder how it'll go on 4 people. (I noticed since the armored guy with shotgun usually didn't appear on solo 1 star difficulty meanwhile it spawned on duo). Theres some bugs, like door clipping, gun disappearing and reappearing. But I do hope the best for the game future!
5 hours played
Feb. 2026
Invoke a feeling of a faster-paced SWAT 4 with Insurgency-like co-op objectives and Counter Strike-styled economy/loadout system
24 hours played
Feb. 2026
note: I played in the closed Betas so I do have more hours on this game than shown in the review. I'll start by saying this: Rogue point is a very fun squad based PVE CO-OP rogue-like with gameplay similar to Tom Clancy Rainbow six Vegas 1&2 Terrorist hunt mode. the game has several tactical ways to play through missions whether you want to run & gun or try to stealth through. this game respects your wallet & your drive space totaling $20 for a game that takes up only (as of now) 8 GB's of drive space in a time where an average seems to be 50-100GB per game. currently all cosmetics are free and require you to earn them in game besides the supporter edition HECU marine outfit. I do expect that to change with cosmetic DLC in the future but this is not a problem. the gunplay in this game feels fun and rewarding, weapons feel punchy and have nice animations, currently there are only 4 maps but this will change with time given the nature early access. The game is primarily a CO-OP shooter, this does mean the game is more punishing if you attempt to play it solo, you will be encouraged to either play with friends or randoms to complete campaigns. however this game also uses peer to peer networking, so unlike a certain other CO-OP PVE game you will never have to worry about server issues, but you may want to make sure whoever is hosting has good internet, that is a downside of P2P servers but it's better than the alternative. the game is a lot of fun and if your looking for a new FPS roguelike I would highly recommend this title.

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Frequently Asked Questions

Rogue Point is currently priced at 9.99€ on Steam.

Yes, Rogue Point is currently available at a 50% discount. You can purchase it for 9.99€ on Steam.

Yes, Rogue Point received 709 positive votes out of a total of 1,015 achieving a rating of 6.74.
😐

Rogue Point was developed by Crowbar Collective and published by Team17.

Yes, Rogue Point is playable and fully supported on Windows.

No, Rogue Point is not playable on MacOS.

No, Rogue Point is not playable on Linux.

Rogue Point offers both single-player and multi-player modes.

Rogue Point includes Co-op mode where you can team up with friends.

Yes, there are 2 DLCs available for Rogue Point. Explore additional content available for Rogue Point on Steam.

No, Rogue Point does not support mods via Steam Workshop.

No, Rogue Point does not support Steam Remote Play.

Yes, Rogue Point is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Rogue Point.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 25 June 2026 19:28
SteamSpy data 30 June 2026 20:11
Steam price 01 July 2026 20:59
Steam reviews 29 June 2026 17:58

If you'd like to dive deeper into the details about Rogue Point, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Rogue Point
  • SteamCharts - Analysis of Rogue Point concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Rogue Point compatibility
Rogue Point
Rating
6.7
709
306
Game modes
Multiplayer
Features
Online players
42
Developer
Crowbar Collective
Publisher
Team17
Release 12 Feb 2026
Platforms
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