About the Game

THE RTS…
Rogue Command is a single-player RTS that plays like the classics that defined the genre.
Control your units, build your base, harvest resources, explore the map, defend positions and come up with a plan of attack. But now with every run the rules of the battlefield change and each battle is an opportunity to discover new ways to play.
And when the action gets overwhelming, you can slow down time to 10% at any moment, allowing you to give orders with bullet-time precision.
…ROGUELITE
After each battle you choose new tools for the fights ahead. Reinforcing existing strengths or pushing your build into new directions:
Blueprints add a new building to your Engineer's construction database: Unit factories, defensive turrets, healing spires or super weapons, the nuts and bolts of your army.
Upgrades modify your blueprints. Make units stronger. Or add new traits to make them part of an emerging synergy. Like adding burn damage to their attacks or letting them burst into skittering exploding spawnlings when they die.
Hacks are powerful tech-relics that modify the rules of the game. Adding a new facet to a status effect, making burning enemies flee or adding a healing effect to teleports.
Win or lose, each run you unlock new building blocks for your arsenal. Adding entries to the mysterious database of the gleefully malfunctioning Engineers across the galaxy. With hundreds of units, hacks and upgrades waiting to be built and tested in battle.
GET SMARTER & GROW STRONGER
Earn archive tokens to unlock permanent improvements in the vast skill tree of the Battle Archive. Push hard into a specific trait or spread your points wide to accumulate many smaller bonuses. Or unlock ways to control the randomness. Experiment and find what suits your playstyle best.
FIGHT THE WAY YOU WANT
Before each run you choose your:
Engineer: Your presence on the map. Can call down buildings and control armies. Lose your Engineer, lose the run.
Economy: Refinery and Harvester models determine the shape of your economy.
Specialist: The foundation of your build and formidable presence in combat. Each modifies the rules of the battlefield. With unique Specialist Hacks pushing their traits into odds-bending extremes.
Castle provides incredible defense and global artillery strikes.
Incinerator covers the battlefield in smart fire, burning enemies and aiding allies.
Recycler summons hordes of Robo Zombos from the remnants of your fallen units making death a resource.
Support Tank applies lifesaving buffs to your squads.
Swarm Walker infects your enemies with Spider Spawn Eggs.
Mantis feeds on its allies to gain unfathomable strength.
Rush Beacons quickly establish map presence and mobility.
Phase Walker teleports itself and its squad granting buffs and causing havoc.
NUMEROUS ENEMIES & ENDLESS BATTLEFIELDS
The planet-devouring PCX (Planetary Core Extraction Corporation) - has spread across the galaxy. Only the occasional Engineer with a crystalline consciousness infection standing in their way.
Dozens of enemy variants fielding armies with more than 150 units and buildings of their own will keep you sweating over every decision and force you to adapt. No battlefield will be the same. And conditions can suddenly shift:
Sunstorms disable all shields on friend or foe. Thunderstorms extinguish fires. Sandstorms diminish the range of attacks. A blessing or a curse? Depends on your build and your enemy.
"JUST ONE MORE RUN..." - AGAIN AND AGAIN
A first win is only the start: 15 Ascensions with unique bosses provide escalating challenges for dozens or even hundreds of hours. Your command of the battlefield grows. Your Battle Archive fills out. You discover new combinations to obliterate enemies that crushed you before. Until you are ready to face the final challenge.
And if that is not enough, you can fight your way through infinitely scaling Heat Levels until you break the game or the game breaks you.
Screenshots
16 images
Version Information
Steam Patch Notes
Official update history
BALANCE & BUGFIXES - UPDATE 1
This is our first big patch post 1.0 launch. It addresses some of the more annoying bugs you have sent us and shifts the balance on a lot of things.
Balance: the goal was to address outliers. We like that the game has quite a big variance, but there were some things that we could see very clearly as being a bit problematic. Thanks to everyone who shared their feedback with us and who enabled the data analytics. We will keep an eye on this and keep tuning.
Bugs: there were some instances of the units not attacking correctly when standing still, which was due to a conflict with the idle state. This should be completely fixed now.
Both of these are also the main push of what we are currently working on, before we will set our eyes on rolling out the next specialist.
FOG PROBLEMS:
The volumetric fog solution we are using has some unfortunate inconsistencies. Some levels have very thick fog, but only on certain machines, or GPUs, or driver versions... we still do not know exactly. As far as I know this is mainly an issue in the "Auburn Borealis" biome. The problem with this one is, that we just can not reproduce the behavior we see on screenshots/videos that some of you have share with us. So we only know if it is fixed when the change it out in the wild. We think this is still present in this version, but also think it will be fixed in the next version.
Version 1.0.7 FULL PATCH NOTES
GENERAL CHANGES:
Added an element that shows the loading screen tooltips when you pause a battle, so people with fast PCs can still have time to read them.
Added a notification that shows the game saves between runs, to ensure you will know you can continue a run later on.
Show base difficulty in battle preview widget
Show run info bar on run results screen including used archive tokens and base difficulty
Tweaked the tree spawning rules on some Biomes to be a little less prone to overgrowths
We also rolled out a change on the core extractor objective, that was adding delay to the invicibility, but we had to roll that back, because it could lead to a state where the level was not winnable. We will add that again once we fixed that problem (I only include that, because I had communicated this to some people already).
BALANCE:
The goal with these changes is to address extreme outliers. These could be Enemy variants that show up as runkillers, like the PCX Elite Bore Division. Or they could be blueprints that result in extremely high win rates, like the Weather Tower. I try to not be heavy handed with the changes, because I think overall we are already in a pretty good place balance wise.
Another secondary goal is addressing a state where the factory cap leaves you in a situation where you can not really increase your capability to put out combat forces.
PCX Changes:
Adjusted costs for some enemy units and buildings
reduced attack range of PCX Launcher and Light artillery slightly
CF Transporter basis unit spawn reduced by one CF3, attack range slightly reduced
Adjusted starting setup for some enemy variants.
slightly decreased HP and damage of Small slimes.
Player Changes
I will separate these into Nerfs & Buffs, sometimes it is not that clear cut though. Sometimes it is a shift in the role of the things. I like using cost increases since I still feel like overall our economy is a little to generous.
Nerfs:
Castle: Active skill size and damage reduced. Attack rate decreased. Construction and skill cost increased. Castle is a clear outlier
Weather Tower: reduced attack range and attack rate.Increased cost and MP cost of the active skill and increased active skill damage. Probably still insanely strong due to the special way this thing can attack, but I want to deemphasize the turret part a little.
Raised price of the Energy Sniper Mech
Boulder Cannon Turret reduced cap by 1, raised price and slightly reduced range
Crystal Matrix Reader: now starts at MP at 50% and crystal per target is reduced from 100 to 80
Laser Cannon Turret: increased cost and reduced attack rate slightly
Shotgun Turret: decreased salvo size from 12 to 10 bullets. Decreased range by 1. Increased HP.
Railgun Turret: reduced range. Increased cost.
Heavy Rocket Launcher: increased cost and MP cost of skill. Slightly reduced the size of the explosion but increased its damage.
Ranger Turret: increased cost, decreased MP and base attack damage.
Double Cannon Turret: increased cost. HP and area of splash damage increased.
Panic Turret: Increased cost, increased sight and HP, reduced attack speed and duration of the panic. Massively increased damage. This is another one I am unsure about. Maybe the panic should need an active skill instead of being a passive. The changes are supposed to make it actually do some damage and have staying power as a turret.
Precision Artillery: increased cost
Spy Tower: increased cost
Energy Transfer Turret: decreased slow time to 1. increased damage from 3 to 8 but increased attack cooldown from 1 to 3.5. Slightly increased cost.
Rocket Swarmer: decreased unit cap by 1. Decreased burn duration but increased attack damage. Increased factory cost.
WallBlock: increased cost, increased HP, decreased armor
Homing Missile Turret: Increased cost and increased Max HP
Armored Harvester: decreased base harvest rate from 2,5 to 2,4
Core Harvester, cost increased
Robo Bombs factory and unit cost raised slightly
Robo Bomb Battery cost +30 and MP cost +5
Marine Blast Tower, cost +60, skill cost +5 MP
Buffs
Mantis: ah my dear Mantis…it is by far the negative outlier for lost runs. I think that mostly comes from the fact, that it needs a completely different playstyle. I will still give it a nice starting HP bump.
Incinerator: increased HP, reduced skill cost, increased damage of direct hits from the active skill and attack damage.
Energy Hunters: reduced build time and factory cost, slightly increased damage, shield and unit cost
Robo Micro: HP and attack range raised slightly
Little Lighter: Factory cost reduced, HP increased, range slightly increased.
Energo Saurus: Increased attack rate and damage of Energy Spirits (this also benefits other things that can spawn them). Increased move speed and HP. Raised unit cap by 1.
Firebooster: decreased factory cost, slightly increased unit cost. Increased attack rate, damage and HP
Siege Bomb: unit and factory cost reduced. Explosion radius slightly increased.
Claw Bot: Increased HP, slightly increased factory cost.
Hover Collector: Crystal capacity increased by 5.
Sniper Racer: removed solo passive, increased damage and range, increased Spy Cam sight range, raised cap slightly.
Repair Trike: HP increased, cost increased, damage and attack rate increased. Area of active ability increased.
Robo Grenadier: doubled sight range, slightly decreased attack range making them a lot more self reliant. cost +10. attack cooldown -1s. HP +20
Swarmer: Increased cost, raised HP from 50 to 75
Stun Walker: Damage and attack range increased, cap increased, unit & factory cost decreased
Bomb Bike: increased factory cap 4 to 6, slightly increased cost, increased damage
Buckler Mech: HP +60. Factory cost +100, unit cost +20. Factory cap +2, unit cap -1, so overall unit cap 12 instead of 5.
Lightning Tank: increased the width of the attack beam
Tick Walker: Factory cost -20. Skill damage +10. Attack damage +0,4.
Flame Walker: factory cost -80.
Hacks
Underdog: lower cap raised to 180
Battle Archive:
Refinery cap node: only affects the harvester factories now.
BUGFIXES:
Better position defending and auto-attack behaviour: units should not come to stop in a state where they ignore enemies in range, idle animation should now set in properly when idle and auto attack targets that are non-attackers now will be switched to attackers if they come into range
Fixed loudness distance curves, so shot sounds should still be audible when the cam is zoomed out. Some of these audio sources are buried deep in some unit, so if you notice a sound not being audible when you zoom the cam out, please let us know.
HEAT: fixed scaling on production time bonus for enemies on high heat, so it should no longer reach negative values.
F4 now only selects non-building harvesters
Fixed missing healer tag on Recon Forward Base spawn
Fixed Robo Timeouter attack and changed it so only the ones that hit their target get destroyed.
Fixed CF transporter sound being non locational.
WELCOME NEW ENGINEERS!
We are so happy with how many new players have joined us since the 1.0 launch!
The amount of feedback has been amazing and a bit overwhelming too. We are still working our way to read and document everything.
But here is a first patch addressing some of the issues that have popped up.
We also added a little additional layer of highlighting to the engis as well as a small icon on their HP bar so it should be easier to find them or notice them, when you accidentally have them in a group.
You can see the highlight below.
Eagle eyed readers might also spot a hint for the next specialist...
[img src="{STEAM_CLAN_IMAGE}/41550948/791de94176c91a1aedcf5589f6d65c14f5da44b6.gif"]
We also made some additional changes to the easiest difficulty to make it a little more meditative.
And of course we fixed some bugs that have been reported.
More coming soon, thank you so much for playing!
-- Mario & Martin
P.S: as always, if you want to be the first to get new changes you can just opt into the beta branch in the games Steam settings. It's where we always push new changes to, before we roll them out for everyone.
Version 1.0.5
BALANCE:
MEDITATIVE DIFFICULTY: added longer build times to enemy units and made enemy builder drones less effective, so it will take them longer to construct new buildings.
Made small adjustment to some enemy setups
GENERAL CHANGES:
Added some new hints for the loading screen
Added additional highlights to Engineers, to make them stand out more. Also made sure their Health bars will always be shown on top of other units bars.
BUGFIXES:
Fixed missing image on PCX Healing Spire
Hopefully fixed weirdly thick fog on Forest biome
Set incinerator active in balance file, so it should be appearing in the moddable files now.
Headhunter “flashlight” now only active, when it has actived its active skill.
Empty options file now should not happen any more - but if it does:
Empty options file does not result in the game not loading any more
IT IS DONE!
[img src="{STEAM_CLAN_IMAGE}/41550948/0443680a815f1f12ed0601d31edad35b8fa75e51.gif"]
After 1.5y in Early Access and 6.5y of development: Rogue Command is done.
Martin and me (Mario) just pushed the button and released Rogue Command - our first game - onto Steam as a fully grown, no longer Early Access, game.
Even with the 1.0 we are not quite done with it yet, there is some more cool stuff coming down the line.
But: it is now the game we wanted to make, at the level of quality we wanted to achieve. And it has an awesome new trailer:
THE GAME WE WANTED TO MAKE
When we set out we wanted to make a singleplayer RTS game that allows you to have the feeling of discovery when coming up with creative builds that we had learned to love from games like Slay the Spire and Monster Train.
But we wanted it to feel right. Like a real RTS game, one of the ones we grew up with. We love auto-battlers and tower defense and all the cool little sub genres that have spun off. But we wanted to have you control your units, build your bases and manage an economy. We wanted it to play like StarCraft or Command & Conquer Generals.
Throughout all of development these two guiding ideas were the basis for every decision.
a great feeling RTS
with a huge variety of crazy builds
And we actually pulled it off! We have thousands and thousands of players and many of them have played it for dozens or hundreds of hours.
And even though this is an insane game to tackle as a duo, we managed to make a game that (as of writing this) sits very comfortably at 91% positive reviews. That is fricking nuts.
When I was writing a press release about our 1.0, I had this thought that, if we could show this to our teenage selves, this probably would have been their favorite game. And while the game is far from perfect, I think that is really the case.[img src="{STEAM_CLAN_IMAGE}/41550948/a484be41a637a6311290f4c7007038a836ab7c9b.gif"]
THANK YOU!!! - ALL THE WAY FROM THE DEMO TO EARLY ACCESS TO THE FULL RELEASE
We worked really hard to get here. But a big part of why the game has turned out as well as it has, is because it found its community.
From the demo release early 2022 (I had to double check this for a second and then take a deep breath...) there were those of you who saw something cool in our game. And then took time out of their lives to share your thoughts with us. I am sure here and there things slipped through the cracks, but we really tried to read everything. And then we tried to synthesize this feedback with our guiding ideas and find solutions that stayed true to both the intention of the feedback and our vision.
Oh... and then there were of course hundreds and hundreds of tiny to small to gamebreaking bugs, that you helped us track down and fix.
If you have ever taken the time to share your feedback with us, either here on the Steam Forums, in a video or our discord: thank you. It meant so much.
WHAT'S IN THE 1.0 RELEASE
[img src="{STEAM_CLAN_IMAGE}/41550948/0bf3f2bf9dad6c5d6ac22064d6b6fd8355efefd2.gif"]
The 1.0 we rolled out today is coming with awesome new content.
5 new Ascensions: 11 to 15 are introducing a bunch of new enemy units and variants and most importantly 5 new bosses, including the final boss right at the heart of the PCX threat.
The Castle: our new turret specialist. An incredibly powerful defensive structure in its own right, it also allows you to rain down destruction all across the map with its powerful global active ability. If you ever thought Rogue Command could support a turtle playstyle better, I think you are going to have a lot of fun with this!
WHAT IS YET TO COME
As hinted in the intro, there is more coming for Rogue Command in the future.
more specialists
more enemy variants
We'll use the influx of new players to get more feedback and data on balancing.
We will continue to eliminate as many bugs as we can.
That's what we know for sure and the folder of ideas is filled to the brim, so let's see where the journey takes us.
A PERSONAL NOTE
(maybe don't read, if you want to just be hyped up...)
On most days it felt very natural and incredibly fun to be present in the community for me. Sometimes it was hard not to get shaken by a harsh (and worse correct) bit of feedback when a day was already tough. And there were some very very tough days.
I was not sure, if I should include this part here, but to me it is very ingrained in how the game came to be.
The pandemic shattered our workflows at a time where the two of us just had gotten into the groove. It was weird and scary and psychologically challenging. And it made being a parent a lot harder, something I talked about a lot with my mother.
And right in the thick of that situation she got the news that she probably had cancer (that is why track 30 on the Soundtrack DLC is called "waiting for that call").
Then the possibility became a certainty. She got treatment and got better for a while. A year of normalcy the amazing modern medicine bought us against the odds.
But then the cancer came back. Our visits and calls became shorter, because she no longer had the strength. And then the summer before the game went into Early Access, she passed away.
She never played games herself, but she was always curious when I was still living at home, instead of judging them. And incredibly supportive when I started to work on a game myself. She always asked about the state of the game, asked if another youtuber had made a video and listened to me talking about game design hot takes for hours. I miss her everyday.
And not long before my mother passed another very close family member received a devastating cancer diagnosis. A fight that is still ongoing and weighing on me, even as I am trying to get hyped for our full release here.
So if you took the time to say something nice (or something tough, but in a nice tone) throughout the last years, thank you. The comments often really helped me getting my focus back or, on the really bad days, even getting out of bed.
And if Martin had not been such a profound anchor for me on top of being an amazing human to work with, there is a very high chance the game would have never come out and our awesome little company would have never gotten its first full release. Thank you.
--Mario
Alright. Deep breath.
And now let's roll out some tanks, shoot the PCX to pieces and have some fun!
Update #17 (plus hotfix)
Most importantly this update addresses an issue where your units and turrets would not target enemy spawns correctly, making some enemy types incredibly frustrating to deal with.
This was the reason we decided to push this out early. Apart from that we are currently working on balancing, so good chunk of those changes are now going live as well.
One of the bigger changes, is that the Mantis redirect mechanic has been removed and instead it just takes half damage from all sources.
UPDATE:
We just rolled out out 0.9.103 a hotfix, since there was a small chance that some runs would not start correctly due to some changes.
See the full changelist below.
BALANCE:
AI Changes:
prevented some higher tier AI variants to show up in earlier runs.
Removed some starting buildings from the PCX Tunneler Variant in earlier Ascensions.
minor build time adjustments to make some tank AI variants a little bit weaker.
Changes to player units / buildings
BUFFS:
Ranger Tank: sped up projectile and increased hit box to reduce the chance of missing moving targets, also slightly raised cap and damage
sped up MG Truck panic projectile, but reduced the duration of the effect a bit.
MANTIS - removed redirect, now simply takes half damage instead.
Headhunter active grants attack cooldown reduction as well. Slightly buffed stats.
Stun Walker: Increased allowed unit and factory cap. Reduced cost. Better damage and attack rate.
Swarmer: Significant better stats
Laser Tank: better attack and extended skill range
Shotgun Bot: damage increase. large skill damage increase. unit cap raised.
Rocket Walker: faster attacks. quicker production
Tier0Tank: Factory cheaper. Slight damage increase
Fire Drag: increased damage and improved production
Defender Tank: improved production caps and improved production time
Welding Runner: Attacks very quickly now, damage adjusted, but DPS improved a lot. Skill changed to a ranged skill. Unit costs more, but factories costs less. Should be pretty good now.
Robo Time Outer: better movespeed, damage and range
Mine Layer Hover: drastically reduced skill cost, increased attack damage and speed. Added shield. and mine damage
Bomb Creep damage, HP and speed increased
Support Trike: damage increased. skill heal greatly increased and radius increased, factory cap increased
DEBUFFS:
Energy Sniper Mech: increased factory cost, reduced range by 2
BUGFIXES:
Fixed enemy being able to spawn behind player on some maps
Fixed Cull Turret passive not triggering on spawns and buildings
Fixed: some PCX units being too big on cards, making them unreadable
Fixed Mantis having outdated description in all languages but EN
Units can attack non-unit-spawns again
Update #17 (plus hotfix)
Most importantly this update addresses an issue where your units and turrets would not target enemy spawns correctly, making some enemy types incredibly frustrating to deal with.
This was the reason we decided to push this out early. Apart from that we are currently working on balancing, so good chunk of those changes are now going live as well.
One of the bigger changes, is that the Mantis redirect mechanic has been removed and instead it just takes half damage from all sources.
UPDATE:
We just rolled out out 0.9.103 a hotfix, since there was a small chance that some runs would not start correctly due to some changes.
See the full changelist below.
BALANCE:
AI Changes:
prevented some higher tier AI variants to show up in earlier runs.
Removed some starting buildings from the PCX Tunneler Variant in earlier Ascensions.
minor build time adjustments to make some tank AI variants a little bit weaker.
Changes to player units / buildings
BUFFS:
Ranger Tank: sped up projectile and increased hit box to reduce the chance of missing moving targets, also slightly raised cap and damage
sped up MG Truck panic projectile, but reduced the duration of the effect a bit.
MANTIS - removed redirect, now simply takes half damage instead.
Headhunter active grants attack cooldown reduction as well. Slightly buffed stats.
Stun Walker: Increased allowed unit and factory cap. Reduced cost. Better damage and attack rate.
Swarmer: Significant better stats
Laser Tank: better attack and extended skill range
Shotgun Bot: damage increase. large skill damage increase. unit cap raised.
Rocket Walker: faster attacks. quicker production
Tier0Tank: Factory cheaper. Slight damage increase
Fire Drag: increased damage and improved production
Defender Tank: improved production caps and improved production time
Welding Runner: Attacks very quickly now, damage adjusted, but DPS improved a lot. Skill changed to a ranged skill. Unit costs more, but factories costs less. Should be pretty good now.
Robo Time Outer: better movespeed, damage and range
Mine Layer Hover: drastically reduced skill cost, increased attack damage and speed. Added shield. and mine damage
Bomb Creep damage, HP and speed increased
Support Trike: damage increased. skill heal greatly increased and radius increased, factory cap increased
DEBUFFS:
Energy Sniper Mech: increased factory cost, reduced range by 2
BUGFIXES:
Fixed enemy being able to spawn behind player on some maps
Fixed Cull Turret passive not triggering on spawns and buildings
Fixed: some PCX units being too big on cards, making them unreadable
Fixed Mantis having outdated description in all languages but EN
Units can attack non-unit-spawns again
Version 0.9.97
Just a quick hotfix for some nasty little bugs.
BUGFIXES:
Don’t trigger ai unit stuck handling if movement is disabled (e.g. if PCXSiegeArmor is using its active skill)
Place status icons of entities at the right position again
Allow use of ESC to close tutorial windows - if you tried this before it actually led to a state where the game was basically soft locked.
If you are on beta the fixes will come over there later today. Do not switch back to main, it might mess up your saved run.
A big step forward...
Early Access Update #16: Version 0.9.94
This update changes the game a lot. Summing up the highlights:
ROBOS: It makes Robos more viable with a whole list of balance changes, new hacks & upgrades.
NEW UNITS, HACKS & UPGRADES: More than 10 hacks and upgrades each, 4 new units and 2 new support buildings help fill out some gaps.
REWORKS AND REBALANCES: A lot of units, hacks and upgrades have been reworked. For example the Core Harvesters can be redeployed now. Robo Marines shoot a triple salvo, making them benefit more from their bounty skill and many more small and big tweaks.
UI OVERHAUL: We rearranged some of the UI to make it more coherent and to add clickable buttons for some functions that previously were only accessible via hotkeys.
BATTLE ARCHIVE: It makes some painful but necessary changes to the Battle Archive by replacing Universal Armor and Universal Shields.
RETROACTIVE ASCENSION ACHIEVEMENTS: If you beat a higher ascension, you will now automatically be granted the earlier ones as well.
PERFORMANCE: It should greatly improve performance.
I will keep it a bit shorter and go back to work, where there is a lot going on…
HELP US FOR THE FINAL EARLY ACCESS PHASE:
As the version numbers suggest (Although that is actually pure coincidence) we are quickly approaching version 1.0. There is new content cooking on the beta branch, that could use your feedback! A new specialist and new Ascensions are being tested and will be held there until we launch out of Early Access.
You can simply access the beta branch by enabling it in your steam library, right clicking the game going to properties -> Game Versions & Betas -> changing the branch to beta. Although called “latest unstable version” it is very rare that there is actually instability going on, usually it is our way to get feedback on new content. So if you want to help us out on the last stretch to 1.0 we would greatly appreciate you playing the beta and giving feedback either here on the Steam Forums or our Discord.
Read the full changelist below:
Version 0.9.94
GENERAL CHANGES:
Key rebinding now supports side mouse buttons (Mouse Back / Mouse Forward)
new PCX Variants and units
Combat Engineer rework - can now teleport to refineries.
Called down buildings now trigger chests
Don't show health decimals on card
Upgrades "Vampiric Attack", "Burnout Culture", "Material Transfer" and "Consume Death" cannot be assigned to Bombs any longer (except for Rocket Marines)
Upgrades “Infested Skill” and “Robust Skillset” can only be applied to blueprints with active skill that is not a toggle
Upgrade “Skill Damage” can no longer be applied to Robo Marine
Unlock all ascension Steam achievements up to the current beaten ascension
AI: If possible a Builder Base won't be built at the same location two times in a row
AI now avoids placing Builder Bases at unreachable positions
AI units now have a chance to flee in combat
Cleaned up some effects which should lead to less hitches when new units spawn
Cleaned image size scaling to use less RAM and initialize units faster
Improved visual on some smoke trails
changed building selection visual to better resemble their pathing size.
A long list of different optimizations that should improve performance overall and remove a lot of the worst dips in performance
Heat Level Display changed from Roman Numerals to normal numbers prefixed by an "H”
PCX Fortress has a cooler death now.
Strength Drop should no longer cause a slow down
CONTENT ADDITIONS AND CHANGES:
New Unit: Siege Bomb (XP Level 20)
New Unit: Robo MG Bot (XP Level 39)
New Unit: Hover Jumper (XP Level 37)
New Unit: Med Walker (XP Level 34)
New Super Weapon: Precision Artillery (XP Level 37)
New Support Building: Strength Uplink (XP Level 26)
Removed Hacks: Ambient Destruction, Rush Home, Explosive Obstacles - because basically nobody ever picks them.
New Hack: Protect The Squad (XP Level 0)
New Hack: Efficient Fortifications (XP Level 34)
New Hack: Got your back (XP Level 0)
New Hack: Drive By Hit (XP Level 25)
New Hack: AdvancedEngines (XP Level 30)
New Hack: ElusivePack (XP Level 5)
New Hack: Blurred Target (XP Level 19)
New Hack: Targeted Blast (XP Level 29)
New Hack: Concussive Blast (XP Level 50)
New Hack: Critical Strength (XP Level 25)
New Hack: Overconsumption (XP Level 0)
New Hack: Scattered Optics (XP Level 32)
New Hack: Robust Benefits (XP Level 0)
New Hack: Robotic Solidarity (XP Level 7)
New Hack: Strengthened Impact (XP Level 35)
New Hack: Get Well Sooner(XP Level 47)
New Hack: Healing Expertise (XP Level 8)
New Hack: Loaded Bots (XP Level 12)
Reworked Hack: Melee Uprising
Reworked Hack: Crystalline Undergrowth
Reworked Hack: Efficiency Model
Reworked Hack: Rich Wood
Reworked Hack: Spider Buddies
Removed Upgrades: Anti Burn Coating - because nobody picks
New Upgrade: Advanced Targeting (XP Level 21)
New Upgrade: Advanced Reload (XP Level 10)
New Upgrade: Spark Of Resistance (XP Level 31)
New Upgrade: Sticky Finish (XP Level 37)
New Upgrade: Wrecking Ball (XP Level 47)
New Upgrade: Terrain Clearance (XP Level 50)
New Upgrade: Back To Base (XP Level 42)
New Upgrade: Future Rewards (XP Level 14)
New Upgrade: Focused Blast (XP Level 22)
New Upgrade: Delayed Detonator (XP Level 12)
New Upgrade: Shared Charge (XP Level 16)
New Upgrade: Attack Upgrade (XP Level 0)
Reworked Upgrade: Ghostly Protector
Reworked Upgrade: Armored Attack
Reworked Healing Fire - Incinerator Specialist Hack
Reworked Shrinking Fire - Incinerator Specialist Hack - is now called Persistent Flames
BALANCE:
Robo Rebalancing: Factory cost for a lot of Robo Factories decreased
Reworked Core Harvester - can now use the skill to manually redeploy.
Increased the allowed maximum factory of a lot of starting units factories
Incinerator Active ability sequence happens a lot quicker, making it more reliable
Heavy MG Tank: Skill and passive reworked with Turbo instead of self-burn
MP ChargeBot: Skill and passive reworked with Robust instead of self-burn
Changed Hack: Quantity over Quality - HP reduction now only 15% instead of 30%, Cost reduction still 20%.
Changed Hack: Long Reach gives +2 instead of +3 range.
Changed Upgrade: Team Taker - now with slightly lower upside and a way smaller downside.
Changed Upgrade: Benevolent Ghost - now applies effect to most damaged units instead of closest and to 5 instead of 3 targets.
Changed Upgrade Payback: Duration increased to 10 sec from 8.
Reworked Bounty Bot skill and buffed it
Improved Health Boost Upgrade from 20 to 50 HP
Upgrade Critical Exit: target and duration increased.
Upgrade: Premium Choice - effect improved slightly
Robo Poker attack rate and damage buffed
Small Health Boost Hack gives 20 instead of 10 HP
Meta Node: Healing Home Base Range increased
Healing Rush Upgrade: Heal increased from 1 to 5 HP
Robust Revival Upgrade: chance increased to 30 from 25
Frontliner Upgrade: Tradeoff more favorable.
Robo Micro now has an active ability that grants it stealth.
Changed spawn limit and lifetime on Leaking Egg effect to be more intuitive with description.
Mantis - Recovery passive changed to trigger with a fixed range instead of sight range. So raising sight is no longer a disadvantage for Mantis
some objective buildings block player building construction like PCX Builderbases
changed A5 building armor to an HP boost on A7
BATTLE ARCHIVE CHANGES:
Universal Shields: Replaced by Shield Recharge Time node
Universal Armor: Replaced by Advanced Armor
Armor Shred: Replaced by Critical Armor Rounds
Healer Boost Node max level increased to 10
BUGFIXES:
Prohibit exception that occurs if Phase Walker gets killed while targeting the Phase Walker skill
Siege Bomb no longer falsely triggers hacks for vehicles to appear.
Prevent exception that may occur if ai wants to produce something in the moment the level finishes
Advanced Reload cannot be given to Furnace any more
Shift-left-click in Battle Archive not always incremented node as far as it could - this is now fixed
Heavy MG Tank no longer has an unused skill range value, falsely allowing those upgrades to be applied
Turret Veterancy - Fixed that some Turrets and super weapon / support buildings did not have a max rank value, preventing them from reaching Veteran status.
If AI units get stuck they try teleporting out of the situation instead of being stuck forever
Core Harvesters now can deploy on cells with other units on it as long as it is no other Core Harvester and they cannot undeploy on building cells.
Hotfix: battle archive view enabled in shops by default.
Advanced armor Battle Archive node works as advertised
Med Walker heal lines no longer hang around when there is no healing target
removed some auto playing particle systems from some obstacles
Bugfix: Light Artillery shoots three times again
future reward behavior matches description
fixed Datapod highlight ring
fixed PCX Bombers not attacking correctly
Fixed small typo in Flame Walker skill description
Attacks on things that can't be attacked (like crates) will be converted into attack move on this position instead
Display mana tooltips on card again
Fixed typo in tutorial
Fixed: Left click for attack move order could be blocked by projectiles
Fixed: PCX turrets tried to answer attacks even if target is out of reach and in between did not target anything else
When auto-attacking and target flees out of range choose a new target if existent
PCX Dragon Bug correctly immune to Burn status
Static Eater ability now only targets enemies
Don’t Touch Me - Hack now also affects enemy spawns
Engineer Death Stun now gets retriggered and should also catch enemy spawns etc.
Fixed Missile Truck impact sounds not playing
Fixed Swarm Walker Egg playing sound in selection screen
Select Idle Harvesters doesn't select busy Core Harvesters any more
Fixed: entities that visualize something with a circle when selected hide it if applying a skill
Visualization circles don't need another selection click to update their size anymore
Changed settings to have vsync turned off as default correctly
Fixed Weird green ring on FireMech Card
Fixed Battle Archive Factory Cost Reduction not working correctly
Fixed Battle Archive Skill Damage Increase not being applied to correct targets
Fixed Production Boost Tower skill effect not disappearing
Fixed Battle Archive Node that allows engineer range now matches the description
Fixed PCX Crystal Cleaner skill effect and visual match correctly now.
Fixed: MechCommander skill doesn't activate reliably on PCX Units
Fallback win condition: if all enemy buildings and units are destroyed the player wins
Fixed PCX Pokers with high attack rate having trouble dealing damage
Now Cooldown changes are reflected in fire point delays, too
Fixed Player Unit Chests will no longer spawn Spawns.
Fixed Battle Archive Building MP Charge node info not being reflected on cards.
Upgrades "Advanced Targeting", "Critical Growth", "Critical Slowness" and "Payback" can no longer be applied to blueprints without attack damage
Reroll button is deactivated for a second after clicking to prevent spamming it
Battle Archive: if using shift left-click: correct visual and audio feedback if fully upgrading or failing to do so
Fixed PCX Fortress no longer deals friendly damage
Fixed Strength icon not showing correctly on some turrets and buildings
Fixed options menu headers being very ugly in some languages
Added visual indicator when Marine Blast Tower is ready.
Added missing death state for CF Transporter
Fixed CF Transporter Description
Fixed missing localization for Fire Bomb
Fixed Firebrand PCX loca and some logic
Fixed some buildings status effect particle systems and icons not being wired correctly - there still might be some missing, let us know if you encounter something off.
Fixed Enemy Sense Battle Archive effect not scaling correctly with sight range of engineers.
Lower the probability that crashes occur when the level is loading or while in combat
Thanks for reading, let us know if you have any questions, we usually try to answer every comment here or in the forums (although sometimes it might take us quite a while).
KEEP EARNING BATTLE ARCHIVE POINTS AS LONG AS YOU WANT!
Early Access Update #15: Version 0.9.88
While the list on this update is a lot shorter than the last major ones (mostly because we had more smaller updates in between this time), this one has a feature that many of you have been asking for:
THE PROFILE XP CAP IS GONE
Ok, it is not completely gone, but it has been raised from 50 to 500,000. I am fairly certain that will never be reached. But hey, if you get there let me know and I'll be happy to raise it again. :)
[img src="{STEAM_CLAN_IMAGE}/41550948/eb2990991afc4c0ca76d854d609b9ad54a0231d5.png"]
So if you want to you can keep pushing through the XP Levels as long as you want.
THANK YOU FOR A GREAT 2025!
Thanks so much for the support you showed us this year. Everybody who took the time to write a review.
Everybody who sat down and wrote a feedback thread in the Steam Forums.
And thank you to our amazing Discord Community.
You all helped make the game that much better and every encouraging word helped us keep going and trying to fix issues, add cool new stuff.
We are very close to done with what we wanted to have for our 1.0 launch, which feels amazing and that release will be such a good package thanks to you.
So much love and thanks from two friends in Germany who took on this crazy project and let's have an amazing 2026 together.
Martin & Mario
Oh yeah, read the full patch notes below.
Version 0.9.88
GENERAL CHANGES:
Profile XP level is now basically uncapped. So you can keep earning Battle Archive Tokens as long as you want.
Minor particle changes
BUG FIXES:
Deselecting by clicking ground now also deselects neutrals and enemies
Run Results: fixed the delay between two unlock containers
Fixed the possibility of having no crystal field at player start position
BALANCE:
Production boost tower cost and skill cost increased.
Robo Marine attack changed to three shot salvo, damage per shot and attack rate decreased. DPS changed from 3,56 to 4,8. Weapon Range +0,5
Robo Micro cap and production duration buffed.
Version 0.9.86 - Pinned Tooltips, Ground Click to deselect and Bugfixes
This is a small update that addresses some bugs and adds some quality of life improvements and bugfixes.
Pinning Tooltips
When you hover over a card tooltip you can now right click to pin it. This allows you to see nested tooltips or look up what entity an upgrade or hack would spawn.
[img src="{STEAM_CLAN_IMAGE}/41550948/10806e4c5721c58a9c14cc89a31ad7d27527c8d9.png"]
Expanded Population Cap Information
We also expanded the tooltip on factories, so now it should be more clear what the state of your building and population cap is.
[img src="{STEAM_CLAN_IMAGE}/41550948/299af4587e5b9ff751fdc968b18349187194462f.png"]
Option: Clicking Ground Deselects
If you want you can now set the game to deselect everything when you click on the ground. So if this how you prefer your game to behave you can now make it so!
[img src="{STEAM_CLAN_IMAGE}/41550948/fde450aa35096afde46bd8fa70d8939ce8cb45e5.png"]
Coming next - unlocked XP cap!
If no issues pop up in the version currently on the beta branch we can hopefully roll out the next update, which will remove the Profile XP level cap very soon, which will allow you to keep earning archive points basically indefinitely.
Read the full Patch Notes below.
Version 0.9.86
FEATURES:
Up to two tooltips that are showing cards can now be pinned with right mouse click
SETTINGS:
New option toggle: Clicking ground deselects
GENERAL CHANGES:
Additional factory tooltip which shows the unit and building cap
If map generation fails too often a fallback map will be used instead of throwing an exception
BUG FIXES:
Fixed card tooltip not vanishing in intermission screen if showing a card tooltip in deck overview and pressing escape to close it
Fixed typo in meta progression reroll description
Fixed calculation of wrong target cell that could happen if (attack) move was placed on unreachable ground
XXL Bomb triggers correctly if initial target has died
BALANCE:
Adjusted Incinerator specialist hackseption in settings menu resulting in invalid resolution and frame rate options
Current Release
23126016
Uploaded May 29, 2026
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System Requirements
How to Install
Rogue Command.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
607 MB
23126016
0D184961
c771bb2d7f21e0ef97d25af32d46ae5b009cf096a3b38b528704a27f80fd8a66
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