Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Rogue CommandNewsEarly Access Update #6 - Laying the foundation for bigger things to come.
In-game event

Early Access Update #6 - Laying the foundation for bigger things to come.

Rogue Command · published 6 Mar 2025, 13:54 UTC · build 17588932

All newsPlayers around this dateRead on Steam

Early Access Update #6 - Version 0.6.28


The changes and improvements keep on rolling in.
On top of the changes in the long list below we have done a lot more work behind the scenes to get a better picture of where we are in terms of difficulty and balancing. This will allow us to make very targeted changes in the coming updates and make the experience of playing through a run and fighting your way up the Ascensions more satisfying, with less arbitrary spikes.

No more unfun hunt for chests:


If the map contains something that would give you a persistent benefit for the rest of the run and not just for the level, then it will be revealed on level start. So there are no longer chests with coins, drops or start crystals. While these were fun, they also set an incentive to not end the battle and scout the map until you are certain nothing is left, which is really unfun.

Beta updates


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

See the full list of changes below.

GENERAL CHANGES:

  • Changed text element in run result screen, so it should not break in languages with wide letters.
  • fixed some texts being in the wrong language in the reward map tooltips.
  • removed the chance of burning spawning a fire.
  • second chances upgrade reworked to give a chance to ignore damage instead of temporary armor.
  • Removed Chests that have run persistent effects, so there is never reason to delay a win to hunt down chests.
  • Crashed PCX Transports will be revealed on level start.
  • Introduced system word for pure damage and clarified core sniper skill with it.
  • Rocket Marine Skill changed to location AoE, projectile hits faster to make up for the loss of tracking.
  • Added Version Number to Main menu

BALANCE CHANGES:

  • Callback Spire, cost and skill cost reduced and skill size increased.
  • Robo Grenadier - range increase, AoE increase, cost reduced
  • cf05 hp reduced
  • pcx poker hp reduced
  • Many changes to the Enemy Setups, to make difficulty curves more even.
  • PCX Tunnelers start with empty MP
  • PCX Siege Armor production duration raised to 180s
  • Mantis mech: cap changed to 3.
  • Mantis mech: temporary movement speed effect removed from skill.
  • Mantis mech: slight attack speed increase

BUG FIXES:

  • don't throw exception if trail of projectile vanishes before impact
  • fixed: some languages showed a broken text on level start and objective.
  • Sniper Racer passive no longer triggered by Crystals
  • added shot audio to beam spirits
  • incendiary hovercraft hover effect no longer wrong scale on card preview
  • bomb bike and robo bomb correctly have the melee tag and will benefit from hacks and upgrades that are tied to melee.
  • mantis mechs should no longer be able to all eat the same unit.
  • Headhunter skill now also affects buildings.
  • Landscaper upgrade: trees no longer count as friendly.
  • AI is now more capable of clearing obstacles on paths they want to follow
  • Don't let stealthed buildings be chosen as attack target by the ai
  • Turret Drops on small plateaus spawn turrets outside the plateau if necessary.
  • Mantis Mech: skill cannot be applied to Mantis Mechs, Spawns or Engineers.
  • Robo Warlock attack could not hit obstacles.
  • PCX Cocoons now correctly teleport to a random obstacle on spawn.
  • AI can no longer attack its own buildings to clear up paths.
  • Fixed possible critical exception error caused by the PCX Crashed Transport event.
  • Rush Beacons can no longer trigger their charged state message, if they can not actually spawn another Extender.
  • Fighting Rush Hack now works as expected
  • Heavy Slow Hack effect more reliable
  • Reworked several Hacks that rely on Status Effects to trigger dynamically to be more reliable.
  • Passive effects, MP charge bot and Heavy MG Tank reworked to be more reliable.
  • Spawn Crystal fields correctly on the map even if player start area is separated by obstacles.
  • Fixed a lot of the upgrades that falsely could or could not be assigned to certain blueprints.
More from Rogue Command

Other announcements

All news
Major update1 Jul 2026Improved attack behavior - V1.0.9Attack behavior improvements - Update 2 One of the most contentious details of the game discussed post 1.0 was the invincibility on the PCX Core Extractor objectives. We have tackled this from two sides with this update: · Your units will no longer try to attack invincible enemies. This means mainly that the objective buildings will no longer draw the fire of your units when trying to finish th…Major update16 Jun 2026Big Balance patch and some important fixes - V1.0.7BALANCE & 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 fe…Game update27 May 2026Small patchWELCOME 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…