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Rogue EclipseNewsRogue Eclipse Pre-Launch Update [2]
Community

Rogue Eclipse Pre-Launch Update [2]

Rogue Eclipse · published 12 Aug 2026, 20:00 UTC

All newsPlayers around this dateRead on Steam

Hey everyone, apologies for the delay in updates (as you’ll all see was slightly prolonged by observing the solar eclipse that was happening!). To start off with, we're pleased, delighted and relieved to re-confirm and announce you’ll be able to jump into Rogue Eclipse this upcoming Friday 14th of August 2026 at 12 PM BST! 

From a more personal standpoint I really appreciate the patience and the outpouring of support with regards to the delay; I cannot express my gratitude to you all in terms of how it reaffirmed the decision to make sure that everyone experiences the release as intended (I imagine post-launch I’ll unpack the chaos that was unleashed as a result!). 

One last note before we move onto further details about the game while the team is small we’re very much committed and looking forward to expanding Rogue Eclipse further post-launch; we do have an internal plan and roadmap which we look forward to discussing in due course. 

With that said, let’s do a deep dive into how you can expect the game to play out once you get your hands on it!

Starfighter Customization:

In Rogue Eclipse our philosophy had two outlooks when it came to starfighter builds:

  1. You find the build that works for you and really focus on mastering it

  2. Have a more playful exploration where you can experience anything from building a starfighter that’s quite robust to one that leans into maximum maneuverability or speed (while putting oneself at risk for getting absolutely wrecked!)

While your frame does ultimately determine the base set of stats, if there’s a craft that you like but wish it had faster engines or stronger shields that is where the engine and generator options come in. Bottom line, we wanted to have a system that could be quite intuitively understood from the outset. 

Progression/Unlocks:

Now you might wonder, how do you get your hands on all of these starfighters and subsystems?

Call ourselves old fashioned, simply put the further you get into a run within a chapter you unlock a new part. Pilots will already have to be dealing with the venerable nightmare of enemy encounters that await them so we figured it’d just be better to keep that straightforward! 

I’ll also just highlight when you unlock new starfighters and subsystems, these unlocks are permanent - so have no fear of going into battle with your new shiny toys!

Starfighter Tuning:

As you progress through a run you’ll be able to tune your starfighter. Consider this analogous to OS-Tuning or Parts Selection in a certain other ace flying experience (if you know you know 🙂). 

We wanted to have an experience where the choice was simple: your skill mastery as a pilot is front and center, ultimately enhancing your starfighter is there to help give you the edge over your foes in combat. The risk ultimately becomes: do you take shortcuts to reach the end faster or enhance your starfighter in being prepared for the more challenging adversaries that await?


As a final note on this, we will look into expanding the selection available here post-launch and obviously adjust based off of any feedback should it come up! 

Encounter Director/Escalation:

Suppose that leaves us with where does the challenge ultimately come from in Rogue Eclipse? To start with we have a rogues gallery of adversaries to face off against - above is a small sampling of some of the enemies that await you in the cosmos!

Now, you may notice on your HUD a radial dial in the top right hand corner when you're playing; that would be your alert meter. Keep an eye on it and don’t lose track of it, you might find that it has a knock on effect in terms of both how aggressive your foes become and moreover; an impact on what might appear in subsequent encounters.

Right! That was quite a bit to take in ahead of launch; believe it or not we still have a post or two, maybe even a shiny new trailer that’ll go up on the day itself! 

Thank you for continuing to support and wishlist the game (honestly, that side of it has been incredibly insane to watch since last month!). As a first time developer it’s a massive help and honestly more personally just incredibly overwhelmed by the reception you’ve all had what has been shown! 

In the meantime, please take care and once again really appreciate the patience you’ve all had with us; can’t wait to jump in with everyone on Friday! 

Husban (Mcdoogleh)

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In-game event1 Oct 2026Rogue Eclipse Post-Launch Developer Update [3]Hey everyone! Thank you for your patience and apologies for the delay - to be upfront this update doesn't completely resolve all of the issues that have been raised. That being said, please consider this a commitment from my side in terms of continuing support Rogue Eclipse and a reflection how much your feedback can really improve the game. With that said, let's get to it! \ · Updates · Added…In-game event28 Aug 2026Rogue Eclipse Post-Launch Developer Update [2]Hey pilots, hope you’re all well and thank you so much for jumping into Rogue Eclipse! Just wanted to recap all of the activity that has been going on since the game has been launched and moreover share what’s coming up: Here what has been done: · Fixed menu/input issues for controllers / keyboard+mouse · Fixed issues where player display/graphics settings weren’t being saved · Graphics setting…Game update21 Aug 2026Rogue Eclipse Post-Launch Developer Update - Hotfix [6] [Version 1.007.019]Fixes · Graphics settings are now stored on a per-platform basis (Steam Deck settings won’t interfere with your PC & vice-versa!) · Display & Frame-Rate settings should now save and apply properly now · Auto-Level has been renamed to Auto-Roll (will look into expanding on tooltips further going forward to explain this) · Fixed an issue where duplicate sectors would appear - This was causing som…