Rogue Command
Steam News 26 September 20257mo ago

The Metagame Update - Early Access Update #12

Introducing the Battle Archive - Early Access Update #12 Our new metaprogression system is live for everyone now! We have had some chunky updates before, but this is probably the biggest change to the game yet. Rogue Co…

Update log

Full Rogue Command update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes4 additions8 changes1 removal
  • Gameplay
  • Balance
  • Maps
addedIntroducing the Battle Archive - Early Access Update #12Our new metaprogression system is live for everyone now!
addedIntroducing the Battle Archive - Early Access Update #12We have had some chunky updates before, but this is probably the biggest change to the game yet. Rogue Command moves from a more roguelike oriented progression system to a roguelite system. This means that you unlock ways to actually gain strength between your runs, not just new stuff to add to the pool.
addedHOW DOES IT WORK?The battle archive allows you to invest archive tokens into a huge tree of different upgrades. You gain tokens for every profile XP level and for every new ascension you beat. Assigning points is super easy:
changedHOW DOES IT WORK?You left click to assign, right click to unassign. Shift buys or sells the whole stack. And if you want something that is further along the tree it will automatically buy the nodes you need to get there.
changedHOW DOES IT WORK?This makes experimenting with different loadouts super easy. Adding a couple of armor stacks for example really helps making your turrets more of a reliable backbone.
removedSUBJECT TO CHANGE - LET US KNOW HOW IT FEELS!Please note, that the Battle Archive might still change significantly. Nodes might be removed, costs might change. Getting the balance right on this is going to take some time and most importantly your feedback.

Introducing the Battle Archive - Early Access Update #12

Our new metaprogression system is live for everyone now!

We have had some chunky updates before, but this is probably the biggest change to the game yet. Rogue Command moves from a more roguelike oriented progression system to a roguelite system. This means that you unlock ways to actually gain strength between your runs, not just new stuff to add to the pool.

HOW DOES IT WORK?

The battle archive allows you to invest archive tokens into a huge tree of different upgrades. You gain tokens for every profile XP level and for every new ascension you beat. Assigning points is super easy:

You left click to assign, right click to unassign. Shift buys or sells the whole stack. And if you want something that is further along the tree it will automatically buy the nodes you need to get there.

This makes experimenting with different loadouts super easy. Adding a couple of armor stacks for example really helps making your turrets more of a reliable backbone.

WHY ARE WE INTRODUCING THE BATTLE ARCHIVE?

I have said a lot about that in the last post, when we announced the feature. The most important reason is that we really think it makes the game more fun and more motivating to conquer. The additional layer of tinkering and experimentation really underscores what Rogue Command is all about, coming up with the most bonkers builds and especially those that support your playstyle.

SUBJECT TO CHANGE - LET US KNOW HOW IT FEELS!

Please note, that the Battle Archive might still change significantly. Nodes might be removed, costs might change. Getting the balance right on this is going to take some time and most importantly your feedback.

BATTLE ARCHIVE AND BALANCE - HARDER IS MORE FUN, RIGHT?

The game has been rebalanced from scratch as well. We took a lot more time to actually play test the game ourselves with and without battle archive updates and have really ramped up the difficulty.

Really significantly this time.

Balance is maybe the most important thing we want to focus on before going out of Early Access. For me (Mario) personally, this is the most fun I've had with the game. But I am very aware how skewed my perspective is on this, so please let us know how it feels for you.

Also please do not hesitate to adjust the base difficulty if you feel the game is too hard now, that is why the option exists. The description for the Engaged difficulty was not quite correct, but it is now.

NEW HOTKEYS

Another really great addition are some new hotkeys. From F1 to F5 you now have a set of choices to select:

  • F1: all visible combat units. I find myself using this all the time. Often you want to just have the army you can see.

  • F2: still selects all combat units all over the map. When you want to go for that all in attack... or desperately need everything to come back to defend...

  • F3: Select all harvesters. Again something I use all the time to trigger the harvester skills, really handy.

  • F4: Select idle harvesters - while the harvesters usually seek their next patch on their own, sometimes you might accidentally send them somewhere else or forget to deploy the Core Harvesters (cough, cough, not that I ever do that...).

  • F5: Select all buildings with active abilities. This makes going for the super weapon type buildings a

Source

Steam News / 26 September 2025

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