Rogue Voltage
Steam News 5 December 20255mo ago

Update 22: Controller UX

Dear tinkerers, as usual, thank you so much for playing Rogue Voltage in Early Access. We are well on our way to the version 1.0 and your feedback is helping a lot. Only 56 Steam reviews left (!!) until we can push for…

Update log

Full Rogue Voltage update

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

Extracted changes

1 fix3 additions7 changes0 removals
  • Gameplay
  • Events
  • Balance
  • Fixes
changedUX:Minimally increased firing sequence pace by getting rid of unused frame waits.
changedUX:Cleaned up ?-Event UI
changedGAMEPLAY CHANGES:Grav. Vacuum and Grav. Recoil are canceling each other out now when applied as upgrades to a module. More space for upgrades!
changedGAMEPLAY CHANGES:Centrifuge now takes 3 counters to produce another boost, but will produce as many boosts as possible
addedVISUALS:New animation sprites for volcano boss (finally), Sol, nomad, and time travel mech
changedMODULE DROP TABLE TWEAKS:Being offered meaningful modules options as loot is the most important thing for the fun of a run. We are continously iterating over the drop tables to balance out power level and pick rates.

Dear tinkerers,

as usual, thank you so much for playing Rogue Voltage in Early Access. We are well on our way to the version 1.0 and your feedback is helping a lot.

Only 56 Steam reviews left (!!) until we can push for "Overwhelmingly Positive". If you're reading this and you've been enjoying the game and you haven't left a review yet, it would be incredibly helpful if you took a minute and wrote a couple of lines!

This last month I've been mostly concerned with overhauling UX and controller support, trying to push for a smooth experience on controller and Steam Deck.

UX:

  • Player character selection screen is now more responsive and user-friendly when playing with controller

  • Further reducing the number of "Select next module to fire" queries to disrupt the flow less

  • Minimally increased firing sequence pace by getting rid of unused frame waits.

  • Cleaned up ?-Event UI

  • Modules save their last target when playing with controller for quicker interaction, esp. with repeating weapons

GAMEPLAY CHANGES:

  • Grav. Vacuum and Grav. Recoil are canceling each other out now when applied as upgrades to a module. More space for upgrades!

  • Centrifuge now takes 3 counters to produce another boost, but will produce as many boosts as possible

NEW MODULES:

  • Huge Metal Fan

  • Tricolor Sensor

VISUALS:

  • New animation sprites for volcano boss (finally), Sol, nomad, and time travel mech

MODULE DROP TABLE TWEAKS:

Being offered meaningful modules options as loot is the most important thing for the fun of a run. We are continously iterating over the drop tables to balance out power level and pick rates.

  • There's a straight-up amplifier in rare now. The slow one is downshifted to uncommon

  • Cooldown Redirector downshifted from uncommon to common

BUGFIXES:

  • Gradually fixing bugs and edge cases related to modules not becoming locked

  • Fixed Nitrous Dispenser targeting passthrough modules that have already acted this turn

  • Lightning damage indicator on timeline is now working properly

KNOWN BUGS:

  • There are still some rare but major hard locks. If you encounter one of them, i'd appreciate it a lot if you'd join the Discord and post your Player log (found at %USERPROFILE%\\AppData\\LocalLow\\HorizontComputergrafik\\RogueVoltage\\Player.log)

THANK YOU FOR PLAYING ROGUE VOLTAGE

As usual, huge thanks to the amazing Discord-Community, who is extremely helpful and creative to give feedback, post ideas, help brainstorming for new content and report bugs. Everybody is invited, come nerd out with us!

Enjoy wiring up the new version. Let me know what you think in the comments or on the Discord.

All the best from windy autumn Berlin,

Luca

Source

Steam News / 5 December 2025

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