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Steam News17 July 20261mo ago

Update 27: The Turn Rewind Update

Dear tinkerers, hope you're all having a great summer. Quite the big number of new players joined since the last update so hi everybody and welcome to the Rogue Voltage community!

In this update11

Full notes

Full Rogue Voltage update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes11 additions9 changes4 removals
  • Gameplay
  • UI and audio
  • Store
  • Security
  • Balance
  • Maps
addedDear tinkerers,Quite the big number of new players joined since the last update so hi everybody and welcome to the Rogue Voltage community!
addedNEW: TURN REWINDAfter the first voltage sequence you can now rewind the turn back to before you clicked the button.
removedNEW: CAMP VENDING MACHINEInstead of fixing the buggy slot machine in camp, I removed it completely.
removedNEW: CAMP VENDING MACHINEInstead we're back on a consumable shop. I removed the consumables from the main shop to tidy it up.
addedMODULE WORKNew glow VFX on module connected to activation, status effects and energy flow
addedMODULE WORKToggled modules have a new glowing sprite toggle when activated

Rogue Voltage changes

addedQuite the big number of new players joined since the last update so hi everybody and welcome to the Rogue Voltage community!
addedAfter the first voltage sequence you can now rewind the turn back to before you clicked the button.
removedInstead of fixing the buggy slot machine in camp, I removed it completely.
removedInstead we're back on a consumable shop. I removed the consumables from the main shop to tidy it up.
addedNew glow VFX on module connected to activation, status effects and energy flow

Dear tinkerers,

hope you're all having a great summer.

Quite the big number of new players joined since the last update so hi everybody and welcome to the Rogue Voltage community!

This update brings quite the number of changes that I am excited to share with you.

NEW: TURN REWIND

Thanks to everybody who reached out with requests for turn rewind, especially in the Steam reviews.

I take everybody's ideas very seriously, so here goes:

After the first voltage sequence you can now rewind the turn back to before you clicked the button.

This was a lot of work related to serializing the active battle.

Beginner difficulty has infinite rewinds, Normal has 3, Hard has 1 and Impossible has 0.

NEW: CAMP VENDING MACHINE

Instead of fixing the buggy slot machine in camp, I removed it completely.

Instead we're back on a consumable shop. I removed the consumables from the main shop to tidy it up.

MODULE WORK

  • New glow VFX on module connected to activation, status effects and energy flow

  • Toggled modules have a new glowing sprite toggle when activated

  • Further improved module firing sequence algorithm

  • I rearranged some module unlocks to make progression a bit faster and more logical. Please excuse if this means that you have to unlock a module that was previously unlocked already.

  • Removed Acceleration Potion and Acceleration Potion factory. Nobody picked that one.

  • Encrusted or Out of Order Time Bombs can be trashed now with the Trash Bin

MODULE DROP RATES

I think balancing is in quite the good spot, and yet here I am trying to get it even tighter.

Rarity Upshifts

  • Smog Trap up to rare from uncommon

  • Rubber Ducky up to rare from uncommon. You love this one and I think its mostly because it's the duck lol

  • Replicating Storage Cell up to rare from uncommon. You love to exploit this one.

  • Auto Factory: Merger to legendary from common. I think this module is highly situational so it sits awkwardly in the regular tables

  • Coffee Pot up to uncommon from common. It's cool that you like this one

  • Toggled Max Capacity enhancer removed from common, only in uncommon now

  • Turbine: Pacifist up to uncommon from common

Rarity Downshifts

  • Grease Canister down to common from uncommon

  • Toggled Grav. Nullifier a.k.a Null Sphere down to scrap from common

  • Bungee Cord down to uncommon from rare

  • Mutating modifier down to common from uncommon

  • Toggled Grav. Amplification, Immunity, and Toggled Frostbite down to scrap from common

ENEMIES / DIFFICULTY

  • Evacuation Rocket now has 6 HP

  • Dyno Mom gets +1 base HP

  • Dynosaur Egg Hatch skill also does Grav +1 AOE now

  • Added Dynosaur Egg to the Pterodactyl fight

  • Walrus gets +2 base HP

  • Brachiosaur has one front leg and one hind leg with 3 base HP now, instead one both hind legs, maybe this changes something. Brachiosaur fight only appears once per biome.

  • Wolf gets +1 base HP

  • Adjusted some battle rating rates in ice level to make it tighter

  • Added an Icicle to the Yak + wolf fight

  • New enemy sprites for Turtle and Yak attack and Hurt animation

NEW ACHIEVEMENTS

  • Added 12 new achievements for unlocking camp structures. They are handed out retroactively as well if you simply start the game.

BUGFIXES:

  • Fixed a bug with Regeneration Vault still working even when disabled

  • Fixed a bug with Induction Cell always accelerating

  • Fixed bugs with passive modules not locking properly

  • Fixed a bug with Shower Head removing a crust blocking the module from activation anyway

  • Module Duplicator now removes the Fire debuff when duplicating

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 summery Berlin,

Luca

Source

Steam News / 17 July 2026

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