Compare Rogue Point prices across 50+ stores and find the best deal. Developed by Crowbar Collective. Published by Team17. Released on 2/12/2026. Available on PC. Genres: Action, Early Access.

Crowbar Collective traded Half-Life remakes for a 4-player co-op roguelite shooter, and the bones are good enough to warrant a squad session right now, as long as you show up with three actual friends.

I'll be straight: my expectations walking into Rogue Point were calibrated against Black Mesa, a meticulous, years-in-the-making remake that Crowbar Collective basically perfected. This is a very different game, lighter in tone, smaller in scope, and still in Early Access. Adjust accordingly. What you get is a four-player co-op FPS with a roguelite economy baked into the campaign structure: you start each run with a pistol and body armor, earn cash through completed objectives and headshot bonuses, then spend between missions on weapons, attachments, and gear. Lose a teammate, they lose their kit. Wipe the squad three times and the run collapses. It is tense in exactly the right way, and the Counter-Strike-style buy phase adds a layer of planning that most casual co-op shooters skip entirely. The Parametric Design System is the headline feature, reshaping each of the four maps (Airport, Mall, Office, Oilrig) so layouts feel different run to run. In practice it does enough to stop the maps going stale, but do not expect fully procedural generation; the bones of each location are fixed, and experienced players will recognize the same chokepoints cycling through. The enemy roster covers the basics: standard Soldiers who use cover intelligently, Berserkers who close distance with a machete and throw off your rhythm, laser-telegraphed Snipers who punish anyone standing in the open, flashbang-abusing Lookouts, and armored Heavies that laugh at your opening magazine. The AI behaviors are distinct enough that you actually have to call out types on comms, which is the point. The top-end threat is the 5 Star Mercenary, a campaign boss that arrives when your squad has gotten comfortable. Good. There is also an Endgame Mission that strips away the guardrails entirely for squads who blow through the main campaign too quickly. The Dead Drop system is smart and worth calling out specifically. You can spend funds on a randomized roll for rare, exclusive-to-field weapons, or hunt supply rooms mid-mission by collecting enemy cell phones to unlock Dead Drop lockers. Gear is shareable with teammates, so a Dead Drop haul can bail out a squadmate who lost everything two missions back. The collaborative economy around this is genuinely the most interesting thing Rogue Point does. It forces communication at the loadout screen the same way the breach phase forces it on the map. Where the game currently falls short, based on community feedback as of Early Access, is depth. Players are already asking for better stealth mechanics, more enemy variety, more maps, and difficulty balance fixes, particularly around armor and perk effectiveness. Those are all fair asks. On the performance side, the game prioritizes stability over fidelity, which is the correct call for a co-op shooter, and it shows. Even in busy firefights the experience stays smooth and responsive. Finding random-queue matches works at reasonable hours, but you will wait. This is better with a pre-made four. Solo play exists but the design is transparent about the fact that it was built for a full squad. If you are buying this expecting to find PvP, ranked ladders, or a PvE experience you can grind quietly alone, look elsewhere. The magic is in coordinated breaches going sideways, the last player alive dragging their dead squad to the extraction point, and the post-mission argument about who spent the Dead Drop money on the wrong rifle. Steam reviews sit at Mixed overall with a trending-positive recent window, which is about right for an Early Access game with a solid core that still needs content volume. Crowbar Collective has shipped a roadmap and the community is engaged. The foundation is worth your time if your squad is onboard. Fred, Scout Team

Rogue Point
ActionEarly Access

Rogue Point

Feb 12, 2026Crowbar CollectiveTeam17
GamerScout Says

Crowbar Collective traded Half-Life remakes for a 4-player co-op roguelite shooter, and the bones are good enough to warrant a squad session right now, as long as you show up with three actual friends.

PC
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About Rogue Point

I'll be straight: my expectations walking into Rogue Point were calibrated against Black Mesa, a meticulous, years-in-the-making remake that Crowbar Collective basically perfected. This is a very different game, lighter in tone, smaller in scope, and still in Early Access. Adjust accordingly. What you get is a four-player co-op FPS with a roguelite economy baked into the campaign structure: you start each run with a pistol and body armor, earn cash through completed objectives and headshot bonuses, then spend between missions on weapons, attachments, and gear. Lose a teammate, they lose their kit. Wipe the squad three times and the run collapses. It is tense in exactly the right way, and the Counter-Strike-style buy phase adds a layer of planning that most casual co-op shooters skip entirely. The Parametric Design System is the headline feature, reshaping each of the four maps (Airport, Mall, Office, Oilrig) so layouts feel different run to run. In practice it does enough to stop the maps going stale, but do not expect fully procedural generation; the bones of each location are fixed, and experienced players will recognize the same chokepoints cycling through. The enemy roster covers the basics: standard Soldiers who use cover intelligently, Berserkers who close distance with a machete and throw off your rhythm, laser-telegraphed Snipers who punish anyone standing in the open, flashbang-abusing Lookouts, and armored Heavies that laugh at your opening magazine. The AI behaviors are distinct enough that you actually have to call out types on comms, which is the point. The top-end threat is the 5 Star Mercenary, a campaign boss that arrives when your squad has gotten comfortable. Good. There is also an Endgame Mission that strips away the guardrails entirely for squads who blow through the main campaign too quickly. The Dead Drop system is smart and worth calling out specifically. You can spend funds on a randomized roll for rare, exclusive-to-field weapons, or hunt supply rooms mid-mission by collecting enemy cell phones to unlock Dead Drop lockers. Gear is shareable with teammates, so a Dead Drop haul can bail out a squadmate who lost everything two missions back. The collaborative economy around this is genuinely the most interesting thing Rogue Point does. It forces communication at the loadout screen the same way the breach phase forces it on the map. Where the game currently falls short, based on community feedback as of Early Access, is depth. Players are already asking for better stealth mechanics, more enemy variety, more maps, and difficulty balance fixes, particularly around armor and perk effectiveness. Those are all fair asks. On the performance side, the game prioritizes stability over fidelity, which is the correct call for a co-op shooter, and it shows. Even in busy firefights the experience stays smooth and responsive. Finding random-queue matches works at reasonable hours, but you will wait. This is better with a pre-made four. Solo play exists but the design is transparent about the fact that it was built for a full squad. If you are buying this expecting to find PvP, ranked ladders, or a PvE experience you can grind quietly alone, look elsewhere. The magic is in coordinated breaches going sideways, the last player alive dragging their dead squad to the extraction point, and the post-mission argument about who spent the Dead Drop money on the wrong rifle. Steam reviews sit at Mixed overall with a trending-positive recent window, which is about right for an Early Access game with a solid core that still needs content volume. Crowbar Collective has shipped a roadmap and the community is engaged. The foundation is worth your time if your squad is onboard. Fred, Scout Team

Tags

singleplayermultiplayercooponline-coopachievementstrading-cardscloud-savestier:indieRoguelite EconomyGear-Loss RunsPre-Made SquadPvE TacticalDead Drop LootParametric MapsBreach GameplayEarly Access Co-op

System Requirements

Minimum

OS
Windows 10 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
10 GB available space
Graphics
Nvidia GeForce GTX 960 4 GB / AMD Radeon RX 580
Processor
Intel Core i7-8700k / AMD Ryzen 5 2600

Recommended

OS
Windows 10 64-bit
Memory
16 GB RAM
DirectX
Version 11
Storage
10 GB available space
Graphics
Nvidia GeForce GTX 1650 / AMD Radeon RX 5500 XT
Processor
Intel Core i7-8700k / AMD Ryzen 5 3600

Reviews & Ratings

No ratings available

Game Info

Developer
Crowbar Collective
Publisher
Team17
Release Date
Feb 12, 2026

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