
From the creators of Black Mesa: Welcome to Rogue Point! A 4-player co-op shooter where teamwork is everything. Join forces on intense missions with evolving objectives and powerful upgrades. Plan, Adapt, and Overcome. Your squad’s survival depends on it.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 8.67/day in the week to Aug 5 → 8.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
From the creators of Black Mesa: When the richest CEO on Earth dies, cutthroat conglomerates seek to carve up his kingdom. Using the MERX app, rival tycoons can order private mercenary armies as easily as takeout, making them perfect soldiers for the corporate war! Only Rogue Point, an elite vigilante squad, dares to fight back.

Dive into an adrenaline-fueled campaign where explosive co-op firefights meet strategic planning. Team up, gather intel, complete objectives, and battle through dynamic missions. Earn skills and upgrade weapons to confront the 5 Star Mercenaries, lethal contractors who will test the limits of your team.

Fight and maneuver your way through missions spread across 5 diverse locations:
The Airport
The Mall
The Office
The Oilrig
The Clinic
Each sprawling map is reshaped by the game's Parametric Design System, offering new strategies and challenges with every play. The constantly evolving gameplay ensures every mission feels as thrilling and unique as your first, keeping the excitement alive in every campaign.

Each MERX class has their own AI playstyle that packs a punch in their own unique way.
Not to be underestimated, the soldier is the workhorse of the MERX squads. Soldiers will utilize their environment and work with other squad units to challenge Rogue Point head-on.
Juiced up on substances and with no regard for their own life, the Berserker's singular goal is to close the distance and slice your whole team with a machete. They are agents of chaos and will wreck your carefully crafted game plan.
Heavily fortified in the far distance, snipers will pin your team down and deny you entry into important areas. Their only tell is the laser beam from their gun, and your teammate’s head exploding next to you.
Quick-footed and fast-talking, the Lookout disrupts your squad with flashbangs and relentless hit-and-run tactics.
Heavies are big, slow brutes that don’t take cover and eat bullets. You can dump all your ammo into them with no effect. Run the other way, or find their one weakness.
These legendary MERX have received the top-tier 5-star rating in the app. They should be approached with caution and treated as extremely dangerous to you and your team. Intel on these MERX is sketchy, but we know that these endgame encounters will require your team’s full strength to have a chance to take them down.

Rogue Point is easy to learn and hard to master, perfect for both fresh recruits and seasoned veterans. Crave fast-paced action? How about slow, methodical, skill-driven gameplay? Rogue Point kicks open the door to both those worlds and invites players to choose their own playstyle.

Earn your keep on the frontlines to purchase new hardware for your arsenal. Start with nothing more than a pistol and an armored vest, then earn an elite arsenal through successful missions and strategic teamplay. Upgrade your loadout with an assortment of attachments and gear to get out alive. Own the battlefield on your terms.

Work together to battle against the MERX threat. Rogue Point is purpose-built to reinforce teamplay and pull players into combat. Plan, Adapt, and Overcome the odds by building your unique Rogue.

Earn money to buy weapons and gear. Buy the exact loadout you want or put your cash on the line for a chance at rare items only available through the Dead Drop system.
20+ Weapons, with multiple skins
40+ Tactical Items and Attachments for your arsenal
60+ Cosmetic Items, with multiple skins
40+ Mission Layouts, across 5 locations
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 216 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mid at best, and sorely lacking in content. More than half of what was promised on the Early Access page is simply missing. Even this game's skeleton lacks a concrete identity. It doesn't know whether it wants to be classic Rainbow Six, Counter-Strike: Condition Zero, or some kind of cheap MW2 Spec Ops ripoff, and thus, it fails catastrophically at being any of the above. The gunplay is so weak, the dialogue from player operators and enemies is so cringe-inducing, and the levels are so nonsensically designed, that it feels like I'm in a high school airsoft match rather than clearing my way through a large installation as a tier 1 operator. The devs won't ban you from their Discord for calling them out on abandoning this game and failing to fulfill their promises, but they'll conveniently disappear from chat channels when the criticism starts flowing, and just as conveniently resurface when people come around to glaze. Black Mesa was lightning in a bottle. Take these guys off of your list, and disregard any of their future projects.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Polish, Simplified Chinese, Italian, Spanish - Spain, Japanese, Korean, Russian, Spanish - Latin America, Traditional Chinese +2 more
Hours played at review time, across 216 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game was not ready for 1.0 like most people have said. It jumped from 0.6 to 1.0 which is wild and gives rug pull vibes. It lacks the content variety to really justify playing it for probably more than 20 hours. TLDR: While it has rogue elements in that levels have random objectives, maps, and perks, you quickly learn what is viable and how the maps are played (since the maps do not change). As a result of these decisions, it really gives off vibes of them trying to be some sort of combination of Counter-Strike mixed with Ready or Not. Albeit done poorly. [b] Gameplay: [/b] The entire loop of clearing and completing maps is fine. You get a choice of random perks after each successful mission clear. The game also progressively gets harder as you clear more and more levels until you finish a run. A usual run is around 45m to 1hr, depending on if you complete side objectives and side missions for additional loot or rush. What is not fine is the fact that there is a lack of interesting objectives and the minigames for objectives are not a challenge. While rescuing two hostages and disarming two bombs is fine, you quickly run into the issue of repeating objectives throughout a run. [b] Map design: [/b] There's an Office, Mall, Airport, Oil Rig, Clinic. Starting out early in a run, maps are small with the majority of it blocked off. As you progress a run, each level becomes larger until you gain full access to the map. The problem with that is that you pretty quickly learn the levels since you'll be running through the same area multiple times throughout a run. For example, your first mission of a run might be in the Mall. After completion, you'll get shown three options for your next mission. The Mall can be any of the three options but it will be slightly bigger (Maybe 20-25% larger?). Since there's no repeat prevention, you can get the Mall again for the third mission and so on. And the final mission of a run is going to either be the Mall or Oil Rig. This gets very repetitive and depending on play styles, you might prefer CQC or long range maps which further reduce options you might want to choose for each misison. While there is nothing really egregious with the level designs, they are pretty monotonous in that the maps are static. Once you learn where a door is, it will always be there in future runs. They are not random. [b] Balance: [/b] There's a lot of poor balance choices in this game. From perks to weapons and even some enemies. While there's a decent variety of weapons, you quickly find out which guns are pretty op and which ones are not. I've found success in two types of weapons. Any high damage and controllable guns (FLX-R, STONE 5.56) that allows for two taps. Or you can use high RPM guns that allow for double taps when you spray (RC-90, RP7, Fusion V). Due to the way enemy armor works and headshot multipliers are, the faster you land your two headshots, the faster you can kill the enemy. This is especially true on Heavy units that have a helmet that must be knocked off first before tapping them in the head again. Or on some units that are heavily armored (But not a Heavy) and require more than one headshot to put down. Perks are in a similar boat in that not every thing is viable. In fact, there's quite a few that are not viable unless you're going for a weird gimicky build (eg: less lethal). There's quite a few poorly designed ones such as fall damage reduction or healing 4hp when you complete an objective. Why would you ever choose those over something like passive health regeneration every few seconds or armor repair after a headshot kill? Or additional damage or money on kill? There needs to be a balance pass for sure. [b] Enemy and AI: [/b] There just isn't too much to say here. And that's because there's a lack of enemy variety. You'll have run of the mill grunts that go down in one hit. Then you'll have a more heavily armored version of them. There's a unit that chucks flash bangs at you, snipers, and two different rushers that engage you in melee (one of which is very tanky unless you land your headshots). Then there's also a heavy unit that can throw grenades. And finally a boss at the end of a run (of which there are only two). In terms of enemy AI, I wouldn't say that they are particularly dumb but not smart either. They kind of just roam in their respective rooms until you engage them. So they usually are just out in the open for you to pick off within the first several seconds of an engagement (so long as they aren't aware of you yet). They only become problematic during extractions where you need to stay in a designated are and they begin to aggressively rush towards you while throwing grenades/flash bangs. Or if you barge into a room that just so happens to have a lot of enemies in it. They also tend to beam you form across the map if you are out in the open. [b] Other quirks and notes: [/b] Why do I have to remove my armor to repair it and then have to put it back on between runs? Also, the shooting range doesn't have every gun that is available for selection. Nor can you change attachments in the range. And the selection of viable gadgets is very limited. Why do we have a lockpick, ram, and a breach charge? And now there's a secondary that allows you to breach a door. I could go on but this would just drone on.
they gave up. such a shame from the studio behind one of the best half life fan games of all time. just ♥♥♥♥♥♥♥ shameful man. i do not reccomend buying this game.
trying to be a game that allows you to play slow like a tactical shooter or fast paced like it's left 4 dead is an extremely sick idea in concept but currently i've got issues with the execution. health is extremely punishing unless you upgrade it and enemy damage artificially scales so high that you can start the final mission and lose all your heavy armor before you even fight the boss, half the items feel straight up useless unless you're RPing, gunplay is decent but aiming down sights is absolutely terrible unless you set it to push zoom due to the insane visual recoil that makes it impossible to tell where you're shooting. reloading is comically slow for a lot of guns but taking reload skills is a terrible idea when you can get health regen. extracting feels like it adds an artificial difficulty and is a huge '♥♥♥♥ you' to anyone playing slow which is ironic for a game that advertises being able to do both. the custom campaign feature is a godsend because they allow you to still progress and allow you to tweak some of my main issues with the game, extraction and the health pools, which is very much welcome, but i feel like those shouldnt have to be tweaked manually in the first place there's also some nitpicky issues i have such as cosmetics clipping, all players having the exact same voice, and the goofy melee animations, but im hoping those will fixed when the beta closes and 1.0 drops. i hope this game doesnt get left in the dirt, because i genuinely find it to be a game with a cool idea and i have fun with it, it just needs some serious improvements and im praying that the game will continue in doing as such. the devs seem to be pretty attentive to the community and have fixed things that used to be issues, and i can only hope they keep it up and this game finally breaks out of that mixed rating. i'd say try the game out at first and see if you like it and stick around if you think it's worth sticking around, because this has genuinely become one of my favorite shooters, it's just very flawed at this point in time
Pretty fun game. I exclusively play it co op (just me and brother) not sure if its better with fours or worse solo but thats how ive played it. We totally ignore the map planning and stuff. frankly its weird that it has it. the game is better played in an arcade mindset. think farcry blood dragon energy imo. its a bit cheesy but it feels good. not worth full price, get at least on a 30% sale imo.
The game is decent with some friends. As many of the comments have said, there does seem to be an identity crisis because half the loadout equipment was rarely used or even needed. Gameplay wise, it's fun with friends, but it feels more like a COD zombies mode than a tactical shooter. Will leave as positive because it was still fun with friends for a night or 2. Recommend this game on sale though.
I played during the free weekend in June and thought to myself.. "Not a bad game, but clearly unfinished. Gonna wait a year or two and get it when it releases." And now, all of a sudden, from version 0.6.1 to 1.0, not even 2 months after the big discount and free weekend period. I guess the sales weren't high enough and the project is going to get canned and kept on life support. I expected more from Crowbar Collective but nothing else from Team17.
Scam
im ngl i bought the game to help support early access and i wasn't too impressed with what i had played immediately and there have been a few updates that have came out since but the game is not worth $20 in its current state and as a fully established game, this 1.0 release is rushed. I am very dissappointed as i had high hopes as to where the game could go with some time and work put into this title. I WAS STUNNED TO SEE THIS ON MY RELEASE CALENDAR, after just buying this the day it dropped into early access on Feb 12 of this year. seems like development might have been cut short due to funds but im only speculating. The game is decent & fun but in no way shape or form do i agree in this 1.0 release
The game is very buggy, the colors automatically assigned to the players aren't synced to the server properly and when someone leaves the mission it basically hard locks the progression because the server thinks you are a color but you are actually another and can't ready up. Another bug I encountered is when it comes to refilling ammo, you sometimes just can't because the animation when the operator stretches his hand keeps repeating and the refilling prompt keeps resetting every time the animation resets. The game has big optimisation issues - low fps, server desync. And to be honest, it's not actually fun, I got annoyed in under two hours of gameplay. Better off playing Payday or Crime Boss: Rockay City since it's clearly trying to get a spot in that genre.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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