Rogue Command - Roguelite RTS 1.0 is live!

It’s classic RTS gameplay fortified with ridiculous roguelite build-crafting.

A combination that has earned a 91% positive rating across 500+ reviews during Early Access, with many reviews showing dozens or even hundreds of hours of playtime.

The game has been covered by sites like PC Gamer, PC GamesN or TheSixthAxis, as well as international ones like Gamestar.de and Automaton, among many others across the globe. Many notable content creators, like Blitz, Day9, Wintergaming, Wanderbots have spent hours sharing the game with their audience, often across multiple videos or streams.

LAUNCH DISCOUNT
Rogue Command is now on sale with a 30% launch discount, bringing it down to $13.99 from $19.99, our lowest price yet.

IT IS DONE!

After 1.5y in Early Access and 6.5y of development: Rogue Command is done.

Martin and me (Mario) just pushed the button and released Rogue Command - our first game - onto Steam as a fully grown, no longer Early Access, game.

Even with the 1.0 we are not quite done with it yet, there is some more cool stuff coming down the line.

But: it is now the game we wanted to make, at the level of quality we wanted to achieve.

THE GAME WE WANTED TO MAKE
When we set out we wanted to make a singleplayer RTS game that allows you to have the feeling of discovery when coming up with creative builds that we had learned to love from games like Slay the Spire and Monster Train.

But we wanted it to feel right. Like a real RTS game, one of the ones we grew up with. We love auto-battlers and tower defense and all the cool little sub genres that have spun off. But we wanted to have you control your units, build your bases and manage an economy. We wanted it to play like StarCraft or Command & Conquer Generals.

Throughout all of development these two guiding ideas were the basis for every decision.

  • a great feeling RTS

  • with a huge variety of crazy builds

And we actually pulled it off! We have thousands and thousands of players and many of them have played it for dozens or hundreds of hours.

And even though this is an insane game to tackle as a duo, we managed to make a game that (as of writing this) sits very comfortably at 91% positive reviews. That is fricking nuts and still feels surreal. Martin is a very seasoned developer, but never made a PC game before and I basically had to learn everything from scratch along the way.

FORGED BY THE COMMUNITY - ALL THE WAY FROM THE DEMO TO EARLY ACCESS TO THE FULL RELEASE

We worked really hard to get here. But a big part of why the game has turned out as well as it has, is because it found its community.

From the demo release early 2022 (I had to double check this for a second and then take a deep breath. .. ) there were those of you who saw something cool in our game. And then took time out of their lives to share your thoughts with us. I am sure here and there things slipped through the cracks, but we really tried to read everything. And then we tried to synthesize this feedback with our guiding ideas and find solutions that stayed true to both the intention of the feedback and our vision.

Oh. .. and then there were of course hundreds and hundreds of tiny to small to gamebreaking bugs, that you helped us track down and fix.

If you have ever taken the time to share your feedback with us, either here on the Steam Forums, in a video or our discord: thank you. It meant so much.
WHAT'S IN THE 1.0 RELEASE
The 1.0 we rolled out today is coming with awesome new content.

  • 5 new Ascensions: 11 to 15 are introducing a bunch of new enemy units and variants and most importantly 5 new bosses, including the final boss right at the heart of the PCX threat.

  • The Castle: our new turret specialist. An incredibly powerful defensive structure in its own right, it also allows you to rain down destruction all across the map with its powerful global active ability. If you ever thought Rogue Command could support a turtle playstyle better, I think you are going to have a lot of fun with this!

WHAT IS YET TO COME
As hinted in the intro, there is more coming for Rogue Command in the future.

  • more specialists

  • more enemy variants

  • We'll use the influx of new players to get more feedback and data on balancing.

  • We will continue to eliminate as many bugs as we can.

That's what we know for sure and the folder of ideas is filled to the brim, so let's see where the journey takes us.

14. Mai 2026, von Thore Varga