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Rogue System’s goal is to bring the classic space-combat sims into the modern era of gaming at a never-before-attempted level of control. It blends the capabilities and usability of modern games with the detail and fidelity of hardcore combat flight-sims. With a simulated science fiction setting, richly deep spaceship management, and intense combat, Rogue System satisfies both the casual gamer and the hardcore “simmer.”

Rogue System’s Core Module (CM) will be a complete campaign-driven sim on its own. It utilizes both dynamic as well as scripted missions to allow for greater replayability while telling an intriguing story.

Finally, Rogue System is fully moddable, allowing both DCI as well as the sim’s community to add new ships, missions, and even campaigns.

Later, Extension Modules (EM) will add even more gameplay. The first EM will be the addition of open-ended trading and exploring. Other modules will include enhanced FPS gameplay with breaching actions, multi-player, and the ability for multi-crewed captial ship command.

  • Single-Player Campaign: Dynamic missions based on current military and civilian assets. Performance alters key scripted missions that advance the story.
  • Multiple Roles: Fly as either an inteceptor or strike-fighter pilot. Both squadrons fly together each mission, performing unique tasks to achieve a common objective.
  • Study Sim-like Gameplay: Detailed simulation of ship systems, dependencies and damage.
  • You’re in Command: Full control of your ship and its systems from pre-flight to post.
  • Fly it Your Way: Your Ship’s Onboard Intelligence (SOI) can be optioned to take over low-level system functions for a lighter sim experience.
  • Between Mission Gameplay: Freely move within your Orbital Station in FPS mode.
  • Various Periphial Support: Map any command to any key, or any button/axis of up to three game controller devices. 6 DOF TrackIR support. Planned Oculus Rift VR support.
The Core Module for Rogue System will be a single-player, military experience. You will fly a campaign lasting several weeks. Each week you will fly a series of dynamically-generated missions that are comprised of both current military and civilian assets. You and your side’s performance during the course of the week will determine which scripted mission you fly at week’s end. This scripted mission will propel the overall story. At the end of the campaign you will fly a final mission worthy of your side’s performance.

You will fly as either an interceptor or a strike-fighter pilot in one of two squadrons. Each mission, both squadrons fly together to achieve a major objective. During the mission, squadrons will be broken up into elements that each perfom different tasks in support of the mission. Timings will be critical-if an element isn’t where it’s supposed to be during each phase of the mission the entire package may suffer.

Finally, in between missions you will be free to move about, in FPS mode, within the Orbital Station where you are based. You’ll receive mission briefings and debriefings, visit various locations, and interact with your fellow pilots.

The Ship’s Onboard Intelligence (SOI) is effectively your co-pilot. The SOI will be there to help you throughout the entire flight. While some of its functions are always active, such as monitoring systems for damage, other activities are at your discretion.

Some of the things you can let the SOI do for you are pre-configure the system switches for faster starts, or allow it to start the ship completely on its own. If you like, it can also attempt to handle system damage, leaving you to focus on the flying. With the SOI you’re never alone out there. However, if you allow the SOI to receive damage, it’s up to you to get the ship, and yourself, back in one piece.

Ships are comprised of many systems and the subsystems that feed them. If you don’t allow the SOI to assist you, you’ll need to know how to interact with these subsystems, especially when they are damaged.

Systems suffer many different types of damage, each affecting performance in various ways. There can be cooling leaks that cause overheating, electrical faults that cause intermittent operation, and mechanic faults that can reduce outputs, to name a few. Also remember that systems are interdependent. If one system is damaged it will most likely affect the performance of one or more of the others.

Early on, out of desperation, the Orbital Station’s interceptor group you fly for will need to form a strike squadron; and you’ll be asked to volunteer. While your tasks and the ships you pilot will be different depending on which squadron you pick, both squadrons will fly together each mission to complete a common goal. If you’re not where you’re supposed to be, or fail to complete your task, the entire “package” suffers.

The AI have to fly just as you do, by using control inputs; and some are better than others at doing this. They are effected by the same factors as your pilot. For them though, these factors affect their piloting skills. The current condition of both the ship and the pilot within determine how well they fly at any given moment; and how willing they are to stay and fight.

They also have a memory. They know who and what they’re fighting and change their behavior accordingly. By evaluating each offensive and defensive maneuver they perform, they eventually will find a combination that’s effective for the current target. They also remember past performances of major characters, such as you, as well. Fight bravely one mission and you may find the same enemy pilot will spare your life later if the odds are against you. Others won’t care and will kill you if they get the chance.


Good game.
Really looking forward to this one, have followed for a while.
Great looking game and idea.
Something a bit different--Michael Manning, RogSys' sound designer, put together a quick video demonstrating the multi-layered approach to RogSys' soundscape.

Also, here is an early draft of the RogSys them, arranged for the Main Menu:

More to come...
Looks awesome Mick, the visuals and interaction you show are stunning.
thanks :)
Oh man, this is going to be fun to play ...its really looking great!
I gave you thumbs up on your youtube link... looking forward to seeing more and playing it when its released Posted Image
Looks awesome...
Excellent as ever.
Deephack is putting together a series of video tutorials to go along with the ingame tutorial missions.


We're expecting the 1st early access (eAccess) release sometime in June (had some delays getting the things set up on the publisher's side). The 1st eAccess build will be fairly light on content--a series of single mission tutorials covering various aspects of RogSys is all. Monthly updates from there will begin layering the gameplay on top of the sim's foundation.

I'll post more info when we "go live"....
Will your game have in game tutorials like some other games ?
I mean, when you must land off, the game displays text explaining you things and telling you what button to press, once you done it, the game continues on tutorial and display the next step text and buttons or actions to do.
Because having to watch Youtube tutorials while playing to know what to do is not easy and not fluent.

It's just my taste on that, one point of view among million ones Posted Image
A docking procedure that takes several minutes to even initiate? Sign me up!

@YouGroove: The person doing the videos is saying that he is mimicking in-game tutorials which teach the same subject.

View PostYouGroove, on 30 May 2015 - 09:46 AM, said:

Will your game have in game tutorials like some other games ?

"The 1st eAccess build will be fairly light on content--a series of single mission tutorials covering various aspects of RogSys is all" -- so yes, it will. Posted Image Each key action has its own dedicated tutorial. You can deactivate the tutorial system completely before entering a mission, so once you practice you can then try it on your own.
This is looking really sweet!
Just to let everyone know, Rogue System has entered public early access. Thanks for all the kind words and support, especially when I was first getting warmed up to Le.

Picked this up last night, lost a few hours sleep going through some tutorials.
Good to see the first release.
Thanks for trying it out :)
have been waiting to see this for a long time and it's as good as it looks in your videos, love the attention to detail.

Came across a couple of things that weren't clear in the tutorial (I think anyway) but did work it out, and I managed to send the ship into a spin, by using the flight controls in the first tutorial (I think by random button pressing).

Looking great and congrats on the release.
Thanks. Yeah, there's more than a few issues to be sure. Now that it's getting a lot of play attention the bugs are coming out--happily nothing show-stopping. Long way to go still, but glad you like what's there... :)
Yeah, saw that :) I'm having lunch with Lee on Thursday for some more detailed questions. Also had a small write up in PC Gamer: http://www.pcgamer.com/rogue-system-takes-the-hardcore-flight-sim-to-the-stars/
If interested, there's a nice Q&A up at Mudspike.com:

I am very excited by this! It looks to be the title Derek Smart could never deliver with his earlier games.


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