Rogue Company is an ambitious, new PvP shooter that aims to impress with tactics, action, cool heroes, and strong gunplay. But why should fans of other shooters give it a try? What do they want to do about cheaters, and what do they have planned after the launch? The developers answer these and other exciting questions in the interview with shooter expert Sven Galitzki from MeinMMO.
This is Rogue Company: Rogue Company is a promising, ambitious project that fans of competitive and tactical shooters should take a closer look at. Currently, the title is in the alpha testing phase and is expected to be released in summer 2020.
The game is a third-person coop PvP shooter that cleverly combines fast action with tactical gameplay and features heroes with unique abilities.
The focus is clearly on gunplay and the many firearms. You can learn more about it here: First insights into team shooter Rogue Company
The title is free-to-play and will be available on all major platforms (PC, PS4, Xbox One, Nintendo Switch). It will also offer crossplay and cross-progression right at launch. In principle, you can play against anyone on any platform.
In addition, the new shooter is supposed to become a true live game, meaning a game-as-a-service that will be regularly supplied with new content.
Rogue Company is developed by the studio First Watch Games and published by Hi-Rez Studios, known for their multiplayer games like SMITE, a MOBA, or Paladins, a hero shooter. In addition, they have lead designer Scott Lussier, a former HALO world champion, on board. Thus, there is a wealth of experience and expertise regarding PvP and the competitive scene.
Gameplay of Rogue Company: Before you read the interview, you can already get a glimpse of the gameplay of the new PvP shooter here:
Rogue Company in an Interview – What’s up with the Shooter? What’s in it? And what are the plans?
The competition is fierce in the PvP shooter genre. Numerous titles like Call of Duty: Modern Warfare, CS: GO, Overwatch, Rainbow Six Siege, or Valorant vie for players’ attention.
We at MeinMMO wanted to take a closer look at the game as part of our campaign “Find Your Next Game” and ask the developers how Rogue Company is doing, how they plan to stand out from the big players, what the future plans are, or why anyone who already plays Call of Duty or Valorant should take a look at Rogue Company.
My conversation partner was Bart Koenigsberg, the Senior Brand Director of First Watch Games, and we chatted about numerous details regarding the new shooter from Hi-Rez.
Release planned for summer
MeinMMO: Are you on schedule with development? Due to Corona, it’s tough times. Many games had to delay releases or content. Will you still release in 2020?
Bart Koenigsberg: We could switch to remote work relatively painlessly. I mean, it’s not really the easiest thing in the world, but software development can also be done virtually. It hasn’t slowed us down too much. We lost a few weeks when everyone switched to work from home. […] So we had some delays, but fortunately, that won’t change our plans.
MeinMMO: So you will still release in 2020?
Bart Koenigsberg: Yes. We are still planning to release it this summer.
Why third-person?
MeinMMO: You say the focus of Rogue Company is on gunplay. Most games that focus on good gunplay offer a first-person view. You also have very detailed weapon models and animations. Why did you choose a third-person view?
Bart Koenigsberg: The game was intended from the start to be a third-person shooter. Our goal with Rogue Company is – and this also relates to the marketing position – to develop an action shooter that is also a tactical game.
There aren’t many games that are tactical action shooters because those things (action and tactics) are inherently opposites, but that’s also the goal. That’s why you also have the third-person view, evasive rolls, and covers – all these mechanics of an action game. The aim is also to make shooting feel more like in a tactical game.
While moving around in third-person, some weapons are fired from the shoulder perspective, but some also switch to a first-person scope mode. So with a high-range rifle, you’ll see a sight with a crosshair instead of the shoulder view.
PvP modes and plans for PvE
MeinMMO: With the Rogues, you have many different personalities with interesting backgrounds. Personally, they remind me of the Expandables – almost like a kind of small family. Will there be elements in the game that allow players to delve deeper into the stories of the respective characters? Perhaps a kind of PvE mission or mode?
Bart Koenigsberg: Regarding the narrative in the game: Much of the world-building is driven by the environment and model design. There are tons of things in the individual levels that you encounter and that give you a sense of what this world is about.
Especially concerning the PvE modes: At the moment, we are experimenting with such PvE modes. They are currently more about practice; you will play against bots in these modes.
Story-driven PvE stuff is something we will look at once the game is already well underway. I think we will expand on that, but during the beta, we are focused on PvP.
MeinMMO: Okay, but are there plans for PvE content?
Bart Koenigsberg: There are plans for PvE content. We have some cool things in development. How story-driven it will be in the first 6 months of the game? Less so. As I mentioned, we will mostly work in the practice area. But then we should be able to develop story-driven PvE.
MeinMMO: Two game modes are already confirmed, and you’ve talked about a third in the form of King of the Hill. What else is planned? What modes? Will there be other team sizes besides 2vs2 and 4vs4? Something that I can enjoy as a solo player?
Bart Koenigsberg: As you already said: currently, there are these 2 game modes (Extraction, Wingman), everything is objective-based in this game. The mode we are experimenting with is going in the direction of King of the Hill.
[…]. Regarding solo players: that will be more of a PvE experience where only you as a single player are on the move. Initially, we won’t think much about changing the team sizes; 4vs4 is perfect for us. However, the big goal is to ensure that the game offers a variety of modes. Some of them will be limited, and some will be permanent in the game.
I also think that this will be a non-commercial part of game-as-a-service regarding: “What content do we offer?” The designers’ vision is definitely diverse modes that come in and out of the game. […]
MeinMMO: So there’s no deathmatch or battle royale planned?
Bart Koenigsberg: At the moment, there are no plans to create a mode that is not directly objective-based. Even what we consider our version of deathmatch, the “King of the Hill” mode – there is not just one life per round; respawning is involved, but it is still an objective-based mode.
And what may also relate to this question: The characters, the Rogues, are partly defined by what they do with objectives. Some characters have “area denial” or some sort of strategic gadgets. If you had that in a pure deathmatch, it would break the overall concept a bit.
How does matchmaking look?
MeinMMO: What kind of matchmaking does Rogue Company use? Skill-based matchmaking? Connection-based matchmaking? A mix of both?
Bart Koenigsberg: All of that. And then you can also add platform and input method.
Because the game offers crossplay and cross-progression at launch. Thus, you will not only be matched against others based on skill, but also based on connection (regionally). And there’s also some hierarchy regarding input. For example, if you are playing on a console, you can decide to play with everyone. But if you’re on PC, you cannot choose to play only with Switch players.
Fortunately, we have already implemented all these things in our other games. Our other games also have crossplay and cross-progression, also have skill-based matchmaking and ranked ladders. So we have a solid foundation to build on. The aim is to incorporate this and then establish robust systems around ranked, party-based matchmaking, etc.
MeinMMO: But if I play on PC with a controller, I can still play with PS4 or other consoles, right?
Bart Koenigsberg: You can. As long as they choose to play with PC players. That would then be input-based matchmaking.
What are the plans for maps?
MeinMMO: You have some really cool maps. Some of them remind me of some favorites from Call of Duty. How many maps will there be at launch?
Bart Koenigsberg: Currently, we will have a number for launch. There will be at least 6. We still have to see what we can achieve exactly.
Regarding the inspiration for the maps: The goal is to provide romantic and exotic locations. The game is not just set in war-torn areas or crisis zones. The game is rather situated in a world reminiscent of Mission Impossible. For example, you might be in Paris to steal something. But it’s not a bombed Paris; it’s just Paris.
MeinMMO: Right, it looks very inviting.
Bart Koenigsberg: Exactly, that’s also the goal. They are secret agents, so there don’t need to be explosions everywhere.
MeinMMO: Are the maps symmetrical or asymmetrical?
Bart Koenigsberg: There are both. When developing a game, you experiment with both. Over time, we have succeeded with both types of maps. So when you play Rogue Company, you will find traditional 3-lane maps – some of them symmetrical, some asymmetrical. There are also some 2-lane maps. But I believe that the majority of the maps being worked on are asymmetrical.
Plans for content after launch
MeinMMO: You talk about ongoing content for Rogue Company that will be added regularly. How will that happen? Through seasons? With a battle pass?
Bart Koenigsberg: Fortunately, this is also something where we already have experience from our other games that we can build on.
Basically, you hit the nail on the head. There will be seasons in the form of releases of additional characters; we will also have battle passes. These will be more for cosmetic items and thematically inspired. In a season, a series of Rogues will be released, and in the battle pass, a series of cosmetics like emojis and such things. This is how it is roughly organized.
Besides that, there will also be cosmetics for weapons, wing suits, character skins. A lot of cool stuff for customization.
MeinMMO: If you introduce new weapons or so, will that be freely available?
Bart Koenigsberg: In all our games, everything that affects gameplay is limited to “Non-Gate” currency. Specifically, in this game, that means: If you unlock a Rogue, you won’t go through a second progression system to unlock all their gadgets or weapons.
A Rogue is a unique collection of weapons, gadgets, and perks that exist on a “per match” basis. You purchase items in a shop, and you earn the currency through your actions in the respective match. So if you got 2 downs in a round, you earn more money to buy other things for the next round.
MeinMMO: Will there be microtransactions? Yes, there will be a range of cosmetics that can be purchased. However, this won’t be done during matches, but in the store. Everything is purely cosmetic, for customization and personalization. There are no loot boxes or anything like that. We focus more on rotating store offerings rather than a randomly determined way of purchasing items. That’s the plan.
What makes Rogue Company special?
MeinMMO: There is a lot of competition in this genre (PvP shooters). There are CoD: Warzone, Overwatch, Valorant, CS: GO – just to name a few. How do you plan to differentiate yourself? Why should someone who already plays Call of Duty or Valorant go and try Rogue Company?
Bart Koenigsberg: That’s a good question. One that we think about a lot. It also ties into an answer I already gave before – with the marketing position.
What makes the game unique is that it attempts to merge two genres that are inherently opposites, namely action and tactics. That’s what we’re hoping for.
There are some prominent third-person shooter games that are successful. But not in this specific area (mix of tactics and action). There isn’t much that focuses on really tight gunplay and is not primarily defined by other things aside from aiming. If you think of other third-person shooters – they often use the third-person view for totally outlandish, bombastic things instead of making the game a core shooter.
That’s what we want to do. It’s a game for third-person shooter fans. But it also has all the action elements like zip lines, evasive rolls, cover. The TTK is a bit higher; it’s not a “one-tap style” game. Your characters are relatively fast […].
We believe this is a unique market position. There’s not much that competes in this specific area. This area… You almost have to take us by the hand and believe that it exists. Because basically, it’s like I’m saying, “Okay, I’m making firewater.” It’s these opposing things that are being brought together to achieve a perfect result. And we’re very happy with it.
The progression system of Rogue Company
MeinMMO: What does the progression system look like? Do I unlock more characters, weapons, attachments, skills, or perks? Is there direct character or weapon progression? For example, do I reach level X and get a new outfit or new cosmetics?
Bart Koenigsberg: Basically, yes, to everything. Throughout a match, you can earn currency and make your Rogue more powerful during the respective match. You will also receive a XP-based, time-based currency when playing Rogue Company. With that, you will be able to unlock characters and a variety of items.
Additionally, there will be a real-money currency that you can use to buy cosmetics, characters, etc. Cosmetics can also be earned through the battle pass, which consists of a free and a premium tier.
We are also working on things like mastery systems for characters. For example, you can reach level 20 as Ronin, which offers its own set of rewards. If you master a Rogue, there is a range of cosmetics, like an in-game spray, attached to that.
We are also working on mastery systems for weapons. For example, you can become a shotgun expert or earn your gold camo for a sniper rifle if you are dedicated enough. Those are the major systems.
MeinMMO: Just a somewhat out-of-the-blue question: Can you pick up weapons from dead enemies?
Bart Koenigsberg: Yes, you can. The weapons that drop stay on the ground for a while. Every character can use any weapon. But not every character starts with the same weapon. You do have a specific offer on what a character can access in the store. But you can use anything you find on the map.
Each Rogue also has a set of perks to choose from, as well as 2 different gadgets. Usually, one is lethal and one is non-lethal, like a smoke grenade and a fragment grenade. Perks are not items per se and belong to the respective character. However, you drop the gadgets when you get knocked out. And others can then use those.
How about ranked play?
MeinMMO: Will there be leaderboards, leagues, or ranked play? I believe you’ve mentioned ranked play before. What do you have to offer for eSports enthusiasts?
Bart Koenigsberg: Oh yes, with SMITE and Paladins we have had some successes with eSports leagues and we would be happy to do the same with Rogue Company – provided there is interest from the community. Hi-Rez and First Watch Games primarily make “player versus player” service games that are based on the competitive aspect.
[…] But it could be that when we launch the game, we’ll have masses of players who want a full-fledged PvE mode. Then we would work more on that rather than establish an eSports league. […] That’s how we approach things in this area.
However, we have a considerable eSports department across Hi-Rez that handles eSports for SMITE and Paladins. So we definitely have the foundation needed for that. The plan doesn’t aim to dive headfirst into a league in the first year. However, if players want it, we would be ready to support it.
The current plan is to release the game with a queue in matchmaking and later this year to introduce ranks. Maybe also the beginning of next year. Depending on the community’s priorities. After that, custom modes and spectator support will come.
What does Rogue Company say about direct competition?
MeinMMO: Who do you see as your biggest competitors?
Bart Koenigsberg: I think our biggest competitor as an indie game is essentially the industry. You know, if you don’t spend 400 million on marketing, someone else will. That’s a big factor. You have to find the right spot for your game so that it’s not overshadowed by some gigantic triple-A launch.
But apart from that, it’s most of the titles you’ve already mentioned (Warzone, Valorant, CS: GO, Rainbow Six Siege, Overwatch). The shooter genre is crowded, and some of those titles are really massive. And they are released by massive publishers.
The question essentially is: Does our unique attempt to merge the two fundamentally different aspects of the shooter genre manage to attract players’ attention? So far, we’re very confident.
Another area where we see our chances is in full crossplay and cross-progression, which is quite unique concerning launch features. The game is also available on Switch and runs there with 60 FPS, which is also very unique. Here, we are very excited.
The opportunities also lie in being everywhere (on all platforms) and performing well everywhere. The game will not run below 60 FPS on any platform. […] We have already made shooters in the past, and we know where players become sentimental. And performance is a big part of that. The game is built from the ground up to be everywhere and to run well everywhere. While that’s not the easiest thing in the world, we did our best.
MeinMMO: We have already partly talked about this. But some big and ambitious projects have failed with at least somewhat similar concepts – like Amazon’s Crucible. What gives you the feeling that you are heading in the right direction with Rogue Company?
Bart Koenigsberg: One of the most important things is: We are very aware of what this game really is and what we are trying to do.
And what we’re trying to do is a round and objective-based game that is character-driven – regarding personality. But it’s a core shooter; the skills of the characters do not define the game.
So why would one want to keep playing Rogue Company? For the same reason you enjoy playing other core shooters: It’s fun, you learn the maps, you unlock things, you improve, and in the end, you might even get really good. That’s how we see it, rather than saying: “Oh, we’re changing everything you know about arena game modes,” or something like that.
The ambition behind it is to provide a truly fun core shooter experience while having interesting, exciting characters. It’s much less about fundamentally changing – for example, how you think about battle royale.
As a company, we have a very good foundation to develop this kind of game, and we extend our wings into other areas like gameplay or character interaction rather than extremely ambitious game modes. Because those are hit or miss. Battle royale has changed the industry, but how many other modes haven’t?
We are very optimistic; it’s basically like soul food. You recognize all the ingredients and it doesn’t matter how we changed them. You will like how it tastes in the end.
What does Rogue Company do against cheaters?
MeinMMO: Cheaters are a big problem in PvP shooters – especially when they are free-to-play. Do you have concrete plans against cheating? Any special measures?
Bart Koenigsberg: Certainly. The game will be distributed via the Epic Games Store and will be equipped with Easy Anti-Cheat, which is their anti-cheat client. We actually use this for most of our games.
And then we have some additional measures, but as you can probably imagine, no one really wants to talk about them in detail. However, we’ve been quite successful with SMITE and Paladins regarding cheaters. We don’t think our games are plagued by them. At least that’s what the community and the data tell us. We want to continue that with Rogue Company.
Here you can get more insights into Rogue Company from the developers:
An exciting genre mix for PvP lovers
I must admit that I only recently became aware of Rogue Company. However, after delving into it more intensively for a while and clarifying some open questions with the developers, I am now all the more excited about this ambitious mix of action shooting and tactical play.
I find the visuals cool, the arsenal makes me eager for more, and the characters shown so far are really distinctive and successful overall. Those who love tactical shooters like CS: GO or Rainbow Six Siege, whose hearts beat for hero shooters like Overwatch, or who can get excited about the still-young Valorant should definitely keep an eye on Rogue Company.
Here, shooter fans could find a really cool experience waiting that is to be continued over a long time and filled with content. Even those who are fed up with battle royale and the regular triple-A installments of various game franchises could find a quick and fun diversion here.

Sven Galitzki
Shooter expert at Mein-MMO













