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Rogue

GameBy Epyx, Inc.

Documents about Rogue

Cover of What Are Steam Deck’s Biggest 2026 Hits and Top Genres
Article

What Are Steam Deck’s Biggest 2026 Hits and Top Genres

The analysis examines the evolving landscape of the Steam Deck as of September 2026, focusing on user engagement patterns and genre preferences for the handheld device.

  • The Steam Deck has an estimated install base of 6 to 8 million units as of September 2026, showing growth from the 5 to 7 million range reported in 2025.
  • Games that see a high percentage of 'majority Steam Deck' reviews—where players spend over 50% of their time on the handheld—consistently perform well on the Nintendo Switch, often achieving similar unit sales on both platforms.
  • UFO 50 remains the most 'Steam Deck-ish' game, with 19.2% of its reviews coming from users who played primarily on the device.
Game Discovery NowSep 2026
Cover of What 1 Million (Immediate!) Wishlists for Dear Passengers Says About Discovery
Article

What 1 Million (Immediate!) Wishlists for Dear Passengers Says About Discovery

The rapid accumulation of one million wishlists for the upcoming title Dear Passengers serves as a case study for the current market viability of "friendslop" games—multiplayer, social-focused titles characterized by chaotic, shared-world gameplay.

  • The rapid accumulation of one million wishlists for Dear Passengers demonstrates a strong market demand for 'friendslop' games, which prioritize chaotic, social, and shared-world gameplay.
  • High-volume viral hits like Dear Passengers exhibit a 35x follower-to-wishlist multiplier, indicating a significantly more casual audience compared to the 11.8x multiplier seen in niche titles like Rogue Carrier.
  • Success in the 'friendslop' genre relies on marketing hooks specifically engineered for virality, including clippable gameplay moments, avatar-based humor, and internet-native meme references.
GameDiscoverCoJul 2026
Cover of A Primer on AI in the 2026 Games Industry
Article

A Primer on AI in the 2026 Games Industry

Artificial intelligence in the video game industry has transitioned from rule-based, theatrical systems designed to simulate character behavior to sophisticated machine learning frameworks that underpin modern development pipelines.

  • AI has been used in games since the early 1980s, initially for 'Game AI' in non-player characters (NPCs) and procedural content generation, as seen in games like Pac-Man (1980) and Rogue (1980).
  • The impact of deep learning since the early 2010s has led to significant, often unnoticed, AI applications in game development, such as Xbox Live's TrueSkill matchmaking (Halo 2, 2004) and machine learning bots for bug finding and game balance in titles like Ubisoft's For Honor and Rainbow Six Siege.
  • Generative AI is already part of game development, particularly in non-creative fields like business admin, finance, production, and marketing, with around 50% of studios using it in these areas.
AI and GamesJul 2026
Cover of Games and Numbers (June 17 - June 30, 2026)
Article

Games and Numbers (June 17 - June 30, 2026)

The bi-weekly “Games and Numbers” update tracks milestone achievements for PC, console, and mobile titles released between June 17 and June 30, 2026.

  • Epic Games has paid content creators over $1 billion through Unreal Editor for Fortnite since its March 2023 launch. By May 2026, creator-built islands accounted for 47% of Fortnite's total playtime, an increase from 35% a year prior.
  • Black Myth: Wukong by Game Science has sold over 30 million copies, with nearly half of these sales originating from China.
  • Meccha Chameleon by lemorion_1224 sold over 10 million copies within 16 days of release, reaching a peak concurrent user count of 209.7k on Steam, placing it among the top 100 most popular titles in Steam's history.
GameDev ReportsJun 2026
Cover of Multi-Surface Pathfinding in Alien: Rogue Incursion
Article

Multi-Surface Pathfinding in Alien: Rogue Incursion

The development of Alien: Rogue Incursion, a virtual reality title released between 2024 and 2025, presented significant technical challenges regarding non-player character navigation.

  • Alien: Rogue Incursion, a VR game released in December 2024 (Steam/PSVR2) and February 2025 (Meta Quest 3), features xenomorphs that pathfind across multiple surfaces (walls, ceilings, vents) and jump between geometry.
  • The game initially attempted to adapt Recast navigation meshes for multi-surface pathfinding, but this approach was abandoned after six months due to limitations with complex level geometry and surface transitions.
  • A custom graph-based navigation system was developed for multi-surface pathfinding, working alongside traditional floor nav-meshes. This system required significant input from level designers to define crawl paths and custom waypoint types for interactions.
AI and GamesMay 2026
Cover of TJ Sports Issues Lifetime Ban to TES Player Yang “Naiyou” Zijian
Article

TJ Sports Issues Lifetime Ban to TES Player Yang “Naiyou” Zijian

TJ Sports has imposed a lifetime ban on League of Legends player Yang “Naiyou” Zijian following confirmed instances of match-fixing.

  • TJ Sports has issued a lifetime ban to Top Esports (TES) player Yang “Naiyou” Zijian from all Tencent, Riot Games, and TJ Sports competitions due to multiple instances of match-fixing.
  • Top Esports has terminated Zijian’s contract, withheld all outstanding salary and prize money, and reserved the right to pursue damages for breach of contract.
  • Investigations revealed that Zijian’s prior involvement in match-fixing within the League of Legends Development League (LDL) was used by bookmakers as leverage to coerce his continued cooperation.
The Esports AdvocateMar 2026
Cover of tinyBuild Value Increase Following Semi-Annual Report
Article

tinyBuild Value Increase Following Semi-Annual Report

The release of tinyBuild’s semi-annual financial report for the first half of 2025 triggered a positive market reaction, resulting in a 13% increase in the company’s share price.

  • tinyBuild shares rose 13% to 11 pence ($0.15) on September 16, 2025, marking the company's highest stock performance since late 2023.
  • The company achieved an operating profit of $3.6 million for the first half of 2025, a significant turnaround from the $6.6 million loss reported in the same period last year.
  • Gross profit surged by 236% to $10.36 million, while total revenue reached $17 million, representing a 1.2% year-over-year increase.
Game World ObserverSep 2025
Cover of NAVI in Advanced Negotiations to Acquire Rogue’s LEC Slot
Article

NAVI in Advanced Negotiations to Acquire Rogue’s LEC Slot

Natus Vincere (NAVI), a Ukraine-based esports organization, is currently in advanced negotiations to acquire the League of Legends EMEA Championship (LEC) slot held by Rogue.

  • Natus Vincere (NAVI) is in advanced negotiations to acquire the League of Legends EMEA Championship (LEC) slot currently held by Rogue.
  • Infinite Reality, the parent company of Rogue’s operator ReKTGlobal, has confirmed that discussions regarding the slot sale are underway.
  • The proposed transaction is a cash deal for an undisclosed sum and remains subject to final approval from Riot Games.
The Esports AdvocateMar 2025
Article

Is This the Future of Indie Game Publishing?

The current landscape of indie game publishing is shifting away from the traditional model of building a catalog of mid-to-high-budget titles, which proved successful between 2015 and 2021.

  • The indie publishing model is shifting from mid-to-high-budget catalogs toward agile, low-cost strategies that prioritize rapid iteration and gameplay-led concepts.
  • Rogue Duck Interactive generated $1.75 million in gross revenue and 300,000 units sold since March 2024 by focusing on strategy games priced between $6 and $12.
  • High-velocity development cycles and social media-driven virality can lead to significant post-launch scaling, with successful titles seeing 30-day earnings reach ten times their day-one revenue.
GameDiscoverCoFeb 2025
Article

tinyBuild: Two Big Releases on a Tiny Market Cap

The investment thesis for tinyBuild centers on a significant valuation disconnect between the publisher’s $30 million market capitalization and the high commercial potential of its upcoming game releases.

  • tinyBuild is positioned with a $30 million market capitalization, creating a potential valuation disconnect relative to the revenue upside of its upcoming release pipeline.
  • The company’s growth thesis relies on the performance of two highly anticipated titles, Kingmakers and Streets of Rogue 2, which have the potential to generate revenue exceeding the firm's total market value.
  • Kingmakers is currently ranked among the top 20 most-wishlisted games on Steam, indicating significant viral potential and strong interest from the streaming community.
Dungeon InvestingJan 2025
Cover of Infinite Reality Partners With Global Esports Federation
Article

Infinite Reality Partners With Global Esports Federation

Infinite Reality, the parent company of Rogue and the Carolina Royal Ravens, has entered into a five-year strategic partnership with the Global Esports Federation (GEF).

  • Infinite Reality has entered a five-year strategic partnership with the Global Esports Federation (GEF) to develop multilingual, interactive digital twins of GEF’s worldwide events.
  • The partnership will provide fans with remote access to GEF events via iOS, Android, and web platforms, allowing for real-time interaction.
  • Infinite Reality will support the GEF’s Global Social Impact Initiative, which utilizes gaming to promote the United Nations Sustainable Development Goals.
The Esports AdvocateJul 2024
Article

Plus: Soulmask, MultiVersus Relaunch Lead This Week's Debuts

This analysis examines the performance of recent video game launches and upcoming releases across PC and console platforms for the final week of May 2024.

  • The relaunch of MultiVersus reached 114,000 concurrent users on Steam, though the title faced significant player backlash regarding its new monetization model.
  • The survival craft game Soulmask demonstrated strong commercial viability with a successful launch peaking at over 16,000 concurrent users on Steam.
  • The Rogue Prince of Persia significantly underperformed market expectations, recording only 850 concurrent users at launch.
GameDiscoverCoMay 2024