
Screenshots

Watch trailer on Steam ↗Roguebots Arena
Beecat Studio · Published by Beecat Studio
Positive — 82% positive (17 reviews)
Last updated 4 Oct 2026
A pvp arena shooter featuring roguelike progressions within a match! Pick a class and jump into a chaotic fight! Combine skills and abilities for (stonk) synergies Combo, snipe, assassinate, troll, throw people off a cliff, give handicap, do whatever you want to have fun!
Action, Indie, Free To Play, Early Access, Casual · 2025 · More free games
Explore the chaotic world of Roguebots Arena, where Beecat Studio invites you to choose your class and dive into intense PvP battles. With roguelike progressions and endless combos, this 2025 indie shooter offers a free-to-play experience that's both casual and competitive.
About this game
a FPS inclined towards projectile gameplays and higher TTK for a rather casual experience
At the start of game and each round, you will get an upgrade
the upgrades are mostly random, and combining some of them could give great effects

Features:

12 different classes, with different builds within a class defining how you play (or not, you can play as a face sniper against your cards)
various interactable map objects in different maps
fun game modes (planned, currently on survival and ffa)
>300 cards, and expanding as I add more new classes (and perhaps will rework older ones in future)
replayability, with other player's playtstyles, different maps and modes, classes and builds in measure
Handicap (pro-meter):
adjusted in the settings, you can use it to increase the damage you take (for some class reduce the damage you deal) to give players with worse skill a better fighting chance!
and a closer match will be more exciting!
(and turn it back once others get their hands on some broken upgrade combos)
Used to balance out the skill difference between players
Contents:
12 classes by the de
7 maps
7 game modes, from traditional FFA/TDM to infection, .io and boss fights
after relase will have more and constant updates for new classes, maps, modes
bug fixes it doesn't take a genius to predict there's going to be bugs
god bless my game
Customizable match settings
Recommended rounds: 10 * 60s
Increase the max round number to create some lategame monster builds!
or decrease it to make players make do of what they're given for a more roguelike experience
System Requirements
Will my PC run this? →Minimum
- OS: Windows7 (not sure)
- Processor: what is a processor?
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 660 (I don't really know)
- DirectX: Version 11
- Storage: 3 GB available space
Recommended
- OS: Windows 11 (I'm using)
- Memory: 16 GB RAM
- Graphics: Nvidia GeForce GTX 1060
- DirectX: Version 11
- Storage: 4 MB available space
Supported Languages
Latest news
Patch NotesOfficial
Quick patch
updated self hp bar color (3 types, depending how low you are in hp)remind me to implement it for more important deployables, like turrets, turrets and turrets laterhp bar stroke dictates what state player is inalso I forgot to mention last patch, that you can adjust hpbar show time (from 0s to 8s, it won't show at all when t is set to 0) in lobby settingsedited out the testing functions so nothing should break when press 1-4 on keyboard(yes if you pressed this buttons you may get various debuffs or upgrades before)hunter mini reworkreverted the buff on his base arrow's projectile speed (it should have the speed of trajectory as the other arrows)nerfed bouncing arrow: bounce scaling now only apply on the main arrow, main arrow will keep bouncing, and gain the target bounce property that's originally on the shardsshards spawn on each bounce, but their bounce count are reduced, shards spread increased, shards count revertedevery bounce from the main arrow will still spawn shards, but shards' damage no longer scales with their bounces count, shards' base dmg scales with normal bounce dmgand shards are no longer homingdamage: 30 + 15(+15 per bounce dmg upgrade) per bounce (main arrow), only first 4 bounces counts(10 (+10 per bounce dmg upgrade) dmg per shard hitand shards has nerfed bounce counts and quantitiesit should only nuke half your hp bar when 2nd or 3rd bounce happen right next to you (bounce arrow + bounce shards dmg)and only chunks hp when shot beneath your kneebut if the player picked all the bounce and bounce dmg upgrade, and the bounces after 5 happened to be next to you, it can hurt a lotnew ability: (unlocks in round 6, since it might get buggy if I just check round no.6 (since game state had some bug that let round count keep showing 1) so I linked it with upgrade you've done, so press G to upgrade if you haven't unlocked it yetballista shot: shoot a heavy bolt that knockbacks players, if they hit a wall, it will stun the player and tether the player to...Read full article on Community Announcements (beeworks572)Patch NotesOfficial
UI update
Now the HP of enemies will be shown after you damage them, and status efffects effecting them will be shown above it Although some status effects (mainly Crowd controls) will not be shownalso reworked your own HP bar and shield barRead full article on Community Announcements (beeworks572)Patch NotesOfficial
Another update
nutshell: if there's some bugs that causes you unable to jump/shoot/use abilities, use esc menu to respawn, which should cleanse (probably) and plz tell me in discord server Very Important!!!: updated nearly everything (parenting blah blah blah) so do expect some bugs if you run into a situation where you can't shoot/jump/use skills, try doing unstuck to respawn from the pause menu if this happen and/or respawn didn't solve things, please tell me in discord General changes: all bullets (maybe barring some projectiles that won't matter) now fires from camera, and crosshairs have been realigned to center , and realigned all crosshairs maybe I've left a few projectiles behind that have a hitbox so big it doesn't matter melee classes may get a few more upgrade chances now (just a few) New classes: magician: a class that uses cards to reload and abilities picks cards instead of upgrades (you can play cards while playing this game) , and uses cards to load guns with different bullets/use abilities most classes should have their movement skills cd reset on death nowSniper: A class that's very far from normal game's snipers Her primary fire has knockback (it has a cooldown), any bullet hits applies penetrated status if target don't already have During M2's scoping mode, your shots becomes sniper rounds that deals a pathetic base damage, but increasing if you hit target from afar/headshot/if target is penetrated There's also upgrades that support face sniper playstyle too (Also has a pseudo ultimate that lets you oneshot on headshot on a shot, but will expose your location and has wind-up to balance it (usually, until the 200 years classes later that has an absurd amount of self-shield that can reflect dmg, class in a mech, class with self-revive, direct reflect next damage instance comes out) (animation not finished yet) Dualshot slight buff all around (okay, it might not be a *slight* one because I just tried to made all his dashes refresh at once Scout slight buff (or hug...Read full article on Community Announcements (beeworks572)Patch NotesOfficial
0.2.8 update
Important notice!!!since ue5 decided to fk assets in my project randomly, I had to rollback to last backup, kinda lost some progresses, so perhaps some fixes prior to this will become unfixed lmao, let me know again in discord if the lobby menu not appearing problem appeared againbut yeah I might have just handled all of these again and things might just be smoothNutshell:HP and dmg tweak globalgunner/detective/doll/pirate mini-reworktrickster/blaster/assassin released(blaster and assassin are programmed, but they'll be using model from other class, and have no animations)next update will have: a few new cards for detective/gunner (just a few, don't get your hopes up)mini-rework on commander (mainly Q ability)actual model and animations on blaster and assassinmaybe another new classDetails:tweaked some classes base hp to make them harder to harder to burst down in first few rounds, basically the hp classes:tank-class: 150 (+25) + some shields/hp restore methods : ???? (upcoming class) shooter-class: 120 (+20) : ranged shooters that lack mobility/self-protect options such as gunner and detectiveskirmisher-class/flanker-class: 90 (+15): ranged shooters with mobility/scouting method/closer range shooters without too much mobilityscout, hunter and engineer will now start at 90 hp diver-class/special-class: 50-70 (+10): half hp classeshyper aggressive close range classes with too many mobility options, extremely high skill ceiling and burst damage,or classes that's simply too annoying to shut downThey might have too few counterplays, so it is intended that they're frailer than what's balanced to be)but buffed a lot of classes' damage sources at least in some ways to follow up after the hp grows in later rounds, which is the main goal of the hp tweak, so that classes without consistent damage don't have to fall off in later game(Guess I had another solution, I might just make some classes gain their base abilities throughout round 1-5)Trying it on hunter and blaster and a...Read full article on Community Announcements (beeworks572)AnnouncementsOfficial
v0.2.3
WIP stuffs: (not implemented yet)trickster and blaster: actually already programmed, available if I got the anims updamage direction indicator (if I actually finished it)doll's rework sweeper and dualshot's card translations actual patch notes: 0.2.1 hopefully fixed the bug where clients lobby menu didn't open when back to lobby, and bugging when joining after quitting without closing the game FINALLY!!!! if it works perfectly, you don't need to quit game after every match Scout:reduced scout's shurikens' bleed amount to nerf his close range burst damagefixed a bug where scout's throwable's hit won't register at point blankincreased the above projectiles's speed so they are more consistent to hitninjaincrease shaken and slashwave's projectile speedincrease max additional attack damageslightly increase base hp so she won't be easily killed round 1increased her damage boosting cards for better scalingreduced dash distance, but halved cooldownadded wallrun and wall jumpadded a series of cards regarding wallrun and wall jumpbuffed stealth attack's backstab multipliercommander:slight rework to commander's firing modes, it has higher fire rate but less damage and bullet speed when unscoped, vice versa when scoped+slight buffs to her other abilities and cards, she might get the scaling damage for her gun since her abilities are more on the utility sidePiratetweaked pirate's cards rng based on coinincreased her barrier's ability to stand against very very heavy firepower in short durationshunter:increased projectile speed and fire ratereworked pierce arrow, it now deals reduced damage, but you don't need to shoot through something first anymore to deal damage, and applies penetrate effect to playersbasic attack arrows deal extra damage + self heal when hitting penetrated playersbut it has much longer cooldown nowfixed an unintended setting for heavy crossbow to lower the fire rate too muchfixed a bug for some classes to be able to friendly firesweeper: increased gatling eff...Read full article on Community Announcements (beeworks572)






