Rogue Eclipse Loadout Planner
Write the experiment before you boost into the swarm.
The Loadout Planner turns vague “I will try stuff” energy into a single hypothesis. Rogue Eclipse rewards customisation across runs; it punishes changing everything at once. Use this page with ship upgrades, weapon loadouts, and the unlock checklist.
Planner sheet
Copy the block below into your notes each session:
Date / build name:
Input device: keyboard / gamepad (see keyboard controls or gamepad controls)
Difficulty:
Last death sentence (one line):
Hypothesis: If I change ____ , then I will stop dying to ____ .
Ship priorities (rank 1–3): mobility / defence / sustain / utility
Weapon priorities (rank 1–3): swarm clear / elite burst / demolition / utility
Encounter focus tonight: opening swarm / armada peel / behemoth interior / mixed
Success metric: survive X minutes / clear Y objective / disengage cleanly Z times
Result: success / mixed / fail — notes:
Suggested starter plans
Plan A — Swarm student
- Ship: mobility > defence > sustain
- Weapons: swarm clear primary, no exotic secondary yet
- Guide homework: combat and survival
- Demo structure: demo walkthrough Phase B
Plan B — Behemoth prep
- Ship: handling at low speed > defence > demolition sustain
- Weapons: sustain damage + demolition lean
- Guide homework: how to beat behemoths
- Success metric: exit a failed interior alive once
Plan C — Launch readiness
- Ship: balanced defence and sustain
- Weapons: reliable clear kit you already understand
- Also verify system requirements and release date
- Keep experiments small so August 7 is celebration
Evaluation rubric
Score 1–5 after the run:
| Axis | Score | Note |
|---|---|---|
| Readability of threats | ||
| Boost discipline | ||
| Weapon uptime | ||
| Disengage quality | ||
| Fun / want another run |
If fun is high but readability is low, you are adrenaline farming, not learning. If readability is high but fun is low, revisit what is Rogue Eclipse expectations or change difficulty.
Anti-thrash rules
- One hypothesis per run
- No dual exotic swaps until Plan A succeeds twice
- Record unlocks before reshuffling
- When mechanics fail, open Guides—not only Builds
- When loot fails, open Builds—not only Guides
Sharing builds later
After launch, you can translate this planner into community codes or screenshots. Until then, keep names descriptive: “Swarm student 02” beats “asdf”. Link mental notes back to the Builds Hub and Guides Hub.
A planner does not play the game for you. It makes sure the pilot who dies and the pilot who relaunches are the same person with a better idea.
Worked example
Build name: Swarm student 03
Input: gamepad
Difficulty: below default pride level
Last death: boosted into a second wing while chasing one low fighter
Hypothesis: If I ban chase boosts for one run and prioritise mobility, I will disengage cleanly twice
Ship priorities: mobility > defence > sustain
Weapon priorities: swarm clear > utility > demolition
Success metric: two intentional disengages + survive four minutes
Result: mixed — one clean disengage, one panic boost relapse; keep hypothesis, add a sticky note on the monitor
That example is intentionally humble. Your sheets should look the same.
Integrating guides and builds
When hypotheses fail twice, open a Guide, not a third exotic gun. When hypotheses succeed, consider a careful Power unlock from unlock progression. When fun collapses, revisit what is Rogue Eclipse and confirm you still want arcade punishment tonight.
Planner sheets are letters to your future self. Write them like you want that person to win.
Frequently Asked Questions
Quick answers pilots ask before and after each run.
Do I need to fill every field?
No. Hypothesis, priorities, and result are enough for short sessions.
Can I keep multiple plans?
Yes—archive old sheets so you can see what already failed.
What if my hypothesis always fails?
Your death sentence may be a controls or routing issue. Revisit Guides before more loot swaps.
Is this for multiplayer ranked?
No. Rogue Eclipse is single-player; the planner is for personal roguelike experiments.