This list will be kept as up-to-date as possible. We'll post below when updates have been made...

Known Issues (as of July 10, 2016):

----In AFT view, velocity lines may become momentarily distorted
----Using the MTS booster during destination approach can upset the steering solution.
----Aggressive rolls when not lined up with the aim-at indicator can also upset the steering solution.
----VMS indicators are currently all relative to forward view only
----Some people have noted that RogSys will not start at all. Please see the troubleshooting guide at RogSys' Steam General Discussions for a possible fix.
----The current test post effects require RogSys to be restarted after turning them on/off.
----Sometimes, when traveling between planets, the screen may stay black when coming out of SAN. RogSys has NOT crashed. You should press ESC and exit to desktop immediately though.
----At extreme relative velocity vector offset, and low closure speed, the preliminary target intercept steering may slew the ship off in the wrong direction.
----Consumables are not yet used while in Sleep/SAN
----If the stellar background looks weird, please update your drivers to the very latest version. Leadwerks engine made an update that requires the latest video drivers. Update: This appears to be a Leadwerks issue caused by a driver "bug"; and Leadwerks is in contact with AMD about it.
----Some controls are tagged with "(NYI)" -- Not Yet Implemented. These items currently have no functionality
----When arriving at a destination, the ship will most likely NOT be at the designated apoapsis yet (still refining this aspect of the auto-pilot functionality)
----The Flying Fox does not yet have a complete set of MFD and VMS functionality (mainly, missing system information functionality)
----Radiators are not yet aware if they are facing towards or away from the local star
----The COMMS instrument panel is not yet implemented
----While more robust than the original implementation, collision pass-throughs may still occur, especially at higher velocity impacts
----It has been noted on one occasion that a very-high velocity impact caused a game crash. If you encounter this, please report it with as much information about the time of impact as possible
----While there is an impact sound, ship-to-ship collisions do not yet have a hull scrape sound event
----AI aiming, while more accurate now, is slow to align
----controls to rotate the player's avatar along the z-axis while floating are not yet implemented
----it is not possible, with the first iteration of the zero-g character controller, to grab any hand-holds yet
----The first iteration of the zero-g character controller does not yet have acceleration-based gravity
----To avoid false detection, you should press a button on each controller BEFORE trying to assign any command bindings for the first time
----The test enemy fighter (AI) may not target/engage the player's ship immediately.
----There is no auditory feedback for the inflight menu UI
----It has been noted that some people have had to set the RogueSystemSim.exe file (in the Steam/SteamApps/Common/Rogue System folder) to "run as admin" to resolve a low-FPS issue. This seems to be a somewhat common occurrence with some Steam titles.
----The normal mapping of celestial object surfaces may become inverted when the ship rolls 180 degrees. This is a shader bug.
----There is currently NO collision for celestial bodies (moons, planets). Thus, a "hard-deck" of 30km has been imposed for now.
----Orbit inclination and Time to Ascension readouts on right mini-HUD not yet working
----Time to Periapsis/Apoapsis readout can flip-flop when within a few degrees of either extreme (right mini-HUD)