Fight, sneak, and hack your way through randomly generated cities. It's like Nuclear Throne meets Deus Ex, mixed with the anarchy of GTA. Rogue-lite meets immersive sim, and goes completely insane.
Recent Reviews:
Overwhelmingly Positive (110) - 97% of the 110 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,534) - 94% of the 1,534 user reviews for this game are positive.
Release Date:
Mar 10, 2017
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access allows players to help shape the game in a way that’s never been possible before -- and Streets of Rogue is EXACTLY the sort of game that can greatly benefit in this regard. The game's world is super goofy and chaotic, and lends itself to having a wide variety of weird and wacky content. This, combined with the open-ended nature of the gameplay, means that if anyone has a suggestion for something cool they want to see in the game (items, character types, playfield objects, etc.), there's a very good chance I'll be able to add it!

Streets of Rogue is already a living example of how games can benefit from early releases. The game was in free open alpha for almost a year and a half prior to its Steam release, and it really couldn’t have gone much better. Player response was fantastic, and very useful to me throughout the course of development.”

Approximately how long will this game be in Early Access?

“No solid release date has been set at the moment. Hopefully, the game will graduate from Early Access in mid-Late 2017, but it’s impossible to say for certain. And remember that Streets of Rogue is the sort of game that can continue to grow even after an Early Access period!”

How is the full version planned to differ from the Early Access version?

“The full version will contain a lot more content than the Early Access version: Levels, characters, items, objects, music, etc. While the Early Access version has enough content to keep you busy for a long time (some players of the open alpha have reported 100+ hours), I have PLENTY more planned for the full version. I will also be putting a significant amount of effort into improving game balance.”

What is the current state of the Early Access version?

“The core game is extremely playable and polished. Though it may contain a few more bugs than I’d like, most of these aren’t the sort of bugs that will break your game. It’s more the “banana transforms into a stove for no reason” variety. Most of the major planned features are implemented and working, such as local and online coop, unlockables, and game mutators. Online coop will likely have more bugs than other game modes.”

Will the game be priced differently during and after Early Access?

“The game will likely retain the same price point when it leaves Early Access, though this is potentially subject to change.”

How are you planning on involving the Community in your development process?

“Anyone can submit feedback through the forums, on our Discord channel, or through an in-game feedback form that ties directly to my email account. Community bug reports have proven to be invaluable during the game’s open alpha, and I am constantly jotting down players’ suggestions for game content.”
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Includes 2 items: Streets of Rogue, Soundtrack

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Recent updates View all (30)

September 21

Alpha 34 - Optimization Complete-ish!

As you may be aware, I’ve spent the past month or so doing heavy optimization work on Streets of Rogue. Welp, my work is mostly complete for now! As a result of these efforts, the game performs an average of 75% to 100% faster than it did previously! Not bad, eh? There are still some trouble spots that need attention, not to mention the load times could be improved -- but for the time being, I’m very pleased with the results.

This also means that I finally get to start working on content again, so starting this weekend, Level 4 development will be in full swing. Expect to see an early, unfinished version of my work in the next update.

This week’s Fortnight Discussion: “Ideas for a Mobile Version”. No, I’m not planning on creating a mobile version anytime soon. For all I can say at this point, it may never happen! But, I do get asked about Android/iOS a lot, and I’m curious to hear what sort of changes would need to be made for this version to not suck.

Alpha 34
Performance
  • Many, many improvements

Graphics
  • Fix for possessed characters in multiplayer sometimes having white eyes

UI / Controls
  • Fix for being able to press Esc and quit the game on the loading screen when not in online
  • multiplayer mode
  • Fix for character select interface not being transparent after death in multiplayer games
  • Fix for character select screen appearing briefly (barely noticeable) while black “curtains” open at the start of multiplayer games

Environment
  • Fix for lakes that appear to be poisoned sometimes not giving proper effects to the player

Items
  • Fix for items sometimes going all teleport-y crazy after falling into an incinerator
  • Fix for items sometimes going nuts when near the edges of water
  • Fix for item sprite appearing at wrong position on Y axis after exiting water

Combat
  • Fixed issue where commanding people to attack an object wouldn’t work properly if the player went outside a certain range of the object

Sound
  • Fix for no sound playing when Tranquilizer darts and Water Pistol shots hit wall

Gameplay
  • Fix for player jumping in and out of water too frequently when landing on the edge of the water body

Artificial Intelligence
  • People become hostile toward someone who freezes their friend
  • Fix for people sometimes getting stuck at the edge of holes
  • People are better at figuring out when to pause for Fire Spewers

Alpha 34b
  • Fix for minimap icons not updating properly
  • Fix for objects sometimes appearing highlighted after being hit with melee attacks while Freeze Frames are turned on
  • Fix for interactable objects sometimes not appearing highlighted after the player stops interacting with them
36 comments Read more

September 7

Alpha 33 - More Optimization!

Yep, I’m still hard at work optimizing every little detail of Streets of Rogue, and there’s still quite a bit more to do. I didn’t expect the process to take quite as long as it’s taking, but apparently there were a lot more spots in the game where I was doing things in a… less than satisfactory way. It’ll be worth the extra effort, since it means the game will be mounted on a much more solid base. Like I mentioned last update, most modern PC users won’t see a huge difference -- these changes will primarily benefit players on older hardware, and the upcoming console ports of the game.

Today’s update has some noticeable improvements for frame drops in the Industrial areas, and there’s still more to come. There are also a number of bug fixes, mostly for things that I broke during optimization. Please keep me posted on anything else that I may have broken!

Also, apologies for last update’s speculation about the release of the “Level 4 - Downtown” content, I’m going to keep my lips sealed about that until the time comes. New content will be my top priority following the current batch of performance improvements. You can still contribute suggestions for Downtown in this thread.

This week’s Fortnight Discussion: “ProTips”. I know you’ve got some. Let’s have ‘em.

Also, a reminder to check out the Wiki Editor of the Month competition!

Alpha 33
Performance
  • Whole bunch of large and small improvements that hopefully did not break too much

Graphics
  • Fix for split-screen camera sometimes showing weird artifacts on Medium lighting mode
  • Fix for players appearing as purple worm man thing when switching to local multiplayer mode from Home Base


UI / Controls
  • Fix for “Other players can revive you” messages not appearing in four-player local mode
  • Fix for certain interface elements appearing in incorrect positions during camera zooms
  • Fix for dialogue box appearing on top of main menu when the game is paused

Characters
  • Fix for not being able to properly Bribe cops, which in turn made the Cop character impossible to unlock

Playfield Objects
  • Switches and Laser Emitters cannot be set on fire

Items
  • Fix for cases in multiplayer games where people would refuse to equip or shoot certain weapons on the server due to traits like Stubby Fingers, though they were equipped on the client

Status Effects / Traits / Special Abilities
  • Fix for game freezing if the player killed themselves while having the Bloodlust trait
  • Fix for Bloodlust restoring someone’s health after their death
  • Fix for Bloodlust triggering when the player punched dead bodies that were burnt from fire
  • Fix for bodies not turning into zombies if they were afflicted with Zombiism and then knocked out and killed

Combat
  • Fix for opponents sometimes immediately punching the player after the player had just initiated combat
  • Fix for opponents being too aggressive toward the player prior to actually hitting the player for the first time
  • Fix for opponents consistently being too aggressive toward multiplayer clients
  • Fix for opponents phasing through walls often as multiplayer client

Sound
  • Fix for Werewolf Transformation sound effects not playing
  • Sound effects added to menus in a couple spots

Gameplay
  • Fix for game going haywire when falling down holes and dying while Possessing another person
  • Possibly a bunch of other fixes for possessing other people
  • Fix for players being able to continue the game in coop mode if they were falling into a hole after the game had ended due to Suicide or finishing all the levels

Level Generation
  • Fixed a couple of instances where pits were placed in such a way that people would have difficulty pathing around them

Artificial Intelligence
  • Improved pathfinding, people less likely to get stuck walking into walls
  • Fixed issue where people would not pay attention to noises after too many noises had been created during that level
  • Fix for combat not occurring properly between NPCs when they were off-camera
  • Fix for people not fleeing clients properly when they were out of range of the host
  • People will not walk through red lasers in most situations

Alpha 33b (9/8/17)
  • Forget the last build, it sucked. I had added a last minute change that tanked the frame rate. This build runs about 33% faster.
  • Snuck in some more performance improvements that will hopefully not break anything.
  • Fix for party members not always following commands properly
  • Fix for fires sometimes burning permanently and causing general weirdness
  • Fix for people attempting to re-enter buildings they just left while gas is still spraying
  • Fix for Killer Robot rockets not moving properly in multiplayer mode

Alpha 33c (9/9/17)
  • Fix for selection box not appearing in inventory for gamepad users
  • Fix for Safes sometimes appearing as debris
  • Even more assorted performance improvements

Alpha 33d (9/10/17)
  • Fix for status text sometimes appearing on the screen permanently
  • Fix for party members not obeying commands to change their position
  • Fix for Bacon Cheeseburgers appearing in all inventory slots at the start of the Park levels
  • Yet more small performance improvements
58 comments Read more
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About This Game

Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites like Binding of Isaac and Nuclear Throne, and adds free-form, experimentation-driven, emergent gameplay elements of RPGs like Deus Ex.

Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.

In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment.



  • Will you play as a soldier who shoots first and asks questions later?
  • A stealthy scientist who uses chloroform and tranquilizer darts to silently take down the opposition?
  • A genial bartender who can talk his way past the most intimidating of guards?
  • Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?

The Mighty Feature-List


  • Play the game YOUR way! Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered!
  • Random world generation and TOTALLY EXTREME gameplay variety means you can play for 600 hours and not get bored! Seriously though, go outside!!!
  • Super-advanced artificial intelligence that won’t put up with your crap! Outsmart these virtual humans and feel superior to your computer!
  • Play as over 20 (and growing!) wildly different types of characters! Bartender, scientist, hacker, gorilla — hey, your job is probably in there too!
  • Stupidly huge variety of items! Shrink rays, hypnotizing devices, boomboxes, bear traps, food processors.. Oh, and guns too.
  • 4-Player online and local cooperative modes lets you brutalize goons AND loneliness!
  • Lead a gang, free slaves, drink beer, gib ghosts, become a vampire, shrink people and stomp on them. The most insanely varied game ever made.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or Later
    • Processor: Dual-Core Intel or AMD processor
    • Memory: 2 GB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 300 MB available space
    Minimum:
    • OS: Mac OS X 10.8+
    • Processor: Intel Dual-Core
    • Memory: 2 GB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 300 MB available space
    Minimum:
    • OS: Ubuntu 12.04+
    • Processor: Intel Dual Core
    • Memory: 2 GB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 300 MB available space
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