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 (415) - 97% of the 415 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (2,114) - 95% of the 2,114 user reviews for this game are positive.
Release Date:
Mar 10, 2017

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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. The game is planned to graduate from Early Access in the Summer of 2018, though 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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Recent updates View all (38)

December 14

Alpha 40 - Trading Cards & Balance Pass

Trading cards are FINALLY available! So get collecting!

I also made a rather large number of balance-oriented changes this update. If you’ve been playing the game on a regular basis, I’d recommend skimming through the whole list.

The next update will be on the “light” side, as I’ll be spending a week traveling for the holidays. I’ll be starting work on the Level 5 at the beginning of next year, so now’s the time to start making suggestions in this week’s Fortnight Discussion: Level 5 - Uptown!

Alpha 40

Big New Features and Content
(Though a lot of the bullet points further down could probably qualify as well!)
  • Steam Trading Cards added
  • Loadout-O-Matic appears in levels. Player can purchase any of their starting items, including loadout items. Note that this may not work properly with saved games from previous versions
  • Vendor Stand appears in Park levels. Player can purchase items from Bartenders or Shopkeepers.
  • New Trait: “Honor Among Thieves” given to the Thief at the start of the game. Allows him to purchase discounted tools from other Thieves, and also prevents Thieves from stealing from him
  • Medical Professional has completely changed. Rather than giving a health bonus for using first aid kits, it allows the player to restore the health of their followers, once per follower per floor
  • Accuracy is now known as Firearms, Strength is now known as Melee
  • Firearms (formerly Accuracy) now affects damage, spread of rapid-fire weapons, and cooldown for non-rapid fire weapons, in addition to the percentage of time auto-aim is triggered

  • Fix for multiple televisions spawning on top of each other in one of the hotels
  • Fixed a case where Sawblade movement could potentially go in the wrong direction
  • Fixed a case where a tube in a factory was spewing gibs in a slightly incorrect position
  • Fix for a Goon in one of the Banks facing the wrong direction sometimes
  • Fixed an instance where a Crusher could push its way into a window
  • Fixed instances where certain buildings had 2 locked doors and no computer, since this could result in cases where the door would be impossible to get open without the right items
  • Changed placement of a number of Gas Vents
  • Lakes that are poisoned when the level loads can no longer contain Enraged

Playfield Objects
  • Fix for player or NPCs sometimes being blamed when Alarm Buttons were destroyed due to natural causes
  • Laser Emitters can be disabled with the Wrench
  • Slightly more difficult to destroy Fire Spewers
  • Fewer Trash Cans are spawned in levels, but they are never empty
  • Reduced size of Gas collider

  • Cost to hire NPCs is a bit less
  • Cost to hire people is dependent on your floor
  • Cost for Doctor to heal you is dependent on your floor
  • Cost to purchase Slaves is lower when they are not being rescued for a mission
  • Fix for cost of muggings from Mobsters being a bit higher than intended

UI / Controls
  • Auto-Aim can be disabled from the Control Setup menu
  • When the player moves the cursor over an NPC or holds the space bar, status effects are shown
  • Fix for health bars of other players not appearing above their heads in online multiplayer mode when the player holds space bar
  • People can no longer Jump while in a Trip animation

  • Item cost is affected by the current floor. As the player progresses, items become more expensive and can be sold for more money
  • Player can get better deals on items from Shopkeepers and Drug Dealers after enslaving them
  • Reduced base extra cost of cloning items in Clone Machine
  • Increased base price of Giantizer pills from $50 to $80
  • Bartender is capable of selling more than 2 drinks
  • Tranquilizer Gun costs more and has a smaller initial ammo count
  • Shopkeeper no longer starts the game with Kill Profiter
  • Doctor now starts the game with the Tranquilizer Gun
  • Scientist starts with the Leafblower instead of the Tranquilizer Gun
  • Bartender NPCs now serve Cocktails, which will give you a completely random positive status effect
  • Fix for player being able to use multiple Hacking Tools on the same object, and only losing the first Hacking Tool
  • Fix for items sometimes remaining for sale after multiplayer client had purchased them
  • Fix for player not saying “I can’t pick that up” when inventory is full, after gibbing someone in very close proximity
  • Fix for items sometimes making a noise that could attract people nearby, if two items were spilled at the same time in close proximity to one another
  • Fix for never being able to see the contents of Cocktails that you clone

Status Effects / Traits / Special Abilities
  • Hacker has a 50% chance for their hack to cause an alarm, rather than 100%
  • Hacker can hack Slave Helmets being worn by Slaves
  • Hacker can hack the Killer Robot
  • Always Crit effect time reduced to 20 seconds
  • Giant effect time reduced to 20 seconds
  • Shrewd Negotiatiator benefits improved a bit
  • Crepe Crusher Blahd Basher, Scientist Slayer and Specist give the player more skill points for killing members of the opposing class
  • Cannibal receives extra health for eating people who have been “cooked” by fire
  • Wrestler’s Toss move does more damage
  • Backstabs are easier to perform - The player will always attack in a forward motion when they have the Backstab trait and are in the proper position
  • Sleep Killer is now completely silent
  • Sleep Killer does not gib people anymore
  • Soldier starting Endurance is now 2 instead of 3
  • Investment Banker’s Speed, Strength and Accuracy stats are higher
  • Withdrawal causes reduced strength, speed and accuracy
  • Nicotine lasts for 30 seconds, freezes the timer on Feelin’ Alright, and freezes the effects of Withdrawal
  • Clumsiness Accepted now allows you to break people’s walls without them becoming Hostile
  • Modern Warfarer regenerates health to 15 instead of 20 when Low Health mutator is active
  • When Werewolf is running low on time before transforming back into a human, numbers will appear over his head. The same goes for Assassin’s Camouflage
  • Fair Game cancels Suspicious, Charismatic and Malodorous in character customization
  • Bite cancels Strict Cannibal, and Cannibalize cancels Jugularious
  • Bite has a chance to give 2 health instead of 1, with a slightly greater chance of the number being 1
  • Bite costs 10 points in character customization instead of 5
  • Fair Game gives a 10 point benefit in character customization instead of 7
  • Assassin’s Accuracy stat reduced from 3 to 2
  • People are knocked back a proper amount when blocking hits from Primal Lunge and Sharp Lunge
  • Flesh Feast no longer works on dead people, it was functionally too similar to Cannibalize. However, it now restores 3 health instead of 2.
  • People turn into Zombies after dying more quickly. The amount of time had previously been extended to allow for more Flesh Feast hits
  • Zombie Phlegm charge time has been reduced
  • Darts can no longer randomly cause Paralyze, since this could make the player a sitting duck if it occurs near a turret
  • Players with Tech Expert have a 100% chance to turn off Security Cams and disarm Door Detonators when interacting directly
  • When NPCs laugh at the Comedian’s jokes, the chance that they will join their party is less predictable
  • Fix for Traits not being removed properly on New Character Every Level for clients in multiplayer games

Stats / Unlocks
  • Fix for only the server player in multiplayer games receiving nuggets when someone completes a mission where nuggets are the reward. Now, all players will receive the nuggets.

  • For Neutralize missions, it is now possible to threaten people to leave town (or ask them nicely if you have a good relationship)

  • Added 30 seconds to the “Find Bombs” disaster

  • Fixed crash when loading saved games with “New Character Every Level”

Level Generation
  • Cops are no longer spawned near Power Boxes if the Radiation Blast disaster is occurring
  • Varying number of cops is spawned near Power Boxes, rather than the number always being 2

Artificial Intelligence
  • If an NPC is Hostile toward a player, they will no longer immediately become hostile toward another player upon seeing both players at the same time
  • Fix for NPCs standing at the exact same spot as one another when “All Stand Guard” command is used
  • Added “All Follow” command for when the player has told more than one party member to Stand Guard
  • Prices for services are now properly affected by the player’s relationship with the seller in all cases
  • NPCs in combat are not as scared of large groups of players
  • Fix for NPCs who are Submissive to the player not always having the correct relationship with other players
  • Cops react properly when the Power Box that they are guarding is hacked
  • Normal Cops become Hostile if you destroy an Alarm Button
  • Fix for Thief not being able to steal from player when the PVP was turned off in Settings
  • Fix for Thief sometimes trying to steal from players who are dead or had disappeared
  • Fix for property owners becoming Hostile if the player takes something from one of their owned chests (Safes, etc.) after the player has purchased a Key or Safe Combination from them
  • Fix for Ghosts not always acting properly if Gravestones were destroyed by natural causes rather than a specific person
  • Fix for issue where NPCs in buildings where quests are taking place are aligned with the player for no reason

  • Added proper descriptions for Strength and Accurate status effects

  • It is now possible to revive other players from the dead using money
  • 30 second timer for players to get the the elevator instead of 60 seconds. The same goes for the other timer that appears when everyone has reached the elevator

  • Unity engine updated from 2017.2.0 to 2017.2.1

  • Updated Rewired plugin from to
  • Updated 2D Toolkit plugin from to

Alpha 40b
  • Fix for Cannibalize not functioning
  • Fix for Loadout-O-Matic not appearing properly when facing south
  • Fix for too many options appearing sometimes when hacking Slave Helmet
  • Fix for being able to ask people to leave town after they turn into Zombies
  • Fix for player not receiving “I can’t pick that up” message after chloroforming someone and immediately attempting to pick up their items while inventory is full
  • Fixed a case where a Fire Spewer is positioned such that it destroys a window
  • Fix for people still being hurt by Gas clouds after the player turned them off via computer

Alpha 40c (December 16)
  • Borderless Window button appears in the Graphics Settings menu, though it doesn't actually do anything. Rather, it explains that you need to use a command line parameter to do borderless, "-popupwindow".
  • Items are properly sorted when using Sell-O-Matic and Clone Machine
  • Player can drop items when using Sell-O-Matic and Clone Machine
  • Potential fix for “Operating/Doing Something” bar not always closing properly
  • Vendor Stand is no longer Hackable (for now)
  • Fix for Loadout-O-Matics providing armor with only 1 durability instead of 100
  • Fix for drinks created with Drink Mixer and Syringe having the wrong status effect
  • Fix for prices on armor and headwear being incorrect
  • Fix for Class Solidarity still being triggered with NPCs who are Hostile toward the player
  • Fix for Backstab not working on multiplayer client
  • Fix for Security Cam turning sound continuing to play after it’s been shut off
  • Fix for followers often having difficulty attacking locked doors
  • Fix for followers refusing to walk past yellow Lasers when commanded
  • Fixed NPC pathfinding issues with buildings spawning gas at the start of the level
  • Fixed NPC pathfinding issues near large objects when in a Wander state
  • NPC AI no longer runs prior to the game starting in multiplayer games
  • Fix for NPCs sometimes trying to examine Security Cam and Turret through walls
  • Player cannot ask or threaten Slaves to leave town
  • Fix for Hostile people sometimes turning around when in the presence of an invisible player
59 comments Read more

November 30

Alpha 39 - Buncha stuff

Come get yourself a heaping helping of Bi-Weekly Update. Mostly bug fixes again this week. For the next update, I’ll likely be doing a bunch of balance work, in addition to more fixes.

This week’s Fortnight Discussion: The Settings Menu. What new settings would you like to see?

Alpha 39

New Features
  • Traits and Reward Items can be removed from their respective in-game pools, so they will no longer appear if you don’t want them to once they’re unlocked. There is a minimum number of items/traits that you must have in the pool, which increases the more you unlock.
  • Trackpad Mode - Attack in the direction you're facing, rather than the cursor position. Added this because trackpad aiming is near impossible. You can finally play on an airplane. Can be toggled in the control settings menu.
  • Added optional on-screen timer, which can be turned on from Gameplay Settings. Good for speedrunning.
  • Added option in Gameplay Settings to place Player Identifier circle underneath the player in single-player mode

UI / Controls
  • Another attempt at fixing the “can’t scroll through in-game menus” issue that pops up occasionally with the gamepad. Let me know if this still happens. I’m not talking about the main menu, just the in-game menus like the buttons that appear when you interact with something, and the end-of-level Trait selection
  • In Couch Coop mode, each player’s targeting crosshair has a different color
  • Game should do a better job of figuring out which gamepad should be assigned to which player without the user having to manually go in and assign them
  • Gamepads 2 through 4 can no longer press the Accept button on the main menu, to avoid confusion when the gamepads configurations are not set up for the game itself
  • Health bars appear over people’s heads when the player holds Space
  • If the player accepts a “Retrieve Item” mission, then picks up and drops the item, it will have an arrow above it, where it did not before
  • Fix for missions 1, 2 and 3 not appearing greyed out when talking to an NPC about an optional mission
  • Fix for optional mission arrow and line not appearing on the map screen when talking to an NPC to accept the mission
  • Fix for mission-giver icon not appearing on the map for all types of missions on multiplayer client
  • Fix for game sometimes believing the player is still holding down Special Ability when they enter and return from menus
  • Fix for Character Sheet Scroll Bar appearing oddly if the player scrolled to the bottom and then removed a large number of Traits
  • Fix for Quick-Health button displaying incorrect messaging when used at full health with “Low Health For All” mutator turned on
  • Fix for Page-Up and Page-Down-assigned gamepad buttons not working properly on other menus after the player viewed a Scrolling Menu
  • Fix for player being able to combine items in their inventory by dragging and dropping, rather than right-clicking first
  • Pressing Cancel or Esc on the title screen causes the Quit Game prompt to appear
  • Multiplayer information that the player enters from the title screen (like IP Address) is saved between sessions

  • Fix for pathfinding issues in one of the Arcade buildings

  • Water Puddles and Oil appear beneath floor decals like Blood and Slime puddles
  • Fix for gun appearing in both hands when the player performs Primal Lunge
  • Fix for client players not appearing to die properly on host when they were knocked out and killed while on the ground
  • Fix for Dizzy Stars not appearing if a person became Knocked Out while Invisible
  • Fix for Walls not changing color properly when screen turns red from Werewolf
  • Fix for checkered floor not always appearing in correct position in Home Base
  • Fixed certain instances where the player could appear with a consistently east-facing mustache

Playfield Objects
  • Player cannot start Arena fights if one of the Laser Emitters has been destroyed
  • Took extra steps to ensure that people cannot be knocked through Arena’s Glass Walls

  • Kill Ammunizer gives the player less ammo per kill with “Low Health for All” and “Everyone Hates You” mutators active
  • Fix for player sometimes having an item count of 0 if they choose a Loadout item that is already one of their starting items
  • Fix for NPCs with Resurrect not dropping their items when they are Knocked Out
  • Fix for player sometimes not being able to properly interact with items on the ground when their inventory is full

Status Effects / Traits / Special Abilities
  • Fix for Jock sometimes changing Charge direction after being knocked back
  • Fix for NPCs sometimes emitting sleep Z’s while walking around while Invisible
  • “Friend of the Common Folk” cancels out “The Law” and “Fair Game” in the Character Creator
  • Bloody Mess and Cannibalize cancel each other
  • Jugularious and Medical Professional cancel each other
  • Naked and Suspicious cancel each other
  • Naked’s point value is -5 instead of -3
  • Fix for NPCs losing the “Guilty” tag if a player Possessed and then Depossessed them
  • Fix for Possessed Thief sometimes ending up with a permanent Sticky Glove icon above their head
  • Class Solidarity no longer prevents the player from attacking people they need to kill for missions
  • Fix for No In-Fighting not always working when used player-vs-player
  • No In-Fighting is applied to when melee weapons hit other melee weapons, so that they will not hit each other
  • Potential to Not Suck functions on skill levels past 12, if you somehow get that far
  • Class Solidarity allows players to attack Hostile NPCs, and allows Hostile NPCs to attack the player
  • Fix for Fair Game, when applied to NPCs, not scaring other NPCs away

  • Fix for in-game sounds stopping during the next game after player fails Hidden Bombs disaster
  • Fix for not all sounds stopping when giant explosion occurs at the end of Hidden Bombs disaster
  • Fix for Equip Weapon sound effect repeatedly playing when NPCs were commanded to destroy certain objects

  • Fix for issue where coop players would not respawn as a Ghost if they died shortly before another player who died with Resurrect

Stats / Unlocks
  • Players with Zombiism cannot gain Skill Points for killing NPCs with Zombiism since those NPCs cannot become Hostile
  • If the player purchases a Loadout item and then leaves the Home Base without starting a new game, their Nuggets will be returned to them

  • If the player reaches the game’s nugget limit of 50, they will receive items for optional missions instead of nuggets
  • On missions where a Prisoner needs to be killed, owners in the building are properly marked as Guilty

  • Fix for New Character Every Level not working properly when the player chooses to start with a Custom character

Level Generation
  • Fix for Trash Cans and Vending Machines sometimes spawning not directly next to a wall

Artificial Intelligence
  • If the player Bites or Cannibalizes someone, NPCs who are already Annoyed will turn Hostile
    Questgivers become Friendly toward the player upon completing a Mission (results in lower shop prices amongst other benefits)
  • Hidden NPCs (Bushes, Manholes) will no longer talk to the player under various circumstances
  • Fix for NPCs not pathing properly around Refrigerator
  • Fix for NPCs “trembling/twitching” around certain objects
  • NPCs that the player must neutralize for missions will not get scared and run away players with Zombiism
  • Fix for Zombies with Resurrect not being Hostile toward anyone upon resurrection
  • NPCs will attack most locked wooden doors when commanded
  • Fix for Mobsters ceasing to Mug a Comedian when they don’t like his Joke
  • Fix for only one of the Mobsters listening to a Joke actually reacting to the Joke
  • Fix for player being able to offer Mobsters money if they became Friendly, Loyal or Aligned
  • Fix for non-owner NPCs sometimes having difficulty navigating their way out of buildings
  • Fix for Zombies sometimes remaining Aligned with NPCs who owned the same building as them post-Zombification
  • Fix for Zombies being initially hostile toward Security Cams, Turrets, etc.
  • Fix for NPC followers who come to the next level with the player not always having proper initial relationships with everyone on the next level
  • Fix for DNA Connected Prisoners not following the player when they are released from prison
  • Followers will follow the player into buildings with Gas
  • If the player wins an Arena fight, spectators will become Friendly
  • Fix for Arena spectators sometimes appearing to get scared during a fight
  • Arena payout is multiplied by the number of NPCs the player fights
  • NPCs no longer run away from dangerous NPCs who have exited the level
  • Fix for owners not reacting if they see you open a Do Not Enter door
  • When someone joins your party, they will always become Loyal toward other players and the other people in your party, unless they are already Aligned. If they are dismissed from the party, they will go back to being Neutral, or whatever their initial relationship was
  • If players join a game late, the other agents’ party members will be Loyal to the new player

  • Improved Paralyzed description
  • Changed Mysterious Elevator description text to make it more obvious how to see the different floor requirement
  • Made it slightly more obvious that you can load characters from the hard disks
  • When attempting to quit, text explicitly states that the game is saved at the end of levels
  • Changed Loadout instructions to be a bit more clear

  • No longer possible to get past the first laser without being injured
  • No longer possible to get stuck with the Rock not spawning
  • Banana is no longer available from the shop

  • Potential fix for memory leak issue

Alpha 39b
  • Fix for buttons in Home Base sometimes being highlighted in grey when they weren’t supposed to be
  • Fix for Filter text sometimes appearing incorrectly on Join Internet Game screen
  • Fixed multiplayer issue where end-of-level elevator could bring up character select. May have fixed other bugs in the process, such as the bug where objects appear the wrong spots on the client, or level is generated incorrectly on the client.
  • (This one’s for the Unity coders out there) Fixed a bunch of instances where static variables changes were inadvertently sticking around after the scene was changed, which will probably fix a few random issues.

Alpha 39c (December 2)
  • It is now possible to shut off Gas Vents that are constantly spewing by using the Computer
  • Fix for gamepad players being able to see text from moving the cursor over icons on the small minimap while on the Missions Screen
  • Fix for minimap not disappearing in 2-player coop when one player becomes a ghost and the screen becomes fullscreen
  • Fixed some screen transition issues when a player dies and becomes a ghost in 2-player coop mode
  • Fix for game remaining in slow motion if player was dragging an item with the mouse when the inventory was forced to close due to falling into a Hole, becoming Dizzy, etc.
  • Fix for minimap not updating properly when walls are destroyed
  • Trait display on left-hand side of the screen cannot spill onto multiple lines
  • Players cannot type /invite while playing LAN games, since these do not support Steam matchmaking
  • Health bars do not appear over NPCs’ heads when player holds the Extra Info button while in the Home Base
  • Gamepad Cursor movement speed on Missions Screen is no longer tied to frame rate and screen resolution
  • Fix for players getting a choice of 4 traits at the end of levels, it’s supposed to be 3 unless you have Jack of Extra Trades
  • Increased trait choices with Jack of Extra Trades from 4 to 5
  • Fix for player not being to add Syringes of the same type to their inventory when the inventory is full
  • Fix for certain character classes saying error messages when they refuse to join your party
  • When Player 1 is set to Keyboard, Player 1 Gamepad bindings no longer appear on the Gamepad Setup screen
  • Fix for controllers continuing to vibrate when the player enters menus where the game is paused
  • Normal cursor appears on the main menu when Esc is pressed rather than Target

Alpha 39d (December 3)
  • Fix for bug that was causing the game to freeze for some players when the player was meant to select a Trait at the end of levels
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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

    Mac OS X
    SteamOS + Linux
      • 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
      • OS: Mac OS X 10.9+
      • 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
      • 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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