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:
Very Positive (101) - 93% of the 101 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (2,576) - 95% of the 2,576 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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Downloadable Content For This Game


Recent updates View all (45)

March 8

Alpha 46 - Level 5-3, Firefighters

I went into this update with the intention of doing a bunch of Uptown-exclusive content, and while there’s some of that in here, I also ended up spending like 5 days making functional Firefighters (non-playable for now!). Also, fixing a whole bunch of bugs.

My general rule is that if I catch a bug during development and it’s not necessarily easy to reproduce, I drop what I’m doing to try and fix it. This is often the case with AI bugs, which are notoriously frustrating to try and replicate from user reports. Fortunately for me, I encountered a lot of these elusive AI bugs while getting Firefighters to do their thing. So that was a nice surprise.

Though Uptown didn't get as much attention as I was planning this week, I've still made the game playable through 5-3. Expect a drip-feed of level-specific updates to Uptown and other levels throughout the game's Early Access development.

For next week, my primary focus will be on creating new Disasters -- an area of the game that hasn’t gotten much love in awhile.

In other news, March 10 marks Streets of Rogue’s 1-year anniversary in Early Access. While there’s no way to really quantify the work that’s been done in this period, the number of personally-written lines in my code base increased by about 40%. For a game with a 4+ year development time, that’s pretty hefty. (And for those interested, the final line tally was like 200,000, with 80,000 written in the past year.)

For this week’s Fortnight Discussion, I’m looking for input on how certain things in the game should function. Specifically: Fountain, Well, Satellite Dish, Arcade Game, Barbecue, Fireplace, Gravestone, ATM machine, and of course, Toilet.

Alpha 46
  • Game is now playable through 5-3

  • New Track “Floor 5-3 Tell It To My Cardiologist, Why Dontcha” added to soundtrack owners’ libraries

  • Uptown Upper-Cruster achievement can be earned

Non-Playable Characters
  • Firefighter - Yes, they will actually come and put out fires. In the future, I’ll likely be giving them some sort of water cannon bionic arm, because right now they use Fire Extinguishers, which is lame.
  • Alien - Sorta hidden right now and not very fleshed out, but can you find him????

New Environments
  • Fire Station
  • Broadcasting Station
  • Outdoor pits surrounded by fences

New Objects
  • ATM Machine - Not fully functional, but check out this week’s Fortnight Discussion!
  • Fountain - Also see this week’s Fortnight Discussion!
  • Satellite Dish - Same deal!
  • Desk - Finally, office buildings have proper desks instead of home/bar tables

New Items
  • Fire Extinguisher

  • Player can borrow money from any Bank, even if they are not an Investment Banker.
  • Debt money can no longer be paid back to Drug Dealers, Shopkeepers, etc. It must be transferred through either an ATM Machine, or the Clerk at the Bank.

  • Pieces of Wreckage will disappear when they move over Holes or Conveyor Belt
  • Fix for Fire particle effects sometimes appearing to face the wrong direction
  • Fix for items sometimes having extremely bright lighting as the player progressed further into the game
  • Fix for people becoming too bright when bunched up together in a group

UI / Controls
  • Fix for text “E_ObjectAgent” appearing on cursor

Playfield Objects
  • Sign appears at the beginning of Level 5-1
  • Power Box hit points reduced from 50 to 30
  • When Fires in objects like Flaming Barrels are extinguished, fire no longer returns if the player goes away and comes back
  • Fires in objects like Flaming Barrels being extinguished is displayed properly on multiplayer client
  • Fix for Fires continuing to spread after being extinguished
  • Extinguishing a Fire no longer causes the object or wall to be destroyed
  • Fix for Fireplace appearing inside walls on multiplayer client
  • Fix for Fires not being destroyed properly internally when they are destroyed by being extinguished in some way
  • Taking damage from status effects no longer causes the player to become un-hidden from Bushes
  • Player is more likely to auto-aim at Exploding Barrel
  • Fix for situations where Gas would continue spewing from vents permanently when it was not supposed to
  • Potential fix for people being teleported on top of manholes
  • Fix for player Cops being able to go through blue Lasers without setting off the metal detector

  • Fix for Hypnotizer not working properly on gamepad after first level

  • Fix for Flamethrower causing knockback on dead bodies on multiplayer client

  • Fix for Wall Break sound not playing on multiplayer client when Fire destroyed a wall

  • Fix for not being able to exit Arena if opponents are Zombified rather than completely neutralized

  • Player may receive missions to Neutralize a person roaming the streets, typically with armed guards or a gang

  • Random Mutators mutator now keeps all the initial mutators you select and does not replace them with new ones
  • Random Mutators now works properly when you disable certain level themes
  • Fix for incorrect music tracks playing during Quick Game mutator
  • Fix for Disasters not always appearing on the correct levels in Endless mode when Quick Game is activated
  • Fix for bodies not being destroyed properly in the Exploding Bodies mutator if the player was very far away when the body exploded
  • Fix for recently-added mutators causing the Home Base to have non-standard “level themes”

Level Generation
  • Gangsters may be seen roaming the streets in gangs of 3 or 4
  • Musician may be seen roaming the streets with armed Goons
  • Uptown mansions may be filled with Vampires or Mobsters
  • Wood walls appear more frequently
  • Fix for Bouncers not spawning next to Mine Cart/Train Tracks
  • Fix for Water sometimes appearing where Ice was supposed to during Mixed-Up Levels mutator
  • Fix for lights above Lakes not spawning on multiplayer client
  • Fix for Door, Window and other objects occasionally facing the wrong direction in certain buildings

Artificial Intelligence
  • Added lots of AI revolving around extinguishing fires
  • Better pathfinding around Fire Hydrant sprays
  • Fix for property owners becoming Hostile toward Invisible people who open doors in their presence
  • Fix for Bouncer requesting money from the player upon talking to him after completing Arena fight
  • Fix for NPCs in roving gangs sometimes not fighting the player when they were too far away from their starting position
  • Fix for NPCs sometimes appearing to run back to the object they were observing when they come into the player’s view
  • Fix for NPCs with only one object to observe repeatedly walking away from that object for a split second and then returning to it
  • Fix for instance where NPCs could get confused on what to do next while battling the player, as a result of paying too much attention to certain noises where the player destroyed their property
  • Fix for NPCs running away from fire that had spawned in a different building
  • Fix for NPCs continuing to gather around Television long after it had been hacked to produce High Volume
  • After being hearing the hacking noise, NPCs no longer continue to search for the player for as long as the hacking interface is on the screen -- rather, they only perform one search
  • Fix for certain situations where NPCs could become stuck in place while searching for the player during combat
  • Fix for certain situations where pathfinding and movement for NPCs would stop working
  • NPCs are slightly better at using the Flamethrower
  • NPCs no longer have difficulty attacking objects that block their view, like Trees and Shelves
  • NPCs are less likely to walk on Train and Mine Cart Tracks
  • Supercops no longer become Hostile toward normal Cops who attack or arrest Guilty people in their presence
  • Fix for NPCs sometimes not running out of buildings when the building is gassed

  • Bunch of Russian Language fixes and additions (thanks to the Russian Streets of Rogue community on vk)
  • Added clarification in Super Studious description that this trait results in fewer Chicken Nuggets per level-up
  • Flesh Feast description changed to highlight the fact that it only works on non-neutralized people

  • Updated 2D Toolkit plugin from to

Alpha 46b
  • Fix for “Uptown Upper-Cruster” achievement not triggering
  • Fix for one of the Music Halls being able to have both Wood and Normal walls
  • ATM Machines appear closer to walls

Alpha 46c
  • Fix for Uptown 3 not having a disaster
  • Fix for Uptown 3's title appearing as "Uptown 1"

Alpha 46d
  • Fix for “Uptown Upper-Cruster” achievement not triggering (for real this time)

Alpha 46e (March 11)
  • Cop Bots are hackable
  • Firefighters will fight Oil Fires
  • Better Fire performance
  • Fix for NPCs sometimes having a psychic ability to know when you committed a crime, particularly relating to Fire
  • Fix for certain things in a level not working properly when too many fires were set, easily indicated by fires not appearing
  • Fix for Random Level Themes mutator not functioning properly
  • Fix for Security Cameras sometimes being able to spot the player when they are in a different building
  • Fix for Thief being able to steal Key and Safe Combination from the player
  • Minor performance improvement to multiplayer client due to certain invisible objects not being spawned now
  • Fireproof Suit is selectable in Character Creation, and may appear as a Loadout item
  • Fix for walls near Uptown Pits not always being the correct type
  • Fix for Supercops and Cop Bots becoming immediately Hostile toward the player during Riot
  • Another attempted fix for permanently falling down Manholes
  • Fix for Alien displaying an error message when spoken to
  • Fix for Firefighter interaction dialogue not appearing

Alpha 46f
  • Fix for certain items that required the player to target something in the environment being unusable

Alpha 46g (March 12) (Last one hopefully!)
  • Fix for Hologram Bigfoot being capable of taking damage
  • Fix for items sometimes not appearing in Rogue Vision mode
  • Fix for Zombies having their shadows visible immediately after zombification in Rogue Vision mode
87 comments Read more

February 22

Alpha 45 - 12 New Mutators

Well, 16 new mutators to be more accurate, but 5 of them are basically the same thing.

I actually spent the bulk of this update working on the level loading improvements that I started during the last update cycle, but most of my changes weren’t ready for public consumption, so I left them out of this build. I’ll start drip-feeding these changes slowly over future builds, since there is lots of potential for these to cause new bugs, and I don’t want to break TOO much at one time.

More Uptown content is still coming. I’ll be away for a few days over the weekend visiting my grandmother for her 100th (!) birthday, but hopefully I’ll get to spend most of the next update cycle focused on Uptown.

Also, speaking of mutators -- that is the topic of this week’s Fortnight Discussion!

Alpha 45
  • Added “Remove Levels” mutators for Slums, Industrial, Park, Downtown, and Uptown. These will remove the specified level theme from the game.
  • Added “Random Level Themes” which randomizes each level variety you enter (Slums, Industrial, etc.)
  • Added “Exploding Bodies”, which causes people to explode shortly after dying or being otherwise neutralized.
  • Added “No Cops”, which removes patrolling Cops, Supercops and Cop Bots from the game. Cops can still be found in Police Stations, and Supercops can still be called via Alarm Button.
  • Added “Full Health For All”, which calculates health for players and NPCs the same, rather than reducing NPC health by comparison
  • Added “Infinite Melee Durability”, which does what it says.
  • Added “Infinite Ammo”, which again, does what it says
  • Added “Infinite Ammo for Common Weapons”, which encompasses mostly bullet-based weapons like Pistol, Shotgun, etc.
  • Added “Random Mutators” where each level contains a new set of mutators
  • Added “Continue?”, which gives the player 2 Continues. This means that if the player dies, they can start at the beginning of that level, with everything reset to its original state. On the third death, the game is over. This doesn’t work in online multiplayer yet.
  • Added “Mixed-Up Environments”, which can result in Lakes appearing in the Slums, Manholes appearing in Industrial, Upper-Crusters appearing in the Park, etc.
  • Added “Quick Game” which makes the game 10 levels long instead of 15.
  • Extreme Time Limit renamed to Time Limit EXTREME to make it easier to find alphabetically amongst similar mutators
  • Fix for bug in New Character Every Level where the character’s special ability from the previous level could remain on the screen
  • In Rogue Vision mode, player can no longer use the cursor to highlight items that are not visible to the camera

  • Fix for shadows appearing under certain objects in Rogue Vision mode when they were not supposed to
  • Fix for pink objects appearing on multiplayer client in Rogue Vision mode
  • Fix for shadows caused by walls near doors occasionally appearing in the wrong spot

UI / Controls
  • Fix for countdown timers not appearing on multiplayer client
  • Fix for multiplayer client not being able to auto-teleport to the Exit using the Ctrl key when all missions are completed
  • Fix for multiplayer chat log sometimes disappearing if it became too long. Older text is now removed manually if the log gets too big.

Playfield Objects
  • Fix for Mine Cart tracks sometime spawning in the wrong position on multiplayer client
  • Fix for Turret sometimes not activating when Security Cameras spotted the player when there were multiple Security Cams

  • Cocaine is now known as Sugar, and Steroids are now known as Muscly Pills. These were the only real-world drug references in the game (except for cigarettes/nicotine, which is bad for you in the game), and I decided to replace these due to A. Parents finding these references a little jarring, B. ME finding them a little jarring since they don’t quite fit with the weird nonsense world of Streets of Rogue, and C. I feel like something like that could take the game from a T rating to an M rating when the ESRB eventually does its thing. Overall, it didn’t seem worth keeping this stuff in the game. Also, the idea that drug dealers sell bags of sugar to willing customers is pretty funny.
  • Musician no longer carries items that do not exist in the game code

Status Effects / Traits / Special Abilities
  • Modern Warfarer now works on NPCs

  • Fix for music not fading out properly at the end of levels
  • Fix for music sometimes not playing when reaching a new level

  • Soldier players will not receive missions that take place in Military Outposts

Level Generation
  • Various fixes to the new level loading system from the last build that should result in an overall decrease in weird bugs
  • Lockdown Walls can now be placed next to Fences

  • Changed text descriptions for No Guns mutator to mention that all guns would be replaced with equivalent melee weapons. Did the same for No Melee mutator.
  • Added notification to “End Game” prompt that saved progress will be destroyed

  • Lots more work on level-loading performance, though most of these efforts aren’t bug-tested enough for me to activate them in a public build

Alpha 45b
  • Fix for Downtown levels (possibly others) sometimes not loading properly for multiplayer client
  • Fix for issue where the player could close the “select a trait” interface if it appeared directly after the player achieved an Unlock and the player clicked outside of the interface
  • Fix for Refrigerator sometimes running through walls and objects without destroying them

Alpha 45c (February 23)
  • “Remove Levels - Uptown” mutator is now unlocked at the end of 5-2. When 5-3 is actually made available, I will increase this to 5-3.
  • Fix for certain traits like Scientist Slayer and Blahd Basher not working properly on multiplayer client
  • Fix for NPCs attempting to path around Killer Plants that were destroyed
  • Fix for Cannibals not always facing the player when revealing themselves from bushes
  • Fix for timer sometimes appearing incorrectly between levels
79 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

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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