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 (116) - 93% of the 116 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,724) - 94% of the 1,724 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 second quarter 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 (35)

November 16

Alpha 38 - 4-Player Split-Screen

Edit: If you got this version early and your saved data was deleted, see this thread

As long-time players will know, 2-player split-screen mode has been available, like, forever. But 3- and 4-player modes have always been single-screen only. Well, I guess you see where this is going, and presumably you’ve viewed the image above and read the title of this post, so… yeah. Split-screen mode can be turned on from the Gameplay Settings menu.

In addition, I made a ton of bug fixes. Unfortunately, there’s a TON more to fix where these came from, and y’all just keep reporting new ones! My next updates will likely be similar to this one: Lots of fixes, and one or more new features thrown in for good measure. I’d like to get the current level of bugginess under control before I return to content creation.

This week’s Fortnight Discussion: Secrets and Easter Eggs. The game doesn’t have a whole lot of them, and I’d like to eventually change that.

Alpha 38

New Features
  • Added four-player split-screen mode. Must be turned on from the Gameplay Settings menu.

  • Updated localization for all territories - LOTS of new translations
  • Fix for certain text on the main menu not appearing properly when Fan Translations were activated

  • Arena fights can no longer be started when the power in the building is out
  • Status effect-causing lakes will no longer contain Acid unless the player has put it there
  • Fix for players being able to teleport into bathroom of Arcade

  • Hologram can no longer be hit by Train and Mine Cart

  • Fix for Shapeshifter being headless after Depossessing Gorillas
  • Fix for Oil Spills sometimes appearing beneath rugs or other floors
  • Fix for Burnt or Frozen people not always appearing that way of the burning or freezing occurred off-screen
  • Fix for NPCs often facing the wrong direction while pointing their guns on multiplayer client
  • Fix for Flamethrower particles appearing to go too far past Glass Walls after hitting them
  • Falling bombs have a shadow sprite

UI / Controls
  • When someone disappears for whatever reason, their word bubble text disappears as well
  • When playing as Zombie, the player will not know who is Hostile by mousing over them until the person actually sees them and becomes Hostile
  • Fix for Wrestler’s “Toss” icon (and potentially some others) appearing when the player is a Ghost
  • Player can no longer attempt to Quick-Teleport while in the Home Base
  • Fix for Scroll Bar not appearing on character stats in-game
  • Future free versions of the game will no longer state that the game will be saved when quitting
  • Fix for “Can’t Teleport To Yourself” text on map screen not displaying properly in offline games
  • Fix for top-of-screen UI elements not disappearing when the player enters the Main Menu
  • Fix for icons not appearing on the minimap if someone other than Player 1 opened it first
  • Fix for issue where gamepad players could shoot a gun and then move faster than normal by rotating the right analog stick while the gun was remained un-holstered
  • Fix for Player 2 UI appearing on Player 1’s screen in split-screen coop
  • Fix for camera initially being in the wrong spot after switching the 2-player camera from Full to Split in the Settings menu
  • Fix for Clock not moving out of the way of minimap in 3- or 4-player mode
  • Minimap appears in 2-player split-screen mode
  • Minimap appears in bottom-right corner during 3-player Full-Screen mode
  • Players can teleport in 3- and 4-player mode
  • Fix for RT and LT button icons not appearing properly at the start of the game

Playfield Objects
  • Fix for part of Crusher remaining after being destroyed by huge Explosion
  • Fix for certain cases where Fire Spewer would not fire
  • Changed Tree collider slightly to avoid player clipping situations
  • Killer Plants no longer snap at Ghosts
  • Fix for Killer Plant bites not always registering
  • Fix for Killer Plant, Fire and Explosion sometimes knocking people in the wrong direction

  • Fix for Ghost Gibber stream going through Glass Walls
  • Fix for Gas Mask not always working properly
  • EMP Grenade can be used to remove Slave Helmet
  • EMP Explosions affect objects behind walls
  • Fix for people with Pacifist trait not being able to equip Oil Container
  • Fix for client player in online matches dropping duplicates of “undroppable” starting items items like Taser and Slave Helmet Remote on death
  • Fix for Taser not working properly if chosen as a starting item and also chosen as a loadout item

Status Effects / Traits / Special Abilities
  • Flesh Feast now allows people to gain health when using weapons other than Fist
  • NPCs who are infected with Zombiism before death will stay dead a bit longer before turning into Zombies
  • Fix for Wrestler not getting kill credit when inflicting status effects on NPCs with thrown objects (i.e. Toilet poisoning someone)
  • Fix for Wrestler not receiving credit for repercussions of destroying a computer by throwing it
  • Fix for Wrestler not always equipping correct weapon after throwing an object
  • Custom characters cannot go into Withdrawal in the Home Base
  • No longer possible to create a character with both Suspicious and Charismatic
  • Fix for being able to choose Skinny Nerdlinger and Unstoppable-ish at the same time for custom characters
  • Inanimate objects can no longer gain status effects
  • Fix for people losing Frozen status effect when they gain health, this should only occur when they lose health
  • If a player Possesses someone, a safeguard has been added so they cannot immediately Depossess by accident through spamming the Possession Stone object
  • People who are Frozen while in combat can be Backstabbed now
  • Fix for issues occurring if player attempted to perform various Special Abilities while starting to Teleport
  • When the player unlocks a new trait or traits, those traits are normally the first available when the player gains a level. As of this update, those traits will not appear if they are useless to the player’s current chosen character
  • Fix for NPCs having difficulty navigating around Fire Spewers and certain other objects
  • Players lose Above The Law and Upper Crusty if they buy when Possessing someone and then Depossess
  • Fix for NPCs who have Resurrect and are knocked out not resurrecting if they are killed on the ground
  • Fix for issue where NPCs who were knocked out and resurrected would not become attack the person who had knocked them out if they had not been previously hostile
  • Fix for Lunge, Zombie Spit and Charge attack issue where player could continue holding down the Special Ability button past the point where the attack had concluded, which would cause weird movement

  • Fix for occasional internal errors when bullets hit walls when the player was extremely close to the wall

  • Fix for Equip sound effect not playing when the only available weapon is Fist and the player uses the scroll wheel to choose Fist repeatedly

  • Fix for players being able to teleport into the bounds of Hedge Mazes
  • Fix for not being able to teleport from Dirt floor tiles
  • NPC party members will no longer teleport alongside the player when the player has commanded them to perform a certain action
  • Player can teleport while rescuing an NPC if that NPC has been commanded to perform an action

Stats / Unlocks
  • Fix for Destruction stat not increasing when the player destroys walls using a melee attack
  • Fix for player gaining an extra Destruction point for throwing objects with Toss ability
  • Player receives credit for killing people by knocking them into hazards
  • Player receives credit for Leafblowering dangerous items like Bear Traps into people

  • Fix for being able to teleport during the Find Bombs disaster, and not being able to teleport when it’s over

Level Generation
  • Removed ‘Holes in place of canals’. I dunno, I don’t love it.

Artificial Intelligence
  • Fix for NPCs continuing to sleep in beds or sit in chairs after the Wrestler had picked up the object
  • NPCs will no longer accept health items from the player when their health is full
  • Ghost no longer stops to avoid obstacles like Train
  • Zombified Slaves do not become Mutinous
  • Upper Crusters will not attempt to run and find an Alarm Button while enslaved
  • If Supercops are enslaved and set free, they will not continue searching for the person they were originally sent to kill
  • Upper Crusters, Cops, Supercops, and people in gangs will not become hostile toward other people who have Ideological Clash
  • Fix for NPCs sometimes continuing to dance after being Tased
  • Ghosts no longer flee Zombies or other types of danger
  • Fix for people sometimes saying their “annoyed” speech after the player uses Hypnotizer Mark I on them
  • Soldiers are always aligned with one another
  • Zombies will not refuse orders to attack someone due to low health
  • Fix for Zombies getting Annoyed when player started Cannibalizing, using Vampire bite, or Possessing someone nearby
  • Fix for Prisoners not becoming Loyal to the player if they were Friendly when released from prison
  • Fix for NPCs permanently attacking thin air when commanded to attack an open door or other object that could not be hit with melee attacks
  • If the player uses DNA Connection on someone, then dies and resurrects as a Ghost, and then the other person dies, that person will not follow the Ghost
  • NPCs stop dead in their tracks when the player begins Arresting or Biting them, rather than continuing to slide for a split second, to avoid them sliding out of the player’s interaction bounds
  • Fix for NPC Dizzy movement continuing when the NPC is being Arrested or Bitten
  • Fix for people with custom character trait “Zombiism” not speaking the same language as full-on Zombies
  • Fix for Gorilla being able to understand Comedian’s jokes without a translator
  • Fix for Zombies being hostile toward a player with Zombiism if they started a new multiplayer game with zombies in that stage
  • Fix for Mobsters attempting to do gang/mugging stuff after becoming Zombies
  • Thief no longer steals Tranquilizer Gun from the player
  • NPCs can no longer “bump” other NPCs who the player has commanded to stand in place

  • Edited Pacifist description to indicate that not all types of Thrown weapons can be thrown (such as Bear Trap)

  • Created new Show Floor version of the game

Alpha 38b (November 17)
  • Added extra safeguards for errors occuring when loading save files
  • A few localization fixes
  • Fix for some menu text not loading properly when starting the game in Fan Translations mode
  • Fix for all syringes being Invisible
  • Fix for wreckage sometimes appearing the wrong color initially
  • Flesh Feast description now reads accurately
  • Fix for dead people’s arms sometimes appearing to hover above their body on multiplayer client
  • Potential fixes for a few weird/inconsistently appearing multiplayer issues
  • Goodie Dispenser will not give you items that you already have in your inventory
  • Fix for NPCs not avoiding Slime Puddle
  • Fix for players not being able to give certain starting items to other characters when playing as custom character

Alpha 38c (November 19)
  • Fix for Zombie on Character Select sometimes appearing with incorrectly colored legs
  • Fix for Hacking not functioning properly in 2-player split-screen mode
  • No longer possible to Steal from, Bite, or Chloroform other players when PVP mode is turned off
  • Placed limit on the speed at which a person can be knocked back
  • Charismatic characters will still be hated by the appropriate character classes when they have Blahd Basher, Crepe Crusher, Specist and Scientist Slayer
  • Water hitting people and objects on multiplayer client no longer causes them to flash
  • Fix for Shapeshifter losing Invincible effects when Depossessing
  • Giants can no longer fall down small holes like Manholes, since they can’t fit
  • Fix for Refrigerators sometimes containing only money when certain mutators were active
  • Sharp Lunge is no longer selectable as a Special Ability for custom characters. I got a lot of people telling me how OP this is, and it was really just intended as a Werewolf-mode ability anyways
  • Cops are no longer seen as Innocent when the player is assigned missions that take place in Police Stations
  • Fix for Jock sometimes being able to phase through walls after using the Charge ability to jump out of water
  • Fixed text issues that were supposed to be fixed in the previous build.
  • Potential fix for in-game menu selections occasionally not working properly with the gamepad. Let me know if there are still issues with this
53 comments Read more

November 2

Alpha 37 - Even More Downtown Work


This will be the last update that I’ll be dedicating to Downtown for the time being. At some point, I’ll circle back around to it, much like I plan on doing for the other levels. For the next update, I’ll be switching gears to focus on bug fixes and balance. Not particularly glamorous, but it’s been awhile since I did any real housekeeping, and I’ve amassed a rather enormous pile of bugs to fix thanks in large part to reports from you fine folks.

For those that enjoyed last week’s Zombie disaster: Yes, the Zombie disaster will still appear in-game randomly. Also, check out the new “Zombies Ate My Game Balance” mutator, which adds zombies to every level.

This week’s Fortnight Discussion: Clerks. They’re a new character in the game. How should they function?

Alpha 37

New Stuff
  • Game is now playable through 4-3

  • New Track “Floor 4-3 Heavy Wheezing on the Dancefloor”, also added to soundtrack owners’ libraries

  • Zombies Ate My Game Balance

Non-Playable Characters
  • Musician
  • Clerk

  • Holes may appear in place of Canals sometimes
  • Arcade
  • Ice Rink

  • Jukebox
  • Power Box
  • Turntables functionality

  • Downtown Diva achievement can be earned

Everything Else
  • Updated Simplified Chinese translations
  • Added a Fan Translation fix for languages that use special characters such as Japanese to prevent characters from appearing too small in certain spots on the interface. To implement the fix, see the updated “How To Make Translations.txt” file.

  • Upper-Crusters may travel with their own personal Slaves
  • It is now possible to offer Slaves to Mobsters when they mug you
  • Fix for Slaves blowing up after falling down a hole
  • Fix for “Sign Up to Fight” button sometimes appearing multiple times on multiplayer client

  • Fix for Arrested people having the wrong head sprite
  • Fixed cases where NPCs might not animate properly if they were on the screen when the game was started
  • NPCs point their guns directly at their opponent rather than simply pointing in the direction they’re facing
  • Changed graphics for Train slightly
  • Fix for instances where a person could remain highlighted white after being attacked and flashing
  • Fix for cases where Bridges across canals appeared to be facing the wrong direction on multiplayer client
  • City Park transition tiles (i.e. parks within Downtown) have been modified to be more organic

Playfield Objects
  • Potential fix for objects sometimes becoming non-interactable on multiplayer client
  • Fix for Manholes spawning too close to the level entrance
  • Lamps can be affected by EMP Grenades
  • Fix for not being able to use Alarm Buttons when you have other people in your party
  • Fix for Alarm Button dialogue not appearing on multiplayer client
  • Metal Detector turns off when Arena battle starts
  • Fix for Alarm Button not causing Supercop to spawn when destroyed by fire
  • Fix for Saw Blade continuing to make noise after being shut down
  • Fix for objects taking a second to be destroyed on multiplayer client when shot by shotgun

  • Fix for EMP Grenade making certain objects non-functional when they were not classified as being electronic
  • Jock NPCs no longer carry nonexistent “Baseball” item
  • Fix for “Remove w/Slave Helmet Remover” button appearing twice if player has more than one
  • Fix for thrown items being capable of hitting people hidden in Bushes or Manholes

  • Rogue Vision is now included in the pool of potential Daily Run mutators
  • Fix for player being able to choose “Create A Mutator” button

Level Generation
  • Office Drone has been replaced with Clerk in a bunch of spots
  • Buildings can potentially have two Bouncers now
  • Power Boxes may appear in random spots on levels, typically guarded by police
  • Jukeboxes have been added to certain buildings

Artificial Intelligence
  • Added Ice Skating behavior
  • Fix for police getting angry if player attacks Zombies
  • Zombies no longer wait outside of doors when their opponent is on the other side like other NPCs do, because they are stupid zombies
  • All store owners and Guards in Mall get annoyed with Suspicious or Malodorous characters
  • People at the Arena cheer during fights, and when a fight is over
  • Fix for Supercops not investigating the player’s location upon spawning if they were too far away from the player
  • NPCs are less likely to walk directly on Train and Mine Cart Tracks, particularly when they are not in combat
  • Cops and Supercops are now Loyal to Upper-Crusters
  • Mobsters will not bug the player for money if they are fighting other people
  • Mobsters will not bug the player for money if they use the Alarm Button to call a Supercop
  • NPCs no longer stop for a split second if the player interacts with them but the NPC does not have context buttons
  • If the player interacts with someone traveling in a gang (i.e. Mobsters), the other gang members will stop and wait for the interaction to finish
  • If a Slave has one owner and that owner begins to flee, the Slave will follow to avoid having their helmet blow up due to the distance
  • Fix for NPCs not being more careful about accidentally shooting their allies in the back
  • Fix for NPCs not getting angry if the player used the Shotgun on owned objects

  • Created new Free version of the game for and GameJolt

  • Did a bunch of work on a “Chinese Government Approved” Chinese version of the game

Alpha 37b
  • Fix for Downtown Diva achievement not triggering
  • Potential fix for collision on NPCs and the player occasionally not occurring on multiplayer client

Alpha 37c (November 3)
  • Fix for thrown items not colliding with Zombies or other people who had been Resurrected from death
  • Fix for being able to injure your friends with thrown objects when you have Class Solidarity or No In-Fighting
  • Fix for NPCs turning into zombies if they die by falling into a pit
  • Potential fix for collision on people going away on multiplayer client (Mark 2)
  • Fix for issue where player could potentially teleport into Mall bathroom
  • If a person has an Oil Container equipped when they become enraged, they don’t try to use it as a weapon
  • Fix for Zombies resurrecting after being knocked out or arrested, and then being killed while on the ground
  • Fix for not being able to zombify someone after they had been knocked out or arrested
  • NPCs who are hit by water sprays will start running so they don’t get stuck walking into the spray forever
  • No longer possible to tell NPCs to attack Ghosts
  • NPCs run from Ghosts instead of standing and refusing to attack while the Ghost kills them
  • Fix for Supercops spawning without weapons when the player presses the Alarm Button
  • Fix for NPCs not being able to attack inanimate objects with guns when commanded
  • Fix for Cops getting angry at player when an NPC pressed the Alarm button while being attacked by someone else
  • Fix for Clerk not getting angry at Suspicious, Malodorous or Naked people
  • Cannibal and Thief do not pop out of hiding when the player is invisible
  • Thief cannot perform Steal action on an invisible person
  • Ghosts do not hate the player when “Everyone Hates You” mutator is turned on
  • People are no longer seen as Guilty for attacking Zombies
  • No longer possible to attempt an interaction while invisible with someone hidden in a Bush or Manhole
  • Fix for player not being able to use Turntables when Possessing their Musician owner
  • Fix for Water Pump image not appearing properly on interface
  • ‘Activate switches’ mission can no longer appear in Hotel
  • Localization folder has been properly updated (forgot to add updates to the previous Alpha 37’s)
70 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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