Luttez, faufilez-vous et piratez pour progresser dans des villes générées aléatoirement. C'est comme si Nuclear Throne rencontrait Deus Ex, avec un peu du côté anarchiste de GTA. Quand un rogue-lite se prend d'affection pour un sim immersif, tout part de travers.
Évaluations récentes :
très positives (173) - 94% des 173 évaluations des utilisateurs dans les 30 derniers jours sont positives.
Toutes les évaluations :
extrêmement positives (1,783) - 95% des 1,783 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution :
10 mars 2017
Développeur :
Éditeur :

Connectez-vous pour ajouter cet article à votre liste de souhaits, le suivre, ou indiquer que vous n'êtes pas intéressé

Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : ce jeu en accès anticipé peut changer ou ne pas changer de façon significative. Si celui-ci ne vous intéresse pas dans son état actuel, vous devriez peut-être attendre qu'il se développe davantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'accès anticipé ?

“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.”

Pendant environ combien de temps ce jeu sera-t-il en accès anticipé ?

“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!”

En quoi la version finale prévoit d'être différente de la version en accès anticipé ?

“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.”

Quel est l'état actuel de la version en accès anticipé ?

“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.”

Le jeu sera-t-il tarifé différemment pendant et après l'accès anticipé ?

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

Comment comptez-vous impliquer la communauté dans le processus de développement ?

“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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Comprend 2 article(s) : Streets of Rogue, Soundtrack

 

Mises à jour récentes Tout voir (36)

22 novembre

Nominate Streets of Rogue for 'Choice Matters'!



Hey all, just a quick and extremely shameless appeal to my wonderful and attractive player base to vote Streets of Rogue in the 'Choice Matters' category in the Steam Awards. If you want to. Cuz, the whole 'choice' thing.

The award might have different names in different regions, but it starts with something to the effect of "Games are about agency, and this award is for the game that has it in spades..." I'd say that's a pretty appropriate description for Streets of Rogue.

As per usual, the next bi-weekly update will be on November 30!

THAAAAAAAAANKS!!
8 commentaires Lire la suite

16 novembre

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.

Localization
  • 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

Environment
  • 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

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

Graphics
  • 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

Items
  • 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

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

Sound
  • 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

Gameplay
  • 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

Disasters
  • 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

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

Other
  • 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
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À propos de ce jeu

Streets of Rogue est un rogue-lite centré sur le choix des joueurs, la liberté et le plaisir anarchique. Le jeu s'inspire des meilleurs et des plus rapides rogue-lites, comme Binding of Isaac et Nuclear Throne, et ajoute la liberté, le système d'expérience et les situations complexes des RPG comme Deus Ex.

Vous n'allez pas évoluer dans un donjon mais dans une ville opérationnelle et procédurale dont les habitants, les vies et les activités quotidiennes sont gérés par une IA complexe.

Pour pouvoir avancer, le joueur doit remplir des objectifs bien précis en choisissant une des solutions possibles en fonction de ses traits, de ses objets et de l'environnement.



  • Allez-vous jouer un soldat qui tire d'abord et pose les questions plus tard (au mieux) ?
  • Un scientifique discret adepte du chloroforme et des tranquillisants pour neutraliser silencieusement l'opposition ?
  • Un barman génial capable de baratiner les gardes les plus intimidants ?
  • Ou un gorille super intelligent cherchant à libérer d'autres gorilles emprisonnés pour former une petite armée simienne ?

    La Puissante Table des Caractéristiques


    • Jouez à VOTRE jeu comme VOUS voulez ! Vous ne voulez tuer personne ? Pas de problème ! Pirater des ordinateurs, c'est votre truc ? C'est parti !
    • Le monde généré aléatoirement et l'EXTRÊME variété des styles de jeu signifient que vous pouvez rester accroché 600 heures et ne jamais vous ennuyer ! Pensez quand même à vous aérer !!!
    • Une intelligence artificielle super avancée qui ne laissera pas passer vos foutaises ! Déjouez les plans de ces humains virtuels et remportez une vraie victoire contre votre propre ordinateur !
    • Essayez plus de 20 (sans compter les futurs ajouts !) types de personnages complètement différents et barrés ! Barman, scientifique, pirate informatique, gorille. Hé, si ça se trouve votre boulot en fait déjà partie !
    • Une variété d'objets absurdement grande ! Rayons réducteurs, appareils d'hypnose, boomboxes, pièges à ours, conditionneurs de nourriture... Oh, et des flingues, bien sûr.
    • Modes coopératifs 4 joueurs en ligne ou en local, pour vous permettre de passer à tabac des hommes de main ET la solitude !
    • Dirigez un gang, libérez des esclaves, buvez de la bière, cassez du fantôme, devenez un vampire, rétrécissez des gens avant de les écraser... le jeu le plus incroyablement varié jamais fait.

Configuration requise

Windows
Mac OS X
SteamOS + Linux
    Minimale :
    • Système d'exploitation : Windows 7 or Later
    • Processeur : Dual-Core Intel or AMD processor
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espace disque : 300 MB d'espace disque disponible
    Minimale :
    • Système d'exploitation : Mac OS X 10.9+
    • Processeur : Intel Dual-Core
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espace disque : 300 MB d'espace disque disponible
    Minimale :
    • Système d'exploitation : Ubuntu 12.04+
    • Processeur : Intel Dual Core
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espace disque : 300 MB d'espace disque disponible
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