Lute, seja sorrateiro e invada seu caminho pelas cidades geradas aleatoriamente. É como se o Nuclear Throne encontrasse o Deus Ex, misturado com a anarquia do GTA. Rogue-lite encontra-se com a simulação imersiva e fica completamente louco.
Análises recentes:
Muito positivas (98) - 93% das 98 análises de utilizadores nos últimos 30 dias são positivas.
Todas as análises:
Extremamente positivas (2,598) - 95% das 2,598 análises de utilizadores sobre este jogo são positivas.
Data de lançamento:
10 Mar, 2017

Inicia a sessão para adicionares este artigo à tua lista de desejos, segui-lo ou dispensá-lo.

Produto com Acesso Antecipado

Obtém já acesso e começa a jogar; participa no desenvolvimento deste jogo.

Nota: Este jogo com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar para ver se o jogo evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“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.”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“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!”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“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.”

Qual é o estado atual da versão de Acesso Antecipado?

“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.”

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

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

Como estão a planear incluir a comunidade durante o desenvolvimento?

“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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Inclui 2 itens: Streets of Rogue, Soundtrack


Atualizações recentes Ver todas (46)

22 de Março

Alpha 47 - 5 New Disasters

As promised, I did a bunch of work on new Disasters this week, nearly doubling the current Disaster count! Check the changelog for the full list, and let me know what you think of them -- too easy, too hard, too dull, whatever.

There are still more disasters to come in the future, but for next update, I’ll probably be doing a big bugfix pass, because the list of bugs that y’all have reported is getting dangerously close to toppling over at this point.

For this week’s Fortnight Discussion, I’m looking for some input on new temporary status effects you’d like to see in the game...

Alpha 47
  • Ooze - Dangerous Ooze is spreading through the level...
  • War Zone - There’s a war going on between Cannibals and Soldiers, who spawn infinitely while you complete your missions.
  • Bounty - There’s a bounty on your head, and random people with concealed weapons will attack you when you get close
  • Lockdown - All doors are locked, and no one will let you in. Also, the Cops are Hostile.
  • Shifting Status Effects - Everyone in the level receives a new, randomized status effect every 10 seconds

Non-Playable Characters
  • Butler Bot - Appears during the War Zone disaster to clean up bodies and items and save your frame rate. To be honest, your frame rate might still get killed. I’ll be doing more performance work soonish.

  • Screen no longer shakes when an NPC kills another NPC
  • Fix for NPC lighting not adjusting properly after the NPC had died
  • Fix for “falling down hole” animation becoming frozen on rare occasion
  • Fix for light and shadow remaining when people fall down holes on multiplayer client

UI / Controls
  • Exclamation marks and sound effects no longer appear for rioters

Playfield Objects
  • Mysterious Elevator in Home Base now has a sign over it to indicate its function and avoid confusion

Status Effects / Traits / Special Abilities
  • “Increase All Stats” effect from Cocktails lasts 60 seconds (as intended) instead of forever
  • Being hidden in Bushes no longer protects the player from Radiation Blasts
  • Fix for Dizzy not going away when the person is hit and loses health

Level Generation
  • Fix for Bathhouse bathroom door triggering NPCs to become Hostile
  • Fix for bathroom in one of the Movie Theaters counting as “outdoors”

Artificial Intelligence
  • Added “Retreat Indoors” AI behavior, and other stuff for Ooze disaster
  • Fix for NPCs not properly determining their objects of interest during disasters that made them want to stay indoors
  • Fix for owner NPCs sometimes wandering into buildings that were not theirs
  • Supercops are now Friendly toward custom classes with The Law
  • Fix for Cop Bots and Supercops becoming Hostile toward players who arrested Guilty people
  • Fix for Upper-Crusters not becoming hostile toward the player immediately when the player attacks them as a Cop
  • Fix in Supercop’s Investigate behavior (after spawning through a Police Box) - After reaching their investigation location, they investigate the surrounding area, rather than returning to investigate the area near the Police Box
  • Cannibals are now Aligned with all other Cannibals
  • Fixed issue with gang pathfinding where gangs could occasionally become stuck
  • When Hacker makes Television explode, NPCs will not become Hostile
  • When NPCs are injured by Fires set by the player, they will only become Hostile if the player is within their line of vision at the time

  • Fixed Fan Translation issue that could prevent levels from being loaded
  • Added font with Polish characters for Fan Translations, see “How to make translations.txt” file for how to implement this

Alpha 47b (March 23)
  • Ooze appears on Minimap
  • Fix for NPCs taking extra damage from Ooze in multiplayer mode and becoming Hostile toward players as a result of the damage
  • When NPCs retreat from Ooze, they will retreat to their own building if possible
  • Player cannot receive Rescue missions on Ooze levels
  • Fix for players with Art of the Deal being able to purchase the Butler Bot’s Duster
  • Fix for rare cares where Safe Combination would not spawn
  • Fix for Ooze appearing underneath Flame Grates
  • Fix for Ooze tiling not appearing correct after objects are burned
  • Fix for cases where Saw Blade could go through walls
  • Fix for Radiation Blasts and Lockdown disasters appearing in Park levels
  • Added some Spanish language translations

Alpha 47c (March 24)
  • Fix for Cops not becoming Hostile when they see people fighting other people
  • A bunch of other fixes that I'll detail in the Alpha 48 patch notes
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8 de Março

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
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Acerca deste jogo

Streets of Rogue é um rogue-lite baseado na escolha do jogador, liberdade e diversão anárquica. O jogo inspira-se nos rogue-lites rápidos de visão superior como Binding of Isaac e Nuclear Throne, e adiciona o formato livre, guiado pela experiência, elementos de jogabilidade emergentes dos RPGs como Deus Ex.

Ao invés de se passar em um calabouço, o jogo é ambientado em uma cidade funcional, gerada por procedimentos, onde a IA complexa comanda todas as esferas da vida dos habitantes, que estão apenas tentando realizar suas atividades diárias.

Para avanças, o jogador precisará alcançar os objetivos das missões específicas da forma que acharem adequada através do uso das características, itens e ambientes especiais de seu personagem.

  • Você jogará como um soldado que atira primeiro e faz perguntas depois?
  • Um cientista sorrateiro que usa clorofórmio e dardos de tranquilizante para derrubar silenciosamente seus oponentes?
  • Um barman genial que consegue levar na conversa até os guardas mais intimidadores?
  • Ou que tal um gorila super inteligente, que resgata outros gorilas enjaulados para formar um pequeno exército mobilizado de gorilas?

    A Imponente Lista de Recursos

    • Jogue do SEU jeito! Não quer matar ninguém? Tudo bem! Quer invadir computadores? Seu desejo é uma ordem!
    • Geração aleatória do mundo e variedade da jogabilidade TOTALMENTE EXTREMA, o que significa que você poderá jogar por 600 horas sem ficar entediado! É sério, vá respirar um pouco de ar fresco!!!
    • Inteligência artificial super avançada que não tolerará suas babaquice! Ludibrie esses humanos virtuais e sinta-se superior ao seu computador!
    • Jogue com até 20 (e aumentando!) tipos completamente distintos de personagens! Barman, cientista, hacker, gorilla — ei, seu trabalho provavelmente também estará na lista!
    • Uma variedade estupidamente grande de itens! Raios de encolhimento, dispositivos de hipnose, boomboxes, armadilhas... Oh, e pistolas também.
    • Os modos cooperativos online e local para 4 jogadores permitem que você brutalize os capangas E a solidão!
    • Lidere uma gangue, liberte escravos, beba cerveja, estraçalhe fantasmas, vire um vampiro, encolha pessoas e pese nelas. O jogo mais insanamente variado que já foi criado.

Requisitos do Sistema

Mac OS X
SteamOS + Linux
    • Sistema Operativo: Windows 7 or Later
    • Processador: Dual-Core Intel or AMD processor
    • Memória: 2 GB de RAM
    • Placa gráfica: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espaço no disco: Requer 300 MB de espaço livre
    • Sistema Operativo: Mac OS X 10.9+
    • Processador: Intel Dual-Core
    • Memória: 2 GB de RAM
    • Placa gráfica: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espaço no disco: Requer 300 MB de espaço livre
    • Sistema Operativo: Ubuntu 12.04+
    • Processador: Intel Dual Core
    • Memória: 2 GB de RAM
    • Placa gráfica: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espaço no disco: Requer 300 MB de espaço livre

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