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.
User reviews:
Very Positive (515 reviews) - 93% of the 515 user reviews in the last 30 days are positive.
Very Positive (1,292 reviews) - 94% of the 1,292 user reviews for this game are positive.
Release Date: Mar 10, 2017

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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. Hopefully, the game will graduate from Early Access in mid-Late 2017, but 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.”
Read more

Buy Streets of Rogue

Buy Streets of Rogue Collector's Edition

Includes 2 items: Streets of Rogue, Soundtrack

Downloadable Content For This Game


Recent updates View all (24)

July 13

Alpha 29 - ZOMBIE

Well, it was only a matter of time. Obviously, Zombies were going to appear in this game at some point, seeing as this has not only been the #1 most requested character class, but also.. I mean, this IS an indie Steam game in the 2010s. Right there alone, that guarantees a 30-40% chance of zombies showing up somewhere.

And yes, they're playable.

This has been a pretty interesting class to develop. Originally, I made it so that if you died as a zombie, you'd inhabit one of the other living zombies and keep playing. So essentially, the zombie horde became more important than your individual zombie. But, once the zombie infection grew large enough, it became pretty much impossible to lose the game, since you'd have so many chances to respawn. Since I've already coded this feature, I'd like to find some other use for it down the line. I hate wasting perfectly good code :p

In its current form, I'm sure y'all will find plenty of bugs and balance issues with the Zombie. So make sure to let me know!

Speaking of feedback: There's a new Fortnight Discussion!
NPC Special Abilities - What do you want to see?

Alpha 29
New Features and Content
  • New playable character: Zombie
  • Trait “Zombify” added
  • Trait “Fair Game” added
  • Trait “Class Solidarity” added (also added to Trait Unlocks)
  • Special Ability “Zombie Phlegm” added
  • Status Effect “DNA Connection” added

  • Zombie

  • Fix for sleep Z’s not disappearing when NPCs were afflicted with various status effects while sleeping
  • Fix for dizzy stars appearing if a knocked-out person falls into a hole

UI / Controls
  • Fix for players being returned to “Enter Password” menu if they pressed Esc after being invited to a game through Steam
  • Fix for AlienFX setting going from Off to On at certain times without user consent
  • Fix for camera sometimes not following the player when they canceled out of various “operating” bars
  • Fix for the camera not focusing on player when Arresting/Enslaving as multiplayer client
  • Game can no longer go into slow motion when players are on the Character Select screen due to background activity like explosions
  • If the player is holding Extra Info and someone dies, their info will disappear
  • When determining what interactable objects should be highlighted, the game will de-prioritize certain less important objects like Bushes
  • Fix for players having difficulty interacting with certain objects (particularly doors) when other players were standing right next to them
  • If the player is standing near an object with a full inventory, and an item is on the ground, they will interact with the object instead of the item

Playfield Objects
  • Fix for players not receiving credit and Destruction bonus for destroying Generators
  • Bullets no longer hit wall-based Pipes
  • Fix for throwable objects being able to pass through certain Park-based objects where this was not intended
  • Explosions set oil spills on fire
  • Read Email context button on Computers has been moved to the bottom of the list
  • Noise indicator appears over objects hacked with Laptop to further indicate the noise created
  • Fire does not cause as much knockback, to prevent situations where a player would bounce into a nearby wall and back into the fire
  • Context buttons for using Wrench on Generator now indicates that durability will be lost
  • Fix for objects like Red Barrels not exploding on multiplayer client when client threw items at them
  • Fix for thrown items on multiplayer client not triggering Fire Hydrant spray

  • Fix for multiplayer bug where a client’s equipped weapons and armor would not appear properly to other players when a new level was first entered
  • Certain items, such as the rock and shuriken, will be thrown a bit of extra distance to avoid situations where the player clicks on an enemy and it is thrown to their feet
  • Doctor can use Taser, it’s now flagged as non-violent
  • Fix for audio and music notes appearing multiple times for Boombox if the multiplayer client went far away and came back
  • Fix for weapons purchased out of people’s hands by Shopkeeper not being unequipped by the weapon-holder, creating a duplicate weapon in your inventory
  • Chainsaw can no longer be found in the game (it’s not ready yet, it shouldn’t be appearing)
  • Fix for Slavemaster being able to attain multiple undroppable Tasers
  • Fix for Slavemaster not being able to combine weapon add-ons with Taser
  • Pouring oil causes a small noise
  • People will get angry if they see you spilling oil on the ground or lighting it on fire
  • Fix for Slavemaster not receiving Taser when No Guns mutator is active
  • Slave Helmet blows up properly when Slave has Resurrection status effect
  • Slave Helmet causes correct-sized explosion when Slaves venture too far away from their Slavemaster
  • Fix for Slavemaster being able to give Taser to party members
  • If Doctor misses with their Chloroform Hankie, cooldown will not trigger
  • Fix for multiplayer client not always receiving credit for killing someone with a Banana Peel

Status Effects / Traits / Special Abilities
  • Fix for player continuing to Arrest/Enslave people after they have been killed
  • Fix for player continuing to interact with nonexistent objects and people if they were destroying quickly while the player was “operating” them
  • G-P-Yesssss is no longer available on multiplayer client. I will make it available again once I find a fix for issue where it was not working properly
  • Potential fix for Jock sometimes getting stuck in a Charge animation when next to Steel and Border walls
  • Fix for Comedian not being able to add people to his party with Joke if they were already Loyal
  • Fix for Cannibalize icon appearing while the player was a Ghost
  • Fix for “No In-Fighting” not always working properly in all cases with NPCs
  • Fix for “No In-Fighting” working between players in multiplayer but displaying faked hits
  • Fix for player being super-fast if they were resurrected when they had the trait “I’m Outtie”
  • Fix for Wrestler sometimes not being able to pick up certain mission-related objects
  • Vampires in multiplayer games get proper credit for killing other players with Bite
  • When Resurrecting through use of Resurrection Shampoo, people receive a minimum of 25 health
  • Certain traits will no longer appear as level-up choices under certain circumstances.
    • Bloody Mess does not appear for Cannibal
    • Medical Professional does not appear for Vampire
    • Studious no longer appears for Slum Dweller
    • Durabilitacious no longer appears with “No Melee” mutator
    • Hard to Shoot and Big Bullets no longer appear with “No Guns” mutator
    • Butterfinger-er no longer appears with “No Melee” and “No Guns” mutators both activated
    • Friend of the Common Folk no longer appears with “Everyone Hates You” mutator
    • Let me know if you can think of any others like this!

  • Players will auto-aim at objects again, but only if they are meant to be destroyed for a mission
  • Fix for some cases where Giantized players were able to hit and destroy walls from behind Steel walls
  • Fix for Shrunk players being able to shoot bullets through north/south-facing walls

  • Sound effect plays upon pressing “Complete” button on Missions screen

General Gameplay
  • Fix for player not being able to teleport in Graveyards and other outdoor buildings

Stats / Unlocks
  • Fix for Comedian unlock not always triggering for multiplayer clients

  • Fix for “Break Out” not always appearing over prisoners’ heads during Prison Break missions
  • After breaking people out of prison for missions, their character-specific minimap indicators (like Drug Dealer or Shopkeeper) will appear properly
  • Fix for certain objects being marked as targets on “Destroy All” missions when it was not actually necessary for the player to destroy them
  • Fix for Rescue missions immediately failing if a player entered a multiplayer game with a character that the prisoner hates
  • Fix for Rescue missions immediately failing if the player Possessed someone with the Shapeshifter who was Hostile toward the Prisoner

Level Generation
  • Fix for Bars/Fences/Barbed Wire still occasionally not facing the correct direction on multiplayer client

Artificial Intelligence
  • Fix for NPCs getting stuck when pathing past Fire Spewers
  • Fix for rescued people sometimes not joining player’s party if they had no room for more people
  • Fix for people sometimes not being scared of Werewolf and Killer Robot when they should have been
  • Fix for Slaves technically remaining in the player’s party when Slavemaster is Depossessed by Shapeshifter
  • When Slavemaster is Depossessed, Slaves will follow him rather than running back to their home immediately and likely blowing up
  • Slaves do not become Annoyed when Slavemaster is Possessed
  • If Shapeshifter Possesses a Slavemaster and dies as the Slavemaster, Slaves will not become angry at the Shapeshifter
  • Fix for Slaves becoming Hostile toward the player, and Slavemaster becoming Hostile toward Slaves following Depossession
  • When Shapeshifter Depossesses, nearby people who see the Depossession will return to their initial relationship with the Depossessed person
  • Ghosts are excluded from Ideological Clash
  • Fix for NPCs continuing to dance or sleep while being bitten by Vampire
  • Fix for questgivers not having their normal context menu actions available after the player completes a Rescue mission for them
  • Fix for followers saying “I can’t exactly get there” at inappropriate times
  • Fix for rescued NPCs returning to their prison cells after the mission is complete
  • When a Slavemaster captures multiple Slaves, those Slaves will become Loyal to one another
  • Fix for NPCs who are Loyal or Aligned with the player becoming Hostile toward the player’s newly enslaved party members
  • If the player Neutralizes a Slavemaster, his former Slaves will become Loyal to the player
  • Fix for NPCs who join a player’s party sometimes having the wrong alignment toward other followers and party members
  • Fix for NPCs continuing to talk after being Electrocuted
  • No longer possible to make followers attack broken windows, which would cause them to attack forever since the windows can’t be broken a second time
  • Fix for non-owners of buildings not running away from fires in their building
  • Fix for follower NPCs not following the player or properly taking orders after dying and resurrecting
  • NPCs no longer yell things at inanimate objects when attempting to destroy them
  • Fix for NPCs being stopped in their tracks by stationary Saw Blades
  • NPCs who are Loyal to the player will offer Keys, Safe Combinations and Mission Objective items
  • In Radiation levels, people always run back to their original position (as opposed to walking) if they finish their current activity and they are outside
  • Potential fix for NPCs sometimes trying to look at Shelves through walls
  • If the player gets a Slavemaster to join their party through some means, his Slaves will follow him instead of standing in their original locations
  • If a party member has to leave due to being injured, the player can still give them items for healing purposes so they can re-hire if they wish
  • If a player is a Cop or has the status effect “Above the Law”, rescuing a Prisoner for a mission will not result in other Cops attacking that Prisoner
  • NPCs take “No In-Fighting” into account when deciding to attack when it would normally hit the player
  • Party members of Player A will not be scared by Player B if Player B is a Werewolf/Zombie

  • Quitting the game from the title screen no longer states that your progress will be saved
  • “Resume Game” replaced with “Resume Save” on title screen
  • Scientist says something different when you ask him to identify a Syringe

  • Fix for Windows occasionally being missing

  • Experimented with Unity 5.6.2f1, reverted back to 5.6.1f1 due to crashes and Linux instability. Will be looking into Unity 2017.1.0 for a near-future update.

  • All tracks updated to 320 kbps versions (these were previously 192 kbps)

  • Updated NAT Traversal plugin to 1.54

Alpha 29b
  • Fix for Traits not properly appearing in Level-Up menu.
  • Questgivers no longer run away from Zombies.

Alpha 29c
  • Fix for "Neutralize Some Folks" missions sometimes not being completeable if someone was Zombified.
  • Fix for Zombies not always turning against their former allies upon becoming zombified.

Alpha 29d (7/14/17)
  • Added Zombie ability “Flesh Feast” which gives the player (and only the player) 2 health for each Fist hit on an NPC
  • Removed Zombie starting item Food Processor
  • Zombie Spit does 10 damage in addition to DNA Connection
  • Zombie Spit travels through the air faster
  • Zombie followers are much less prone to running off and attacking random people
  • Fix for NPCs sometimes running from danger that they can’t see
  • Fix for Loneliness Killer issue where new party member zombies would sometimes fight other zombies
  • Increased radius in which Zombies will decide to attack people
  • Ghosts do not become Scared or Hostile toward Zombies
  • Zombies do not become Hostile toward Killer Robot
  • Zombies will not be initially Hostile toward people who need to be rescued for missions
  • Team-Building Expert trait will not appear if the player has Zombie Army trait
  • Zombies will not hate other zombies with “Everyone Hates You” mutator, since they can’t attack each other
  • Fix for players not receiving Skill Points if they killed and Zombified someone
  • Fix for people not becoming Zombified if the player killed them on the first hit
  • Fix for Zombies sometimes becoming Annoyed with other Zombies
  • Fix for NPCs Hostile toward Zombies sometimes becoming Alerted and then immediately Fleeing if they were far enough away
  • Fix for Zombie and Shapeshifter eyes being the wrong color when they were burnt to death
  • Non-follower Zombies are not as careful about avoiding traps, because they are stupid zombies

Alpha 29e (7/15/17)
  • NPCs are no longer Scared by Zombies who are Invisible, Hidden in Bushes, or under a Cardboard Box
  • Fix for radiation’s green hue getting stuck after killing people who were meant to be Zombified
  • Fix for Shapeshifter not resurrecting properly after Possessing someone and falling down a hole
  • Fix for Zombie having a weird appearance in “New Character Every Level”
  • Fix for “New Character Every Level” not having the full selection of characters in offline games. I had forgotten to revert a change during testing.
  • Fix for Zombies being able to run at certain times when they weren’t supposed to be able to, such as when they are near danger
  • Added a few Zombie related sound effects
  • Fixed issue where “Neutralize” could remain above certain character classes’ heads after neutralizing them on “Neutralize Some Folks” missions
  • Reverted some code I had secretly added to prevent piracy group ALI213 from playing online, after negative Chinese reviews about a lack of players online. Whatever, I ain’t messing with this. :P :P :P

Alpha 29f (7/18/17)
I wanted to release this build because it includes a fix that I think might solve some of the issues with multiplayer level switches that people are having. Please see this thread for information on how you can help me solve these issues.

This build also includes a bunch of other fixes that I haven't had time to write up. I'll include those in the patch notes for Alpha 30, still scheduled for next week.

Alpha 29g (7/20/17)
Alright, one more! I might have a fix for issues that people were having with generic gamepads not working properly. If you've been having gamepad troubles, try this and let me know how it goes. Note that you will probably need to rebind most of your controls.

For everyone else, all your gamepad bindings will be reset in this build --

Controller problems? Go to the Settings -> Control Setup -> Gamepad Setup -> Restore Defaults.

161 comments Read more

June 29

Alpha 28 - Playable Slavemaster

Everyone's favorite cuddly leather-bound scoundrel is now playable! Use your taser on random people and strap an exploding helmet to their head while they're incapacitated, linked to your handy remote control! That'll keep your new conquests in line! Unless they decide to mutiny. Which does happen. So watch out.

I'm also starting something called "Fortnight Discussions". With each bi-weekly update of the game, I'll post a thread in the discussion forum asking for feedback on some specific feature. The first of these can be found here: Difficulty Levels

Alpha 28
New Features and Content
  • Added support for Alienware Alien FX, which causes Alienware keyboards to light up in flashy ways during gameplay. This can be turned off in Gameplay Settings.
  • Slavemaster is now a playable character
  • Special Ability "Enslave" added
  • Taser item added
  • Status effect “Electrocuted” added
  • Trait "Ideological Clash" added
  • Trait "Poor Hand-Eye Coordination" added

  • New Korean translations added

  • Slavemaster

  • Player always stops pointing their gun when the “Operating...” bar is present
  • Fix for player identifier circle appearing in the incorrect position if the player was Shrunk or Diminutive while underwater
  • When Shapeshifter possesses someone, their eyes become red
  • Fix for geyser of blood appearing on multiplayer client when Cannibal ate someone
  • Fix for knocked-out people on multiplayer client not always having their eyes closed
  • Fix for dizzy stars sometimes not appearing over the heads of knocked-out people on multiplayer client
  • Fix for dizzy stars animations sometimes appearing ‘out of sync’
  • Fix for sleep Z’s not appearing on multiplayer client
  • Fix for bullets being nearly invisible in Werewolf mode

UI / Controls
  • Player’s character type now appears on Stats screen
  • Fix for an NPC’s map marker disappearing after they teleport
  • Fix for Context Buttons interface getting glitchy when there were too many buttons
  • Fix for incorrect item slots flashing when an item is equipped when the “use item on object” interface is present
  • Fix for “Mission Complete” notification appearing a bit too quickly when objects were destroyed for a mission
  • Made it less easy to accidentally cancel out of handcuffing someone if you were spamming right-click
  • When selecting Object Context Buttons, pressing Up on the first button brings you to the bottom of the list and vice versa
  • Inventory slot “cost” text moved slightly up so as not to obscure the image as much
  • Fix for inventory items sometimes disappearing when assigning toolbar slots with Auto-Sort Inventory set to Off
  • Fixed incorrect character being initially selected in Character Select in multiplayer mode when Shapeshifter player died while Possessing another character

Playfield Objects
  • Fix for vertical-facing Bars/Fence appearing weird sometimes
  • Fix for Gas clouds being able to affect people from behind walls if the person hugged the wall
  • Hacker can’t clone a person by hacking the Clone machine if they have reached their follower limit
  • Turret does not shoot at Vampire when Security Cam detects someone
  • When hacking Cameras and Turrets, the interface now indicates the current setting to the player (i.e. whether turret is targeting owners or non-owners)

  • Fixed bug where Wrestler picks up a weird looking item and tosses “E_TossItem”
  • Fixed some important bugs relating to the instantiating of items when there were more than 50 items in existence. This may fix some random problems
  • Fixed issues relating to equipped items at the beginning of levels causing various bugs
  • Fix for issue where Shopkeeper purchasing a weapon directly from an NPC’s hands would cause the weapon to appear equipped in the inventory without actually being equipped
  • Fix for Slave Helmet sometimes not exploding when they Slave went too far out of range of its Slavemaster
  • Slave Helmet does not blow up immediately after its wearer dies, it takes a second now
  • Slave Helmet cannot blow up while the wearer is falling into a hole
  • Slave Helmet no longer drops to the ground after a Slave is freed
  • Slave Helmet produces Normal sized explosion instead of Big one
  • Slave Helmet Remote now blows up multiple owned Slaves at once
  • Slave Helmet Remote cannot be dropped when in the possession of Slavemaster
  • Fix for Gorilla not being able to use Oil Container
  • Oil Container does not disappear from the player’s inventory when it runs out
  • Cigarettes and Cigarette Lighter are available as loadouts and from the Item Teleporter
  • Doctor can now throw Banana Peels
  • Ammo Processor and Kill Ammunizer can no longer be used on Oil Container
  • Fix for player exiting Cardboard Box when walking over dead bodies
  • Fix for head-based armor not being properly equipped on NPCs brought to the next level

Status Effects / Traits / Special Abilities
  • Fix for issue introduced in Alpha 27 where player would not receive health bonus for gaining a level if the level was gained after the floor was finished
  • No longer possible to gain extra health from leveling up while dead or a ghost
  • Fix for player being able to transform into Werewolf immediately after returning to human form if the Special Ability button was pressed quickly enough
  • Fix for player being able to Possess a person a second time after leaving their body if the Special Ability button was pressed quickly enough
  • Jock stops Charging when teleported
  • Fix for client being Tranquilized and countdown numbers not appearing for host or other clients
  • Fix for issue where, if a Shapeshifter who was Possessing someone was knocked out and then killed before they woke up, they would not Depossess properly, and would become a ghost instead
  • Fix for Gorilla being able to do multiple lunges without charging if the Special Ability button was pressed at the exact right time
  • Fix for Shapeshifter becoming a normal-sized human after Depossessing while Shrunk or Giant
  • Player does not lose most status effects when knocked out. Rather, they are only paused.
  • Fix for Jock falling down immediately if a wall was behind him when beginning a Charge
  • Doctor’s Chloroform cooldown reduced from 10 seconds to 5

  • Fix for “can’t do” sound effect sometimes playing when cycling to Fist

General Gameplay
  • Fix for Shapeshifter player disappearing after possessing a Slave and falling into a hole
  • NPCs can no longer bump Cannibals out of their hiding spots if they walk on top of their position

Stats / Unlocks
  • Fixed issue where if the Shapeshifter entered the elevator while possessing a person, that person would be counted as an “angered” person in Stats
  • Alerted stat does not increase when the Rage poison is used on someone

  • Fix for missions being failed if the NPC holding the item teleported

  • Fix for Cop losing XP for killing hostile NPCs in Everyone Hates You
  • In Low Health mutator, players now only need 10 health to revive a teammate rather than 20
  • Fix for sleep Z’s in Rogue Vision not disappearing when a not-in-vision NPC got up and started walking around

Level Generation
  • Fix for Trash Barrels and Vending Machines occasionally blocking the player’s path when a wall was nearby diagonally
  • Fix for Air Conditioners sometimes spawning directly next to each other and blocking the player’s path

Artificial Intelligence
  • Fix for prisoners sometimes walking back to prison after escaping
  • Fix for Cops not becoming Hostile after seeing the player Tranquilize someone or shoot them with a Water Pistol
  • If you own a Slave that is Aligned with someone else, that other person will become hostile toward you
  • Slaves no longer refuse to obey your “Attack” commands on the grounds that they “would get killed”
  • Fix for NPCs sometimes not attacking the player if they became Hostile while they were Loyal towards the player
  • Fix for non-partied NPCs sometimes following invisible players
  • Fix for NPCs not giving the player normal interaction options after being rescued for a mission
  • Fix for NPCs not being able to sell items to the player after being possessed by Shapeshifter
  • Fix for NPCs sometimes running into walls after being Depossessed from Shapeshifter. Might have fixed some other cases of this occurring as well
  • Fix for party members who become hostile towards the player sometimes appearing again on the next floor
  • Fixed cases where a Hostile person would not attack the player if they became Hostile when the player was extremely close
  • Fixed cases where a party member would become hostile toward another player but not attack them
  • Cops do not care about crimes committed by friendly/loyal people
  • Fix for NPCs being able to hear certain crimes while having the “Hearing Blocked” status effect
  • When commanding groups of people at the same time (“All Attack”, etc.), only those that speak your language will obey
  • If a person A is hostile toward person B and person B is Aligned to the person C, person A will only become hostile toward the person C if person B is in person C’s party. In the previous update, this only applied to Loyal people and not Aligned people. Also, the employment rule is now only necessary if person B or C is a player, and not if both are NPCs
  • NPCs who are Loyal toward the player don’t mind the player committing small crimes toward them, like stealing their stuff.
  • NPCs that you are rescuing for a mission will not go out of their way to attack Turrets, Fire Spewers, etc. due to the probability of them getting themselves killed.
  • Fix for Prisoners sometimes running into their cell doors when the prison wall has been destroyed
  • No longer possible for someone to quit your party due to low health, and then join again with full health if their health was within a certain small range.
  • Not being able to hire NPCs with low health now extends to all classes, whereas before this only applied to gangsters
  • Party members will take a bit more damage before they decide they’re too hurt to continue
  • Fix for NPCS being rescued for missions not always obeying Attack commands properly
  • Fix for NPCs standing still when being told to Stand Guard behind a locked door

  • Fix for endgame stats screen not stating the cause of death properly when a Jock charged into a wall killed himself
  • Fix for Stats screen sometimes showing the player’s killer as “E_ObjectAgent” when player was killed by Generator explosion
  • Changed G-P-Yessss description slightly to be more clear
  • Werewolf no longer says human dialogue when attempting and failing to teleport

  • Fix for NPCs not being interactable on client after certain status effects
  • Fix for clients sometimes not receiving skill points or mission credit for killing NPCs
  • Fix for issue where it was sometimes possible for client to interact with NPCs if they were being arrested or being bitten

  • Potential fix for issue where people’s save data could be deleted on rare occasion. At worst, there’s now a rare chance that a save could fail, but this shouldn’t affect your existing data.

  • Lots of preparation for incoming new batch of sound effects

Alpha 28b
  • Fix for game occasionally getting stuck at 87% loading on Park levels.
  • Fix for Slave Helmet Remote having 0 charges when a Slave was purchased.

Alpha 28c (6/30/17)
  • Fix for Taser not working properly if the player exited a level while it was recharging.
  • Fix for Taser not working properly if the player resumed a saved game.
  • Fixed a few other issues with items not having correct properties when saved games were loaded.
  • Taser no longer recharges while certain events are occurring to the player, such as teleportation or being knocked out.
  • Taser can no longer be refilled at Ammo Dispensers.
  • Taser's recharge counter appears correctly when being viewed in the "Use Item On Object" variation of the inventory
  • Taser and Tranquilizer Gun are available as Loadout items, and within the Item Teleporter.
  • Fix for non-Slavemasters being able to sell Taser at high prices if they sold it while it was recharging
  • Fix for Slave Helmet Remote not working for multiplayer client Slavemasters after they died and resurrected.
  • Fix for Slave Helmet Remote not losing charges on multiplayer client
  • NPCs chosen to hate the player based on "Ideological Clash" are the same for all players who have this trait.
  • Slaves can now be commanded to attack NPCs with whom they are Aligned, and objects that they own
  • Fix for Slaves not being freed when multiplayer client Slavemaster died
  • If a Slavemaster player is killed and resurrected, their former Slaves will be hostile toward them
  • When NPCs are Enslaved by a player, they become Neutral toward other players instead of sometimes becoming Hostile.
  • Chance of Slave mutiny reduced by a bit
  • "You're Free" button moved to bottom of context buttons when you didn't purchase the Slave
  • Now possible to ask Enslaved people for items instead of needing to bribe or threaten them
  • Fix for enslaved people that are set free just wandering around afterwards instead of going back to their normal routine
  • Fix for enslaved Slum Dwellers attempting to walk away after causing a Ruckus
  • Fix for player being able to receive multiple bonuses on Armor items when transferring them to different inventory slots while Auto-Sort was turned off
  • Fix for Armor items not appearing on the Character Select screen list
  • Fix for "Break Out" quests being uncompleteable if prisoner was blown up by an explosion at the exact same time he was released from prison (typically by a wall being blown up)
  • Added more safeguards to hopefully prevent the stupid E_TossItem bug. So stupid.

Alpha 28d (7/1/17)
  • Added safeguards to ensure that NPCs cannot melee attack other NPCs who are being arrested/enslaved, particularly during periods of online lag
  • Added safeguard to hopefully prevent issue with Taser unequipping when fired
  • Fix for Wastebasket in Home Base appearing as “E_Wastebasket” and only appearing sometimes
  • Fixed issue with some NPC types attempting to leave the player’s party due to low health when enslaved
  • The only types of NPCs who will refuse to go on due to low health, are NPCs who will also refuse to come with you to new levels
  • Fix for bars/fences appearing at incorrect angles on multiplayer client
  • Fix for slaves going back to their normal routine after one of their owned doors was destroyed
  • When you tell NPCs to stand guard somewhere they they can’t get to (like behind a laser), they’ll inform you of this
  • Fixed Slavemaster being able to sell Taser
  • Fix for player being able to get infinite XP if they kept enslaving and freeing someone

58 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

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 10.8+
    • 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
Customer reviews Learn More
Very Positive (515 reviews)
Very Positive (1,292 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
698 reviews match the filters above ( Overwhelmingly Positive)
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...