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:
Overwhelmingly Positive (275) - 96% of the 275 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (2,377) - 95% of the 2,377 user reviews for this game are positive.
Release Date:
Mar 10, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access allows players to help shape the game in a way that’s never been possible before -- and Streets of Rogue is EXACTLY the sort of game that can greatly benefit in this regard. The game's world is super goofy and chaotic, and lends itself to having a wide variety of weird and wacky content. This, combined with the open-ended nature of the gameplay, means that if anyone has a suggestion for something cool they want to see in the game (items, character types, playfield objects, etc.), there's a very good chance I'll be able to add it!

Streets of Rogue is already a living example of how games can benefit from early releases. The game was in free open alpha for almost a year and a half prior to its Steam release, and it really couldn’t have gone much better. Player response was fantastic, and very useful to me throughout the course of development.”

Approximately how long will this game be in Early Access?

“No solid release date has been set at the moment. The game is planned to graduate from Early Access in the Summer of 2018, though it’s impossible to say for certain. And remember that Streets of Rogue is the sort of game that can continue to grow even after an Early Access period!”

How is the full version planned to differ from the Early Access version?

“The full version will contain a lot more content than the Early Access version: Levels, characters, items, objects, music, etc. While the Early Access version has enough content to keep you busy for a long time (some players of the open alpha have reported 100+ hours), I have PLENTY more planned for the full version. I will also be putting a significant amount of effort into improving game balance.”

What is the current state of the Early Access version?

“The core game is extremely playable and polished. Though it may contain a few more bugs than I’d like, most of these aren’t the sort of bugs that will break your game. It’s more the “banana transforms into a stove for no reason” variety. Most of the major planned features are implemented and working, such as local and online coop, unlockables, and game mutators. Online coop will likely have more bugs than other game modes.”

Will the game be priced differently during and after Early Access?

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

How are you planning on involving the Community in your development process?

“Anyone can submit feedback through the forums, on our Discord channel, or through an in-game feedback form that ties directly to my email account. Community bug reports have proven to be invaluable during the game’s open alpha, and I am constantly jotting down players’ suggestions for game content.”
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Includes 2 items: Streets of Rogue, Soundtrack

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Recent updates View all (41)

January 11

Alpha 42 - Bugfix Update

Just a small update this week with some bug fixes. I’ve mostly been working on stuff for Level 5, the first version of which should be playable in the January 25th update if all goes well.

Also, Streets of Rogue will be at PAX South this weekend! I won’t be there (hopefully I’ll find time to come to one of these shows in the near future), but say hello to the tinyBuild crew!

This week’s Fortnight Discussion: The Home Base. What would you like to see there?

Alpha 42
UI / Controls
  • On the LAN screen, client IP address is automatically detected
  • Fix for camera sometimes not focusing in the correct spot when interacting with objects in three- or four-player mode when only one player is alive
  • Fix for camera focusing on wrong player in three- or four-player mode when the only living player chooses a throwable item
  • Fix for second target image that appears when aiming on gamepad with guns/throwables appearing too dark in split-screen modes
  • Fix for game freezing when starting Daily Run after turning Fan Translations on
  • Fix for Twitch voting sometimes ending early before votes were cast in online multiplayer mode
  • Fix for charge-up attacks being cancelled on freeze frames

  • Supercop speed reduced from 4 to 3

  • Fix for NPCs’ bodies and arms sometimes looking weird for a bit after teleportation

Playfield Objects
  • Fix for steel doors not blocking explosions properly
  • Fix for Loadout-O-Matics sometimes not getting items properly after loading saved games
  • Fix for line-of-sight issues when two objects are directly adjacent to one another, including explosions occasionally not hitting objects they were supposed to
  • Potential fix for player falling into trap door and then spawning on an adjacent trap door, causing a loop of falls. Same goes for Manholes.

  • Potential fix for items sometimes not appearing on multiplayer client

Status Effects / Traits / Special Abilities
  • Fix for instances where the player could not use Camouflage despite not being in NPCs’ vision
  • Fix for NPCs not always being Zombified when hit with melee attacks from multiplayer clients
  • Fix for player being able to hack Killer Robot after its death, which could cause interface errors

Level Generation
  • Better randomization of level start and end points
  • Fix for NPCs in gas-spewing buildings sometimes starting without a Gas Mask

Artificial Intelligence
  • Fix for Supercops sometimes getting stuck near the Police Box and not disappearing
  • Fix for some instances where NPCs would pause to let Fire Spewers finish when the fire was blocked by a wall

  • Added proper description for Perfumorous

  • Created new Show Floor version of the game for PAX
25 comments Read more

January 6

Goals for 2018!

THAAAAAANKS for a great 2017!
Hate reading? Watch this preview in video form!

However, 2017 can absolutely go tongue-bathe a gorilla, because 2018 is set to be an even bigger year for Streets of Rogue. This game has been in development for 4 years, and despite some gray hairs and the atrophy of every single part of my body, I'm still going strong!

My Goals for 2018

First off, please don't take this list as gospel -- these are GOALS and not absolute plans or promises, so keep in mind that I can't guarantee for certain that all of these things are going to happen. If you look at my list from last year, my plans don't completely match up with my accomplishments. But, I like to be transparent about the game’s progress, so here ya go.

This list is me saying "Yeah I think I can probably get this done, but hopefully I don't get a flesh eating virus or an especially bad stomach ache or something that just really puts a dent in my plans." For those that don’t know, I (Matt) am the only person working on this game full-time. So yes, a stomach ache could actually have that effect on productivity.

Launch of Streets of Rogue 1.0
The current plan is for Streets of Rogue to exit Early Access at some point in the summer of 2018, depending on how I feel about the game’s state at that point. But what does 1.0 actually entail? Basically, the game will be playable from beginning to end, and will contain enough content that I consider it a complete experience where no major part of the core game feels undercooked. However, I will not be ceasing development once the game has launched. Much like Binding of Isaac and other games of its ilk, Streets of Rogue could always benefit from more content. As a developer, I'll probably never be satisfied with it.

The final major level variety in the game, spanning floors 5-1 to 5-3. I'm working on this right now. You can throw me suggestions in this thread.

Final Encounter and Ending
What form will this take? Who knows???... no seriously, I'm still not sure. I should probably get on that. Again, there was a forum discussion about this awhile back.

Big Quests

Long-time Streets of Rogue players will recognize the "Big Quests" space from the Character Select and Map screens. Each character class will be getting their own personalized mission spanning the whole game. It's not too late to contribute to that discussion either.

Mission Variety
Streets of Rogue's missions tend to be on the basic side, and that's the way I want to keep things. Most RPG missions boil down to "go here, kill a thing, steal a thing, escort a Wild Thistle Boar, protect a thing", and a few more. Developers gussy these up with flavor text and such, but the actual activities that the player completes are usually pretty similar. Streets of Rogue's missions leave out much of that flavor in the interest of streamlining and avoiding repetition. However, there is plenty of room for additional variety in Streets of Rogue's framework. For example, there's no reason that "flip 3 switches" missions have to appear so often. Those switches could be swapped out for destructible objects or something else. Just one wholly unexciting example. I'll be looking further into this.

Building Variety
There is too much repetition in building layouts right now. That needs to change.

There aren't enough of them. I hate that. Seriously, it's one of my biggest pet peeves when playing through the game to see the same disasters over and over again. So, I'm gonna add more. There was an awesome Fortnight Discussion awhile back with plenty of great ideas, so I'll have no shortage of material to work with.

Existing Levels
I still have plenty of ideas on how to make the 5 different level varieties more unique and varied from one another. Expect to see plenty of changes both large and small.

The selection of items in the game has been somewhat stagnant since the game entered Early Access. While there are loads of items available, I have a HUGE and growing list of items that I could potentially add to the game. These generally don't take very long to add in comparison to other pieces of content, it's just that "item variety" hasn't been an area of the game that I've felt has been half-baked in the way that other areas were. So, it hasn't gotten a lot of my attention. This will change, though it may not be until post-1.0 that I have the chance to REALLY start adding some crazy variety.

Traits and Status Effects
You can never have enough of these! NEVER!

Playable Characters

I will definitely get some more playable characters in the game before it hits 1.0. Eventually, I want to get ALL of those slots you see on the Character Select screen filled.

Additional NPC Behaviors
In one of my Fortnight Discussions awhile ago, I asked for suggestions on NPC behaviors. It's something I've been wanting to work on for awhile, and hopefully I'll get the opportunity in the coming months.

I love these, and I want to add some more. They change up the gameplay a lot, and they're typically not very hard to implement. Well, except for Rogue Vision. In terms of bugs caused, that was the "Shapeshifter" of mutators.

Achievements and Unlocks
Yes, I know, you should get an achievement for killing the Killer Robot. Other stuff too. I'm on it.


What secrets? Who said there'd be secrets???

Home Base Extras
I've got some ideas. Customization and expansion of the home base are possibilities. It's often hard to justify putting too much time into this when other more pressing areas of the game need my attention, but it's on my radar.

Leaderboards for Daily Run
I've been tinkering with this off and on, and will likely require a good bit of experimentation and player feedback before I'm satisfied with it. Basically, the biggest challenge is finding a way to effectively score the game without players exploiting it to death. It'll likely be measured by XP and time taken in a level, and possibly other factors. This may or may not hit before 1.0 as I haven't seen a lot of demand for it, but we'll see.

Bug fixes and Balance
Fixing bugs and making balance changes is a never-ending process. This is especially true when you have as many disparate systems interacting with each other as Streets of Rogue does. I spent a pretty large chunk of 2017 on this stuff, and while there's plenty more to do (especially on the online multiplayer side), I hope to spend less time in 2018 whittling down my bug and balance lists.

Pretty-fying menus, and other out-of-game aesthetics
This has never really been a priority of mine because, well... I'd rather work on things that actually affect the gameplay. But, I do recognize that people have bigger expectations of a completed game than the extremely basic looking work that I've done. So I'll try to improve things a bit pre-1.0. Hopefully. Well, if I have the time. We'll see?

Console Versions

If all goes well, Streets of Rogue will be available on multiple consoles at some point this year. "But won't this take away from development time on the PC version???" While it's difficult to say exactly how much time will be required of me, I will say that I already have the game up and running nicely on one of the major consoles, as a result of my optimization efforts last year. There is always potential for me to hit a snag or three, but porting Unity games to new consoles is not rocket science. Hair-pullingly frustrating at times, but doable. A second port is in development at tinyBuild right now. Could there be a third? I don't think I'm supposed to talk officially about which consoles the game is coming to yet, so let's just say Jaguar, Vectrex and Gizmondo for the time being.

Modding, Workshop
This will most likely happen post-1.0. Time permitting, I'd like to have something or other in sooner, but I also don't want to make any definite promises just yet regarding timing or the specifics of what sort of modding would be available. Clearly there is demand for this.

If you tried to read my list of things I want to implement into Streets of Rogue, you wouldn't be able to make it to the end. This is because you'd definitely die before you finished it. If it wasn't obvious, what I'm trying to say is, it's really long.

Yeah I should probably do this at some point after 1.0 launch.

Loot Boxes

I know how much you kids love loot boxes, so for $6.99 real world dollars, you will receive a crate full of wonderful goodies! These will most likely be cigarette lighters and rocks and maybe a codpiece or something, so as not to unbalance the game too much, as game design ethics are very important to me! Monetization! User acquisition! Business things! Since I know someone out there is going to take this seriously, let me state very clearly that


How can I help?
Keep sending bug reports and suggestions through the forums, Discord, Twitter, and the in-game form. Feedback from y'all has been incredibly crucial in making the game what it is today, and I'm always very appreciative of your efforts. Also, be sure to tell your friends about the game. While Streets of Rogue has been great success so far, it's still somewhat "under the radar" in most of the spots where I get my game-related news. If your grandma and her bridge group don't know about Streets of Rogue by the end of this year, that's a problem! So spread the word!


That's about it, happy 2018 everyone! Keep your feet on the ground, and keep reaching for the stars!
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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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