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 (112) - 97% of the 112 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,680) - 95% of the 1,680 user reviews for this game are positive.
Release Date:
10 Mar, 2017
Developer:
Publisher:

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Early Access Game

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

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

What the developers have to say:

Why Early Access?

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

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

Approximately how long will this game be in Early Access?

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

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

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

What is the current state of the Early Access version?

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

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

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

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

“Anyone can submit feedback through the forums, on our Discord channel, or through an in-game feedback form that ties directly to my email account. Community bug reports have proven to be invaluable during the game’s open alpha, and I am constantly jotting down players’ suggestions for game content.”
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14,99€

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Includes 2 items: Streets of Rogue, Soundtrack

Downloadable Content For This Game

 

Recent updates View all (34)

2 November

Alpha 37 - Even More Downtown Work

Suuuup.

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

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

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

Alpha 37

New Stuff
Levels
  • Game is now playable through 4-3

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

Mutators
  • Zombies Ate My Game Balance

Non-Playable Characters
  • Musician
  • Clerk

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

Objects
  • Jukebox
  • Power Box
  • Turntables functionality

Achievements
  • Downtown Diva achievement can be earned

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

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

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

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

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

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

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

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

Other
  • Created new Free version of the game for itch.io and GameJolt

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

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

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

24 October

Surprise Halloween Update!



As a li’l surprise for Halloween: The Zombie disaster has finally been added to the game! From now until Halloween, the first couple of “Level Disasters” you see in the game (you know, the ones that happen every 3 levels) will be full-on Zombie apocalypses.

Also, if you play the game between now and Halloween, the playable Zombie character will be automatically unlocked for you! And yes, you’ll even get the achievement! For doing LITERALLY NOTHING!

By the way, this doesn’t affect the bi-weekly update schedule. This is technically Alpha 36d. The next full update will still be on November 2!

Edit: Since like 15 people asked me about this, yes the disaster will still exist after Halloween is over, it will be added to the pool of disasters that may occur every 3 levels. In addition I'll be adding a mutator that makes zombies appear every level.
65 comments Read more
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About This Game

Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites like Binding of Isaac and Nuclear Throne, and adds free-form, experimentation-driven, emergent gameplay elements of RPGs like Deus Ex.

Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.

In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment.



  • Will you play as a soldier who shoots first and asks questions later?
  • A stealthy scientist who uses chloroform and tranquilizer darts to silently take down the opposition?
  • A genial bartender who can talk his way past the most intimidating of guards?
  • Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?

The Mighty Feature-List


  • Play the game YOUR way! Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered!
  • Random world generation and TOTALLY EXTREME gameplay variety means you can play for 600 hours and not get bored! Seriously though, go outside!!!
  • Super-advanced artificial intelligence that won’t put up with your crap! Outsmart these virtual humans and feel superior to your computer!
  • Play as over 20 (and growing!) wildly different types of characters! Bartender, scientist, hacker, gorilla — hey, your job is probably in there too!
  • Stupidly huge variety of items! Shrink rays, hypnotizing devices, boomboxes, bear traps, food processors.. Oh, and guns too.
  • 4-Player online and local cooperative modes lets you brutalize goons AND loneliness!
  • Lead a gang, free slaves, drink beer, gib ghosts, become a vampire, shrink people and stomp on them. The most insanely varied game ever made.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Minimum:
    • 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
    Minimum:
    • 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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