Luttez, faufilez-vous et piratez pour progresser dans des villes générées aléatoirement. C'est comme si Nuclear Throne rencontrait Deus Ex, avec un peu du côté anarchiste de GTA. Quand un rogue-lite se prend d'affection pour un sim immersif, tout part de travers.
Évaluations récentes :
très positives (90) - 98% des 90 évaluations des utilisateurs dans les 30 derniers jours sont positives.
Toutes les évaluations :
extrêmement positives (1,614) - 95% des 1,614 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution :
10 mars 2017
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Jeu en accès anticipé

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

Remarque : ce jeu en Accès anticipé peut changer ou ne pas changer de façon significative. Si vous n'êtes pas enthousiasmé de jouer à ce jeu dans son état actuel, vous devriez peut-être attendre que le jeu se développe davantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'accès anticipé ?

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

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

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

“No solid release date has been set at the moment. 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!”

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

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

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

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

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

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

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

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

Acheter Streets of Rogue Collector's Edition

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

 

Mises à jour récentes Tout voir (32)

19 octobre

Alpha 36 - Expanded Downtown

Like the title says, this build has a bunch of new additions to the Downtown level, including a first pass at an Arena. I’ll likely do more with that later, it’s a little on the bare-bones side at the moment. Anyways, the changelog should speak for itself! As usual, let me know what you think of the new stuff in this thread.

This week’s Fortnight Discussion: Disasters! Streets of Rogue needs more of them. But… what?

Alpha 36

New Stuff
Levels
  • Game is now playable through 4-2

Music
  • New Track “Floor 4-2 Groove is in the Blood-Pumping Organ of an Animate Being”, also added to soundtrack owners’ libraries

Building Types
  • Mall
  • Arena
  • Music Hall
  • Movie Theater

Objects
  • New blue laser emitter type that acts as a Metal Detector (actually it detects any weapon in your inventory)
  • Movie Screen
  • New Conveyor Belt type for Malls with slightly different functionality

Traits
  • Added trait “Upper-Crusty”

Everything Else
Localization
  • Many Spanish translation fixes

Characters
  • Initial scripting for Arena fights implemented
  • Classes within Malls have the ability to sell the player things that they previously did not
  • Bouncer gives the player the ability to drop their weapons in front of Metal Detector Laser Emitters
  • Comedians can tell jokes to Music Hall patrons
  • Thief can pop out of Manholes and pickpocket the player. Other characters may pop out as well...

Graphics
  • Fix for “Falling into hole” animation of multiplayer clients not playing properly for host
  • Fix for players appearing to float permanently if they died in a body of water and returned as a ghost
  • Fix for Supercops, cloned NPCs, etc. not displaying particle effect or sound effect when spawned on multiplayer client
  • Glass walls are slightly more transparent

UI / Controls
  • Fix for instances on multiplayer client where optional mission objectives would not be indicated on the minimap
  • Fix for the mouse collider box attached to NPCs hidden in objects like Bushes sometimes blocking the object, despite the NPC being invisible
  • Fix for player not being able to hide “combine” target after right-clicking a Combine item in the toolbar while the inventory was closed

Playfield Objects
  • Fix for being able to knock on certain doors where this should not have been possible
  • Fix for Manholes sometimes appearing on top of people rather than beneath them
  • Fix for Hole not always appearing on multiplayer client when Well is destroyed
  • Crushers shouldn’t go through walls as much, if at all
  • Fix for multiplayer client not being able to make offering from Altar

Items
  • When players are mugged by Mobsters, they can get their money and items back by killing the Mobster

Status Effects / Traits / Special Abilities
  • Players can now pickpocket other players in online games

Gameplay
  • Fix for player not being able to teleport while swimming in Canals

Level Generation
  • Minor fixes to placement of certain outdoor walls

Missions
  • Fix for instances where multiplayer missions could not be completed from the multiplayer client

Mutators
  • Supercop, Mobster and Upper-Cruster can no longer appear on “New Character Every Level”

Artificial Intelligence
  • People are now capable of sitting in chairs
  • People have the ability to “own” an entire building where different rooms have different owners as well -- such as the owner of a Hotel
  • People are better at getting their bearings in regards to pathfinding after being knocked back
  • Fix for NPCs not always being able to see multiplayer clients when host was not in the vicinity
  • Fix for NPCs in certain buildings getting hostile toward the player upon seeing them when the rest of the building would only become Annoyed
  • Fix for people hidden in objects like Bushes becoming visible when Ghost players bump into them
  • Mobsters no longer ask players who Can’t Speak English for money

Engine
  • Updated Unity engine from 2017.1.0p2 to 2017.2.0f3

Other
  • Updated 2D Toolkit plugin from 2.5.8.5 to 2.5.8.7
  • Updated Rewired plugin from 1.1.7.5 to 1.1.7.8

Internal
  • Bunch of physics modifications to keep things running smoothly on the new version of Unity
  • Some multiplayer modifications for the new version of Unity
  • Extra multiplayer cleanup, got rid of a bunch of internal errors

Alpha 36b
  • Fix for Turrets not shooting in the correct direction
  • Fix for NPCs not getting angry when you chloroform their friends
  • NPCs are slightly more reactive to the player hitting their friends
  • Thieves who pop out of Manholes are considered Guilty
  • Fix for people standing next to chairs as their default goal instead of sitting in them if you kill the Comedian they were listening to
  • Fix for not always having to chloroform people from behind when they are sitting in chairs
  • Fixed some AI pathing issues in the Arena
  • Thief no longer steals heavy weapons from players, since they tended to use them on the player immediately, which felt kind of cheap
  • Real fix for Mobsters mugging people with Can’t Speak English
  • Fix for players not being able to teleport after killing the mobster trying to mug them and remaining in their vicinity
  • No longer possible for NPCs to close automatic Arena doors
  • Guards no longer investigate noises heard in the Arena
  • Adjustments to which weapons the Metal Detector will detect

Alpha 36c
  • Fix for NPCs remaining in sitting position if they are killed while sitting in a chair
  • Fix for Shapeshifter not being able to Possess NPCs who are sitting
  • Fix for NPCs not sitting if they were Possessed and then Unpossessed and returned to their seats
  • If player Possesses an NPC who was listening to Comedian, the possessed character will not laugh at the Comedian’s jokes while under player control
  • NPCs will not laugh at jokes of they are Dizzy or Frozen
  • Fix for City Park areas of Downtown being considered an Indoor location, preventing teleportation
  • Fix for shadows appearing underneath Invisible NPCs if they jumped out of water
  • Fix for Overpowered text appearing when it should not have, and vice versa
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5 octobre

Alpha 35 - Downtown Level v1



Level 4 is finally here! Well, partially! As of right now, Downtown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Downtown especially! A bunch of the new Downtown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 4-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.

This week’s Fortnight Discussion: Altars and Sacrifices. A roguelike staple, Altars have just recently made their way into Streets of Rogue. But… how should they actually work??

Alpha 35

New Stuff
Levels
  • Game is now playable through 4-1

Art
  • Lots of new wall and floor art for Downtown levels

Music
  • New Track “Floor 4-1 Hit Me With Your Best Rock”. The mp3 has been added to soundtrack owners’ libraries. More tracks will be coming when 4-2 and 4-3 are added.

Achievements
  • Unlock Elevator Access - Downtown
  • Downtown Diva (you can’t actually achieve this yet, since it requires you to complete Level 4-3 which does not currently exist)

Non-Playable Characters
  • Supercop
  • Upper-Cruster
  • Mobster

Environments
  • Canals
  • Dance Club
  • Church
  • Hotel
  • City Park

Objects
  • Police Box
  • Alarm Button
  • Train
  • Speaker
  • Turntables
  • Altar
  • Manhole
  • Metal Detector

Everything Else
Performance
  • Bunch of improvements (yep, I’m still at it)

Graphics
  • Fix for weapons not appearing in the player’s hands when a saved game is loaded (only fixed for games saved in Alpha 35)
  • Potential fix for pink sprite appearing in place of crushers
  • Fix for Taser bullets sometimes appearing the wrong color
  • Yet another attempted fix for generators not always disappearing after exploding
  • Attempted fix for people sometimes appearing weird on multiplayer client
  • Fix for frozen people (from Freeze Ray) playing walk animation sometimes

UI / Controls
  • Fix for local coop players’ UI sometimes appearing at the wrong zoom level
  • Fix for people not always being tracked properly on the minimap on multiplayer client

Playfield Objects
  • Fix for multiplayer clients not causing Fire Hydrants to spray on the first hit

Items
  • Fix for Haterator not working properly
  • Fix for Ammo Stealer not removing a person’s ammo when used from the multiplayer client

Sound
  • Sounds from a level can no longer play after the level has ended and the screen has faded out

Gameplay
  • People should fly through walls without breaking them less often

Mutators
  • Fix for people and objects not being visible in Rogue Vision after accepting a mission

Other
  • Updated Rewired plugin from 1.1.5.3 to 1.1.7.5

Alpha 35b (10/6/17)
  • Fix for local coop interface elements appearing at the wrong size (or not at all) on certain resolutions.
  • Fix for "Ghost Bullets"
  • Supercops now begin with 2 weapons
  • Fix for Supercop not initially equipping weapons when Auto-Equip was turned off in settings
  • Fix for Flamethrower and Water particle effects sometimes appearing improperly
  • Fix for Fire Hydrant sometimes appearing at the wrong angle on multiplayer client
  • Fix for multiplayer clients sometimes being able to shoot corpses
  • Fix for mission screen items not being visible if Player 2 opened the screen before Player 1
  • Killer Robot can no longer be zombified
  • Can no longer command your followers to attack Police Box (it’s mostly indestructible)

Alpha 35c (10/7/17)
  • Fix for Downtown levels occasionally getting stuck at 87% loading
  • Fix for start and end points in Downtown not always appearing at the northmost and southmost points on the map
  • Fix for areas of Downtown sometimes being inaccessible and surrounded by walls
  • Fix for Shotgun bullets appearing too bright
  • Fix for camera not following target when player aims with thrown items using the gamepad
  • Fix for Crushers leaving behind their shadows when reverting into walls
  • Fix for Shunk people being killed by walking into dead people
  • Fix for toolbar slot numbers not always updating properly when ammo or durability is depleted
  • Fix for objects thrown by Wrestler not adding to Destruction stat
  • Fix for objects sometimes leaving behind a white sprite after being picked up by Wrestler

Alpha 35d (10/10/17)
  • Another fix for Ghost Bullets in multiplayer games (hopefully a better one this time)
  • Fix for mission markers not always appearing for multiplayer clients upon starting new maps
  • Fix for followers sometimes refusing to exit buildings where the door was locked but opened

Alpha 35e (10/11/17)
  • Fix for Ghost Bullets in multiplayer games for players who have turned lighting completely off.
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À propos de ce jeu

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

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

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



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

    La Puissante Table des Caractéristiques


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

Configuration requise

Windows
Mac OS X
SteamOS + Linux
    Minimale :
    • Système d'exploitation : Windows 7 or Later
    • Processeur : Dual-Core Intel or AMD processor
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espace disque : 300 MB d'espace disque disponible
    Minimale :
    • Système d'exploitation : Mac OS X 10.8+
    • Processeur : Intel Dual-Core
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espace disque : 300 MB d'espace disque disponible
    Minimale :
    • Système d'exploitation : Ubuntu 12.04+
    • Processeur : Intel Dual Core
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espace disque : 300 MB d'espace disque disponible

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