Kämpfe, schleiche und hacke dir deinen Weg durch zufällig generierte Städte. Es ist wie eine Kombination aus Nuclear Throne und Deus Ex, gemischt mit der Anarchie von GTA. Rogue-Lite trifft auf immersive Simulation und es wird total verrückt.
Nutzerreviews:
Kürzlich:
Sehr positiv (129 Reviews) - 94% der 129 Nutzerreviews der letzten 30 Tage sind positiv.
Insgesamt:
Äußerst positiv (712 Reviews) - 95 % der 712 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung: 10. März 2017

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Early Access-Spiel

Erhalten Sie sofortigen Zugang und bringen Sie sich in die Entwicklung ein.

Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu 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.”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

“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!”

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

“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.”

Was ist der derzeitige Stand der 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.”

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

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

Wie werden Sie versuchen, die Community in den Entwicklungsprozess mit einzubeziehen?

“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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Enthält 2 Artikel: Streets of Rogue, Soundtrack

 

Kürzliche Updates Alle anzeigen (20)

25. Mai

Alpha 25 - Playable Cannibal

By popular demand, the Cannibal is now a playable character. For the first time ever in Streets of Rogue, you can enjoy the perks of eating dead bodies. Rejoice. I've also added a bunch of fixes and changes to the Park area. Expect more in the future. But for now.....

....For the next couple of updates, I'll be switching gears to straight-up bug-fixing. Over the past couple of months since the game was released into Early Access, I've been primarily focused on addressing major issues and adding additional content. However, players have been doing an excellent job of reporting bugs to me -- so good, in fact, that if you were to print out my bug list, it would stretch across the United States and back 3 times. That is a lie. But it's still pretty huge.

Alpha 25
Characters
  • Cannibal is now a playable character
  • Soldier now has proper “Joined” dialogue instead of saying “E_Joined”
  • Fix for “E_HireAsProtectionVoucher” appearing when hiring Soldier with Hiring Voucher
  • Cannibal no longer has trait “E_Dumb”

Graphics
  • Ambient lighting added to Lakes
  • Fix for shadows being visible in Rogue Vision after characters jumped out of water while out of sight
  • Fix for shadows being visible in Rogue Vision while characters were underwater
  • Fix for light appearing on NPCs hidden in Bushes in Rogue Vision when playing as client
  • Fix for weapons appearing behind people’s hair

Interface
  • Fix for player’s name appearing as “Player (Player)” after Level 1
  • Bars and Barbed Wire Fences appear on Minimap
  • Fix for minimap not appearing when first starting online multiplayer games

Environment
  • Glass Walls

Building Types
  • Greenhouse

Playfield Objects
  • Killer Plant
  • Well (throwing money in doesn't do anything... yet)
  • Barbecue (can't cook things... yet)
  • Fireplace
  • Player can hide in Bushes by pressing Interact
  • Player Ghosts float over water
  • Ghosts’ movement is not affected by ice or water
  • Characters are better at determining which direction to jump when entering and exiting water
  • Status effects added to water bodies last 60 seconds instead of 90
  • Computers in certain buildings can be used to poison all water bodies in the level
  • No longer possible to teleport directly next to chests in the middle of hedge mazes, or other objects in the middle of outdoor “buildings” for that matter
  • NPC vision is blocked by Boulders and Trees
  • Trash Cans can no longer spawn in front of Doors and Windows (thanks to the 300 people who notified me about this)
  • Fix for not being able to destroy Bush with Flamethrower as multiplayer client
  • Fixed collider size on small boulders

Items
  • Keys for new building types no longer say “Key (E_…)”
  • Bear Trap does 15 damage instead of 20

Combat
  • Fix for melee hits sometimes not registering

Stats/Unlocks
  • Added Unlock for Cannibal
  • Added Achievement for Cannibal

Missions
  • “Destroy All” mission type added

Level Generation
  • Water bodies spawning near factories may be poisoned with random status effects
  • Water bodies spawning near factories may have Slime Barrels nearby
  • Fix for Water Pump spawning on top of other objects
  • Fixed bug where Graveyards and Hideouts could not appear in Park levels
  • Changes to level generation algorithm that allow me to better control the frequency of certain building types
  • Elevators can no longer spawn in the middle of Lakes
  • Level generation attempts to force each type of Vending Machine (Ammo Dispenser, Sell-O-Matic, etc.) to appear at least once per level

Artificial Intelligence
  • Fix for party members not wanting to follow the player through Water
  • NPCs are better at navigating owned outdoor “buildings” like Hedge Mazes and Caves
  • NPCs in a “wander” state now pause for a longer period of time after reaching their destination to allow the player a bit of time to react if they were attempting to sneak by them or something
  • Player can no longer command party members to attack Boulders, since they are (nearly) indestructible
  • Fix for NPCs continuing to avoid pathing through certain objects after they had been destroyed
  • Cannibals hiding in Bushes only pop out if the player is within their line of sight
  • NPCs no longer immediately become angry if the player shoots an owned fireproof object with the Flamethrower

Multiplayer
  • Fix for Home Base Elevator to higher floors not being usable

Engine
  • Updated to Unity 5.6.1f1
  • Updated Rewired plugin to 1.1.2.0

Alpha 25b
  • Fixed various issues with Cannibalizing on multiplayer client
  • Updated A* Pathfinding Project plugin from an ancient 2-year-old version 3.5.x to younger, hotter 4.0.10

Alpha 25c (5/26/17)
  • Fixed Holes sometimes not appearing in Park level Factories
  • Another fix for Vending Machines and Trash Barrels sometimes appearing in front of doors/windows. This one should cover 100% of cases.
  • Fix for NPCs spazzing out while investigating hackings, and in a few other cases
  • Fix for NPCs failing to avoid stepping on Floor Switches
  • Fixed NPCs failing to path over unopened Trap Doors

34 Kommentare Weiterlesen

13. Mai

Alpha 24 - Park Level v1



Yayy, the first iteration of the Park level has finally been added to the game! Bear in mind, it's still very much a work in progress, and and I have more new elements in the works. Not sure people will find the balance of this level in its current state (too easy/hard?), but I'm sure I'll find out soon! If you have suggestions for stuff you'd like me to add, feel free to post them in this thread. And as always, let me know if anything is buggy/broken!

Alpha 24
Levels
  • Park Levels 3-1, 3-2, and 3-3 added

Music
  • 3 New tracks added (mp3s are available to soundtrack owners)
  • Floor 3-1 Ace of La Boots
  • Floor 3-2 Do the Gorilla
  • Floor 3-3 Don't Stop Movin'! Like Really! Killer Robot is After You!

Level Generation
  • Lots of small and large changes made to level generation for Park levels.
  • Lamps and Trash Cans are now placed at random instead of being tied to specific level chunks
  • Fix for some issues where objects could be spawned in narrow passages that blocked the player’s path
  • Fixed a couple instances where fire pits could block the player from achieving objectives

Environment
  • Water Bodies
  • Frozen Water Bodies

Building Types
  • Cabin
  • Farm
  • Military Outpost
  • Hedge Maze
  • Cave

Characters
  • Cannibal NPC
  • Soldiers may now appear as NPCs
  • Free-roaming Gorillas

Wall Types
  • Cave
  • Hedge

Objects
  • Tree
  • Bush
  • Boulder
  • Small Boulder
  • Water Pump (needs art)
  • Barbed Wire Fence
  • Mine
  • Fixed issue where Overclocked Generator could not be destroyed after being hit with EMP Grenade
  • Added measures to prevent certain things like Fire from damaging the player multiple times within a short timespan

Items
  • Active Bear Traps may appear in the environment
  • Fix for a change in the previous build, where Rocket Launcher was supposed to have a lower monetary value in Rocket Launcher Chaos, but this instead occurred in Everyone Hates You

Achievements
  • Park President
  • Unlock Elevator Access (Park)

Interface
  • Fix for dark bar sometimes appearing over Win screen

Graphics
  • Fix for human eyes appearing on gorilla faces

Status Effects
  • "Slow" reduced from 30 seconds to 20 seconds

Artificial Intelligence
  • Lots of modifications to allow the AI to deal with new terrain types and objects
  • Non-owners will no longer try to walk through owned property, even if the walls have been destroyed

Engine
  • Game now pauses when minimized

Alpha 24b
Fix for Level 3 loading sometimes getting stuck. This bug was a mean SOB. I think it's fixed, but let me know if this happens in 24b.

Alpha 24c
Fixed a different and less common issue that was causing Level 3 loading to get stuck.

69 Kommentare Weiterlesen
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Über dieses Spiel

Streets of Rogue ist ein Rogue-Lite mit Spielerwahl, Freiheit und anarchischem Spaß. Das Spiel wurde inspiriert von schnelllebigen Rogue-Lites mit Draufsicht wie Binding of Isaac und Nuclear Throne und fügt freie, durch Experimente getriebene, neue Spielelemente von Rollenspielen wie Deus Ex hinzu.

Das Spiel findet nicht in einem Verlies statt, sondern in einer funktionierenden, prozessual generierten Stadt, in der komplexe Künstliche Intelligenz die Bewohner aller Gesellschaftsschichten informiert, die einfach nur ihren täglichen Aktivitäten nachgehen wollen.

Um weiterzukommen, muss der Spieler durch Einsetzen von besonderen Charaktermerkmalen, Gegenständen und Umgebung bestimmte Missionsziele erfüllen, in einer von ihm gewählten Art und Weise.



  • Wirst du als Soldat spielen, der erst schießt und danach die Fragen stellt?
  • Als schleichender Wissenschaftler, der Chloroform und Pfeile mit Betäubungsmittel verwendet, um die Opposition zu besiegen?
  • Als genialer Barkeeper, der selbst die äußerst einschüchternden Wachen davon überzeugen kann, ihn vobeizulassen?
  • Oder wie wäre es mit einem hyperintelligenten Gorilla, der andere eingesperrte Gorillas befreit, um eine kleine mobilisierte Gorilla-Armee zu bilden?

    Die mächtige Funktionsliste


    • Spiel das Spiel auf DEINE Art! Du willst niemanden töten? Das ist gut! Du möchtest Computer hacken? Da können wir dir helfen!
    • Die zufällige Generation von Welten und die TOTAL EXTREME Vielfalt an Spielverläufen bedeuten, dass du 600 Stunden lang spielen kannst ohne dich zu langweilen! Aber im Ernst, geh mal nach draußen!!!
    • Superfortschrittliche Künstliche Intelligenz, die deinen Mist nicht dulden wird! Überliste diese virtuellen Menschen und fühle dich deinem Computer überlegen!
    • Spiele als eine von über 20 (und es gibt immer mehr!) völlig verschiedenen Spielfiguren! Barkeeper, Wissenschaftler, Hacker, Gorilla – hey, dein Job ist wahrscheinlich auch dabei!
    • Eine unfassbar große Gegenstandsvielfalt! Schrumpfstrahlen, Hypnotisiergeräte, Get­to­blas­ter, Bärenfallen, Küchenmaschinen... Oh, und auch Waffen.
    • Mit Online- und lokalen Kooperationsmodi für 4 Spieler kannst du brutal gegen die Schläger UND die Einsamkeit vorgehen!
    • Führe eine Gang an, befreie Sklaven, trinke Bier, zerfetze Geister, werde zum Vampir, lasse Leute schrumpfen und zertrampele sie. So ein wahnsinnig abwechslungsreiches Spiel gab es noch nie.

Systemanforderungen

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Betriebssystem: Windows 7 or Later
    • Prozessor: Dual-Core Intel or AMD processor
    • Arbeitsspeicher: 2 GB RAM
    • Grafik: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Speicherplatz: 300 MB verfügbarer Speicherplatz
    Minimum:
    • Betriebssystem: Mac OS X 10.8+
    • Prozessor: Intel Dual-Core
    • Arbeitsspeicher: 2 GB RAM
    • Grafik: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Speicherplatz: 300 MB verfügbarer Speicherplatz
    Minimum:
    • Betriebssystem: Ubuntu 12.04+
    • Prozessor: Intel Dual Core
    • Arbeitsspeicher: 2 GB RAM
    • Grafik: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Speicherplatz: 300 MB verfügbarer Speicherplatz
Nutzerreviews Mehr erfahren
Kürzlich:
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Insgesamt:
Äußerst positiv (712 Reviews)
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