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 (443 Reviews) - 93% der 443 Nutzerreviews der letzten 30 Tage sind positiv.
Insgesamt:
Sehr positiv (1,322 Reviews) - 94 % der 1,322 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 (25)

27. Juli

Alpha 30 - Character Creation!

Yeaaaa, that's right, it's FINALLY possible to create your very own characters! Just click on the bottom slots in the Character Select screen to get started!

This is still very much a work in progress, so there are a few caveats:
- Saved characters may be deleted next build (August 10)
- Unlocks are disabled while playing as user-created characters.. for now.
- User-created characters do not work in online multiplayer mode.
- Many abilities and traits are not available right now.
- Point values were added very hastily and might end up getting changed a lot. Not a whole lot of balancing has been done.

There's also a new Fortnight Discussion up right now:
What is the final challenge/boss/whatever?

Alpha 30
New Feature
  • Character Creation

Graphics
  • Zombies have correct eye sprite after being arrested and killed

UI / Controls
  • Fix for NPC icons remaining on the minimap after they are transformed into Zombies
  • In 2-player local coop, switched color of split-screen transition effect from white to black so that it would appear less jarring
  • Players can now rebind many controls that were not available for rebinding before
  • Controller rebinding can be done from the initial setup screen before the game begins for the first time
  • Loadout menu includes the number of items that the player will receive

Items
  • Fix for thrown items sometimes dropping beneath the player instead of actually being thrown

Status Effects / Traits / Special Abilities
  • Jock no longer loses 5 Health when using his Charge ability
  • Fix for error occurring when Jock landed on the ground after charging into a wall, preventing sound effect
  • Flesh Feast cannot be used on Killer Robot
  • Player cannot receive “Big Bullets” when they are unable to use guns
  • Player cannot receive “Durabilitacious” when they are unable to use melee weapons
  • Zombies are seen as “Guilty” by Cops

Gameplay
  • Fix for players not falling into holes if they were running at extremely high speeds due to “I’m Outtie”

Missions
  • Can no longer receive missions where you need to kill someone of the same class when you have the Class Solidarity trait

Level Generation
  • Adjusted positioning of various Tubes in Factories to avoid instances where the objects they spew out miss the conveyor belt

Artificial Intelligence
  • Cops get angry when the player hits Fire Hydrants and makes them spew water
  • Cops no longer try to whack Fire Hydrants to death when they get sprayed
  • Ghosts and non-party-member Zombies are less careful when walking into dangerous situations
  • Fix for Cops not being initially Hostile toward Shapeshifters
  • Jock has (temporary) dialogue in Home Base

Performance
  • Optimizations made to Zombie

Stuff you might have missed in Alpha 29's many hotfix builds
  • Fix for multiplayer having major issues with level transitions
  • Proper support for generic USB gamepads

25 Kommentare Weiterlesen

13. Juli

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

Achievements
  • Zombie

Graphics
  • 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

Items
  • 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!

Combat
  • 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
  • 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

Missions
  • 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

Text
  • 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

Tutorial
  • Fix for Windows occasionally being missing

Engine
  • 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.

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

Other
  • 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 --
sorry!

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

If that doesn't work, try the first answer in Troubleshooting

167 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
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