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.
Kürzliche Reviews:
Äußerst positiv (420) - 98% der 420 Nutzerreviews der letzten 30 Tage sind positiv.
Alle Reviews:
Äußerst positiv (2,094) - 95 % der 2,094 Nutzerreviews für dieses Spiel sind positiv.
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. 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!”

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 (37)

30. November

Alpha 39 - Buncha stuff

Come get yourself a heaping helping of Bi-Weekly Update. Mostly bug fixes again this week. For the next update, I’ll likely be doing a bunch of balance work, in addition to more fixes.

This week’s Fortnight Discussion: The Settings Menu. What new settings would you like to see?

Alpha 39

New Features
  • Traits and Reward Items can be removed from their respective in-game pools, so they will no longer appear if you don’t want them to once they’re unlocked. There is a minimum number of items/traits that you must have in the pool, which increases the more you unlock.
  • Trackpad Mode - Attack in the direction you're facing, rather than the cursor position. Added this because trackpad aiming is near impossible. You can finally play on an airplane. Can be toggled in the control settings menu.
  • Added optional on-screen timer, which can be turned on from Gameplay Settings. Good for speedrunning.
  • Added option in Gameplay Settings to place Player Identifier circle underneath the player in single-player mode

UI / Controls
  • Another attempt at fixing the “can’t scroll through in-game menus” issue that pops up occasionally with the gamepad. Let me know if this still happens. I’m not talking about the main menu, just the in-game menus like the buttons that appear when you interact with something, and the end-of-level Trait selection
  • In Couch Coop mode, each player’s targeting crosshair has a different color
  • Game should do a better job of figuring out which gamepad should be assigned to which player without the user having to manually go in and assign them
  • Gamepads 2 through 4 can no longer press the Accept button on the main menu, to avoid confusion when the gamepads configurations are not set up for the game itself
  • Health bars appear over people’s heads when the player holds Space
  • If the player accepts a “Retrieve Item” mission, then picks up and drops the item, it will have an arrow above it, where it did not before
  • Fix for missions 1, 2 and 3 not appearing greyed out when talking to an NPC about an optional mission
  • Fix for optional mission arrow and line not appearing on the map screen when talking to an NPC to accept the mission
  • Fix for mission-giver icon not appearing on the map for all types of missions on multiplayer client
  • Fix for game sometimes believing the player is still holding down Special Ability when they enter and return from menus
  • Fix for Character Sheet Scroll Bar appearing oddly if the player scrolled to the bottom and then removed a large number of Traits
  • Fix for Quick-Health button displaying incorrect messaging when used at full health with “Low Health For All” mutator turned on
  • Fix for Page-Up and Page-Down-assigned gamepad buttons not working properly on other menus after the player viewed a Scrolling Menu
  • Fix for player being able to combine items in their inventory by dragging and dropping, rather than right-clicking first
  • Pressing Cancel or Esc on the title screen causes the Quit Game prompt to appear
  • Multiplayer information that the player enters from the title screen (like IP Address) is saved between sessions

  • Fix for pathfinding issues in one of the Arcade buildings

  • Water Puddles and Oil appear beneath floor decals like Blood and Slime puddles
  • Fix for gun appearing in both hands when the player performs Primal Lunge
  • Fix for client players not appearing to die properly on host when they were knocked out and killed while on the ground
  • Fix for Dizzy Stars not appearing if a person became Knocked Out while Invisible
  • Fix for Walls not changing color properly when screen turns red from Werewolf
  • Fix for checkered floor not always appearing in correct position in Home Base
  • Fixed certain instances where the player could appear with a consistently east-facing mustache

Playfield Objects
  • Player cannot start Arena fights if one of the Laser Emitters has been destroyed
  • Took extra steps to ensure that people cannot be knocked through Arena’s Glass Walls

  • Kill Ammunizer gives the player less ammo per kill with “Low Health for All” and “Everyone Hates You” mutators active
  • Fix for player sometimes having an item count of 0 if they choose a Loadout item that is already one of their starting items
  • Fix for NPCs with Resurrect not dropping their items when they are Knocked Out
  • Fix for player sometimes not being able to properly interact with items on the ground when their inventory is full

Status Effects / Traits / Special Abilities
  • Fix for Jock sometimes changing Charge direction after being knocked back
  • Fix for NPCs sometimes emitting sleep Z’s while walking around while Invisible
  • “Friend of the Common Folk” cancels out “The Law” and “Fair Game” in the Character Creator
  • Bloody Mess and Cannibalize cancel each other
  • Jugularious and Medical Professional cancel each other
  • Naked and Suspicious cancel each other
  • Naked’s point value is -5 instead of -3
  • Fix for NPCs losing the “Guilty” tag if a player Possessed and then Depossessed them
  • Fix for Possessed Thief sometimes ending up with a permanent Sticky Glove icon above their head
  • Class Solidarity no longer prevents the player from attacking people they need to kill for missions
  • Fix for No In-Fighting not always working when used player-vs-player
  • No In-Fighting is applied to when melee weapons hit other melee weapons, so that they will not hit each other
  • Potential to Not Suck functions on skill levels past 12, if you somehow get that far
  • Class Solidarity allows players to attack Hostile NPCs, and allows Hostile NPCs to attack the player
  • Fix for Fair Game, when applied to NPCs, not scaring other NPCs away

  • Fix for in-game sounds stopping during the next game after player fails Hidden Bombs disaster
  • Fix for not all sounds stopping when giant explosion occurs at the end of Hidden Bombs disaster
  • Fix for Equip Weapon sound effect repeatedly playing when NPCs were commanded to destroy certain objects

  • Fix for issue where coop players would not respawn as a Ghost if they died shortly before another player who died with Resurrect

Stats / Unlocks
  • Players with Zombiism cannot gain Skill Points for killing NPCs with Zombiism since those NPCs cannot become Hostile
  • If the player purchases a Loadout item and then leaves the Home Base without starting a new game, their Nuggets will be returned to them

  • If the player reaches the game’s nugget limit of 50, they will receive items for optional missions instead of nuggets
  • On missions where a Prisoner needs to be killed, owners in the building are properly marked as Guilty

  • Fix for New Character Every Level not working properly when the player chooses to start with a Custom character

Level Generation
  • Fix for Trash Cans and Vending Machines sometimes spawning not directly next to a wall

Artificial Intelligence
  • If the player Bites or Cannibalizes someone, NPCs who are already Annoyed will turn Hostile
    Questgivers become Friendly toward the player upon completing a Mission (results in lower shop prices amongst other benefits)
  • Hidden NPCs (Bushes, Manholes) will no longer talk to the player under various circumstances
  • Fix for NPCs not pathing properly around Refrigerator
  • Fix for NPCs “trembling/twitching” around certain objects
  • NPCs that the player must neutralize for missions will not get scared and run away players with Zombiism
  • Fix for Zombies with Resurrect not being Hostile toward anyone upon resurrection
  • NPCs will attack most locked wooden doors when commanded
  • Fix for Mobsters ceasing to Mug a Comedian when they don’t like his Joke
  • Fix for only one of the Mobsters listening to a Joke actually reacting to the Joke
  • Fix for player being able to offer Mobsters money if they became Friendly, Loyal or Aligned
  • Fix for non-owner NPCs sometimes having difficulty navigating their way out of buildings
  • Fix for Zombies sometimes remaining Aligned with NPCs who owned the same building as them post-Zombification
  • Fix for Zombies being initially hostile toward Security Cams, Turrets, etc.
  • Fix for NPC followers who come to the next level with the player not always having proper initial relationships with everyone on the next level
  • Fix for DNA Connected Prisoners not following the player when they are released from prison
  • Followers will follow the player into buildings with Gas
  • If the player wins an Arena fight, spectators will become Friendly
  • Fix for Arena spectators sometimes appearing to get scared during a fight
  • Arena payout is multiplied by the number of NPCs the player fights
  • NPCs no longer run away from dangerous NPCs who have exited the level
  • Fix for owners not reacting if they see you open a Do Not Enter door
  • When someone joins your party, they will always become Loyal toward other players and the other people in your party, unless they are already Aligned. If they are dismissed from the party, they will go back to being Neutral, or whatever their initial relationship was
  • If players join a game late, the other agents’ party members will be Loyal to the new player

  • Improved Paralyzed description
  • Changed Mysterious Elevator description text to make it more obvious how to see the different floor requirement
  • Made it slightly more obvious that you can load characters from the hard disks
  • When attempting to quit, text explicitly states that the game is saved at the end of levels
  • Changed Loadout instructions to be a bit more clear

  • No longer possible to get past the first laser without being injured
  • No longer possible to get stuck with the Rock not spawning
  • Banana is no longer available from the shop

  • Potential fix for memory leak issue

Alpha 39b
  • Fix for buttons in Home Base sometimes being highlighted in grey when they weren’t supposed to be
  • Fix for Filter text sometimes appearing incorrectly on Join Internet Game screen
  • Fixed multiplayer issue where end-of-level elevator could bring up character select. May have fixed other bugs in the process, such as the bug where objects appear the wrong spots on the client, or level is generated incorrectly on the client.
  • (This one’s for the Unity coders out there) Fixed a bunch of instances where static variables changes were inadvertently sticking around after the scene was changed, which will probably fix a few random issues.

Alpha 39c (December 2)
  • It is now possible to shut off Gas Vents that are constantly spewing by using the Computer
  • Fix for gamepad players being able to see text from moving the cursor over icons on the small minimap while on the Missions Screen
  • Fix for minimap not disappearing in 2-player coop when one player becomes a ghost and the screen becomes fullscreen
  • Fixed some screen transition issues when a player dies and becomes a ghost in 2-player coop mode
  • Fix for game remaining in slow motion if player was dragging an item with the mouse when the inventory was forced to close due to falling into a Hole, becoming Dizzy, etc.
  • Fix for minimap not updating properly when walls are destroyed
  • Trait display on left-hand side of the screen cannot spill onto multiple lines
  • Players cannot type /invite while playing LAN games, since these do not support Steam matchmaking
  • Health bars do not appear over NPCs’ heads when player holds the Extra Info button while in the Home Base
  • Gamepad Cursor movement speed on Missions Screen is no longer tied to frame rate and screen resolution
  • Fix for players getting a choice of 4 traits at the end of levels, it’s supposed to be 3 unless you have Jack of Extra Trades
  • Increased trait choices with Jack of Extra Trades from 4 to 5
  • Fix for player not being to add Syringes of the same type to their inventory when the inventory is full
  • Fix for certain character classes saying error messages when they refuse to join your party
  • When Player 1 is set to Keyboard, Player 1 Gamepad bindings no longer appear on the Gamepad Setup screen
  • Fix for controllers continuing to vibrate when the player enters menus where the game is paused
  • Normal cursor appears on the main menu when Esc is pressed rather than Target

Alpha 39d (December 3)
  • Fix for bug that was causing the game to freeze for some players when the player was meant to select a Trait at the end of levels
    51 Kommentare Weiterlesen

    22. November

    Nominate Streets of Rogue for 'Choices Matter'!

    Hey all, just a quick and extremely shameless appeal to my wonderful and attractive player base to vote Streets of Rogue in the 'Choice Matters' category in the Steam Awards. If you want to. Cuz, the whole 'choice' thing.

    The award might have different names in different regions, but it starts with something to the effect of "Games are about agency, and this award is for the game that has it in spades..." I'd say that's a pretty appropriate description for Streets of Rogue.

    As per usual, the next bi-weekly update will be on November 30!

    67 Kommentare Weiterlesen
    Alle Diskussionen anzeigen

    In den Diskussionsforen können Sie Fehler melden und Feedback zum Spiel abgeben

    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.


    Mac OS X
    SteamOS + Linux
      • 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
      • Betriebssystem: Mac OS X 10.9+
      • 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
      • 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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