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:
Veldig positive (86) - 97% of the 86 user reviews in the last 30 days are positive.
All Reviews:
Overveldende positive (1,595) - 95% av 1,595 brukeranmeldelser for dette spillet er positive.
Utgivelsesdato:
10. mar, 2017
Utvikler:
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Early Access-spill

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Hva utviklerne har å si:

Hvorfor 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.”

Hvor lenge antas det at dette spillet vil være i Early Access?

“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!”

Hvordan er det planlagt at fullversjonen vil være forskjellig fra Early Access-versjonen?

“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.”

Hva er nåværende tilstand på Early Access-versjonen?

“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.”

Vil spillet være priset annerledes under og etter Early Access?

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

Hvordan planlegger dere å involvere samfunnet i utviklingsprosessen?

“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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Inkluderer 2 objekter: Streets of Rogue, Soundtrack

 

Nylige oppdateringer Vis alle (31)

5. oktober

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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21. september

Alpha 34 - Optimization Complete-ish!

As you may be aware, I’ve spent the past month or so doing heavy optimization work on Streets of Rogue. Welp, my work is mostly complete for now! As a result of these efforts, the game performs an average of 75% to 100% faster than it did previously! Not bad, eh? There are still some trouble spots that need attention, not to mention the load times could be improved -- but for the time being, I’m very pleased with the results.

This also means that I finally get to start working on content again, so starting this weekend, Level 4 development will be in full swing. Expect to see an early, unfinished version of my work in the next update.

This week’s Fortnight Discussion: “Ideas for a Mobile Version”. No, I’m not planning on creating a mobile version anytime soon. For all I can say at this point, it may never happen! But, I do get asked about Android/iOS a lot, and I’m curious to hear what sort of changes would need to be made for this version to not suck.

Alpha 34
Performance
  • Many, many improvements

Graphics
  • Fix for possessed characters in multiplayer sometimes having white eyes

UI / Controls
  • Fix for being able to press Esc and quit the game on the loading screen when not in online
  • multiplayer mode
  • Fix for character select interface not being transparent after death in multiplayer games
  • Fix for character select screen appearing briefly (barely noticeable) while black “curtains” open at the start of multiplayer games

Environment
  • Fix for lakes that appear to be poisoned sometimes not giving proper effects to the player

Items
  • Fix for items sometimes going all teleport-y crazy after falling into an incinerator
  • Fix for items sometimes going nuts when near the edges of water
  • Fix for item sprite appearing at wrong position on Y axis after exiting water

Combat
  • Fixed issue where commanding people to attack an object wouldn’t work properly if the player went outside a certain range of the object

Sound
  • Fix for no sound playing when Tranquilizer darts and Water Pistol shots hit wall

Gameplay
  • Fix for player jumping in and out of water too frequently when landing on the edge of the water body

Artificial Intelligence
  • People become hostile toward someone who freezes their friend
  • Fix for people sometimes getting stuck at the edge of holes
  • People are better at figuring out when to pause for Fire Spewers

Alpha 34b
  • Fix for minimap icons not updating properly
  • Fix for objects sometimes appearing highlighted after being hit with melee attacks while Freeze Frames are turned on
  • Fix for interactable objects sometimes not appearing highlighted after the player stops interacting with them

Alpha 34c (9/23/17)
  • Fix for not being able to create a new character in Gamepad mode
  • Fix for people's sprites getting weird when arresting them
  • Fix for people not getting angry at you when arresting their friends
  • Fix for people not getting angry at you when biting their friends
  • Fix for Generator sometimes leaving its sprite behind after exploding
  • Fix for player's hands sometimes appearing in front of their head when aiming north with the gun
  • Fix for jumping into water not working properly on multiplayer client
  • Fix for Fires not staying on top of items on multiplayer client
  • Fix for quest markers not initially appearing on the map on multiplayer client
  • Fix for Security Cam not causing owners of the building to search for the intruder
  • Fix for Lunge often teleporting the player through walls
  • Potential fix for multiplayer client issue where all people start looking weird and purple and not animating
  • Unity updated from 2017.1.0p2 to 2017.1.1p3

Alpha 34d
  • Fix for trash cans not appearing and machines appearing in incorrect locations
  • Fix for players not being able to move after being knocked out and getting up
  • Fix for Generator sometimes leaving its sprite behind after exploding, but for real this time
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Om dette spillet

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.

Systemkrav

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or Later
    • Processor: Dual-Core Intel or AMD processor
    • Minne: 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 10.8+
    • Processor: Intel Dual-Core
    • Minne: 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
    • Minne: 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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