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.
Recenzje użytkowników:
Najnowsze:
Przytłaczająco pozytywne (158) - 96% z 158 recenzji użytkowników z ostatnich 30 dni było pozytywnych.
Ogółem:
Przytłaczająco pozytywne (588) - 96% z 588 recenzji użytkowników dla tej gry jest pozytywnych.
Data wydania: 10 marca 2017

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Gra z wczesnym dostępem

Uzyskaj natychmiastowy dostęp i zacznij grać; zaangażuj się w powstawanie gry.

Uwaga: Ta dostępna w formie Wczesnego dostępu gra nie jest ukończona i może się zmienić do momentu wydania. Jeśli nie ekscytuje cię myśl o zagraniu w nią w jej obecnym stanie, sugerujemy zaczekać, aż prace nad nią zostaną ukończone. Dowiedz się więcej

Od twórców:

Dlaczego wczesny dostęp?

“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.”

Ile mniej więcej czasu trwa faza Wczesnego dostępu?

“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!”

Czym różni się zaplanowana pełna wersja od tej z Wczesnego Dostępu?

“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.”

Jaki jest obecny stan wersji z Wczesnego Dostępu?

“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.”

Czy cena gry ulegnie zmianie podczas i po Wczesnym Dostępie?

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

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

“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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Zestaw 2 produktów: Streets of Rogue, Soundtrack

 

Najnowsze aktualizacje Wyświetl wszystkie (16)

21 kwietnia

Meet the Investment Banker



If you haven't played The Investment Banker yet, here's how you properly do it:

https://www.youtube.com/watch?v=N3kKOaNlIJc&feature=youtu.be

What's your favorite class right now?

Komentarzy: 32 Więcej

13 kwietnia

Alpha 22 - Industrial Content



Industrial
The bulk of today’s update deals with new content for the Industrial levels. Admittedly, I bit off a little more than I could chew. Basically, I started working on a whole bunch of new content at once, and wasn’t able to finish all of it before this week’s update. There have been some significant updates to the Industrial levels, but I’m by no means finished with them. At the very least, this should give you a clearer idea of the direction I want to go with this part of the game. I’m still open very to suggestions if you’ve got ‘em. Also, please report any new bugs you find with the new content, because I'm sure there are a bunch...

Park
I’ll be starting work on the Park levels very soon. They’re essentially the game’s version of the grassy/outdoor theme. The next bi-weekly update might be a fairly minor one, because I’ll be knee-deep in prepping these new levels. It might be a couple of updates before they’re officially “open for business”. Taking suggestions now!

Balance
There are still a bunch of modifications I want to make based on the feedback from the previous update. I only had time to buff the Vampire a bit for this update.

Alpha 22
Art
  • Factory floor

Status Effects
  • Wet (serves no purpose yet)
  • Electrocuted (can't do this yet)

Items Added
  • Gas Mask
  • Oil Container

Items Modified
  • Cigarette Lighter can be used to set oil on fire
  • Fix for Killer Robot sometimes getting “non-infinite” version of Rocket Launcher

Objects Added
  • Saw Blade
  • Mine Cart
  • Conveyor Belt
  • Tubes that spew objects onto conveyor belts
  • Objects spewed from tubes
  • Continuous Crusher Trap
  • Overclocked Generator
  • Non-trapdoor-based holes
  • Slime Barrel
  • Slime Puddle
  • Fire Hydrant
  • Indoor flame grates
  • Permanently flaming flame grates
  • Permanently spewing gas vents
  • Oil spilled on ground
  • Water spilled on ground (with “expanding puddles”)
  • Water projectile

Objects Modified
  • Crusher does damage as soon as it hits people, rather than having to traps people between it and the wall
  • Crusher does 30 damage instead of 40
  • Changed collider size of Crusher
  • Fixed issue where Crusher would get screwy on clients if they went far away and came back
  • Floor trap switches are no longer found in Industrial

Characters
  • Vampire’s victims no longer get “tapped out”. Vampire gains 1 health for every 3 health he drains from his victim. Victim also emits a louder noise for other people to hear.

Stats
  • Fix for player’s death method being classified as “Fell in Hole” if this occurred after they died

Level Generation
  • Added new Industrial objects into existing buildings
  • Industrial factories tend to be filled with Workers and Goons
  • Some factories will permanently spawn gas
  • NPCs will wear Gas Masks when necessary, if factory is permanently spawning gas
  • Mine Cart tracks may now appear in the middle of levels
  • Industrial factories no longer have Floor Switch traps
  • Oil appears on the ground at random spots in Industrial levels

Artificial Intelligence
  • NPCs are better at avoiding traps and holes

Things I started but didn't finish yet
  • Moving Fire Spewers
  • Fireball Spitter
  • Pipes on walls that spew gas when shot
  • Fireball projectile
  • Robots that aren't trying to murder you
  • New buildings and "level chunks"
  • A bunch of other little Industrial modifications

Komentarzy: 63 Więcej
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O tej grze

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.

Wymagania systemowe

Windows
Mac OS X
SteamOS + Linux
    Minimalne:
    • System operacyjny: Windows 7 or Later
    • Procesor: Dual-Core Intel or AMD processor
    • Pamięć: 2 GB RAM
    • Karta graficzna: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Miejsce na dysku: 300 MB dostępnej przestrzeni
    Minimalne:
    • System operacyjny: Mac OS X 10.8+
    • Procesor: Intel Dual-Core
    • Pamięć: 2 GB RAM
    • Karta graficzna: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Miejsce na dysku: 300 MB dostępnej przestrzeni
    Minimalne:
    • System operacyjny: Ubuntu 12.04+
    • Procesor: Intel Dual Core
    • Pamięć: 2 GB RAM
    • Karta graficzna: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Miejsce na dysku: 300 MB dostępnej przestrzeni

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