Lute, seja sorrateiro e invada seu caminho pelas cidades geradas aleatoriamente. É como se o Nuclear Throne encontrasse o Deus Ex, misturado com a anarquia do GTA. Rogue-lite encontra-se com a simulação imersiva e fica completamente louco.
Análises recentes:
Muito positivas (115) - 92% das 115 análises de utilizadores nos últimos 30 dias são positivas.
Todas as análises:
Extremamente positivas (2,501) - 95% das 2,501 análises de utilizadores sobre este jogo são positivas.
Data de lançamento:
10 Mar, 2017
Desenvolvedor:
Editora:

Inicia a sessão para adicionares este artigo à tua lista de desejos, segui-lo ou dispensá-lo.

Produto com Acesso Antecipado

Obtém já acesso e começa a jogar; participa no desenvolvimento deste jogo.

Nota: Este jogo com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar para ver se o jogo evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“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.”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“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!”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“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.”

Qual é o estado atual da versão de Acesso Antecipado?

“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.”

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

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

Como estão a planear incluir a comunidade durante o desenvolvimento?

“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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Inclui 2 itens: Streets of Rogue, Soundtrack

 

Atualizações recentes Ver todas (43)

8 de Fevereiro

Alpha 44 - Improved load times, Level 5-2

My work took a bit of an unexpected turn this update cycle. I had been planning to focus on content for Uptown, but I ended up making a pivot. I realized that it was sometimes taking upwards of 20 seconds to load Uptown levels on my PC, which isn’t really acceptable. I’ve also heard reports of other people having difficulty loading the Uptown levels without crashing.

The way the game loads new level data has remained mostly the same for the past couple of years, and I figured this would be a good opportunity to apply some new techniques I’d been wanting to use. These are partially implemented in Alpha 44, and as a result, load times between levels should be about 40%-50% faster. Right now, this new loading method ONLY takes place when going from one level to the next, not when restarting the game or beginning a new game. Also, it’s not fully implemented yet, I’ve still got more to do before the full range of my work is ready for public consumption.

These new techniques will not only speed up load times, but make it more feasible for me to create large streaming worlds with this engine in the future (that’s a ways off, but I’m laying the groundwork right now). I’m also laying the groundwork for “level chunks” to be loaded in a new/better way, which will make a level editor more feasible in the future.

I haven’t added a whole lot of new stuff to Uptown for this build, but I did extend the game to be playable through 5-2. I probably won’t have a ton of time to work on Uptown content for Alpha 45 either, given my continued work on level loading. So I’ll likely make 5-3 available in Alpha 46. Maybe. I dunno, we’ll see :D

For this week's Fortnight Discussion, I'm going to do something a little different. I normally ask for ideas and suggestions on various areas of the game, but: Games Similar to Streets of Rogue.

Alpha 44
Levels
  • Game is now playable through 5-2

Music
  • New Track “Floor 5-2 Gonna Bust a Blood Vessel” added to soundtrack owners’ libraries

Graphics
  • Fixed shadow for Loadout-O-Matic when it is facing West

UI / Controls
  • Fix for player 2’s Skill Bar text not appearing when player gained XP in coop mode

Playfield Objects
  • More difficult for people to become stuck in Lockdown Walls

Items
  • Fix for EMP Grenades blowing holes in walls if they hit a Cop Bot or Killer Robot
  • Fix for Oil Container subtracting 2 ammo per tile instead of 1

Status Effects / Traits / Special Abilities
  • Certain Cop Bots can now rob the player of “non-Uptown-approved” weapons
  • Cop Bots’ security cam beam colors changed (yellow = Upper-Cruster check, purple = Drug/Alcohol check, Cyan = Weapon check)
  • Fix for Addict trait for Investment Banker not appearing on Character Select screen
  • Fix for player not gaining Upper Crusty when Possessing residents of Uptown
  • Fix for player retaining Withdrawal and Feelin’ Good after depossessing from Investment Banker

Missions
  • Fix for Cops sometimes not getting missions on a level

Level Generation
  • Fix for early-floor Hooligans not spawning in Uptown prison cells

Artificial Intelligence
  • Cop Bot no longer gets scared of people with Fair Game
  • Fix for Office Drone and Clerk not getting Annoyed at people with Malodorous or Naked
  • Clerks in Deportation Center do not get Annoyed at people with Suspicious, Malodorous or Naked
  • Fix for Cops not being Aligned with custom characters with The Law
  • When Comedian successfully tells a Joke to a Bouncer or Clerk at a Deportation Center, the effect is the same as if the Comedian had bribed them, so other people in the building will leave
  • the player alone
  • NPCs are better at using Flamethrower

Text
  • Modified “Promise I’ll Return It” text to clarify that it does not work with Pickpocket

Performance
  • Load times between levels improved by around 40%-50%, primarily due to the points below
  • Unity “scene” does not switch when player enters new levels, so certain elements like the interface are no longer regenerated
  • Walls are now pooled instead of being generated fresh each level
  • Higher frame rate during parts of the level load (though you won’t notice this)

Other
  • Updated Rewired plugin from 1.1.9.0 to 1.1.10.0

Internal
  • Added a new and better method for loading level chunks into the game, though it’s not currently used yet
  • Got another console version up and running. Still can’t say which one it is yet!

Alpha 44b
  • Fix for issues with walls not always being solid
  • Fixed issue with game going haywire upon Possessing people or turning into Werewolf
  • Fix for game sometimes getting stuck on loading screen in coop mode
  • Fix for Endless mode not looping properly

Alpha 44c
  • Fix for certain disasters carrying over into the next level

Alpha 44d (February 10)
  • Fix for Safe Combinations and Keys sometimes not appearing in online multiplayer games, and other various related weirdness, such as destroying computers not unlocking doors and safes, and turrets not being connected to cameras
  • Fix for elements of Missions screen remaining after level ended
  • Potential fix for rare bug where players start a level with no items
  • Fix for walls and objects appearing too dark when Lighting is set to None
  • Added preventative measures to ensure lockdowns can’t last more than 40 seconds at a time
  • Music for level 1-1 and 1-2 has been altered slightly (soundtrack files included) to remove high-pitched effects from the tracks that were making some players insane
  • Expanded Gas collider radius slightly
  • (For real this time) Fix for Oil Container taking 2 ammo per tile instead of 1

Alpha 44e (February 13)
  • Fix for crash that could occur at 100% loaded if game was out of protips to display
  • Fix for crash that could occur at 62% loaded if something was spawned out of bounds of the gameplay area
  • Fix for traps like Crushers and floor switches appearing out of bounds of their building
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25 de Janeiro

Alpha 43 - Uptown Level v1



Level 5 is finally here! Well, partially! As of right now, Uptown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Uptown especially! A bunch of the new Uptown 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 5-1 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.

(Astute readers may recognize that the preceding paragraph is nearly identical to my “Downtown Level v1” update)

This week’s Fortnight Discussion: Mission Types. What sort of missions would you like to see in the game, and what sort of variations would you like to see in existing missions?

Alpha 43

New Stuff
Levels
  • Game is now playable through 5-1

Music
  • New Track “Floor 5-1 I'm Too Arousing For My Turtleneck” added to soundtrack owners’ libraries

Achievements
  • Unlock Elevator Access - Uptown

Art
  • New wall and floor art for Uptown levels

Non-Playable Characters
  • Cop Bot

Environments
  • Gated Community
  • Mansion
  • Uptown House
  • Bathhouse
  • “Zoo” (features zombies, cannibals, and those filthy, uncouth Slum Dwellers)
  • Private Club
  • Deportation Center
  • Confiscation Center
  • Police Outpost
  • New Bank varieties
  • New Music Hall varieties
  • New Mall varieties
  • New City Park varieties

Objects
  • Lockdown Wall (barricades that go up when Uptown goes into Lockdown)

Everything Else
Environments
  • Fixed a hole in one of the Hideout buildings not being the correct size

Graphics
  • Internal fixes to characters’ facial features, hats etc. are determined, could potentially fix a few small things
  • Fix for swimming NPCs on multiplayer client not appearing to be underwater at the start of a game

Playfield Objects
  • Certain doors have been given “Panic Room” behavior for particular buildings like Mansions
  • Fix for Ghosts and Holograms being poisoned by Slime Puddles
  • Fix for player sometimes being teleported behind vending machines and trash cans

Items
  • Items that were missing from Item Teleporter were now available
  • Fix for Thief NPCs being able to steal quest items from player

Status Effects / Traits / Special Abilities
  • Investment Banker NPCs do not start with Addict

Level Generation
  • Fix for cases where buildings may not have been generated at proper difficulty levels on higher floors

Artificial Intelligence
  • Supercops are no longer Aligned with player cops, they are Friendly instead
  • Supercops will enter private property to investigate noises
  • Clerk in Deportation Center can be paid off
  • Fix for Goons sometimes not patrolling correctly
  • Fix for people sometimes observing Shelves against walls from the wrong side of the wall
  • Non-owners no longer take interest in objects outside of the building that they occupy, such as Air Conditioners
  • Fix for NPCs sometimes having difficulty navigating Crushers
  • Fixed pathfinding issues directly after an NPC jumps out of water
  • Fix for player not being able to ask Slaves to leave town after they are freed
  • Player can ask Slaves to leave town when they are in captivity, but they will always refuse due to the fact that their helmet would blow up
  • When player pays a bouncer, not all NPC owners in the building will become Friendly -- only the ones that would have become angry with the player immediately upon seeing them

Multiplayer
  • Potential fix for multiplayer issue where host can enter the game as the incorrect player and start at the bottom-left corner of the map
  • Removed /teleport function from multiplayer games, this was meant to help with issues in earlier builds

Alpha 43b (January 27)
  • Fix for quests sometimes not appearing properly when due to reward item not being chosen
  • Fix for music not looping properly in 5-1
  • Cop Bots can be killed by EMP Grenades
  • Fix for gamepad players not being able to properly target a position to make their followers stand guard
  • Fix for Investment Banker dropping items that were never programmed into the game
  • Fix for cases where NPCs would still attempt to attack the player while in different “lockdown zones”
  • Fair Game and Charismatic traits cancel each other out properly
  • Improvements to when Lockdown is triggered
  • Fix for cases where player could teleport behind fences in new buildings
  • Clerks say dialogue all the time when the player interacts
  • Fix for audience members laughing at NPC Comedian’s jokes when they have Hearing Blocked
  • Added door to Gorilla cage in one of the Zoos that should have been there
  • Fix for player being able to lose a mission at the start of the game to free a Cannibal from the Zoo
  • Fix for followers from previous levels not transforming into Zombie properly
  • Fix for particle effects attached to people sometimes appearing at the incorrect angle
  • If one of the players is a Cop, you will not receive missions that take place in Police Stations
  • (For real this time) Fix for player sometimes being teleported behind vending machines and trash cans
  • Fix for player not being able to command followers to stand guard on top of hidden objects
  • Cop Bots no longer flee when their health gets low
  • Fix for player’s head not appearing properly as Ghost when player chooses the new Cop Bot head for their custom character
  • When players add custom characters to bottom row of character select screen, shadows no longer appear behind the characters
  • Fix for Trash Cans sometimes spawning next to level border near City Parks
  • Players who Can’t Speak English can still comply with Cop Bots

Alpha 43c
  • Fix for Can't Speak English not working properly as a result of a change in 43b

Alpha 43d (January 28)
  • Fix for lighting appearing weird at non-16:9 resolutions as a result of some internal screwing-around I did for console versions in 43c
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Acerca deste jogo

Streets of Rogue é um rogue-lite baseado na escolha do jogador, liberdade e diversão anárquica. O jogo inspira-se nos rogue-lites rápidos de visão superior como Binding of Isaac e Nuclear Throne, e adiciona o formato livre, guiado pela experiência, elementos de jogabilidade emergentes dos RPGs como Deus Ex.

Ao invés de se passar em um calabouço, o jogo é ambientado em uma cidade funcional, gerada por procedimentos, onde a IA complexa comanda todas as esferas da vida dos habitantes, que estão apenas tentando realizar suas atividades diárias.

Para avanças, o jogador precisará alcançar os objetivos das missões específicas da forma que acharem adequada através do uso das características, itens e ambientes especiais de seu personagem.



  • Você jogará como um soldado que atira primeiro e faz perguntas depois?
  • Um cientista sorrateiro que usa clorofórmio e dardos de tranquilizante para derrubar silenciosamente seus oponentes?
  • Um barman genial que consegue levar na conversa até os guardas mais intimidadores?
  • Ou que tal um gorila super inteligente, que resgata outros gorilas enjaulados para formar um pequeno exército mobilizado de gorilas?

    A Imponente Lista de Recursos


    • Jogue do SEU jeito! Não quer matar ninguém? Tudo bem! Quer invadir computadores? Seu desejo é uma ordem!
    • Geração aleatória do mundo e variedade da jogabilidade TOTALMENTE EXTREMA, o que significa que você poderá jogar por 600 horas sem ficar entediado! É sério, vá respirar um pouco de ar fresco!!!
    • Inteligência artificial super avançada que não tolerará suas babaquice! Ludibrie esses humanos virtuais e sinta-se superior ao seu computador!
    • Jogue com até 20 (e aumentando!) tipos completamente distintos de personagens! Barman, cientista, hacker, gorilla — ei, seu trabalho provavelmente também estará na lista!
    • Uma variedade estupidamente grande de itens! Raios de encolhimento, dispositivos de hipnose, boomboxes, armadilhas... Oh, e pistolas também.
    • Os modos cooperativos online e local para 4 jogadores permitem que você brutalize os capangas E a solidão!
    • Lidere uma gangue, liberte escravos, beba cerveja, estraçalhe fantasmas, vire um vampiro, encolha pessoas e pese nelas. O jogo mais insanamente variado que já foi criado.

Requisitos do Sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimos:
    • Sistema Operativo: Windows 7 or Later
    • Processador: Dual-Core Intel or AMD processor
    • Memória: 2 GB de RAM
    • Placa gráfica: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espaço no disco: Requer 300 MB de espaço livre
    Mínimos:
    • Sistema Operativo: Mac OS X 10.9+
    • Processador: Intel Dual-Core
    • Memória: 2 GB de RAM
    • Placa gráfica: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espaço no disco: Requer 300 MB de espaço livre
    Mínimos:
    • Sistema Operativo: Ubuntu 12.04+
    • Processador: Intel Dual Core
    • Memória: 2 GB de RAM
    • Placa gráfica: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Espaço no disco: Requer 300 MB de espaço livre

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