Lucha, escabúllete y hackea para lograr tu objetivo en ciudades generadas aleatoriamente. Es como un híbrido entre Nuclear Throne y Deus Ex, agregándole la anarquía de GTA. Un juego tipo Rogue-lite cruzado con una simulación inmersiva, que se vuelve completamente loco.
Análisis recientes:
Muy positivos (86) - El 97% de los 86 análisis de los usuarios en los últimos 30 días son positivos.
Todos los análisis:
Extremadamente positivos (1,595) - El 95% de los 1,595 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento:
10 MAR 2017
Desarrollador:
Editor:

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

“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.”

¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?

“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!”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

“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.”

¿Cuál es el estado actual de la versión de acceso anticipado?

“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.”

¿Variará el precio del juego durante el periodo previo y posterior al acceso anticipado?

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

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“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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Incluye 2 artículos: Streets of Rogue, Soundtrack

 

Actualizaciones recientes Ver todos (31)

5 octubre

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 septiembre

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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Ver todas las discusiones

Informa de errores y deja opiniones sobre este juego en los foros de discusión.

Acerca de este juego

Streets of Rogue es un juego de género rogue-lite donde lo importante son las elecciones del jugador, la libertad y la diversión anárquica. El juego está inspirado en juegos rogue-lite rápidos y de perspectiva vertical como Binding of Isaac y Nuclear throne, y agrega elementos de creación libre, experimentación y jugabilidad emergente de RPGs como Deus Ex.

En lugar de tomar lugar en una mazmorra, el juego se sitúa en una ciudad funcional, generada por procedimientos, en la que complejas IA controlan habitantes de todo tipo, que simplemente intentan realizar sus actividades diarias.

Para avanzar, el jugador tendrá que cumplir con objetivos específicos de su misión de cualquier forma que consideren viable mediante el uso de las habilidades especiales de su personaje, objetos y el entorno.



  • ¿Jugarás como un soldado que dispara primero y pregunta después?
  • ¿Un sigiloso científico que usa cloroformo y dardos tranquilizantes para acabar silencionsamente con sus oponentes?
  • ¿Un barman genial que puede usar sus simpatía para que lo dejen pasar los guardias más intimidantes?
  • ¿O qué tal un gorila con inteligencia hiperdesarrollada que rescata a otros gorilas de sus jaulas para formar un pequeño ejército de gorilas?

    La Imponente Lista de Características


    • ¡Juega como TÚ quieras! ¿No quieres matar a nadie? ¡No hay problema! ¿Quieres hackear ordenadores? ¡Tus deseos son órdenes!
    • ¡Gracias a la generación aleatoria de mundos y la variedad de juego TOTALMENTE EXTREMA, podrás jugar durante 600 horas y no aburrirte! Pero fuera de broma, ¡¡¡sal un poco a tomar aire!!!
    • ¡Inteligencia artificial super avanzada que no tolerará tus estupideces! ¡Supera con inteligencia a estos humanos virtuales y siéntente superior a tu ordenador!
    • ¡Juega con más de 20 (¡y creciendo!) tipos de personajes totalmente distintos! Barman, científico, hacker, gorila... ¡seguro que hasta tenemos un personaje que trabaja en lo mismo que tú!
    • ¡Variedad de objetos estúpidamente gigante! Rayos de encogimiento, dispositivos de hipnosis, radiocaseteras, trampas, procesadores de alimentos... ah, y también armas.
    • ¡Los modos para 4 jugadores cooperativos online y local te permiten matar matones Y tu soledad!
    • Lidera una pandilla, libera esclavos, bebe cerveza, masacra fantasmas, conviértete en vampiro, encoge personas y písalas. El juego más increíblemente variado jamás hecho.

Requisitos del sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimo:
    • SO: Windows 7 or Later
    • Procesador: Dual-Core Intel or AMD processor
    • Memoria: 2 GB de RAM
    • Gráficos: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Almacenamiento: 300 MB de espacio disponible
    Mínimo:
    • SO: Mac OS X 10.8+
    • Procesador: Intel Dual-Core
    • Memoria: 2 GB de RAM
    • Gráficos: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Almacenamiento: 300 MB de espacio disponible
    Mínimo:
    • SO: Ubuntu 12.04+
    • Procesador: Intel Dual Core
    • Memoria: 2 GB de RAM
    • Gráficos: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Almacenamiento: 300 MB de espacio disponible

Lo que dicen los mentores

44 mentores han analizado este producto. Haz clic aquí para verlos.
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