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.
Användarrecensioner:
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Väldigt positivt (129 recensioner) - 94% av de 129 användarrecensionerna från de senaste 30 dagarna är positiva.
Sammanställt:
Överväldigande positivt (712 recensioner) - 95% av 712 användarrecensioner för det här spelet är positiva.
Utgivningsdatum: 10 mar, 2017

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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför 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.”

Ungefär hur länge kommer det här spelet att vara 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!”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“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.”

Hur är det nuvarande läget i versionen med Early Access?

“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.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

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

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“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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Köp Streets of Rogue Collector's Edition

Innehåller 2 föremål: Streets of Rogue, Soundtrack

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25 maj

Alpha 25 - Playable Cannibal

By popular demand, the Cannibal is now a playable character. For the first time ever in Streets of Rogue, you can enjoy the perks of eating dead bodies. Rejoice. I've also added a bunch of fixes and changes to the Park area. Expect more in the future. But for now.....

....For the next couple of updates, I'll be switching gears to straight-up bug-fixing. Over the past couple of months since the game was released into Early Access, I've been primarily focused on addressing major issues and adding additional content. However, players have been doing an excellent job of reporting bugs to me -- so good, in fact, that if you were to print out my bug list, it would stretch across the United States and back 3 times. That is a lie. But it's still pretty huge.

Alpha 25
Characters
  • Cannibal is now a playable character
  • Soldier now has proper “Joined” dialogue instead of saying “E_Joined”
  • Fix for “E_HireAsProtectionVoucher” appearing when hiring Soldier with Hiring Voucher
  • Cannibal no longer has trait “E_Dumb”

Graphics
  • Ambient lighting added to Lakes
  • Fix for shadows being visible in Rogue Vision after characters jumped out of water while out of sight
  • Fix for shadows being visible in Rogue Vision while characters were underwater
  • Fix for light appearing on NPCs hidden in Bushes in Rogue Vision when playing as client
  • Fix for weapons appearing behind people’s hair

Interface
  • Fix for player’s name appearing as “Player (Player)” after Level 1
  • Bars and Barbed Wire Fences appear on Minimap
  • Fix for minimap not appearing when first starting online multiplayer games

Environment
  • Glass Walls

Building Types
  • Greenhouse

Playfield Objects
  • Killer Plant
  • Well (throwing money in doesn't do anything... yet)
  • Barbecue (can't cook things... yet)
  • Fireplace
  • Player can hide in Bushes by pressing Interact
  • Player Ghosts float over water
  • Ghosts’ movement is not affected by ice or water
  • Characters are better at determining which direction to jump when entering and exiting water
  • Status effects added to water bodies last 60 seconds instead of 90
  • Computers in certain buildings can be used to poison all water bodies in the level
  • No longer possible to teleport directly next to chests in the middle of hedge mazes, or other objects in the middle of outdoor “buildings” for that matter
  • NPC vision is blocked by Boulders and Trees
  • Trash Cans can no longer spawn in front of Doors and Windows (thanks to the 300 people who notified me about this)
  • Fix for not being able to destroy Bush with Flamethrower as multiplayer client
  • Fixed collider size on small boulders

Items
  • Keys for new building types no longer say “Key (E_…)”
  • Bear Trap does 15 damage instead of 20

Combat
  • Fix for melee hits sometimes not registering

Stats/Unlocks
  • Added Unlock for Cannibal
  • Added Achievement for Cannibal

Missions
  • “Destroy All” mission type added

Level Generation
  • Water bodies spawning near factories may be poisoned with random status effects
  • Water bodies spawning near factories may have Slime Barrels nearby
  • Fix for Water Pump spawning on top of other objects
  • Fixed bug where Graveyards and Hideouts could not appear in Park levels
  • Changes to level generation algorithm that allow me to better control the frequency of certain building types
  • Elevators can no longer spawn in the middle of Lakes
  • Level generation attempts to force each type of Vending Machine (Ammo Dispenser, Sell-O-Matic, etc.) to appear at least once per level

Artificial Intelligence
  • Fix for party members not wanting to follow the player through Water
  • NPCs are better at navigating owned outdoor “buildings” like Hedge Mazes and Caves
  • NPCs in a “wander” state now pause for a longer period of time after reaching their destination to allow the player a bit of time to react if they were attempting to sneak by them or something
  • Player can no longer command party members to attack Boulders, since they are (nearly) indestructible
  • Fix for NPCs continuing to avoid pathing through certain objects after they had been destroyed
  • Cannibals hiding in Bushes only pop out if the player is within their line of sight
  • NPCs no longer immediately become angry if the player shoots an owned fireproof object with the Flamethrower

Multiplayer
  • Fix for Home Base Elevator to higher floors not being usable

Engine
  • Updated to Unity 5.6.1f1
  • Updated Rewired plugin to 1.1.2.0

Alpha 25b
  • Fixed various issues with Cannibalizing on multiplayer client
  • Updated A* Pathfinding Project plugin from an ancient 2-year-old version 3.5.x to younger, hotter 4.0.10

Alpha 25c (5/26/17)
  • Fixed Holes sometimes not appearing in Park level Factories
  • Another fix for Vending Machines and Trash Barrels sometimes appearing in front of doors/windows. This one should cover 100% of cases.
  • Fix for NPCs spazzing out while investigating hackings, and in a few other cases
  • Fix for NPCs failing to avoid stepping on Floor Switches
  • Fixed NPCs failing to path over unopened Trap Doors

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13 maj

Alpha 24 - Park Level v1



Yayy, the first iteration of the Park level has finally been added to the game! Bear in mind, it's still very much a work in progress, and and I have more new elements in the works. Not sure people will find the balance of this level in its current state (too easy/hard?), but I'm sure I'll find out soon! If you have suggestions for stuff you'd like me to add, feel free to post them in this thread. And as always, let me know if anything is buggy/broken!

Alpha 24
Levels
  • Park Levels 3-1, 3-2, and 3-3 added

Music
  • 3 New tracks added (mp3s are available to soundtrack owners)
  • Floor 3-1 Ace of La Boots
  • Floor 3-2 Do the Gorilla
  • Floor 3-3 Don't Stop Movin'! Like Really! Killer Robot is After You!

Level Generation
  • Lots of small and large changes made to level generation for Park levels.
  • Lamps and Trash Cans are now placed at random instead of being tied to specific level chunks
  • Fix for some issues where objects could be spawned in narrow passages that blocked the player’s path
  • Fixed a couple instances where fire pits could block the player from achieving objectives

Environment
  • Water Bodies
  • Frozen Water Bodies

Building Types
  • Cabin
  • Farm
  • Military Outpost
  • Hedge Maze
  • Cave

Characters
  • Cannibal NPC
  • Soldiers may now appear as NPCs
  • Free-roaming Gorillas

Wall Types
  • Cave
  • Hedge

Objects
  • Tree
  • Bush
  • Boulder
  • Small Boulder
  • Water Pump (needs art)
  • Barbed Wire Fence
  • Mine
  • Fixed issue where Overclocked Generator could not be destroyed after being hit with EMP Grenade
  • Added measures to prevent certain things like Fire from damaging the player multiple times within a short timespan

Items
  • Active Bear Traps may appear in the environment
  • Fix for a change in the previous build, where Rocket Launcher was supposed to have a lower monetary value in Rocket Launcher Chaos, but this instead occurred in Everyone Hates You

Achievements
  • Park President
  • Unlock Elevator Access (Park)

Interface
  • Fix for dark bar sometimes appearing over Win screen

Graphics
  • Fix for human eyes appearing on gorilla faces

Status Effects
  • "Slow" reduced from 30 seconds to 20 seconds

Artificial Intelligence
  • Lots of modifications to allow the AI to deal with new terrain types and objects
  • Non-owners will no longer try to walk through owned property, even if the walls have been destroyed

Engine
  • Game now pauses when minimized

Alpha 24b
Fix for Level 3 loading sometimes getting stuck. This bug was a mean SOB. I think it's fixed, but let me know if this happens in 24b.

Alpha 24c
Fixed a different and less common issue that was causing Level 3 loading to get stuck.

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Om detta spel

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
    • Grafik: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Lagring: 300 MB ledigt utrymme
    Minimum:
    • OS: Mac OS X 10.8+
    • Processor: Intel Dual-Core
    • Minne: 2 GB RAM
    • Grafik: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Lagring: 300 MB ledigt utrymme
    Minimum:
    • OS: Ubuntu 12.04+
    • Processor: Intel Dual Core
    • Minne: 2 GB RAM
    • Grafik: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Lagring: 300 MB ledigt utrymme

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