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:
Very Positive (71) - 92% of the 71 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,071) - 95% of the 3,071 user reviews for this game are positive.
Release Date:
Mar 10, 2017
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why 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.”

Approximately how long will this game be in Early Access?

“No solid release date has been set at the moment. The game is planned to graduate from Early Access later in 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!”

How is the full version planned to differ from the Early Access version?

“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.”

What is the current state of the Early Access version?

“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.”

Will the game be priced differently during and after Early Access?

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

How are you planning on involving the Community in your development process?

“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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Includes 2 items: Streets of Rogue, Soundtrack

Downloadable Content For This Game

 

Recent updates View all (60)

September 6

Alpha 59 - Calm Before the Storm

I was hoping to have the final level and ending ready for this update, but as astute players may recall, last week’s big tech update was… buggier than anticipated. So buggy in fact, that I spent about half of this update cycle in a death crunch of frantic bug fixes, which resulted in no less than 8 hotfixes (I think that’s a record).

So, this is a relatively small update. Barring something catastrophic happening to my computer or personal life, next update will be pretty substantial. Stayyyyy tuned!

This update's Fortnight Discussion: Leaderboards and Scoring

Alpha 59
Graphics
  • Fix for NPCs looking weird for the first half-second of a level
  • Fixed some incorrect corner grass tiles
  • Fix for Invisible NPCs’ hands sometimes appearing
  • Fix for player appearing to have extra hands after becoming Invisible while pointing a gun

UI / Controls
  • Added color animation to menu selection interfaces
  • Multiplayer games can be ended from the main menu if the host has finished a level but other players have not
  • Fix for cases where context buttons could become larger in width than intended
  • Fix for Character Creation Attributes description box reading “Strength” initially
  • Fix for instruction text on certain 3- and 4-player menus in home base not being fully visible
  • Player toolbars disappear when entering main menu
  • Minimap in 2-4 player modes disappears when entering main menu

Playfield Objects
  • Fix for multiplayer client not always being able to make ATM Machine spit out money
  • Fix for fires on War Zone NPCs not always being destroyed properly
  • Fix for fires from Fire Barrels not being destroyed properly internally

Items
  • Projectile weapons are worth much less money when Infinite Ammo mutators are active
  • Fix for Research Gun appearing to knock NPCs back when on host when used by client player
  • Quick-Escape Teleporter works better in levels with Lockdown Walls

Status Effects / Traits / Special Abilities
  • On Daily Run, traits and items may appear regardless of the player’s unlocks and settings in the Home Base
  • Ideological Clash added to Character Creator
  • Army of Darkness renamed to Army of Five, since the original title wouldn’t make much sense when applied to non-Zombie custom characters (edit: this will happen in the next build)
  • Fix for NPCs brought from one level to the next sometimes having 0 health
  • Potential fix for dead party members coming back in the next level as ghosts
  • Charismatic and Malodorous have no effect on Cop Bots

Artificial Intelligence
  • Fix for NPCs attempting to path through certain objects
  • Only 5 NPC party members per player can be brought to the next level
  • Friendly Cop Bots will still stop the player

Performance
  • Much quicker loading into games from the main menu

Multiplayer
  • Fix for internal errors when quitting multiplayer games

Engine
  • Unity engine updated to 2018.2.6f1

Alpha 59b (September 7)
  • Fix for mutators not loading properly when saved games are loaded
  • Fix for wood doors sometimes not taking damage, as if they were steel doors
  • Fix for NPCs not appearing to be dead when the Shapeshifter possessing their body dies
  • Fix for people having shadows when they resurrect underwater
  • Potential fix for fires appearing permanently where they are not supposed to
  • Better internal handling of “recycling” of wreckage objects
  • Army of Five added to character creation
19 comments Read more

August 23

Alpha 58 - Optimization Pass

Though this update doesn’t come with a huge changelog, it was actually one of the more strenuous updates I’ve done lately. I made some fixes that should greatly reduce the game’s memory consumption over longer play sessions. You may have noticed in previous builds that performance and load times could degrade significantly if you played the game for a lengthy amount of time. The fixes I’ve made in this build should reduce performance degradation by a wide margin.

Unfortunately, these optimizations also broke a lot of stuff, so I needed to spend a good chunk of my the update cycle going through the game with a fine tooth comb and attempting to fix this lovely new set of issues. If you see anything weird in the new build, please don’t hesitate to let me know.

Also, the version of the Unity engine that the game is running on has been updated for the first time in about a year. So uh, yeah, fingers crossed that this doesn’t cause you guys a bunch of grief. Again, let me know about any and all new issues.

The latest Fortnight Discussion revolves around something that I’m in the process of implementing right now: Big Quest Rewards

Alpha 58
Engine and Performance
  • A number of changes to how NPCs and objects are generated. This should fix memory leaks and improve performance over long sessions, and will probably cause new bugs. So keep an eye out for weird new glitches in objects and NPCs.
  • Updated Unity engine from 2017.2.1p4 to 2018.2.3f1

UI / Controls
  • Client LAN address is automatically detected every time the screen is entered, rather than saving the initial address that is found
  • Fix for NPCs’ body sprite sometimes not highlighting properly when player has their mouse over it
  • Fix for Sleep “Z’s” not always appearing over NPCs for multiplayer client

Playfield Objects
  • Fixed an error relating to fires not being cleared properly, which could potentially fix a couple bugs
  • Dangerous objects like Slime Barrels and Exploding Barrels no longer attract melee auto-aim
  • Fix for Train lights not disappearing when Train is destroyed
  • Train being destroyed causes a large explosion

Items
  • Players can pick up quest items for non-questgiver quests even when they have a full inventory
  • Fix for multiplayer client’s own Bear Traps not always having an effect if they step on them
  • Hiring Voucher can no longer be sold by Shopkeepers
  • Fix for Research Gun not working on Aligned NPCs when the player has No In-Fighting
  • Fud base price is $7 instead of $5

Status Effects / Traits / Special Abilities
  • “Naked” replaced with “Wanted” -- Exactly the same effect, but makes more sense when applied to custom characters who don’t have the Naked body type, not to mention the naked swimming NPCs who lacked the trait
  • Increase All Stats and Decrease All Stats effects are not kept between levels to avoid certain bugs
  • Increase All Stats and Decrease All Stats removed from a number of locations where they were given, and can never be given to Werewolf or Shapeshifter due to bugs
  • Added some fail-safes for online issues when two players attempt to arrest, bite, cannibalize or enslave the same person at the same time
  • Fix for player sometimes having too much max health when transforming into Werewolf

Home Base
  • Fixed a floor texture issue in the Safe room

Disasters
  • Bounty disaster does not appear when player is Shapeshifter or Slavemaster

Mutators
  • Fix for items sometimes not having sprites in Rogue Vision

Artificial Intelligence
  • Fix for Annoyed NPCs not giving online multiplayer clients proper reactions
  • Fix for NPCs implying that they are still annoyed after using Hypnotizer on them while they are annoyed
  • Cop Bots will not attempt to deport the player if they are possessing an Uptown resident
  • Fix for owners sometimes getting angry at Firefighters who enter their building to put out a fire
  • More than one Shapeshifter NPC may not appear in a single level

Text
  • Fixed typo in the tutorial that had somehow gone unnoticed by anyone for 1.5 years

Alpha 58b (August 25)
  • Fix for a bunch of weird AI stuff and not-always-obvious object-related issues
  • Fix for weird object spawning issues on multiplayer client
  • Fix for Saw Blades appearing as Safes
  • Fix for Loadout Machines not having items
  • Fix for Shopkeepers, Bartenders etc. not always having new inventories on new levels
  • Fix for Hologram Bigfoot having a weird appearance
  • Fix for Doors not being made of Steel when they were meant to
  • Fix for NPCs sometimes being able to see the player behind Shelves
  • Fix for NPCs not having their items and status effects when the player brings them to the next level
  • Fix for Cannibals having incorrect body after popping out of Bushes on multiplayer client

Alpha 58c
  • Fix for game sometimes crashing between levels
  • Fix for Shopkeepers, Bartenders etc. not always having new inventories on new levels (actually works this time)
  • Fix for player sometimes receiving quests involving nonexistent objects

Alpha 58d (August 27)
  • Fix for everyone on a level freezing in place
  • Fix for NPC followers not retaining traits and status effects between levels
  • Fix for Floor Traps not always working
  • Fix for doors being locked from the wrong side, and other odd door-related issues
  • Fix for pathfinding issues on certain types of objects
  • Fix for doors not being locked in Lockdown disaster
  • Fix for Shapeshifter being able to possess nonexistent NPCs
  • Fix for issues with Cop Bot security beams appearing at inappropriate times or not at all
  • Fix for “burnt” NPCs’ eyes not always appearing white
  • Fix for quest markers not always appearing on items on the ground for multiplayer client
  • Fix for instances where Cops could spawn behind an ATM Machine
  • Updated Unity engine to 2018.2.5f1

Alpha 58e
  • Less garbage in the output log

Alpha 58f
  • Fix for debris appearing all over the ground when it shouldn't

Alpha 58g (August 28)
  • Fix for player not being able to mouse over objects in player 1’s window in split-screen mode
  • Fix for cursor text not appearing for player 2
  • Fix for gamepad controls not working on character creation screen and possibly other menus
  • Fix for fires appearing to burn on living people
  • Fix for NPCs appearing to stand up when they are sleeping on multiplayer client
  • Fix for some Shapeshifter possession issues in multiplayer
  • Fix (again) for Traps not always working
  • Fix (again) for doors not always opening properly from the correct side
  • Fix for doors not always blocking light properly
  • Fix for random NPCs sometimes having the wrong body color
  • Fix for eyeballs appearing on burnt bodies of characters whose eyeballs normally don’t show
  • Fix for items in chests on server and client not being synced well in some cases

Alpha 58h (August 29)
  • Fix for Traps not working AGAIN (third time’s the charm)
  • Fix (again) for fires sometimes appearing on NPCs when they should not
  • Fix for G-P-Yesss not working properly all the time
  • Fix for player not being able to select characters after entering character creation screen in 3- and 4-player modes
  • Fix for not all Twitch settings being updated properly if changed in-game

Alpha 58i (phew)
  • Fix for further 3- and 4-player issues on the character creation and character select screens
  • Fix for 3- and 4-player games sometimes not proceeding at the end-of-level elevator
  • Fix for Online multiplayer client sometimes getting stuck at the end of levels and not proceeding
44 comments Read more
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About This Game

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.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or Later
    • Processor: Dual-Core Intel or AMD processor
    • Memory: 4 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 10.9+
    • Processor: Intel Dual-Core
    • Memory: 4 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
    • Memory: 4 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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