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 (87) - 95% of the 87 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,105) - 95% of the 3,105 user reviews for this game are positive.
Release Date:
Mar 10, 2017

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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 this Winter. 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


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Recent updates View all (61)

September 20

Alpha 60 - You Can Finish the Game

At long last, Streets of Rogue can be completed beginning to end!

The Final Level and Ending
For those who don’t mind a bit of a spoiler, here’s how it works: You have to take down the Mayor, who can be found doing one of a number of activities in Mayor Village. As per the city’s remarkably ill-thought-out rules, whoever has the Mayor’s Hat and makes a speech at the podium gets to be the mayor.

You can achieve this goal through tactics that you’ve used previously (fighting, theft, etc.), which can end up being tricky because the Mayor is very heavily guarded. Or, you can beat him/her in a legitimate election -- there’s a sign in the Mayor’s office that explains how this works. Some tactics will prove to be much easier than others (in fact, there are a few very easy ways to cheese the whole thing), but for you completionists, there are achievements and differing ending text based on the method you use.

I’ll definitely be making tweaks in the coming weeks/months, so let me know about your experiences.

So what’s next?
Just because you can finish the game doesn’t mean the game is done, not by any stretch! As you may or may not know, Streets of Rogue is planned to leave Early Access and launch on Steam and consoles in the near-ish future. Previously, my tentative release date was “before the end of 2018”, now it’s “Winter”. Can’t say for sure, but definitely before Spring.

Here’s what’s on my agenda before the game launches out of Early Access:
  • Home base stuff - I’m still not entirely sure what form this will take, but I’ve blocked out some time for it.
  • New playable character - I’ll be adding one new character before the game launches to make it an even 24. More will be added post-launch.
  • Optimization and porting-related tasks - The bulk of Streets of Rogue’s console porting duties are being handled by an external team, but I’ll still need to help out with certain things. It’s really important to me that the game feels solid on all platforms.
  • Balance - There’s still quite a bit of work to be done in this area, and I may end up making some significant changes over the next couple of months. I’ve already added a number of new traits internally which aren’t available yet.
  • Building layout variety - I’ve been neglecting this for a bit too long…
  • Mutators - More coming - Possibly when the game launches!
  • Achievements - Ditto!
  • Bug Fixes - Well duh.

Everything else I have planned will need to wait until post-launch.

Oh yeah, and there's a new Fortnight Discussion on Character Progression. YOU should participate!


Alpha 60
New Features and Content
  • Game can now be completed. This isn’t going to be the most “complete” patch notes, because a ton of new related changes have been made that I forgot to write down.

  • Added final level, “Mayor Village”

  • Four new tracks added, all of which are now included in the soundtrack DLC:
    • Final Floor: The Mayor's Lament
    • Final Floor: Speech! Speech!
    • HUH. Get Funky. In the Streets of Rogue. Yeah. Jam On. (Credits)
    • Let's Get This Video Game Started (Titles)

  • Six new achievements:
    • You Rule
    • Hostile Takeover
    • Peaceful Takeover
    • Legal Takeover
    • The Bad Ending
    • Quest Conqueror

UI / Controls
  • Added “Electability” ratings to the stats screen. You can find out how this works by reading a sign in the Mayor’s office. I’ll probably end up adjusting the specifics in future builds.
  • Added opening logo animation
  • Added fade animations to menus
  • Fix for word bubbles not stretching properly for when there are 3 or more lines of text

Playfield Objects
  • Fix for certain objects inappropriately saying “(Empty)” on multiplayer client

Status Effects / Traits / Special Abilities
  • Recharge countdowns do not continue if the player is teleporting, or in other similar circumstances where control is taken from them
  • No longer possible to purchase Upper-Crusty status, this is now the goal of the Slum Dweller’s Big Quest
  • Alien can no longer be Possessed or Cannibalized

  • Fix for missions completing in multiplayer mode after the game had ended

Big Quests
  • All Big Quests are now properly completeable and have rewards, which are activated through he Super Special Abilities mutator

  • Added Super Special Abilities mutator

Level Generation
  • Changed the overall structure of the game a bit to make some of the levels smaller and contain fewer quests in an effort to improve the game’s pace. I’m still toying with this stuff, so I may alter these values in the future

Artificial Intelligence
  • Office Drones can be bribed to like you again (this can be used for electability purposes)

  • Changed the names of a couple of real-world songs referenced in the game
  • Changed the Earwarp Whistle description

  • Fix for certain instances where client interacting with people would produce an internal error and the interaction would not take place

  • Unity engine updated to 2018.2.8f1

  • Updated NAT Traversal plugin to version 1.63 from 1.61
  • Updated Rewired plugin to version from

  • Added support for a bunch of other new achievements that will probably be added on 1.0 launch
  • Added support for a bunch of new traits that will be coming soon-ish

Alpha 60b
  • Fix for Big Quests not always completing properly at the very end
  • Fix for saved games from the previous version having issues progressing to the next level. Electability stuff probably won’t work properly, however -- you’ll need to start a new game for that.
  • Fix for credits list remaining onscreen in home base if the player pressed Skip Ending while they were visible
  • Fix for Doctor not having infinite Tranquilizer darts for their Super Special Ability
  • Fix for bullet-related errors

Alpha 60c (September 21)
  • Fix for 3- and 4-player modes not working
  • Game can be completed in Sandbox mode, rather than looping like Endless mode does
  • Fix for player being able to take out loans in Uptown and Mayor Village (this should not have been possible)

Alpha 60d (September 22)
  • Anti-hack measures taken to prevent people from hacking into password-protected multiplayer games. Remember, you can still use /ban and /kick in the chat box to remove people from games
  • Fix for shadows not always appearing under NPCs
  • Fix for “slash” sound effect sometimes playing during punches for NPCs that aren’t Zombies or Werewolves
  • Fix for certain items not being removed from the player’s inventory at the end of levels as intended
  • Speech bubbles do not appear in multiplayer mode when people talk to each other during the ending cinematic
  • Fix for armor slot at top of screen sometimes having a number but no image
64 comments Read more

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
  • 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

  • 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

  • Much quicker loading into games from the main menu

  • Fix for internal errors when quitting multiplayer games

  • 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
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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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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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