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:
Overwhelmingly Positive (108) - 97% of the 108 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (2,948) - 95% of the 2,948 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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Recent updates View all (56)

July 12

Alpha 55 - Grab Bag of Features ‘n Fixes

As Streets of Rogue inches closer to its planned “late 2018” 1.0 release, this update finds me attempting to jam in a whole bunch of mostly minor new features that have been on my to-do list forever, while also squashing a crapload of bugs. Seriously, read over these patch notes, there’s some pretty cool new stuff buried in here!

This week’s Fortnight Discussion: Your thoughts on a possible “supporter’s edition” of the game, which would be a set of non-essential “DVD Extras” style content for fans.

Alpha 55
Playfield Objects
  • ATM can be used to store a single item between runs (at a cost)
  • ATM can be hacked to spit out money
  • ATM usually has at least 1 Cop guarding it
  • Investment money can be withdrawn at ATM
  • Barbecue can now be used to grill Fud and make Hot Fud. Barbecue must be lit first by either a Cigarette Lighter or Flamethrower.
  • Characters with Diminutive can flush themselves down Toilets, which teleports them randomly to another toilet
  • Characters can “purge” their current status effects at a Toilet - especially useful if Investment
  • Banker needs to take some lousy drugs to avoid Withdrawal
  • Sign added to Office Building to explain how investments work
  • Player can toss more money down a Well to receive Feelin’ Lucky
  • If player destroys a Well, they receive Feelin’ Unlucky
  • Only 1 Well may spawn per level
  • Satellite can now broadcast Happy Waves, which causes nearby NPCs to become Friendly, provided your character has Tech Expert
  • Gravestone sometimes spawns money
  • Fountains removed from the game until I can find a use for them
  • Turning off security system from Computer will turn off Flame Grates
  • Quest Switches will attract the player’s auto-aim when they have not yet been pressed

NPC Abilities
  • Player can talk to Clerk to invest money into “The Company” at the Office Building
  • Investment money can be withdrawn at Bank Clerk or Office Building Clerk
  • Player can give blood (health) in exchange for money to Clerks in the Hospital
  • Clerks at Movie Theater sell hideously overpriced food
  • Clerks at Hotel will sell anyone a room key
  • Office Drone can be offered food, drinks and cigarettes as “motivation”, which affects the stock price of The Company in a positive way
  • If Office Drones are killed, the stock price is affected negatively
  • Ghosts have somewhat more Strength than previously

Items
  • Necronomicon added to game - Spawns Zombie followers when near a Graveyard
  • Hot Fud added, a more nourishing variant of Fud created on the Barbecue
  • Projectile weapons that don’t do damage such as Tranquilizer Gun will not auto-aim at objects like Explosive Barrels
  • Projectile weapons will not auto-aim at Ghosts, Holograms, or Invisible NPCs
  • Four-Leaf Clover affects a lot of things that it didn’t before, basically everything that the new Feelin’ Lucky and Feelin’ Unlucky traits affect
  • Hotel Clerks now start with Key
  • Shovel no longer appears in game, at least for the time being
  • Water Pistol can no longer be stolen by Thief from the player’s inventory
  • Water Pistol can be used when the No Guns mutator is active, in part because not having it makes it much harder to carry out the Scientist’s Big Quest
  • Fix (again) for workers in gas-spewing buildings not initially starting with Gas Masks on

Graphics
  • Shrinker bullets and Freeze Ray bullets no longer look exactly the same
  • Adjusted brightness in Uptown levels for an easier-to-read look
  • Fix for bullets not always having correct lighting
  • Fix for lights not always appearing properly on lamps
  • Slime Puddles are a bit brighter

UI / Controls
  • Fix for player being able to shift+click on and drop un-droppable items within certain interfaces
  • Attempted fix for NPC Info displays appearing when they should not
  • Fix for incorrect floor number sometimes appearing when loading a saved game while using the Quick Game mutator
  • Fix for interface not pausing after players 2-4 in local coop complete an optional mission

Status Effects / Traits / Special Abilities
  • Feelin’ Lucky - Affects your luck in all sorts of endeavors, but you get less lucky as time runs down
  • Feelin’ Unlucky - The opposite of Feelin’ Lucky
  • Status text indicates that the Drug Dealer has taken a Syringe
  • Fix for Shapeshifter becoming a normal-sized creepy naked person after being Zombified, rather than remaining Diminutive
  • Fix for Slaves who had been freed sometimes exploding after being Depossessed by Shapeshifter
  • Nimble Fingers and Poor Hand-Eye Coordination will mostly cancel each other out

Missions
  • On Rescue missions, NPC may ask to be escorted to the Exit instead of the Entrance
  • Created “flip switches” variant where flipping the first switch activates a timer that causes the quest to fail if the player doesn’t finish quickly enough
  • Exploding Barrels may appear in buildings as objects to destroy for missions
  • Optional missions always appear on floor “x-2” of each district
  • Fix for optional missions not being offered on a number of levels where they were supposed to be
  • Fix for optional missions not being offered in local 3- and 4-player modes
  • Fix for incorrect player sometimes getting credit on optional Retrieve missions in local and online coop modes
  • Optional missions may now be offered by Clerks and Bartenders, in addition to Drug Dealers and Shopkeepers

Big Quests
  • Fix for issues in Assassin, Vampire, and Gangster Big Quests where Zombified targets would not count as having been Neutralized
  • Fix for various traits like No In-Fighting affecting the player’s ability to complete certain Big Quests
  • Fix for Gorilla quest map markers not disappearing after a Gorilla had been rescued

Mutators
  • Fix for Random Level Districts giving player incorrect districts when they had also chosen mutators to remove certain districts
  • Changed the name of “Remove Levels” mutators to “Remove District”

Level Generation
  • Fix for too many Clerks sometimes appearing in one of the Broadcasting Station layouts, and also added armed guards to this layout
  • Fix for one of the bathrooms in the Uptown gated houses being considered “outdoors” by the game
  • Fix for the bathroom of one of the City Parks being counted as an considered “outdoors”
  • Fix for Conveyor Belt not appearing in Mall on Uptown levels
  • Fix for Saw Blade track not drawing properly in one of the buildings
  • Fixed instance in one of the buildings where Fire Spewer was placed in such a way that the AI would almost always suck at avoiding it
  • Fix for instance where a Tube would attempt to spit objects onto a Conveyor Belt, but would be blocked by a Switch
  • Slightly fewer Vampires and Firefighters are placed into levels than before
  • Fix for instances where certain walls would appear different on the client than on the host
  • Some changes to the placement of Office Drones in the world to account for the new Investments system

Artificial Intelligence
  • Zombie NPCs can no longer pick up weapons
  • When lunging, Gorilla lunges at the angle at which he began charging up, rather than lunging directly toward his opponent
  • Cops are more protective of ATMs
  • If Thief NPC is having too much difficulty stealing from someone, he will give up
  • Fix for Slum Dweller having difficulty picking up money in certain spots like water
  • Fix for imprisoned Slum Dweller attempting to grab money that is outside the prison
  • Fix for Slum Dwellers, Vampires, Cannibals, and Thieves not returning to their previous goal properly after performing actions added in the last update
  • Fix for Vampire and Cannibal being able to Bite/Cannibalize from far away
  • Fix for NPCs like Gorilla and Jock attempting to use special attacks after being Zombified
  • Fix for NPCs sometimes having difficulty pathing to an elevator when the player asks or threatens them
  • Fix for Jock paying out fight to player when they had no money and no inventory space for a new money item, and other similar circumstances where the player receives money
  • Fix for NPCs in Movie Theaters sometimes walking around the theater instead of sitting
  • NPCs in gangs are better at avoiding Trains and Mine Carts. Previously, the one of them would stop for the Train, and then the others would bump into him and accidentally knock him into the train’s path
  • Drug Dealer can no longer receive Electro Touch when taking a Syringe during combat
  • Fix for NPCs yelling at online multiplayer clients with Malodorous and other similar traits as soon as they joined the game
  • Fix for Hacker and Thief being able to complete their “assist me” tasks immediately if they stopped doing them and then started again
  • Hacker and Thief who are in the player’s party as a result of Friend Phone, Loneliness Killer, etc. cannot be told to do their primary tasks multiple times

Performance
  • Hefty performance improvements during big fights
  • Cleared up some garbage collection performance issues
  • Pathfinding optimizations

Multiplayer
  • Fix for errors occurring if the player switched from keyboard to gamepad or back and then began an online multiplayer game

Internal
  • Work on final level

Alpha 55b
  • Fix for bullet weirdness in online multiplayer games

Alpha 55c (July 13)
  • Fix for level transition crash on multiplayer client
  • Fix for Butler Bot errors on multiplayer client
  • Fix for client side bullets sometimes appearing with just a light and no texture
  • Fix for infinite money exploit with new Investment system, and general reworking of how the system functions
  • Fix for certain Office Building sometimes being completely empty
  • Fix for ATM Machine button for “Spit Out Money” having incorrect text
  • Fix for Wrestler being assigned to challenge Shapeshifter to a fight
  • Fix for issues moving from level to level when using saved game from Alpha 54
  • Fix for Gorilla who was lunging sometimes continuing to shake after being Zombified
  • Fix for Hospital Clerk only taking 10 health instead of 20 when you give blood
  • Fix for certain percentage chance buttons (“Threaten - xx%”, etc.) potentially being above 100 or less than 0
  • Fix for one of the Bank vaults having a weird floor texture
  • Fix for player losing the game if they died with Resurrection and their body then fell down a hole
  • Fix for Water Pistol being able to be stored in ATM for free
  • Fix for item stack doing weird things when giving motivation items to Office Drone
  • Fix for mouse cursor picking up invisible icons on the Missions screen
  • Fix for Shapeshifter occasionally making an appearance during the tutorial
  • Water Pistol is worth a lot more money
  • Shrunk players can fit in Toilet, much like Diminutive
  • Player receives 2 Necronomicons as a reward instead of 1
  • Necronomicon is worth a bit less money, costs less to unlock, costs less in character creation and loadouts
  • Fix for some buttons appearing out of alphabetical order in the Mutators list
  • Fix for game not ending properly and potentially causing an “un-endable” game if the player tries to end the game while on their back, teleporting, falling into a hole, etc. Actually, you just get a message telling you to wait a second and do it again due to programmer incompetence
  • Fix for password entry background not always covering the entire screen
  • Player can invest money when talking to Bank Clerk, in addition to the Office Building clerk
  • ATM Machine can no longer store items in Sandbox mode
  • Syringes can no longer be stored in ATM machines
  • Zombie and Werewolf Drug Dealers can no longer take drugs
  • Ooze does less damage during Low Health for All mutator
  • Cops no longer spawn near Vending Machines in the park

Alpha 55d (July 14)
  • Fix for game not starting properly if the player’s saved game had somehow become corrupt
  • Fix for Fund Research option being available to Investment Banker, despite his Big Quest being changed so this is no longer necessary
  • Using the Barbecue no longer causes Cops to become hostile
  • Fix for person being arrested sometimes shaking if they were electrocuted first
  • Fix for AI running from Gas danger and other similar dangers due to them being positioned incorrectly
  • Fix for potential circumstances where the player could gain XP for Pickpocketing another player
  • Thief cannot pickpocket invisible people
  • Fix for Jock’s Charge sound effect sometimes continuing after their death
  • Shapeshifter can no longer pop out of War Zone fighters
  • Fix for person enslaved for Slavemaster Big Quest exploding after having exited through an elevator
  • Fix for cases where light from explosion would stick around too long

Alpha 55e (July 15)
  • Fix for not being able to hit people of opposing factions sometimes, like Werewolves and Gangsters
  • Fix for stock purchase prices being affected by the Clerk’s opinion of you
  • Stock investments no longer count toward “total money spent” in the game’s stats
  • Fix for Barbecue not working properly
  • Proper “picking up” text appears above the player when creating Hot Fud
  • Shapeshifter possessing someone can no longer give blood at Hospital
  • Cops no longer get angry if you attack a Vampire who is running to suck your blood
  • Fix for Jock Big Quest sometimes stating the wrong total number of objects that needed to be destroyed on the Missions Screen
  • Added “Countdown Started!” message when hitting first button in button missions that have a countdown
  • Fix for NPCs sometimes incorrectly being marked as having witnessed the Assassin’s assault on their target during Big Quest when the player was using Tranquilizer Gun, or when the NPC was in a Manhole
32 comments Read more

June 28

Alpha 54 - New NPC Behaviors

First off - To anyone who missed my dev stream last Sunday, you can view a replay of it on youtube. It was a lot of fun, and I'd like to do more of these when I get the chance. Maybe not for 6 hours straight, that might've been a bit excessive. But it was a really useful experience, and I found a whole bunch of new bugs in the process, many of which I've fixed for Alpha 54.

Also new to this build: New NPC behaviors, which I've gone over in the Artificial Intelligence section below. There was a Fortnight Discussion about this topic last July, and I FINALLY got around to implementing some of the behaviors that people suggested. There were a lot of great suggestions, and still plenty I'd like to add when I get another block of time for this.

This week's Fortnight Discussion: How did you first learn about Streets of Rogue?

Alpha 54
Artificial Intelligence
  • Unarmed NPCs are capable of picking up weapons dropped on the ground during combat
  • Thief NPCs are capable of randomly pickpocketing the player and other NPCs
  • Thief NPCs can be hired to lockpick doors
  • Thief NPCs can be hired to break into windows
  • Hacker NPCs can be hired to hack objects
  • Slum Dwellers will sometimes run to pick up money that they see on the ground
  • Vampire NPCs are capable of biting other people
  • Cannibal NPCs are capable of Cannibalizing dead people
  • Gorilla NPCs can use the Lunge ability during combat
  • Jock NPCs can use the Charge ability during combat
  • Drug Dealers may take drugs during combat
  • Shapeshifters may pop out of an NPC that you kill
  • Fix for NPCs saying lines of dialog if they are simultaneously rescued from prison and blown up at the same time
  • Fix for certain cases where NPCs’ crimes were ignored
  • Fix for general weirdness if more than one NPC transforms into a Werewolf at the same time

Graphics
  • Potential fix for NPCs sometimes appearing to walk backwards or sideways
  • Fix for white weapon outline sometimes flashing across the screen
  • Fix for held weapon not flashing white when a person is hit

UI / Controls
  • Name of current disaster can be found at the bottom of the Missions screen
  • When prompted to leave the level, text appears in different colors (green or orange) indicating whether you’ve completed your Big Quests or not, as an extra reminder for players
  • Fix for scroll bar on Stats interface being in the incorrect position if the player scrolled down and restarted the game with a different character
  • Fix for items on Missions screen appearing too dark
  • Fix for inventory “flashes” from client players sometimes appearing on server player
  • Fix for Big Quest markers not disappearing when Thief steals from chests
  • Fix for soft lock in local coop mode if players have for some insidious reason created a custom character that already has all of the available traits, and then gain a trait at the end of the level

Playfield Objects
  • Elevator will not prompt the player if they want to exit unless all main missions on the floor have been cleared
  • “ATM Machine” changed to just “ATM” because I’m tired of getting bug reports about this
  • Well has properly sized Mouseover box
  • Fix for cursor text appearing when the player mouses over mines

Items
  • Fix for player being able to use Pickpocket to steal Slave Helmet off slaves’ heads
  • Potential fix for player losing control sometimes after Quick-Escape Teleporter is used
  • Water Pistol can no longer have Infinite Ammo when this mutator is on, since the interface requires the gun to be empty in order to change ammo types

Status Effects / Traits / Special Abilities
  • Fix for NPCs retaining status effects that they are not supposed to between levels

Big Quests
  • Fix for data not being carried over to next game properly all the time when using the leftmost elevator in Home Base
  • Fix for instances where certain characters like Wrestler could automatically fail Big Quest at the start of the level if no options for quest targets were available to them

Mutators
  • Potential fix for saved games not always being invalidated properly in Continue mode when the player returns to Home Base

Level Generation
  • Fix for Cops sometimes sleeping in prison cells
  • Thief appears more often in levels
  • Vampire appears wandering around sometimes in Park and Downtown

Multiplayer
  • Fixed some multiplayer connection and load errors

Saved Games
  • Added better error handling for when a user’s system fails to save the game due to permissions issues

Other
  • Created new Demo version of the game for itch.io and GameJolt

Alpha 54b (June 29)
  • Fix for Thief NPC attempting to mug people by reaching in the wrong direction
  • Fix for Thief NPC sometimes failing to lockpick or break into windows facing certain angles
  • Fix for Thief NPC not wanting to break into certain windows
  • Fix for Thief NPC being capable of lockpicking things that are not doors
  • Fix for Thief NPC lockpick targeting not working with gamepad
  • Fix for Hacker NPC leaving the player’s party after completing task while enslaved
  • Fix for weirdness when Shapeshifter falls down holes while inhabiting someone’s body
  • Fix for NPC gorillas sometimes appearing to shake after death
  • Fix for NPCs attempting to pick up guns with no ammo
  • Fix for Ghosts being able to pick up weapons
  • Fix for NPC Vampire attempting to bite Cop Bots, Ghosts, etc.
  • Fix for not always being able to assign Toolbar items properly with gamepad after the first level
  • Another fix for being able to steal the Slave Helmet off Slaves’ heads
  • When the hacker is hired, Tech Expert choices for the object being hacked are available to the player
  • Fix for Bouncer picking up Baseball Bat during tutorial
  • Fix for NPCs attempting to pick up live Bear Traps
  • Fix for certain objects not being internally “recycled” properly
  • Fix for orange Big Quest arrows not appearing on a map when the target was part of an optional quest
  • Fix for NPC images not appearing on Missions screen
  • When NPC Shapeshifter pops out of people’s bodies, they will always flee instead of attacking, and will be initially hostile toward the player
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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