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 (106) - 98% of the 106 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,178) - 95% of the 3,178 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 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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Recent updates View all (63)

October 18

Alpha 62 - Bugs’n Balance

Just like the title implies, the new build includes 100-ish bug and balance fixes. Not much more to say about this one!

No new Fortnight discussion this week, I’d rather people keep contributing to the current Fortnight Discussion, because there are a lot of good ideas in there. Please bear in mind that I probably won’t be implementing anything from these discussions into the 1.0 release unless it’s on the “very small” side, though I’ll still make note of anything I find interesting for post-release content.

And as a reminder:

Check out my environment artist Matthew Weekes's new Kickstarter here, featuring this snazzy exclusive Streets of Rogue card!


Alpha 62
Notable Balance Changes
  • Added a more powerful variation of the Goon, the Supergoon, who appears during Downtown and beyond
  • Turrets in Downtown and beyond are replaced with “Mega Turret” which shoots at a higher rate and withstands more damage
  • Continuously operating Crusher traps may appear in the Park levels
  • Player receives more XP based on their current floor. Floor 2 has a multiplier of 1.075, floor 3 has a multiplier of 1.15, etc. This may need adjustment, we’ll see. The multiplier is higher when playing a Quick Game, the multiplier does have a cap on Endless games.
  • Player receives fewer skill points for killing or knocking out innocents
  • NPCs no longer drop money 100% of the time
  • When selling weapons and armor, there was previously a “minimum price” that you could sell the item for, so if -- for example -- a Baseball Bat was at 1% durability and its base price was $20, you couldn’t sell it for less than $6 (30% of its original value). I’ve reduced that 30% to 10% to discourage min-maxing attempts.
  • Items sell for a bit less money than before
  • Projectile and melee weapons sell for less money than other items, again to discourage grinding for these and reduce the amount of money available
  • Amount of money in the game world is adjusted based on the number of players
  • Grilling Fud on barbecues has a 3-use limit
  • Neutralize All missions are more likely to appear on higher levels

Graphics
  • Fix for people who die and are resurrected while in the water on multiplayer client, appearing to walk on water
  • Fix for shadows appearing under NPCs who return from Invisible state while in water
    Camera during credits list is more centered
  • Fix for Shapeshifter appearing at normal size instead of Diminutive after Depossessing when Giant or Shrunk

UI / Controls
  • Added new quick-chat menu for gamepad users. Hold Cancel during online games to use it.
  • After switching from full- to split-screen mode, there is a delay before the camera can switch back to full-screen mode again, to avoid too-frequent switches
  • Added messaging on multiplayer client stating that they are waiting for the host to generate their level
  • Removed “Leaderboards - Coming Soon” text from Daily Run screen (it may still be coming, but not until after the game leaves Early Access)
  • Removed “Seeds - Coming Soon” text from Home Base (same deal, look for it after Early Access ends)
  • Fix for not being able to adjust Upper-Cruster and Supercop’s hairstyles
  • Fix for minimap markers for players 2-4 in online multiplayer matches having incorrect colors
  • Fix for Big Quest completion message remaining on the screen in the next level on multiplayer between-levels timeouts
  • Fix for player being able to open the minimap while in the Home Base
  • Fix for cursor graphic sometimes being incorrect on title screen after player is disconnected from online game
  • Fix for incorrect Syringe sometimes being dropped when clicking and dragging to drop items
  • Fix for player being able to press End Game on the main menu after the game is over
  • Fix for keyboard player being able to use and close object context buttons after a second player had opened the Missions screen

Playfield Objects
  • Fix for Lockdown Walls sometimes appearing partially risen at the start of new levels
  • Getting party members by hacking the clone machine with a hired hacker works properly
  • Fix for NPC hackers being able to successfully complete the hacking of an object after that object has been destroyed or made non-functional
  • Fix for fires blocking the ending sequence from starting properly
  • Fix for fires not being properly attached to burning giblets in factories on multiplayer client
  • Fix for giblets being spit out of tubes before the level has started
  • Fix for static fires being caused if the player shoots Mine Carts or Trains with the flamethrower
  • Fix for issues taking damage from fire sometimes

Items
  • Fix for banana peels being able to knock people out of chairs and beds, but they would still appear to be sitting
  • Giving someone a cocktail increases electability
  • Fix for Ghost Gibber not causing hidden enemies to come out of hiding
  • Quest-related items are removed from the player’s inventory at the end of levels
  • Items needed for missions cannot be given to NPCs (too many related bugs)
  • Base price of Giantizer increased from $80 to $100
  • Reduced price of Dizzy and EMP Grenades from $20 to $15

Status Effects / Traits / Special Abilities
  • Teleport-Happy can no longer be used when the player is in immediate danger
  • Confident in Crowds and Safe in Crowds cap at 3 followers
  • Fix for Art of the Deal giving players better deals than indicated by the on-screen cost
  • Wrestler in Home Base does not show “Resist Damage”
  • Shapeshifter cannot possess other Shapeshifters
  • Fix for Shapeshifter not leaving the body they are currently inhabiting when starting the ending sequence
  • Fix for bug where multiplayer clients could become Werewolf permanently by turning into a Werewolf, quitting the game, and then returning
  • Fix for bug where Shapeshifter multiplayer clients could quit the game and remain their most recently possessed NPC permanently
  • Fix for Shapeshifter on multiplayer client not losing health when the host body dies
  • Fix for Werewolf on multiplayer client not retaining traits after dying in Werewolf form
  • Fix for No In-Fighting and Class Solidarity not functioning on NPCs that were killed for a mission and resurrected as Zombies
  • Cannibalizing Zombies restores half as much health as cannibalizing non-Zombies. Not so tasty.
  • Fix for G-P-Yesss not functioning on all objects for custom characters in the first level of the game
  • If an NPC who has Resurrect is knocked out or arrested, they will lose Resurrect
  • Crooked affects XP loss for stealing from innocents
  • It is possible to Enslave NPCs who are Dizzy, Crazy-Dizzy, or Frozen

Combat
  • Fix for the first melee attack from an NPC sometimes not colliding with other objects

Sound
  • More sound effects added, updated some effects from last build

Election
  • Ghosts no longer have a vote in elections
  • NPCs spawned during War Zone do not have a vote in elections
  • Electability does not increase from killing Zombies
  • Players with Charismatic receive an electability score bonus from NPCs who were Friendly at the beginning of the floor, but it’s not an extremely large bonus, so you can still become un-electable by angering a bunch of people
  • People being the same class as you does not increase your electability as much
  • If a person exits a level via elevator, their opinion of you will still affect electability

Big Quests
  • Fix for Wrestler being able to challenge other players to fights when they are in ghost form
  • To avoid confusion, Generators at military outposts in the park must be destroyed for the Soldier’s quest
  • Fix for Assassin big quest targets appearing on final level
  • Slavemaster can escort Slaves to either the entrance or exit of the level, instead of just the entrance
  • Cannibal won’t get “stuffed” when Cannibalizing people that are needed for the Big Quest
  • Made Slavemaster text more obvious that you need to bring them to the entrance/exit
  • Fix for Jock’s Big Quest progress not always appearing properly on Missions screen when multiple players are playing as the Jock
  • Fix for Big Quest Completed message not appearing properly when using Supercop and Upper-Cruster
  • It is possible to get Big Quest points for arrests, kills etc. on people with whom you are aligned

Disasters
  • During Bounty disaster, if someone becomes hostile toward the player due to the bounty, he and his friends in the vicinity will become Guilty
  • Lockdown Walls no longer go up during Zombies disaster, or when the Zombies mutator is active


Mutators
  • Added No Custom Characters mutator, intended for non-password-protected online games
  • New Character Every Level and Super Special Abilities now cancel each other out, as too many issues were being caused by this particular combination

Level Generation
  • Shapeshifter NPCs appear more rarely

Artificial Intelligence
  • Fix for NPCs not running away from player zombies after the first level
  • Fix for Wrestler sometimes having two options to challenge the Mayor to a fight
  • Fix for certain NPCs not running to see the player’s speech at the end of the game
  • Fix for NPCs not tripping on Banana Peels properly when off-camera
  • Fix for cases where NPCs could join the player’s party while annoyed or hostile toward them
  • Fix for Cop Bots telling players with whom they are aligned to “Brace for death”
  • Fix for occasional pathfinding issues with Crates spawned in for Scientist Big Quest
  • During ending, English speakers in the crowd will be chosen to talk over non-English speakers, but if non-English speakers do have to talk, they’ll speak the proper dialog
  • Fixed issue where the player could tell someone to leave town, and they would attempt to path through a locked door
  • Fix for players being able to ask the Mayor for their hat before actually winning the election in online multiplayer mode
  • Fix for questgivers becoming Friendly toward the player after they complete a quest, when they were already Loyal before this

Text
  • Added ending text to account for the player arresting the Mayor

Multiplayer
  • Fix for a networking issue that was causing problems sometimes when attempting to join games, typically indicated by a freeze at 37% loaded
  • Added more descriptive messaging when client is disconnected immediately upon connecting to a host
  • Fix for player not being able to start a multiplayer game at the Home Base properly after starting a normal game, returning to the main menu, and starting a Home Base game

Engine
  • Unity engine updated to 2018.2.12f1

Alpha 62b
  • Fix for everyone in Downtown and beyond being Supergoons
  • Fix for many traits having incorrect names
  • Fix for Enslavement not working

Alpha 62c (October 19)
  • If the player attempts to exit a level before satisfying Big Quest requirements and doing so would make it impossible to complete the Big Quest for that run, and the player has gotten past the first level, a second warning prompt will appear and text will appear red
  • Player can no longer remove traits via augmentation booth that have a cost of -5 or less in character creation
  • Traits that have a point value of less than -5 or greater than 10 cannot be swapped at the augmentation booth
  • Doctor’s Super Special character has been altered - Instead of having infinite Tranqulizer darts, darts can be refilled for free at Loadout Machines and Ammo Dispensers
  • Fix for Scientist Big Quest not always spawning the Crate properly, and not providing correct instructions to the player
  • Fix for various alignment issues when starting with a new character
  • Fix for Random Reverence affecting everyone in the building of NPCs who were affected
  • Reduced Random Reverence chance
  • Fix for scroll bar sometimes briefly appearing on stats screen when it shouldn’t
  • Fix for incorrect name sometimes appearing when holding space bar after a new NPC had spawned
  • Fix for Threaten percentages often being too high on multiplayer client
  • Fix for doors sometimes acting as Steel doors when they don’t look like a Steel door
  • Fix for Shapeshifter NPC not always having money on them
  • Fix for Cannibals eating living people who have been arrested. Player can’t do this either.
  • Fix for objects making noise after being powered off from Power Box
  • Fix for Crates and Switches sometimes appearing on multiplayer client that do not appear for host
  • Fix for Super Special Ability information not appearing on character select screen for Supercop and Upper-Cruster
  • Fix for Shapeshifter electability rating not being accurate when possessing someone
  • 3- and 4-player character selection screen now includes text indicating that a character’s Big Quest has been completed
  • Changed description of Super Special Abilities a bit to make it less confusing
  • The “Ask to Leave Town/Threaten” options will not appear before other options when possible to prevent the player from accidentally taking a big-and-maybe-unintended action

Alpha 62d
  • Fix for multiplayer connection issue
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October 4

Alpha 61 - 60 New Traits

Dang, if I had just added 1 extra trait, this version number would have been super-appropriate.

Anyways, yeah, this week’s build includes a whole crapload of new traits, and significant changes to traits are awarded at the end of levels.

On most level-ups, you’ll receive a choice of three traits, as you would in the past. Two of these traits are now catered toward your character choice (or in the case of custom characters, the game will try to determine this based on your current build). The third trait is a wild card. In general, higher levels will receive more powerful traits. However, you might get lucky and get something very powerful early in the game.

Every 3 levels (3, 6, 9 etc.), you’ll get a choice between upgrading a special ability (if you have one), upgrading an attribute (speed, endurance, etc.), and adding a relatively powerful trait.

In addition, an Augmentation Booth has been added to the game, which gives you three options:
  • Upgrade Trait - Upgrade many of your existing traits to an “augmented” version. Cost is based on the cost in character creation.
  • Remove Trait - Remove one of your negative traits. Cost is also based on character creation cost.
  • Swap Trait - Swap one of your traits for a random trait that has an equivalent-ish value.

These new changes haven’t been super well tested and will definitely get some tweaking in the coming weeks, so be sure to report any issues you find.

This week’s Fortnight Discussion: Suggestions for things I can add before the game gets pre-1.0-content-locked.


Alpha 61
Traits
Remember, many of these will need to be unlocked in the home base, so dig out those ancient nuggets! However, traits that require specific special abilities aren't currently available in character creation.
  • Un-Crits - Damage inflicted on the player may not cause any health loss
  • Prickly Skin - Melee damage inflicted on the player may also harm the attacker
  • Knockback King - Cause people you hit to be knocked back further
  • Block Breaker - When an enemy blocks your melee attack, it may count as a hit
  • Block Bullets - Face the direction of incoming bullets to block them with your melee weapon
  • Wall Walloper - Melee weapons can destroy certain walls
  • Blaster Survivor - Explosions caused by the player, don't damage the player
  • Blaster Master - Explosions destroy any wall or object
  • Ammo Scavenger - Dropped weapons contain more ammunition
  • Lock and Load - Weapons are reloaded at the start of new floors
  • Burning Bullets - Bullets cause fire when hitting objects
  • Penetrating Bullets - Bullets pass through objects and people after hitting them
  • Bullet Breaker - Your bullets destroy other bullets
  • Sneaky Fingers - People won't notice when your "(Doing something)..." bar is filling
  • Teleport-Happy - Teleport anytime, regardless of location or danger
  • Secret Vandalizer - Hitting objects and walls doesn't make any noise
  • Intrusion Artist - Thieving tools may not break after usage
  • Random Reverence - Random people are aligned with you
  • Safe in Crowds - The more followers you have, the less damage you take
  • Confident in Crowds - The more followers you have, the more damage you cause
  • Homesickness Killer - Followers will always follow you to the next floor
  • Share the Health - Health items you administer to yourself will affect your followers
  • Cool with Cannibals - Cannibals will no longer attack on sight
  • Friend of the Family - Mobsters are aligned with you
  • On the House - Items purchased from vendors may be given to you for free
  • Trust Funder - Receive money at the start of every floor
  • Shop Drops - Upon being neutralized, vendors will drop one of the items that they normally sell
  • Slinky - Camouflage doesn't end when bumping into people
  • Vicious Chameleon - Camouflage doesn't end when attacking
  • Sprinter - Charge faster
  • Tackler - Charge has a more powerful impact
  • Low Center of Gravity - Player doesn't fall down when charging into walls
  • Juggernaut - Can't lose health while charging
  • Fast Food - Bodies are Cannibalized faster
  • Savorer - Receive more health from Cannibalizing
  • Table Manners - Cannibalize doesn't bother nearby people, including law enforcement
  • Eggshell Walker - Jokes never cause people to become Hostile
  • Feature Act - Jokes have a higher chance of success
  • Crooked - Less XP and Big Quest point loss for neutralizing/arresting innocents
  • Impatient Lunge - Primal Lunge charges more quickly
  • Speed Coder - Hacking takes no time
  • Foolproof Hacks - Hacking never causes an alarm
  • Cyber Nuke - Most hackable objects can be blown up
  • Body-Swapper - Shorter cooldown after depossessing
  • No Harm in Dying - No health loss when your host body dies
  • Possessions are Peachy Keen - Possessing and Depossessing does not cause Hostility or Annoyance
  • Benevolent Owner - Slaves don't become mutinous
  • Destructive Deaths - Slave helmets cause a larger explosion
  • Legal Enslavement - Enslaving random people is now legal for you
  • Covert Crook - People don't notice when you pickpocket their friends
  • Chipmunk Teeth - Bite more quickly
  • Vein Tapper - Receive more health from Bite
  • They're Just Kissing - Bite doesn't bother nearby people, including law enforcement
  • Bottomless Stomach - Bite people even when your health is full
  • Killing Time - Werewolf form lasts longer
  • Restless Beast - Cooldown period after transforming back to human form is shorter
  • Steady Head - No Dizzy period after transforming back to human form
  • Swift Spitter - Phlegm attack charges faster
  • Throat of Iron - Phlegm attack doesn't cause health loss
  • Subduing Spree - No cooldown after using Chloroform
  • Quick and Dead - All Zombies are faster
  • Inhuman Strength - All Zombies are stronger
In addition to all of these, there are a number of augmented versions of existing traits, available through the new Augmentation Booth

New Objects
  • Augmentation Booth

Sound
  • A whole bunch of new sound effects added. There will probably be some changes to these and new additions in the coming weeks.

UI / Controls
  • Fix for instances where player was unable to control their character at the beginning of levels

Playfield Objects
  • Fix for Clone Machine hacking not always working properly
  • Fix for security cameras detecting people in nearby buildings
  • Fix for cases in multiplayer where interacting with the elevator could bring up the character select screen on clients
  • Fix for player not being able to use Turntables if the DJ is dead

Items
  • Fix for Slave Helmet Remover not appearing in inventory, which also caused an issue where the game would state that the inventory was full when it was not

Multiplayer
  • Anti-hack stuff

Missions
  • Fix for missions not failing properly in multiplayer mode if the NPC carrying a quest item fell down a hole

Text
  • Fixed Werewolf “Super Special Ability” text when in Werewolf form

Alpha 61b
  • Fix for freeze at the end of levels on some level-ups
  • Fix for players being offered special abilities every level-up instead of every 3 level-ups
  • Fix for players being offered special abilities that they already had
  • Fix for players being offered higher-level special abilities too early, too often
  • Fix for removing certain traits not always working properly
  • Fix for certain trait names being missing
  • Fix for Werewolf and Shapeshifter losing attribute upgrades after transforming back to their normal bodies
  • Penetrating Bullets does not work with rockets

Alpha 61c
  • Fix for level-up menu sometimes getting multiple of the same trait directly after unlocking that trait
  • Fix for level-up menu getting traits that you upgraded previously
  • Fix for getting traits during Augmentation booth swaps that are useless to your character
  • Fix for being able to swap certain traits for free from the Augmentation Booth
  • Fix for Shapeshifter and Werewolf regaining traits that had been removed after returning to their normal bodies
  • Fix for incorrect alignments when gaining or losing The Law trait in the middle of levels
  • Fix for Bullet Breaker affecting the player’s own bullets
  • Game is slightly better at finding level-up traits for your character
  • Replaced 192 kbps soundtrack file for floor 5-3’s music with 320kbps version

Alpha 61d (October 5)
  • Fix for player receiving too few trait choices at the end of levels
  • Fix for Shapeshifter not regaining traits that were removed on depossessing someone
  • Fix for Shapeshifter getting non-augmented versions of traits in addition to the augmented versions after depossessing someone
  • Shapeshifter cannot use Augmentation Booth while possessing someone
  • Fix for Lockdown Wall sound playing repeatedly
  • Fix for Cyber Nuke not working for custom characters
  • Fix for Vocally Challenged still being in effect after removal
  • Fix for Benevolent Owner not working
  • Fix for Share the Health not working
  • Fix for Shop Drops not always working properly
  • Fix for Legal Enslavement not working for custom characters
  • Fix for Wall Walloper not affecting Glass walls
  • Fix for Slaves not blowing up properly when their helmet is hacked
  • Fix for certain NPCs reacting with sound effects when the player removes traits like Suspicious and Wanted
  • Fix for Clerks, Shopkeepers etc. not being annoyed at Shapeshifters after they depossess people
  • Fix for buttons not always working after hacking things on online multiplayer client
  • Fix for Cops attacking players biting other people when they had the “They’re Just Kissing” trait
  • Fix for Security Cameras sometimes not appearing in buildings where they were supposed to
  • Fix for Lock and Load reloading Oil Container
  • Soldiers and Gorillas do not contain “Shop” items unless they are in the Mall, and Upper-Crusters don’t contain Shop items at all
  • Player receives proper trait selection when leveling up more than once on a single floor
  • NPCs hidden in Bushes and Manholes cannot be a secret Werewolf
  • Changed “They’re Just Kissing” description to be more accurate
  • Wall Walloper now affects Barbed Wire walls and Bars/Fences (when augmented)
  • Confident in Crowds is much less effective (it was never supposed to do THAT much damage)
  • Confident in Crowds and Safe in Crowds require the player to be not-super-far from the person in their party in order to be effective

Alpha 61e (October 6)
  • Fix for items occasionally appearing on the ground and being non-interactable
  • Fix (again) for repeating Lockdown Wall sound in Uptown
  • Fix for chest and shop tooltips not always appearing when using gamepad
  • Fix for Flesh Feast upgrade not having proper animations or sound effects
  • Fix for Ammo Scavenger resulting in weapons that go over their max ammo limit
  • Augmentation Booth mouseable area increased
  • Augmented “Crooked” does not give the player XP when arresting or killing, rather it just prevents point loss
  • Fix for Alarm Button hacking not always working properly
  • Fix for Police Boxes remaining “hacked” when appearing in other levels or games
  • Fix for questgivers getting annoyed at the player when they transform into a werewolf or possess someone with a trait like Suspicious
  • Fix for player being offered non-augmented versions of augmented traits that they have as Swaps
  • Fix for certain traits appearing during random swaps that would spell doom for the player, such as Jugularious (since they’d have no ability to bite people)
  • Fix for Scientist Slayer, Blahd Basher etc. being removed at the augmentation booth and still causing hostility on future floors
  • Ammo Scavenger applies when a player with this trait picks up a weapon, rather than when the weapon is first dropped
  • Adding Endurance points to Werewolf at the end of levels will affect Werewolf form endurance as well
  • Replaced “-” with “|” on augmentation booth buttons to make it less confusing
  • Fix for “x has left the game” appearing when someone attempts to join a game with the wrong password
  • Upgrades are generally a bit higher-priced

Alpha 61f (October 8)
  • Fix for incorrect language appearing for Attribute level-ups for certain languages
  • Corrected Banana Lover + description
  • Banana Lover cancels out Jugularious and Strict Cannibal in character creation
  • Fix for occasional errors when NPC Vampires bite someone
  • Increased the cost of Wall Walloper, removed Wall Walloper +
  • Increased the cost of removing and swapping traits
  • Fix for NPCs appearing to get annoyed with Werewolf on multiplayer client when they transform back to normal
  • Crooked no longer affects Supercop in any way
  • Fix for one of the Satellite hacks not working properly on multiplayer client
  • Fix for clients seeing incorrect game over message when “Continue” is active if the host chooses End Game
  • Fix for effects of Shifting Status Effects sometimes having effects on attributes that they weren’t supposed to on the next floor
  • Fix for Cool with Cannibals not working during War Zone
  • Fix for various online multiplayer weirdness
  • Potential fixes for fire weirdness



In Other News:
Check out my environment artist Matthew Weekes's new Kickstarter here, featuring this snazzy exclusive Streets of Rogue card!
52 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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