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 (65) - 96% of the 65 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,540) - 95% of the 3,540 user reviews for this game are positive.
Release Date:
Mar 10, 2017

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Curator Review

By Ѕtеам 250 May 3, 2018

“Rated 209th best Steam game of all time, with 95% positive reviews from 5,527 gamers!”

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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Buy Streets of Rogue Collector's Edition

Includes 2 items: Streets of Rogue, Soundtrack


Recent updates View all (70)

January 17

Alpha 68

After last update’s mishap, things are back on track for Alpha 68! I hope! If you missed out on Alpha 67 during the short time it was available on the main branch, you can read the patch notes here.

Much like the previous updates, Alpha 68 is mostly bug fixes and polish, particularly on the multiplayer side.

Behind the scenes, the console porting team and I are readying the game for certification right now. So that's kinda exciting...

This update’s Fortnight Discussion: Sequel Ideas. To be clear, I have no plans to work on a sequel in the near future -- Streets of Rogue hasn’t even been released out of Early Access yet. I’m just curious to hear your ideas, given that a sequel will likely happen one day.

Alpha 68
  • Adjusted cave tile sprites a bit
  • Fix for east-west-facing doors having incorrect lighting
  • Fix for dizzy stars sometimes appearing at the bottom-left corner of the map or in random spots
  • Fix for items sometimes appearing as other items for a single frame after being spawned on multiplayer client
  • Fix for Slave in Home Base appearing to not have Slave Helmet on multiplayer client
  • Fix for lights appearing too bright on certain objects
  • Fixed a pixel on the Slum Dweller’s north-facing texture

UI / Controls
  • Dialog box for cutscenes shifts to the left only when the chatlog is on-screen
  • Fix for not being able to open the Esc menu using the Start button on gamepads while viewing the initial character select for online games
  • Animated “Waiting for host…” dots on client loading screen
  • Changed some positioning of text on character select screen
  • Player is prevented from typing in chatlog during parts of the load process where the message cannot be sent
  • Fix for speed run timer not always being correct when progressing to new levels
  • Fix for being able to start dragging inventory items while opening the missions screen
  • Fix for character select screen soft-locking after pressing gamepad Chat button
  • Fix for “interaction” dialogue appearing over players after pressing the gamepad Chat button in the Home Base
  • Fix for tooltip remaining on the screen after pressing gamepad Chat button while displaying the inventory
  • Fix for case where Loading message and Esc menu could appear at the same time
  • Loading percentage does not appear when entering Home Base
  • Credits list Done button is smaller
  • Fix for issue with vertical scrolling of multiplayer match listing
  • Fix for “Retrieve Item” marker not appearing over item on multiplayer client if the person who was originally holding it gets Zombified
  • Fix for “Retrieve Item” marker disappearing from an NPC’s head on multiplayer client if the NPC is killed while having Resurrection
  • Fix for tooltip remaining on the screen if the game window loses focus while the tooltip was visible, and the player returns to the game
  • Fix for cases where question mark could remain over NPCs’ heads past the point when it was supposed to on multiplayer client
  • Fix for auto-targeting not always working properly on multiplayer client
  • Fix for level number not appearing on multiplayer matches list right after the player starts a new game
  • Fix for “doing something” bar sometimes appearing partially transparent
  • Attribute upgrades at the end of levels typically appear at the top of the list instead of the middle
  • Fix for clock sometimes not appearing in Disaster levels on multiplayer client

Playfield Objects
  • Ammo Dispenser can refill a percentage of your ammo even if you don’t have enough money to fill the entire gun
  • Fix for Ghost being affected by Crusher
  • Fix for Refrigerator and Saw Blade not always having collision
  • Fix for player being able to slip past lasers when firing a gun very quickly
  • Cannibal NPCs no longer store normal foods in their refrigerators
  • Fix for Crusher on multiplayer client not having full collision
  • Fix for Fire Spewer sometimes appearing to spew through walls on multiplayer client
  • Knocking on the red doors of Bars, Dance Clubs and Music Halls will no longer result in someone answering
  • Fix for multiplayer client being able to press the “Release Gas” and “Turn Off Gas” buttons more than once in a row while operating the Computer

  • Killer Robot drops more items when killed
  • Cost to identify syringes is affected by the player’s current level
  • Voodoo Doll removed from the game for now, since it currently has no function
  • Fix for multiplayer client finding a different type of syringe when they examine a chest multiple times
  • Fix for player being able to use Food Processor and Ammo Processor after they run out of uses

Status Effects / Traits / Special Abilities
  • Added “Lock and Load +”
  • Fix for Paralyzed NPCs not falling into holes when on Conveyor Belt
  • Fix for people who fall in holes remaining Electrocuted
  • Slaves who are infected with Zombiism before being killed will still get blown up when their helmet explodes
  • Fix for cases where Assassin could not Camouflage when they were supposed to be able to
  • Fix for multiplayer client being able to gib NPCs who have Resurrection
  • Fix for Backstab not playing proper animation on multiplayer client
  • Assassin can Camouflage when hidden NPCs are nearby (Bushes, Manholes)
  • Fix for NPCs not getting annoyed when multiplayer client Slavemaster starts enslaving someone

  • Questgivers will no longer ask the player to rescue NPCs that the questgiver doesn’t like
  • Fix for cases where Missions all appeared to be “Not Accepted” on multiplayer client

Big Quests
  • Fix for NPCs being spawned in the same spot as Big Quest Gorillas
  • Player will not receive optional missions to rescue Gorillas when playing as a Gorilla, since this could lead to interface-related confusion with the Big Quest
  • The same goes for Soldiers and optional missions to destroy Generators
  • Secret Werewolves for the Vampire’s big quest can no longer be wandering NPCs, since this can make the process of tracking them down more arduous
  • Shopkeeper can no longer be be required to sell Syringes for their Big Quest
  • Fix for Cop’s Big Quest counter appearing with incorrect numbers
  • Fix for cases where NPCs would be added to Assassin’s hit list despite not being in sight range when the original target was killed
  • Fewer cases where 0 Gorillas spawn in a level for Gorilla’s Big Quest
  • Fix for Werewolf total kills on missions screen not extending past 5, even if the player had killed more than 5 during a single transformation

  • Fix for NPCs sometimes spawning outside in certain Uptown locations during Police Lockdown and Radiation Blasts
  • When clients enter game during Radiation Blasts disaster, they will spawn close to the host
  • Fix for NPCs taking double damage during Radiation Blasts disaster in multiplayer

Level Generation
  • Fixed some small level geometry issues

Artificial Intelligence
  • Fix for cases where AI could get stuck in one spot while battling a multiplayer client due to them seeking out a nonexistent weapon on the ground
  • Fix for cases where AI could get stuck in one spot after being Zombified by a multiplayer client
  • Fix for cases where AI could get stuck in one spot relating to maneuvering around hazards
  • Fix for cases where AI could get stuck in one spot on multiplayer client relating to areas of the map they are permitted to traverse
  • Fix for NPCs with guns stopping in their tracks after losing sight of their multiplayer client opponent
  • Fix for Cop Bots not always displaying their particle effect at appropriate times on multiplayer client
  • Cops surrounding Mayor, as well as anyone residing in the Mayor’s home or office, are not considered Innocent
  • Allies of your opponent are better at determining when they should become hostile toward you
  • Fix for cases where a party member would attack an object like a Turret when you commanded them to attack someone or something else

  • Fix for items having showing their name and description in incorrect language after loading a saved game that was saved with a different language
  • Fix for “Syringe” text not being translated to different languages when NPC takes Syringe
  • Fix for foreign language text appearing in multiplayer games when playing with people who had selected a different language

  • Improved performance when blowing up walls

  • Fixes for NPCs not appearing in levels
  • Fixes for issues starting the game when punchthrough is used to connect
  • Fix for clients sometimes falling into an invisible pit at the start of levels
  • Players in online multiplayer have 45 seconds to choose traits at the end of levels instead of 30 seconds
  • Better handling of knockback physics on multiplayer client when player deals the killing blow to an NPC
  • Fix for cases where multiplayer client’s party members would not appear on the next level
  • Fix for NPCs not appearing to attack when hitting static objects on multiplayer client

  • Fixed internal errors with spawning noises
  • Fixed a repeating output log message about wreckage
15 comments Read more

January 5

Reverted to Alpha 66

Hey all,

Sorry about this, but due to some major bugs in Alpha 67's multiplayer, I've had to revert the game to Alpha 66b from December. It's going to take me some time to fix this stuff, and in the meantime, I want people to be able to play multiplayer without issues.

The good news is, if you only care about single player and still want to play Alpha 67, you can! Just right click the game on Steam -> Properties -> Betas -> publicbeta, and you can keep playing on the latest version.
13 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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