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 (63) - 95% of the 63 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,227) - 95% of the 3,227 user reviews for this game are positive.
Release Date:
Mar 10, 2017

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Curator Review

By Ѕtеам 250 May 3

“Streets of Rogue is the 221st best Steam game of all time, with 95% positive reviews from 5,135 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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Includes 2 items: Streets of Rogue, Soundtrack

Downloadable Content For This Game


Recent updates View all (65)

November 15

Alpha 64

With this week’s update, all of the in-game text for 1.0 has been finalized and sent off for localization (though I’ll probably end up making some changes here and there). I’ve also made a bunch of bug fixes, and did some work on the console ports.

For the next couple of months, you’re mostly going to be seeing “polish” updates, meaning lots of bug and balance fixes. There are literally 400+ of issues that are on my radar, with more being reported every day. I’d like for the game to be as stable and polished as I can feasibly get it for 1.0, and the coming months should finally give me the opportunity to do a bit of much-needed catch-up in this department.

That said, I have a bunch of new mutators ready to go that I was planning to dump out on the game’s 1.0 release. I may end up drip-feeding these in the coming updates so you folks have something new to gnaw on.

I’ll also be continuing to work on aspects of the console ports, mostly performance fixes and other random tasks, plus some marketing this-and-thats. The remaining work is being done by an external team. We haven’t entered certification yet, but we’re hoping to do so in the coming weeks. The official release date for 1.0 and the console releases is still “Winter”.

This week’s Fortnight Discussion: Game balance, since I haven't done a discussion on that since June. What are your biggest issues with the game balance right now? What abilities, items, etc. do you find overpowered or useless? What aspects of the game do you find just plain unfair?

Alpha 64
  • Added interaction text for a number of characters that previously had none, and just more in general
  • Signposts have been added to more levels
  • Added some new protips
  • Added clarification to Sneaky Fingers description
  • Added text for when the Mayor is enslaved at the game’s ending
  • Bunch of other random new text

  • Alterations to Medium lighting
  • Screen goes to black correctly when exiting the game from the Daily Run game over screen, character select screen and other instances where it previously didn’t
  • Fix for NPCs sometimes appearing to still have their hat on after it is stolen by the Thief
  • Fix for Firefighter’s Water Cannon not appearing when they are lying on the ground
  • Fix for Generators sometimes appearing larger than they were meant to
  • Fix for certain NPCs appearing to be one-armed after becoming Zombies

UI / Controls
  • Current seed is always shown on the Esc menu, even if the player did not enter one
  • Credits list added to main menu
  • Adjusted camera during gamepad aiming with thrown weapons so the player doesn’t get scrolled off-screen
  • Fix for character selection boxes not animating
  • Fix for Esc menu mutator display not always showing all information
  • Fix for hacker’s targeting sometimes getting immediately canceled after the player pressed the left trigger button on the gamepad
  • Fix for Jock sometimes not regaining control after charging
  • Potential fix for instances where Trip animation can play repeatedly
  • Potential fix for player falling into hole and not reappearing
  • Fix for player running out of ammo in a rapid-fire weapon and immediately shooting the rapid-fire weapon that he switches to
  • Non-violent projectile weapons will not switch to violent projectile weapons when ammo runs out
  • Removed “Friends” filter from online game listings (wasn’t actually supposed to be there and doesn’t work)
  • Fix for some instances where player was only offered two traits at the end of a level
  • Fix for player aiming in the wrong direction when Confused, using the gamepad, and not holding the right-stick
  • Fix for “Floor Complete” text not always showing in online multiplayer mode
  • Fix for elevator prompt appearing twice when it wasn’t supposed to

Playfield Objects
  • Fix for hitting Lasers with melee weapons not working properly
  • Fix for Refrigerators sometimes not having collision
  • If the player uses the Podium without wearing the Mayor’s Hat, it will be automatically equipped
  • Fix for Door Detonator appearing above “use key” options when interacting with doors

  • Fix for Molotov Cocktail exploding after being hit into walls after being dropped on the ground (it’s only meant to explode when thrown)
  • Player will not aim as well with rapid fire weapons if they try to repeatedly tap the mouse button (this was previously exploitable since the first shot is typically more accurate)

Status Effects / Traits / Special Abilities
  • Acid is now called Sulfuric Acid
  • Clumsiness Accepted is now called Clumsiness Forgiven
  • Fix for player losing Camouflage when opening Do Not Enter doors
  • Fix for NPCs being able to Resurrect after falling into holes
  • Fix for multiplayer client’s Zombie Phlegm not taking effect if it did the killing blow on an enemy
  • Fix for instances where player could not Camouflage despite having no one around them
  • Fix for water not appearing on the ground when shooting the Water Cannon at certain walls
  • Fix for player being able to knock down Lockdown Walls with Wall Walloper
  • Fix for using Cigarettes at the last second of Feelin’ Alright and still going into Withdrawal
  • No In-Fighting and similar traits will not prevent Firefighters from hitting Arsonists

Big Quests
  • Fix for cases where Wrestler (and possibly others) Big Quest could state the floor is clear, but the elevator says otherwise

  • Players with Wanted, Fair Game or Ideological Clash will not get Bounty disaster

Level Generation
  • Oil spills will not appear inside buildings

Artificial Intelligence
  • Mayor may be found wandering around the level with guards
  • Arsonist will only appear if they are currently visible on camera
  • NPCs are better at avoiding Saw Blades
  • Fix for the player’s followers sometimes getting scared of other followers due to Fair Game
  • If a weapon is knocked out of an enemy’s hands, they won’t immediately try to pick it back up
  • Fix for NPCs hiding in bushes not getting angry when being sprayed by water
  • Fix for NPCs not falling down holes when they are incapacitated (Frozen, Dizzy, etc.) on a Conveyor Belt
  • Better AI during Lockdown - Cops will become hostile toward NPCs with whom they are not aligned who are outside of their homes
  • Mayor will not mutiny if enslaved
  • Enslaved Upper-Crusters and the Mayor will not attempt to run away when facing danger

  • Various performance improvements
11 comments Read more

November 1

Alpha 63 - Playable Firefighter

I know I said in a previous update that I’d be holding off on adding the final 1.0 character until the game hit 1.0, but in the interest of getting feedback before the game officially launches… here ya go!

I’m still working very hard to get the game in shape for console certification, still squashing bugs and balance issues while trying to slip in a new feature or two here or there.

As of next update, all of the game’s text will be finalized for 1.0, and I’ll be send it off to get localized into a bunch of different languages. So, that’s the topic of this week’s Fortnight Discussion: What text in the game would you like to see changed?

Alpha 63
New Features and Content
  • Added playable Firefighter character, along with new abilities, traits, an achievement, etc.
  • Added Seeds (finally) - Talk to the Scientist in Home Base
  • Expanded the number of custom character slots on the character selection screen from 8 to 16

UI / Controls
  • Fix for player accepting optional missions if they talk to a questgiver, close the screen, press the missions screen button, and then press Accept

Playfield Objects
  • Player can knock on “Do Not Enter” doors and place detonators when they are outside-facing
  • Fire does not spread to “middle” wall sections where it can’t be reached with a Fire Extinguisher or Water Cannon

  • Molotov Cocktail added to game
  • Firefighters now carry Water Cannons instead of Fire Extinguishers
  • Bartender starts the game with Cigarettes, in case drink “ingredients” are hard to come by in the first level
  • Fix for Slum Dwellers not dropping money that they took off the ground
  • NPCs who are being guarded by a group of people will always drop money
  • Slum Dwellers will not pick up money off the ground that has been dropped when a player dies
  • Reduced base Ammo Stealer price to $35

Status Effects / Traits / Special Abilities
  • Fix for Zombie Phlegm not costing the player health

  • Fix for fire sound effect sometimes stopping before the fire had finished
  • Fix for Jock’s Charge sound effect sometimes continuing past the point where it was supposed to

Stats / Unlocks
  • Fix for nuggets reverting to 50 upon exiting the game and starting again

Big Quests
  • Slavemaster can use Taser on NPCs with whom they are aligned and need to capture for their Big Quest when they have No In-Fighting or similar traits
  • NPCs who have been Zombified will no longer be considered for Cannibal’s Big Quest

Artificial Intelligence
  • Added Arsonist AI behavior for people to randomly pull out a Molotov Cocktail and toss it at objects. At the moment, this only happens when a Firefighter is around
  • Fix for NPCs not always following the player when they’re trying to mug them, warn them, or otherwise accost them
  • Fire Extinguisher usage no longer causes people to run away as gunshots do
  • Property owners forced to flee their property out of fear of violence will not return

  • Unity engine updated to 2018.2.14f1

Alpha 63b
  • Fix for mysterious “?????” with “E_Firefighter” appearing in Trait Unlocks menu
  • Added Firefighter trait Scorching Savior to character creation
  • Fix for Medium lighting not always being set properly at the beginning of games
  • Fix for occasional freeze at 87% loading when level was supposed to load the Bounty disaster
  • When interacting with Do Not Enter doors, Open button appears above Knock button
  • Fix for certain Do Not Enter doors at the outside of buildings not giving the player the option to knock
  • Fix for some fire related errors
  • People who are Aligned, Loyal or Submissive to a Firefighter player will not become arsonists
  • NPC firefighters will not run out of water

Alpha 63c (November 2)
  • Fix for Do Not Enter doors not working properly on multiplayer client
  • Fix for Cops becoming hostile toward attackers of Arsonists
  • Fix for “can’t do” sound effect playing when picking up weapons with 0 ammo when unarmed
  • Fix for Slaves becoming Arsonists
  • Fix for Firefighter Super Special Ability not always giving the player infinite Water Cannon ammo
  • Fix for Water Cannon recharging at the end of levels
  • NPCs get angry more quickly if the player continually shoots them with the upgraded Water Cannon
  • Water Cannon knockback is slightly higher during normal usage and slightly less high in its upgraded form
  • Arsonists do not appear in Mayor Village
  • Arsonists do not appear while the player is in the process of teleporting, or after they have finished a level
  • Arsonists will not throw Molotovs at objects in which a fire can be started, such as barbecues

Alpha 63d (November 3)
  • Fix for Arsonists not appearing
  • Fixed “Fire” mistranslation for non-English languages
  • Fix for status text appearing far too many times when running out of Water Cannon ammo in multiplayer games
  • Fix for Water Cannon ammo not appearing as 0 when it runs out
  • Water from Water Cannon is no longer blocked by objects, so that it is easier to hit the wall fires behind objects if need be

Alpha 63e (November 5)
  • Physics related performance fixes
  • Fix for Door Detonator not working on locked doors
  • Fix for player being able to open locked doors during Lockdown disaster
  • Fix for Fires sometimes appearing in random spots
  • Fix for Flamethrower and Water Cannon not always hitting objects that they appeared to be hitting
  • Potential fix for NPCs spawning at the lower left corner of the map
  • Fix for people aligned/loyal to the player not becoming hostile toward the player's enemies all the time
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

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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