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 (124) - 91% of the 124 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (2,786) - 95% of the 2,786 user reviews for this game are positive.
Release Date:
Mar 10, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access allows players to help shape the game in a way that’s never been possible before -- and Streets of Rogue is EXACTLY the sort of game that can greatly benefit in this regard. The game's world is super goofy and chaotic, and lends itself to having a wide variety of weird and wacky content. This, combined with the open-ended nature of the gameplay, means that if anyone has a suggestion for something cool they want to see in the game (items, character types, playfield objects, etc.), there's a very good chance I'll be able to add it!

Streets of Rogue is already a living example of how games can benefit from early releases. The game was in free open alpha for almost a year and a half prior to its Steam release, and it really couldn’t have gone much better. Player response was fantastic, and very useful to me throughout the course of development.”

Approximately how long will this game be in Early Access?

“No solid release date has been set at the moment. The game is planned to graduate from Early Access 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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Includes 2 items: Streets of Rogue, Soundtrack

Downloadable Content For This Game


Recent updates View all (51)

May 17

Alpha 51 - Big Quests and Performance Optimizations

I’ve added a bunch of new Big Quests this week -- 9 to be exact. Still no awards for actually completing them, that’s coming later! I also made some important performance improvements.

Next update (or possibly updates?) will be on the light side, as I’ll be spending most of my time working on the game’s post-Uptown “final encounter”. It might be awhile before that's actually ready for people to play, but hopefully it'll be worth it!

This week's Fortnight Discussion: Most ridiculous thing that's happened to you in the game?

Alpha 51
Big Quests
  • Bartender - Serve drinks to 3 different people
  • Gorilla - Rescue all gorillas. Likelihood of finding captive Gorillas in levels is increased when playing as Gorilla
  • Thief - Rob all Chests and Safes
  • Wrestler - Ask a certain person to fight, and win without cheating or using projectile and throwable weapons
  • Jock - Destroy every object of a certain type
  • Comedian - Tell jokes to a percentage of people
  • Slavemaster - Enslave someone of a certain class and bring them to the entrance
  • Soldier - Destroy all Generators
  • Cannibal - Eat a person of a particular class
  • Fix for Investment Banker’s quest not being completeable
  • Fix for Big Quest status not loading correctly for clients who quit and rejoin the game
  • Fix for Big Quest status for multiplayer clients sometimes saying “Failed” when it was meant to say “Wait for Next Game”
  • Fix for Big Quest district status for multiplayer clients sometimes saying “Wait for Next Area” at incorrect times
  • “Wait for Next Area” now reads “Wait for Next District”
  • Big Quest required totals for Doctor and Cop take Quick Game into account
  • Fix for Gangsters not being counted properly in online multiplayer mode if only the client is playing as a gangster
  • Fix for orange arrows appearing for players in online games who were not doing that particular Big Quest
  • Only need to Zombify 30% of a level instead of 40% for Zombie Big Quest
  • Missions screen displays number of people that must be Zombified instead of a percentage
  • People who are Zombified and then die count toward your total
  • Big Quest map markers no longer appear on the minimap, only on the missions screen
  • Big Quest map markers only appear on the map once discovered
  • Big quest map markers appear smaller than before

  • Fixed an issue that was causing music clips to eat up an ungodly amount of RAM
  • Performance improvements to lighting engine
  • Improved frame rate during load times, meaning that the game won’t try to load as much stuff all at once within a single frame. This could potentially help with issues where some players may crash between levels
  • The game boots up more quickly
  • AI work is distributed more evenly amongst frames to avoid CPU spikes
  • Fixed monstrously inefficient “show NPC names” code from when you hold space bar
  • Other various performance improvements

UI / Controls
  • Fix for Character Select not appearing properly under certain circumstances when using a custom character

  • Fix for rare cases of the Quick Escape Teleporter freezing the game if it couldn’t find an appropriate position for the player to teleport

  • Fix for screen remaining black at the start of the new game following the failure of a “Find Bombs” mission
  • Butler Bots spawn a bit earlier during War Zone
  • NPCs who are normally spawned outdoors are no longer spawned during War Zone
  • Ooze expands faster than before

  • Fix for mutators not loading properly when loading saved games

Level Generation
  • Potential fix for freeze at 87%
  • Fix for odd pathfinding in one of the Arcade buildings

Artificial Intelligence
  • Cops will not attack the player if the player attacks enemies who pop out of manholes

  • Chinese translations for some of the newer text have been added
  • Fix for “Remove Disaster” unlocks not appearing properly in multiplayer chat
  • Descriptions for Longer Status Effects and Shorter Status Effects are more specific

  • Fix for clients who quit and rejoin the game losing their level and skill points, and a couple of other stats

  • Unity Analytics disabled

Alpha 51b (May 18)
  • Fix for levels sometimes hanging at 50% loaded
  • Fix for AI sometimes updating at the wrong speed
  • Fix for Item Teleporter menu causing the game to go into slow motion in multiplayer mode
  • Fix for Cannibal’s Big Quest sometimes assigning the player to eat Gorillas, which is not possible because they are not humans, and that would not be very Cannibal-like
  • Fix for NPCs who start in gas-filled buildings not always having Gas Mask
  • A few small performance fixes

Alpha 51c (May 19)
  • Fix for multiplayer lobby sometimes displaying Mutator names incorrectly
  • Fix for Shopkeeper being able to buy the same item from NPCs multiple times when playing as multiplayer client
  • Fix for NPCs taking up a slot in the player’s party after exiting the level through the level entrance
  • Slavemaster can no longer receive Big Quest to enslave a Slave
  • If the Slavemaster escorts an NPC to the level entrance to complete their Big Quest, the NPC will drop their important items (such as keys) before exiting the level
  • Fix for Slave helmet exploding after the player brings a Slave to the entrance, has them ostensibly exit the level, and moves far enough away
  • Fix for Movie Screen sometimes having the wrong sprites
  • Fix for Cop’s Big Quest not being completeable
  • Fix for Comedian Big Quest sometimes only requiring you to entertain 1 person
  • Fix for Zombie Big Quest sometimes only requiring you to zombify 1 person
  • Wrestler can no longer receive Big Quest to fight a Cop during Lockdown, since Cops are always initially hostile in this case
  • If you rescue a Gorilla from a prison and you already have a full party, they will not join your party
  • Fix for Flame Grates at the end of factory conveyor belts not always having fire
  • Fix for Fire only doing 1 damage
  • Larger Chair has been renamed to “Armchair” and larger Table has been renamed “Big Table” to avoid confusion with smaller varieties in Jock’s Big Quest
  • When completing a level, skill points awarded for Big Quests are displayed before other types of points at the top-left of the screen
  • Added some pitch shifting for one of the melee hit sounds (not sure why it was missing…)
  • Small performance fixes
26 comments Read more

May 10

Newcomers to Streets of Rogue - Ask me anything!

Hello budding rogues,

Developer here -- Streets of Rogue is on sale this weekend, and I thought this would be a good opportunity to have a little free-for-all "ask me anything". Want to know something about how a game mechanic works? What I have planned for the future? Why I posted a gif of someone exploding after being arrested? Alright, in that case, it was a bug, and I thought it was pretty amusing.

I'll be checking in periodically from now til Sunday to answer your questions, so ask away!

(Also, remember that the game has an FAQ as well, so you might want to check there before you post a question like "why don't you make an open-world version of the game" ;)
134 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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