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 (54) - 92% of the 54 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,679) - 95% of the 3,679 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 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


Recent updates View all (74)

March 14

Beta 72

On March 10th, Streets of Rogue celebrated its second birthday in Early Access, and to celebrate, I have for you…. another batch of bug fixes! :p I also spent a decent chunk of time this update on performance work as well, which will hopefully benefit those of you with low-spec machines -- particularly when there’s a lot of action going on in a crowded level.

Still no release date for 1.0 just yet. I will be keeping you all in the loop on this, believe me I am super eager to report on progress in that area just as soon as I have something solid to tell you. I posted the following as a comment on the previous patch notes:
Step 1: Weed out every remaining console-specific bug. Getting dangerously close to this.
Step 2: Get through certification on all consoles.
Step 3: Announce release date.
Step 4: Rejoice.

This update’s Fortnight Discussion: Things that have changed during Early Access that you don’t like. Go on, let me have ‘em.

Beta 72
  • Fix for cases where NPCs could appear to have a normal body and Werewolf head on multiplayer client
  • Potential fix for “spawn” particle effects not always appearing
  • Potential fix for instances in local coop where an NPC turns completely white
  • Fix for NPCs appearing to float in midair after being knocked out on a bed and then punched

UI / Controls
  • Duplicates cannot be added to loadout list in Home Base
  • Prevention for potential duplicate traits at the end of levels
  • Fix for player not returning to the main menu in a “clean” way when pressing Cancel too quickly when starting an online game
  • Fix for NPC health bars not always adjusting properly if the NPC’s health changed while invisible or out of view in Rogue Vision mode
  • Fix for gamepad button images not appearing in tooltip after player has quit the game and resumed a saved game
  • Potential fix for issue where minimap could appear permanently on the screen during 2-player coop mode
  • Fix for orange quest markers for client Big Quests appearing on host

Playfield Objects
  • Fix for local coop issue where objects might become non-interactable for certain players

  • Fix for rare cases where safe combination for a safe would not be in the possession of any NPC
  • Fix for items with multiple add-ons losing all but the first add-on when multiplayer client dies and spills the item
  • Items spilled by the player when they die in multiplayer modes will not appear to bounce (for performance reasons)

Status Effects / Traits / Special Abilities
  • Flesh Feast does not work when attacking Invincible people
  • Fix for people remaining hidden in bushes after being inflicted with Giant
  • Fix for Investment Banker’s Super Special Ability not always triggering on the final level

  • Fix for people having slightly different hitboxes after dying and returning to life

  • More consistent timing for drum beat at the end of ending speech
  • Fix for certain NPC sounds not playing when they were out of view in Rogue Vision

  • Fail-safes for rare cases where missions might not be completeable if an NPC was removed from the game prior to the level finishing loading
  • Fix for rare issue where missions were not being removed from the main missions list properly
  • Fix for cases where mission could appear to be failed in the home base
  • Fix for too many NPCs having markers over their heads in Neutralize All missions on multiplayer client

  • Fix for Riot levels starting with an extremely low Electability score

Big Quests
  • Fix for cases where Big Quest could not be completed due to the target NPC being hidden in a manhole and would not emerge due to being friendly toward the player
  • Werewolf kill counter no longer goes over 5
  • Fix for arsonists not always appearing properly when multiplayer client is a Firefighter

  • Fix for player always receiving Banana Peel as a quest reward when No Guns or No Melee mutator is active
  • Fix for Slavemaster not starting with Taser when No Melee Weapons and No Guns are active

Level Generation
  • For user-entered seeds, the game will no longer distinguish between capital and lower-case letters

Artificial Intelligence
  • Zombies and other inhumans will not get Annoyed when they see you enslaving someone
  • Fix for NPCs sometimes getting hostile toward the player when another NPC who was aligned with the first NPC accidentally hits the player
  • NPCs will not become hostile toward the player if the player shoots them with any type of projectile while invisible
  • Fix for NPCs running away from inanimate objects that they were commanded to attack if their health is low enough
  • Fix for NPCs continuing to hack/lockpick/break into windows after completing their task
  • Fix for enslaved NPCs not being submissive to the player if they had injured the player prior to being enslaved
  • Fix for enslaved NPCs sometimes not having their full set of context menu commands
  • Drug Dealers will not take syringes when fighting inanimate objects
  • Fix for cases where multiplayer client could move out of range of NPC they were interacting with, and NPC would still think they were interacting
  • Fix for NPCs not pathing around fires caused by destroying certain objects
  • Bouncers will no longer allow players with Wanted, Malodorous or Suspicious to pay them for entry
  • Fix for cases where NPC could be tranquilized and realize the player did it, but not attack them due to turning the other direction while being tranquilized

  • Fix for credits text on main menu not being aligned correctly in Chinese and Korean versions
  • Fix for “Control Setup” menu text not being translated
  • Fixed a small typo in Slum Dweller English ending text

  • Levels load more quickly
  • Better performance when lots of NPCs are fighting each other
  • Greatly improved performance hitching in Rogue Vision mode
  • Fewer hitches when spawning new NPCs
  • Fix for scrollbar-related performance drop
  • Fix for small performance hitch when NPCs died
  • Slightly less of a performance hitch when destroying walls
  • Fix for hitches relating to drawing the minimap when ooze expands
  • Various other here-and-there performance improvements

  • Client will not finish loading levels until host has sent all object data to client
  • Various improvements to the amount of data being transferred

  • Lots of work on console-specific stuff
24 comments Read more

February 28


Yeah that’s right, BETA. After 70 “alpha” releases, I’m finally calling this thing a beta. To be honest, I probably should have done that a few builds ago, since the game has been feature-complete for 1.0 for awhile.

“But shouldn’t you call it Beta 1?”

Yeah, but I don’t REALLY want to start all the way back at 1, do you? I’ve spent a long time building up that meaningless number! It’s been 3 years and 4 months since Alpha 1 was released! When the game gets out of early access, I’ll probably just keep the number and call it “Version X” instead of “Beta X”.

This update’s Fortnight Discussion: Your Biggest Pet Peeves. Yeah, this is going to be a painful one.

Also, a little plug: Be sure to check out ToeJam & Earl: Back in the Groove when it releases tomorrow! Streets of Rogue got a healthy dose of inspiration from the original Sega release from 28 years ago. It’s like a wayyyy more laid-back sort of rogue-lite that your mom/kid brother/non-gamer significant other can play with you.

Beta 71
  • Fix for people not having bug eyes when electrocuted
  • Fix for people not having angry eyes when being enslaved
  • Fix for clones of custom characters having incorrect skin color on multiplayer client
  • Fix for players who are shirtless or pantsless appearing with white skin on multiplayer client
  • Fix for player’s body appearing over scenery if they possess someone while in Giant form
  • Fix for NPCs not appearing to shoot water at wall fires and oil fires on multiplayer client
  • Potential fix for cases where Cop Bot security beams could appear incorrect colors and stay after their death
  • NPCs do not appear highlighted when they are being arrested or enslaved

UI / Controls
  • Fix for game hanging when the user changes their save slot
  • Fix for NPC health bars sometimes being inaccurate for multiplayer client at the start of levels
  • Fix for red buttons on character creation not appearing red after loading a character
  • Traits and items can be disabled in the home base while in local coop mode
  • Fix for Mutators menu not updating properly for other players in coop or online games when a player makes a change
  • Fix for lines on missions screen blocking mouse clicks
  • Fix for certain UI elements sometimes not appearing during camera zooms
  • “Operating…” bar will close immediately if the player dies or is otherwise incapacitated
  • All interfaces will close if the player is teleported or falls in a hole

Playfield Objects
  • Traversing broken windows costs only 7 HP instead of 15 with Low Health For All mutator activated
  • Fix for Alarm Button hacks from multiplayer client not being effective

  • Syringes are available from the Item Teleporter
  • Mood Ring does not appear in the game (it didn’t do anything)
  • Melee and gun accessories will not appear as quest rewards when the No Melee and No Guns mutators are active
  • Ghost Gibber does slightly more damage dependent on your firearms skill
  • Ghost Gibber causes knockback when causing damage on NPCs who are not ghosts
  • Ghost Gibber damages NPCs standing in water or on puddles
  • Ghost Gibber ammo count starts at 250 instead of 200

Status Effects / Traits / Special Abilities
  • Burning Bullets lights people on fire when they die from a bullet
  • Random Reverence cancels out Fair Game and The Law properly
  • Fix for cases in online multiplayer where player could possess an NPC and have 0 health
  • Fix for invisibility not ending properly for NPCs with quest markers
  • Loneliness Killer does not trigger when the player enters a level as a ghost
  • Fix for not being able to enslave NPCs who are already in your party
  • Fix for Shapeshifter’s Super Special Ability to not cause a depossessed NPC or the people nearby to become annoyed/hostile not working in local or online coop modes
  • Fail-safe for cases where Jock could get stuck in a charging state

  • Fix for “sell item” sound effect playing at double volume when using Sell-O-Matic
  • Fix for “quest failed” sound effect playing after the game has ended

Stats / Unlocks
  • Fix for players who arrest innocents with whom they are aligned not losing XP

  • Player will not be assigned a Rescue mission if other people in the building of the questgiver are annoyed or hostile toward the person being rescued
  • Fix for instances where NPC owners in mission buildings would not be considered guilty
  • Fail-safes for rare cases where a quest item for an optional quest or the Mayor’s Hat would not register as having been picked up properly by a multiplayer client

Big Quests
  • Wrestler can no longer be tasked with battling Slaves
  • Fix for Jock’s big quest sometimes requiring him to destroy nonexistent objects
  • When the player brings two slaves of the same class to the elevator for the Slavemaster’s Big Quest, only one of the slaves will exit the level
  • Shopkeeper will not be tasked with selling Rocket Launcher when Rocket Chaos mutator is active

  • Arena Wrestlers will not receive Rocket Launchers during Rocket Launcher Chaos
  • If the player has a mutator on the daily run, then quits and resumes their game, then dies, any mutators from the daily run that have not been unlocked will be removed

Level Generation
  • Fix for bush clusters spawning in differing formations with the same seed - and by extension, NPCs hidden in the bushes spawning in differing locations
  • Fixed a pathing issue in one of the Arcades
  • Removed a switch trap from one of the Arcades

Artificial Intelligence
  • Player cannot command NPCs to stand on conveyor belts
  • Cannibals and Vampire will cease biting/cannibalizing if they are electrocuted, dizzy, or frozen
  • Slaves will no longer attempt to equip new headpieces while wearing a Slave Helmet, since this would cause them to die
  • NPCs will not wait by doorways for the player to come out when the player is invisible
  • NPCs hiding in Bushes are considered Guilty even if the player hits them before they have a chance to come out of hiding
  • Killer Robot can no longer shoot while tripping on a Banana Peel
  • Player cannot interact with NPCs while they are listening to the player’s jokes
  • If the player is interacting with an NPC and the NPC becomes Annoyed or Hostile, the interaction will end immediately
  • Fix for player not being able to command NPCs to stand in spots where walls had been destroyed
  • Fix for Loyal/Aligned NPCs in your vicinity remaining hostile toward people you are enslaving after you finish enslaving them
  • Fix for NPCs not equipping weapons that they pick up from the ground if they already have that weapon in their inventory and have run out of bullets
  • Fix for NPCs not getting annoyed at other NPCs who are Cannibalizing or Biting
  • Custom character NPCs with Fair Game will not run from other NPCs with Fair Game, or be hostile towards them
  • Fix for prisoners saying “I’m free!” for only a split second after being released
  • Player can no longer command Upper-Crusters to attack due to their cowardice, unless they are enslaved
  • When a Slavemaster NPC leaves a level through an elevator, their slaves will be freed
  • During radiation disaster, NPCs freed from prisons and other people who don’t have homes will run to shelter instead of hanging around outside
  • Fix for cases where NPCs would become hostile toward the player for starting fires when they had not seen the fire and the player at the same time
  • Arena battlers will not leave the ring to investigate loud noises
  • Fix for Cop Bots having difficulty pathing when a level is filled with Ooze
  • Fix for all NPCs in a building sometimes becoming friendly toward the player when the player completed a quest for someone that had no relation to those other NPCs
  • NPCs will not blame the player if the player’s slave dies and their helmet explodes, unless the player is responsible for the slave’s death
  • If the player successfully tells a joke, the recipient will become Friendly toward the player’s party of NPCs, as well as other players in the vicinity
  • Fix for cases where a crime was committed and an NPC would become hostile toward a player who was under a cardboard box, when the NPC was unaware they were under the box
  • Fix for Zombies starting Friendly toward NPCs who are Likeable
  • Fix for NPCs who are annoyed at the player remaining annoyed after being zombified
  • If an NPC steps on a banana peel, they won’t get angry unless the player was in viewing range
  • Player can pay the bouncer an entrance fee at buildings where guards are inside, even if the player is already friendly with the bouncer, in order to make the guards friendly
  • Fix for cases where a party member would not teleport with the player immediately after joining their party
  • Fix for Bouncers spawned from the Clone Machine having the Bribe option
  • NPCs say dialogue when you play bad music on the Jukebox
  • Mobsters and Cop Bots won’t continue to follow you if they are out of vision range
  • NPCs will not pause to listen for noises while standing on train tracks
  • Fix for Slum Dweller not causing a ruckus if you tell them to stand guard first

  • Additions to credits text on main menu
  • Added special thanks section to credits
  • Fix for chatlog text appearing in incorrect language if the player is in an online game with someone of a different language setting, and that player dies

  • Fix for rare case where player could be hurt by second red laser
  • Fix for tutorial NPC telling you the wrong number of people who had died if you knock out the bouncer and then gib him

  • Fix for frame hitch when opening the minimap with space bar in local coop mode

  • Fix for cases where players appear as ghost on multiplayer client when they are not actually ghosts
  • Fix for ghosts of players not always exploding on game over in online multiplayer games
  • Fix for discrepancies in visible destroyed walls on client when another client destroys the wall
  • Potential failsafe for players not respawning as ghost in online multiplayer games
  • Improvements to melee combat on client side to make it feel more like offline combat
  • Improvements to flying body discrepancies between host and client
  • Potential fix for cases where a large number of objects would fail to generate on the client

  • Lots of work on console-specific stuff

Beta 71b
  • Fix for quests not failing properly if the NPC holding the item falls in a hole
46 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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