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 (89) - 93% of the 89 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (2,844) - 95% of the 2,844 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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Recent updates View all (53)

June 14

Alpha 53 - All Big Quests Playable

The long and arduous march toward 1.0 continues! Big Quest coding for all 23 of the current characters has now been implemented. Still no rewards for completing the quests - That’s going to be tied into the final level and ending, and it’ll be awhile longer before I’m ready to release all that.

This week's Fortnight (not Fortnite) Discussion: Game Balance - What are your biggest issues?


Also, an important note to Mac and Linux users: The directory in which save data is stored has been changed again, back to the directory I was using prior to Alpha 50.

From Alpha 50 through Alpha 52, the data was stored in the following directories:
Mac: User\(username)\Streets of Rogue
Linux: /home/(username)/Streets of Rogue

As of Alpha 53, it will one again be stored in:
Mac: User\(username)\Library\ApplicationSupport\unity.streetsofrogue.streetsofrogue
Linux: /home/(username)/.config/unity3d/Streets of Rogue/Streets of Rogue
Note that this may be a hidden folder, so you'd need to type in the address yourself.

The game SHOULD copy your save data from the old directory to the new directory the first time you run Alpha 53. If it can’t do this for some reason and the game doesn’t load your data, you’ll need to do it manually. See this thread for more details.

Alpha 53
Big Quests
  • Vampire - Hunt down and neutralize a Werewolf in each level. You can detect a Werewolf’s presence with the Vampire’s new ability Werewolf A-Were-ness
  • Assassin - Neutralize a heavily guarded target in each level without anyone seeing. If anyone spots you, you’ll have to kill them too.
  • Scientist - Infect a specific type of person with a specific status effect in each level, and use the Research Gun on them. Look out for a Crate in each level containing the status effect-causing drug that you’ll need to do your job.
  • Shopkeeper - Track down a specific type of “hot item” in each level, and sell it through your Portable Sell-O-Matic to get a nice bonus
  • Investment Banker - Big Quest has been totally changed. Only reach Withdrawal status a certain number of times per floor, district, and game
  • Slum Dweller - Put down a certain amount of money every level toward a house in Uptown
  • Gangster (Blahd) - I was planning to make this different from the Gangster (Crepe) quest, but I had a severe mental block, so for the time being I made it the same -- Essentially, kill all the Crepes.
  • Wrestler can no longer be asked to challenge a Zombie to a fight

  • Fixes made to Chinese translations (thanks to OHINE)

  • Fix for hair appearing to stick out from Gas Mask
  • Fix for Arrested animation not always playing properly on multiplayer client

UI / Controls
  • Fix for Loadout list in Home Base often appearing the same or very similar to previous times it had been loaded
  • Fix for white square animations sometimes appearing in the wrong spot when the player switches weapons
  • Fix for “you reached the end of the game” message not closing properly when player 2 opts to continue
  • Mood Ring and other items that have no need for a counter, do not display with a counter on the interface
  • Fix for Character Creation character names, where a number of characters and symbols (in particular Chinese characters) were not available. I’ve set it so that typing symbols and punctuation marks will not work, but everything else is fair game.
  • Fix for item text not appearing when a player pickpockets another player in local multiplayer mode
  • Fix for minimap opening animation not playing properly in local coop mode
  • Fix for minimap not always opening when holding “show object info” button in 3-player mode

Playfield Objects
  • Another potential fix for player falling infinitely into holes
  • Fix for issues revolving around Shapeshifter falling into holes

  • Scientist starts the game with a new item, the Research Gun, used in their Big Quest
  • Scientist starts the game with Water Pistol
  • Water Pistol has only 5 shots instead of 8

Status Effects / Traits / Special Abilities
  • Vampire has new trait “Werewolf A-Were-ness”, used in their Big Quest to help track Werewolves
  • Thief can now steal people’s hats off their heads
  • Bartender can no longer serve drinks to Cop Bots and Ghosts

Level Generation
  • Fix for Fences and Barbed Wire sometimes appearing to face the wrong direction

Artificial Intelligence
  • Gangs are better at sticking together

Saved Games
  • On Mac and Linux, save data is stored in the folders that it was stored in prior to Alpha 50.

  • Created new Show Floor version of the game
  • Bunch of work on the game’s final level and ending
  • Bunch of boring behind-the-scenes stuff

Alpha 53b
  • Fix for Assassin Big Quest targets and Scientist Big Quest Crate spawning in places where they weren’t supposed to
  • Fix for Assassin Big Quest targets and Scientist Big Quest Crate spawning in Home Base
  • Crates for Scientist Big Quest now get an orange arrow on the map screen after they are discovered
  • Fix for Slum Dweller missions screen stating that the player had failed the quest upon reaching Uptown
  • When the Assassin assassinates their target, the gang that was protecting them will split up
  • Fixed a spelling error in Werewolf A-Were-ness description
  • Fix for incorrect text appearing on Missions screen for Shopkeeper after they completed their Big Quest for a level
  • Another potential fix for issue with Generators not always being destroyed properly

Alpha 53c
  • Fix for issue introduced in 53b where tutorial was not completeable

Alpha 53d (June 16)
  • Added prompt to Elevator when the player tries to exit the level, that also reminds the player if they have not completed the Big Quest for that level
  • Loadout selection will no longer include items that the player has chosen to remove from the item pool
  • Fix for “Can’t Do” sound effect repeating rapidly if the player was using Hypnotizer, Hacking Tool etc. while a rapid fire weapon was selected
  • Fix for Wrestler not being able to challenge people to fights when they are holding guns
  • Fix for Mobsters “rubber-banding” back to their group when attempting to mug the player
  • Fix for NPCs attempting to return to their gang after joining the player’s party
  • Fix for Trash Can Big Quest marker disappearing if the player took all items from the chest before destroying it
  • Fix for part of Crusher sometimes remaining after it has been destroyed
  • Fix for graphical/hair issues with the Gas Mask
  • Fix for NPCs’ weapons appearing beneath their hair while dancing
  • Fix for lights sometimes appearing on invisible NPCs
  • Fix for minimap appearing when it’s not supposed to in local coop mode when the player closes Missions screen
  • Fix for some interface weirdness when clicking and dragging items while also purchasing items
  • Fix for instances where an NPC would start the game sleeping in a bed in a house that isn't theirs
  • Fix for instances where NPCs weren't sleeping or sitting when they were supposed to be
  • Auto-Aim is more likely to focus on certain environmental objects that would be useful if shot during a battle, like Exploding Barrels
  • Inventory slot backgrounds are a bit darker
  • Food Processor renamed Fud Processor, since it only produces Fud
  • Error handling for instance where game can get stuck at 87%
  • 900th attempt at fixing “Generator not being destroyed correctly” bug that people are apparently still getting but I’ve never seen. If you get this bug, PLEASE send me an output log immediately.
25 comments Read more

May 31

Alpha 52

Just a light update this week, which might be a trend for the coming updates. I’ve been putting most of my effort into a few key areas: The final level (which won’t be ready for awhile), the ending (which also won’t be ready for awhile), backend technical stuff and optimization (which you probably won’t notice), and prep work for the console versions (which are going to be handled in large part externally, but I’ll still have a hand in them).

I’m really hoping to solidify the game’s 1.0 feature-set in the next couple of months, and also attempt to solidify things on the technical side. I don’t want to be making drastic changes to systems as the game gets closer to release, because big changes mean BIG BUGS!

(Also just to reiterate what I’ve said in the past, 1.0 doesn’t mean I’m done with the game. It just means the game, it just means the game is playable from beginning to end, mostly free of major bugs, isn’t lacking content in any particular aspect of the game, and is balanced enough that I’m mostly satisfied with the experience)

This week's Fortnight Discussion: Achievements - What do you want to see?

Alpha 52
  • More and improved Chinese translations added

Big Quests
  • Fix for Wrestler’s opponent not informing the player that the fight will begin when they say so, rather than immediately -- I had forgotten to add the dialogue in. This probably caused a bunch of confusion, as the quest will not be completed until the fight officially begins
  • Wrestler can no longer challenge people to fights after winning a fair fight on that level

UI / Controls
  • Some naming restrictions in Character Creation have been removed. You can now use capital and lower-case letters, numbers, and spaces in any combination up to 32 characters.
  • Potential fix for Character Selection and Character Creation menus closing for some players if the player minimized the game and returned
  • Fix for Protip text sometimes getting cut off when using Chinese text
  • Fix for being able to mouse over objects on the minimap that don’t actually appear on the minimap
  • Fix for health bars that appear from holding space bar or the A button on gamepad, appearing over NPCs’ heads in split screen mode in another player’s window, most of the time
  • Less frame rate hiccup when opening stats screen at the end of levels
  • Fix for online multiplayer client sometimes not seeing NPCs as Hostile or Annoyed at the start of levels when they actually are
  • Devlog button will not appear if update returns an error

  • Fix for green object highlight sometimes remaining on objects past the point where it should have disappeared

Playfield Objects
  • If Wrestler is holding an object as multiplayer client and logs out of the game, the object will break instead of disappearing

  • Metallic sound no longer occurs when hitting Boulders and other organic/indestructible objects

  • Fix for Find Bombs missions being un-finishable if Wrestler picked up the bomb’s containing object and threw it into a pit

Home Base
  • Fix for Loadout items being the same every time the player returns to the Home Base

  • Fix for falling bombs not having a light to indicate their location
  • War Zone participants no longer drop items

Level Generation
  • Fix for levels sometimes getting generated incorrectly if the player was using Twitch mode in online multiplayer
  • Fix for level generation sometimes getting stuck at 37% for host in online multiplayer

Artificial Intelligence
  • Fix for NPCs in the player’s party not coming to the next level
  • Fix for Rioters not becoming Hostile toward online multiplayer clients
  • Fix for Clerk not saying dialogue under certain circumstances

  • Bunch of little optimizations

  • If a player misses their chance to choose a trait at the end of a level due to a timeout, they will have the opportunity to select a trait at the end of the next level
  • Fix for game screwing up on client side if the game ends before clients have connected but not had a chance to enter a level

  • Bunch of work on console versions
  • Bunch of boring behind-the-scenes stuff
  • Updated Rewired plugin to version
  • Updated Vectrosity plugin to version 5.6

Alpha 52b
  • Fix for players getting "Connection Failed" when attempting to join any online multiplayer game

Alpha 52c (June 2)
  • Water Pistol FINALLY works properly for clients in online multiplayer mode
  • Rage Poison works properly when consumed by clients in online multiplayer mode
  • Rage Poison and Water Pistol now appear as rewards in online multiplayer games
  • Multiplayer client walks around in a daze properly when Dizzy
  • Fix for small animation weirdness when people stop aiming their guns
  • Fix for Skill Bar’s yellow animated text remaining on-screen after transitioning to a new level
  • In Missions Screen slots, space for a second mission reward has been removed, since there are no quests that actually offer this, and no plans for it
  • Wrestler is no longer asked to challenge NPCs who get annoyed when the player enters their property, or rioters
  • Game is smarter about choosing which health item to quick-use, particularly with the Low Health For All mutator active
  • Fix for multiplayer client causing “E_” weapon to drop when using Butterfinger-er
  • Potential fix for Jock sometimes not being able to move after crashing into a wall and falling down
  • Fix for player being able to regain control of their character at times they weren’t supposed to (such as when charging as a Jock) when returning from main menu
  • Fix for instances where the player was able to control their character while on the main menu
  • Fix for status effect text appearing multiple times when multiplayer client jumps into a Lake that causes status effects
  • Fix for other random weirdness that may or may not have been occurring

Alpha 52d (June 4)
  • Fix for Wrestler not having any options available for Big Quest
  • Potential fix for instances where elevator in Home Base could not be interacted with due to issues loading certain custom characters
  • Fix for instances of player being able to regain control of characters at times when they were not supposed to be able to
  • Fix for certain cases where game could load past 100% and freeze
  • Fix for character selection background often not appearing transparent after death
  • Fix for cursor text not always disappearing when entering level transition
  • Health bar shouldn’t be able to go out of bounds anymore
  • Fix for recently depossessed NPC appearing to face the wrong direction for a split second
  • Potential fix for objects not always being destroyed properly
  • Fix for NPCs hiding in bushes having visible light on them
  • Fix for NPC Info from space bar sometimes appearing too large
  • Potential fix for NPCs appearing in a weird position when the player sees them for the first time
28 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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