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:
Overwhelmingly Positive (109) - 96% of the 109 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,167) - 95% of the 3,167 user reviews for this game are positive.
Release Date:
Mar 10, 2017
Developer:
Publisher:

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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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Recent updates View all (62)

October 4

Alpha 61 - 60 New Traits

Dang, if I had just added 1 extra trait, this version number would have been super-appropriate.

Anyways, yeah, this week’s build includes a whole crapload of new traits, and significant changes to traits are awarded at the end of levels.

On most level-ups, you’ll receive a choice of three traits, as you would in the past. Two of these traits are now catered toward your character choice (or in the case of custom characters, the game will try to determine this based on your current build). The third trait is a wild card. In general, higher levels will receive more powerful traits. However, you might get lucky and get something very powerful early in the game.

Every 3 levels (3, 6, 9 etc.), you’ll get a choice between upgrading a special ability (if you have one), upgrading an attribute (speed, endurance, etc.), and adding a relatively powerful trait.

In addition, an Augmentation Booth has been added to the game, which gives you three options:
  • Upgrade Trait - Upgrade many of your existing traits to an “augmented” version. Cost is based on the cost in character creation.
  • Remove Trait - Remove one of your negative traits. Cost is also based on character creation cost.
  • Swap Trait - Swap one of your traits for a random trait that has an equivalent-ish value.

These new changes haven’t been super well tested and will definitely get some tweaking in the coming weeks, so be sure to report any issues you find.

This week’s Fortnight Discussion: Suggestions for things I can add before the game gets pre-1.0-content-locked.


Alpha 61
Traits
Remember, many of these will need to be unlocked in the home base, so dig out those ancient nuggets! However, traits that require specific special abilities aren't currently available in character creation.
  • Un-Crits - Damage inflicted on the player may not cause any health loss
  • Prickly Skin - Melee damage inflicted on the player may also harm the attacker
  • Knockback King - Cause people you hit to be knocked back further
  • Block Breaker - When an enemy blocks your melee attack, it may count as a hit
  • Block Bullets - Face the direction of incoming bullets to block them with your melee weapon
  • Wall Walloper - Melee weapons can destroy certain walls
  • Blaster Survivor - Explosions caused by the player, don't damage the player
  • Blaster Master - Explosions destroy any wall or object
  • Ammo Scavenger - Dropped weapons contain more ammunition
  • Lock and Load - Weapons are reloaded at the start of new floors
  • Burning Bullets - Bullets cause fire when hitting objects
  • Penetrating Bullets - Bullets pass through objects and people after hitting them
  • Bullet Breaker - Your bullets destroy other bullets
  • Sneaky Fingers - People won't notice when your "(Doing something)..." bar is filling
  • Teleport-Happy - Teleport anytime, regardless of location or danger
  • Secret Vandalizer - Hitting objects and walls doesn't make any noise
  • Intrusion Artist - Thieving tools may not break after usage
  • Random Reverence - Random people are aligned with you
  • Safe in Crowds - The more followers you have, the less damage you take
  • Confident in Crowds - The more followers you have, the more damage you cause
  • Homesickness Killer - Followers will always follow you to the next floor
  • Share the Health - Health items you administer to yourself will affect your followers
  • Cool with Cannibals - Cannibals will no longer attack on sight
  • Friend of the Family - Mobsters are aligned with you
  • On the House - Items purchased from vendors may be given to you for free
  • Trust Funder - Receive money at the start of every floor
  • Shop Drops - Upon being neutralized, vendors will drop one of the items that they normally sell
  • Slinky - Camouflage doesn't end when bumping into people
  • Vicious Chameleon - Camouflage doesn't end when attacking
  • Sprinter - Charge faster
  • Tackler - Charge has a more powerful impact
  • Low Center of Gravity - Player doesn't fall down when charging into walls
  • Juggernaut - Can't lose health while charging
  • Fast Food - Bodies are Cannibalized faster
  • Savorer - Receive more health from Cannibalizing
  • Table Manners - Cannibalize doesn't bother nearby people, including law enforcement
  • Eggshell Walker - Jokes never cause people to become Hostile
  • Feature Act - Jokes have a higher chance of success
  • Crooked - Less XP and Big Quest point loss for neutralizing/arresting innocents
  • Impatient Lunge - Primal Lunge charges more quickly
  • Speed Coder - Hacking takes no time
  • Foolproof Hacks - Hacking never causes an alarm
  • Cyber Nuke - Most hackable objects can be blown up
  • Body-Swapper - Shorter cooldown after depossessing
  • No Harm in Dying - No health loss when your host body dies
  • Possessions are Peachy Keen - Possessing and Depossessing does not cause Hostility or Annoyance
  • Benevolent Owner - Slaves don't become mutinous
  • Destructive Deaths - Slave helmets cause a larger explosion
  • Legal Enslavement - Enslaving random people is now legal for you
  • Covert Crook - People don't notice when you pickpocket their friends
  • Chipmunk Teeth - Bite more quickly
  • Vein Tapper - Receive more health from Bite
  • They're Just Kissing - Bite doesn't bother nearby people, including law enforcement
  • Bottomless Stomach - Bite people even when your health is full
  • Killing Time - Werewolf form lasts longer
  • Restless Beast - Cooldown period after transforming back to human form is shorter
  • Steady Head - No Dizzy period after transforming back to human form
  • Swift Spitter - Phlegm attack charges faster
  • Throat of Iron - Phlegm attack doesn't cause health loss
  • Subduing Spree - No cooldown after using Chloroform
  • Quick and Dead - All Zombies are faster
  • Inhuman Strength - All Zombies are stronger
In addition to all of these, there are a number of augmented versions of existing traits, available through the new Augmentation Booth

New Objects
  • Augmentation Booth

Sound
  • A whole bunch of new sound effects added. There will probably be some changes to these and new additions in the coming weeks.

UI / Controls
  • Fix for instances where player was unable to control their character at the beginning of levels

Playfield Objects
  • Fix for Clone Machine hacking not always working properly
  • Fix for security cameras detecting people in nearby buildings
  • Fix for cases in multiplayer where interacting with the elevator could bring up the character select screen on clients
  • Fix for player not being able to use Turntables if the DJ is dead

Items
  • Fix for Slave Helmet Remover not appearing in inventory, which also caused an issue where the game would state that the inventory was full when it was not

Multiplayer
  • Anti-hack stuff

Missions
  • Fix for missions not failing properly in multiplayer mode if the NPC carrying a quest item fell down a hole

Text
  • Fixed Werewolf “Super Special Ability” text when in Werewolf form

Alpha 61b
  • Fix for freeze at the end of levels on some level-ups
  • Fix for players being offered special abilities every level-up instead of every 3 level-ups
  • Fix for players being offered special abilities that they already had
  • Fix for players being offered higher-level special abilities too early, too often
  • Fix for removing certain traits not always working properly
  • Fix for certain trait names being missing
  • Fix for Werewolf and Shapeshifter losing attribute upgrades after transforming back to their normal bodies
  • Penetrating Bullets does not work with rockets

Alpha 61c
  • Fix for level-up menu sometimes getting multiple of the same trait directly after unlocking that trait
  • Fix for level-up menu getting traits that you upgraded previously
  • Fix for getting traits during Augmentation booth swaps that are useless to your character
  • Fix for being able to swap certain traits for free from the Augmentation Booth
  • Fix for Shapeshifter and Werewolf regaining traits that had been removed after returning to their normal bodies
  • Fix for incorrect alignments when gaining or losing The Law trait in the middle of levels
  • Fix for Bullet Breaker affecting the player’s own bullets
  • Game is slightly better at finding level-up traits for your character
  • Replaced 192 kbps soundtrack file for floor 5-3’s music with 320kbps version

Alpha 61d (October 5)
  • Fix for player receiving too few trait choices at the end of levels
  • Fix for Shapeshifter not regaining traits that were removed on depossessing someone
  • Fix for Shapeshifter getting non-augmented versions of traits in addition to the augmented versions after depossessing someone
  • Shapeshifter cannot use Augmentation Booth while possessing someone
  • Fix for Lockdown Wall sound playing repeatedly
  • Fix for Cyber Nuke not working for custom characters
  • Fix for Vocally Challenged still being in effect after removal
  • Fix for Benevolent Owner not working
  • Fix for Share the Health not working
  • Fix for Shop Drops not always working properly
  • Fix for Legal Enslavement not working for custom characters
  • Fix for Wall Walloper not affecting Glass walls
  • Fix for Slaves not blowing up properly when their helmet is hacked
  • Fix for certain NPCs reacting with sound effects when the player removes traits like Suspicious and Wanted
  • Fix for Clerks, Shopkeepers etc. not being annoyed at Shapeshifters after they depossess people
  • Fix for buttons not always working after hacking things on online multiplayer client
  • Fix for Cops attacking players biting other people when they had the “They’re Just Kissing” trait
  • Fix for Security Cameras sometimes not appearing in buildings where they were supposed to
  • Fix for Lock and Load reloading Oil Container
  • Soldiers and Gorillas do not contain “Shop” items unless they are in the Mall, and Upper-Crusters don’t contain Shop items at all
  • Player receives proper trait selection when leveling up more than once on a single floor
  • NPCs hidden in Bushes and Manholes cannot be a secret Werewolf
  • Changed “They’re Just Kissing” description to be more accurate
  • Wall Walloper now affects Barbed Wire walls and Bars/Fences (when augmented)
  • Confident in Crowds is much less effective (it was never supposed to do THAT much damage)
  • Confident in Crowds and Safe in Crowds require the player to be not-super-far from the person in their party in order to be effective

Alpha 61e (October 6)
  • Fix for items occasionally appearing on the ground and being non-interactable
  • Fix (again) for repeating Lockdown Wall sound in Uptown
  • Fix for chest and shop tooltips not always appearing when using gamepad
  • Fix for Flesh Feast upgrade not having proper animations or sound effects
  • Fix for Ammo Scavenger resulting in weapons that go over their max ammo limit
  • Augmentation Booth mouseable area increased
  • Augmented “Crooked” does not give the player XP when arresting or killing, rather it just prevents point loss
  • Fix for Alarm Button hacking not always working properly
  • Fix for Police Boxes remaining “hacked” when appearing in other levels or games
  • Fix for questgivers getting annoyed at the player when they transform into a werewolf or possess someone with a trait like Suspicious
  • Fix for player being offered non-augmented versions of augmented traits that they have as Swaps
  • Fix for certain traits appearing during random swaps that would spell doom for the player, such as Jugularious (since they’d have no ability to bite people)
  • Fix for Scientist Slayer, Blahd Basher etc. being removed at the augmentation booth and still causing hostility on future floors
  • Ammo Scavenger applies when a player with this trait picks up a weapon, rather than when the weapon is first dropped
  • Adding Endurance points to Werewolf at the end of levels will affect Werewolf form endurance as well
  • Replaced “-” with “|” on augmentation booth buttons to make it less confusing
  • Fix for “x has left the game” appearing when someone attempts to join a game with the wrong password
  • Upgrades are generally a bit higher-priced

Alpha 61f (October 8)
  • Fix for incorrect language appearing for Attribute level-ups for certain languages
  • Corrected Banana Lover + description
  • Banana Lover cancels out Jugularious and Strict Cannibal in character creation
  • Fix for occasional errors when NPC Vampires bite someone
  • Increased the cost of Wall Walloper, removed Wall Walloper +
  • Increased the cost of removing and swapping traits
  • Fix for NPCs appearing to get annoyed with Werewolf on multiplayer client when they transform back to normal
  • Crooked no longer affects Supercop in any way
  • Fix for one of the Satellite hacks not working properly on multiplayer client
  • Fix for clients seeing incorrect game over message when “Continue” is active if the host chooses End Game
  • Fix for effects of Shifting Status Effects sometimes having effects on attributes that they weren’t supposed to on the next floor
  • Fix for Cool with Cannibals not working during War Zone
  • Fix for various online multiplayer weirdness
  • Potential fixes for fire weirdness



In Other News:
Check out my environment artist Matthew Weekes's new Kickstarter here, featuring this snazzy exclusive Streets of Rogue card!
50 comments Read more

September 20

Alpha 60 - You Can Finish the Game



At long last, Streets of Rogue can be completed beginning to end!

The Final Level and Ending
For those who don’t mind a bit of a spoiler, here’s how it works: You have to take down the Mayor, who can be found doing one of a number of activities in Mayor Village. As per the city’s remarkably ill-thought-out rules, whoever has the Mayor’s Hat and makes a speech at the podium gets to be the mayor.

You can achieve this goal through tactics that you’ve used previously (fighting, theft, etc.), which can end up being tricky because the Mayor is very heavily guarded. Or, you can beat him/her in a legitimate election -- there’s a sign in the Mayor’s office that explains how this works. Some tactics will prove to be much easier than others (in fact, there are a few very easy ways to cheese the whole thing), but for you completionists, there are achievements and differing ending text based on the method you use.

I’ll definitely be making tweaks in the coming weeks/months, so let me know about your experiences.

So what’s next?
Just because you can finish the game doesn’t mean the game is done, not by any stretch! As you may or may not know, Streets of Rogue is planned to leave Early Access and launch on Steam and consoles in the near-ish future. Previously, my tentative release date was “before the end of 2018”, now it’s “Winter”. Can’t say for sure, but definitely before Spring.

Here’s what’s on my agenda before the game launches out of Early Access:
  • Home base stuff - I’m still not entirely sure what form this will take, but I’ve blocked out some time for it.
  • New playable character - I’ll be adding one new character before the game launches to make it an even 24. More will be added post-launch.
  • Optimization and porting-related tasks - The bulk of Streets of Rogue’s console porting duties are being handled by an external team, but I’ll still need to help out with certain things. It’s really important to me that the game feels solid on all platforms.
  • Balance - There’s still quite a bit of work to be done in this area, and I may end up making some significant changes over the next couple of months. I’ve already added a number of new traits internally which aren’t available yet.
  • Building layout variety - I’ve been neglecting this for a bit too long…
  • Mutators - More coming - Possibly when the game launches!
  • Achievements - Ditto!
  • Bug Fixes - Well duh.

Everything else I have planned will need to wait until post-launch.

Oh yeah, and there's a new Fortnight Discussion on Character Progression. YOU should participate!

----------------------------------------------------------------------------------------------------------------

Alpha 60
New Features and Content
  • Game can now be completed. This isn’t going to be the most “complete” patch notes, because a ton of new related changes have been made that I forgot to write down.

Levels
  • Added final level, “Mayor Village”

Music
  • Four new tracks added, all of which are now included in the soundtrack DLC:
    • Final Floor: The Mayor's Lament
    • Final Floor: Speech! Speech!
    • HUH. Get Funky. In the Streets of Rogue. Yeah. Jam On. (Credits)
    • Let's Get This Video Game Started (Titles)

Achievements
  • Six new achievements:
    • You Rule
    • Hostile Takeover
    • Peaceful Takeover
    • Legal Takeover
    • The Bad Ending
    • Quest Conqueror

UI / Controls
  • Added “Electability” ratings to the stats screen. You can find out how this works by reading a sign in the Mayor’s office. I’ll probably end up adjusting the specifics in future builds.
  • Added opening logo animation
  • Added fade animations to menus
  • Fix for word bubbles not stretching properly for when there are 3 or more lines of text

Playfield Objects
  • Fix for certain objects inappropriately saying “(Empty)” on multiplayer client

Status Effects / Traits / Special Abilities
  • Recharge countdowns do not continue if the player is teleporting, or in other similar circumstances where control is taken from them
  • No longer possible to purchase Upper-Crusty status, this is now the goal of the Slum Dweller’s Big Quest
  • Alien can no longer be Possessed or Cannibalized

Missions
  • Fix for missions completing in multiplayer mode after the game had ended

Big Quests
  • All Big Quests are now properly completeable and have rewards, which are activated through he Super Special Abilities mutator

Mutators
  • Added Super Special Abilities mutator

Level Generation
  • Changed the overall structure of the game a bit to make some of the levels smaller and contain fewer quests in an effort to improve the game’s pace. I’m still toying with this stuff, so I may alter these values in the future

Artificial Intelligence
  • Office Drones can be bribed to like you again (this can be used for electability purposes)

Text
  • Changed the names of a couple of real-world songs referenced in the game
  • Changed the Earwarp Whistle description

Multiplayer
  • Fix for certain instances where client interacting with people would produce an internal error and the interaction would not take place

Engine
  • Unity engine updated to 2018.2.8f1

Other
  • Updated NAT Traversal plugin to version 1.63 from 1.61
  • Updated Rewired plugin to version 1.1.19.9 from 1.1.18.0

Internal
  • Added support for a bunch of other new achievements that will probably be added on 1.0 launch
  • Added support for a bunch of new traits that will be coming soon-ish

Alpha 60b
  • Fix for Big Quests not always completing properly at the very end
  • Fix for saved games from the previous version having issues progressing to the next level. Electability stuff probably won’t work properly, however -- you’ll need to start a new game for that.
  • Fix for credits list remaining onscreen in home base if the player pressed Skip Ending while they were visible
  • Fix for Doctor not having infinite Tranquilizer darts for their Super Special Ability
  • Fix for bullet-related errors

Alpha 60c (September 21)
  • Fix for 3- and 4-player modes not working
  • Game can be completed in Sandbox mode, rather than looping like Endless mode does
  • Fix for player being able to take out loans in Uptown and Mayor Village (this should not have been possible)

Alpha 60d (September 22)
  • Anti-hack measures taken to prevent people from hacking into password-protected multiplayer games. Remember, you can still use /ban and /kick in the chat box to remove people from games
  • Fix for shadows not always appearing under NPCs
  • Fix for “slash” sound effect sometimes playing during punches for NPCs that aren’t Zombies or Werewolves
  • Fix for certain items not being removed from the player’s inventory at the end of levels as intended
  • Speech bubbles do not appear in multiplayer mode when people talk to each other during the ending cinematic
  • Fix for armor slot at top of screen sometimes having a number but no image

Alpha 60e (September 25)
  • Fix for yellow target appearing at the start of 3-player mode
  • Fix for Soldier not getting free refills when Super Special Ability is active
  • Fix for Hacker Super Special Ability not being instantaneous when hacking NPCs
  • Fix for Hacker Super Special Ability often not being able to hack things to blow them up after hacking them to do something else first
  • Hacker Super Special Ability can blow up Power Boxes
  • Hacker Super Special Ability works properly with Alarm Buttons
  • Fix for Shapeshifter turning NPCs into Upper Crusters and Supercops when possessing them with the Super Special Abilities mutator turned on
  • Holograms will no longer try to join the crowd at the end of the game
  • Giving the ending speech removes all status effects and forces you out of your cardboard box
  • Fix for metal detectors sometimes playing their sound effect too many times in rapid succession
  • Fix for one of the tutorial NPCs appearing at the incorrect angle under certain circumstances
  • When someone is enslaved while wearing something on their head, they will drop that item
  • Fix for player being able to get the “bad” ending by enslaving the Mayor and then freeing him
  • Fix for players being able to move while frozen
  • Secret Werewolf does not appear on the final level
  • Fix for Cop Bots saying things during end cinematic
  • Fix for items from final level sometimes appearing in home base
  • Fix for player not being able to move in home base after pressing the Skip Ending button on the main menu
  • Fix for players being able to get the Non-Violent Win achievement when the Mayor had been Zombified
  • Fix for red arrow sometimes appearing above items when it’s not supposed to
  • Failsafes for multiplayer loading issues

Alpha 60f
  • Fix for game freezing on Investment Banker ending
  • Key at Guard Post in Mayor Village no longer says “Generic”
  • Slave Helmet Remover is no longer automatically placed in the toolbar
  • Werewolf does not become Dizzy if ending is started while in Werewolf form
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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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Minimum:
    • 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
    Minimum:
    • 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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