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) - 96% of the 63 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,737) - 95% of the 3,737 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 in the first half of 2019. 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

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Recent updates View all (76)

April 11

Beta 74

This update includes a new “No Limits” mutator, intended to make the balance more like it was in earlier builds. Which is to say “there are a whole bunch of exploits”. But the people spoke, and I do listen, so here it is! For more details, see the changelog below. I also made some other balance changes to the base game that I think players will appreciate. I'm going to leave the previous Fortnight Discussion topic open for the next couple of weeks, so let me know what you think of this!

In addition, I completed some “Making of Streets of Rogue” DLC content, which will likely be released once the game hits 1.0. This will include a bunch of earlier builds of the game for you to play around with (including some REAL early ones from more than 4 years ago), and around an hour of developer’s commentary in video form. It won’t be free, but it won’t be pricey either. It also doesn’t include anything that affects the game in its current state, so it’ll just be a totally optional thing for anyone interested in how the game was made.

For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.

Beta 74
Mutators
  • No Limits Mutator - Limitations removed from a number of objects, items and traits to allow for extreme exploits, grinding and min-maxing
    • Sell-O-Matic can dispense infinite money
    • Clone Machine can clone infinite items
    • Slot Machines can be played as much as you want
    • Goodie Dispenser can dispense infinite items
    • Augmentation Booth can remove any trait
    • Slum Dweller can put an unlimited amount of money into the ATM for his Big Quest
    • Barbecue can create infinite Hot Fud
    • Player can toss as many coins as they want into a Well
    • Alarm Button has infinite uses
    • Player can give as much blood as they want at Hospitals
    • Kill Profiter has unlimited charges
    • Safe in Crowds cap removed
    • Confident in Crowds cap removed

Graphics
  • Corrected the shadow offsets for a number of different items
  • Fix for Killer Plant body and head highlighting separately on mouseover
  • Giblets from War Zone NPCs do not spawn in water (for performance reasons)
  • Fix for custom Shapeshifter sometimes appearing without a head after possessing people
  • Fix for shirtless NPCs appearing to have a white body after progressing to the next level
  • Fix for nude NPCs not always appearing nude on multiplayer client after being depossessed

UI / Controls
  • Button image selections added to control settings
  • Item Teleporter scrollbar starts where you left off after closing and re-opening the menu
  • Fix for keyboard player not being able to click object buttons in split-screen mode
  • Fix for Supercop and Upper Cruster not appearing properly on multiplayer client character select
  • Fix for player attacking on a click when the mouse is over the chatlog scrollbar and input field
  • Fix for pressing Start at Save Character prompt in Character Creation opening the main menu
  • Fix for objects sometimes losing camera focus when operating bar is onscreen
  • Fix for issues occurring if the player attempted to name their custom character “UpperCruster” or “Cop2”
  • Fix for skill bar "gained points" text sometimes remaining on the screen indefinitely
  • Player can use scroll wheel to move scrollbar on Stats screen in 3- and 4-player modes
  • Small text spacing fix on Stats screen
  • Fix for selection boxes for players 2-4 not animating properly

Playfield Objects
  • Sell-O-Matic per-level selling limit increased by around $70-$100 depending on the level
  • Player can only use Alarm Buttons a certain number of times per level
  • Fix for Turntables action "Spin Records" not working properly from multiplayer client
  • Fix for elevator saying "Big Quest Incomplete" when possessing an NPC as a custom character
  • Gorillas always have bananas in their refrigerator
  • Fix for Floor Switch appearing in some spots where Crusher is operating continuously
  • Potential fix for rare case where Crusher could hit someone through a wall
  • Fix for cases where the player is not able to turn off security systems from Computer when hazards like crushers, fire spewers etc. still remain

Items
  • Fud Processor and Ammo Processor have infinite uses again
  • Machinegun ammo count increased from 40 to 50 and base value increased from 100 to 110
  • Flamethrower ammo count increased from 80 to 100
  • Fix for Quick-Escape Teleporter occasionally firing when the player was left with 0 health, allowing them to continue playing when they should be dead

Status Effects / Traits / Special Abilities
  • Fix for NPCs who were infected with Zombiism, then fell in a hole, respawning outside the hole
  • Fix for cases where client player could appear as ghost on multiplayer host after being knocked out
  • Fix for NPCs sometimes becoming aligned due to Random Reverence immediately after being depossessed
  • Safeguard against multiplayer client becoming Werewolf permanently
  • Fix for Shop Drops triggering a second time for NPCs who have already become zombies
  • Fix for Killing Time not working with custom characters
  • Fix for non-starting traits being removed when a custom character transformed into Werewolf
  • Fix for multiplayer client’s starting traits not always being added back properly on host machine, when client has just depossessed or transformed back from Werewolf form
  • Potential fix for Werewolf remaining in Werewolf form after becoming a ghost in online multiplayer
  • Water projectiles refill the Water Cannon
  • Fix for Cannibal’s Table Manners trait resulting in cops getting angry
  • Fix for Vampire making cops angry when biting people during Super Special Abilities
  • When Super Special Ability is active, player will not receive character-specific traits at the end of levels since these are redundant
  • Super Special Ability for Slavemaster properly prevents Cops from getting angry
  • Super Special Ability for Slavemaster results in bigger Slave Helmet explosions
  • Fix for Research Gun not actually researching NPCs when Super Special Ability is active
  • Wall Walloper + results in less durability loss from destroying walls
  • Lock and Load restores a higher percentage of ammunition at the beginning of levels

Big Quests
  • Timing on when arsonists may appear for Firefighter big quest has been changed slightly
  • Player will not receive a floor bonus for Firefighter Big Quest if an arsonist did not appear
  • Upper-Cruster NPCs can become Arsonists

Level Generation
  • Soldier NPCs at Military Bases are not removed from a level during War Zone disaster

Artificial Intelligence
  • If the player possesses someone who is hostile toward a questgiver or rescue target, they will not fail the quest
  • Fix for errors setting up relationships which could lead to bigger problems
  • Fail-safe for rare cases where Ideological Clash would affect NPCs that needed to be rescued for missions
  • Fix for NPCs running from player with Fair Game after the player possessed someone and no longer has Fair Game
  • Mayor will not join the player’s party if they like the player’s joke
  • Fix for NPC owners/cops who had become Zombified sometimes not attacking other people when they were too far away from their starting position
  • Fix for knocked-out NPCs being considered a part of the player's party
  • Fix for small error that may occur when an NPC is becoming mutinous
  • Fix for NPC party members teleporting alongside the player after the player has given them a task such as Stand Guard
  • Player cannot bribe Bouncer after enslaving them

Text
  • Modified the description of the Ghost Gibber to include reference to electricity so people won’t be confused why this damages people in water

Multiplayer
  • Potential fix for cases where host player could die, other players could finish the level, and the game would still end
  • Fix for levels not completing correctly when the last player who had not exited the level fell into a hole and died
  • Fix for multiplayer client being able to attack and perform certain other actions while falling into a hole
  • Fix for player health bar reading incorrectly for other players after a Werewolf transformation
  • Fail-safe for rare error when shooting bullets from multiplayer client
  • Levels will not be considered complete if the last remaining player is in a “knocked out” state
  • Fix for cases where a client possessing someone could remain possessing that person into the next level
  • Fix for issues stemming from client being knocked out when time limit to reach the elevator runs out
  • Fix for client reappearing after teleporting or falling into a hole if the time limit to reach the elevator runs out while doing these things
  • Fix for Diminutive players not always appearing diminutive at the start of levels on client

Saved Games
  • Better safeguards against player’s save data being deleted due to a crash or power outage during the save process
  • Removed code that copied player's save data from the its pre-mid-2018 folder to its current folder on launch if it had not been previously copied

Internal
  • Lots of work on console-specific stuff

Other
  • Completed “making-of” DLC content

Beta 74b (April 13)
  • Fix for player 1 not being able to mouse over anything properly in a split-screen coop game. This also breaks the "keyboard player not being able to click object buttons in split-screen mode" fix, but you can still choose object buttons with W, S and E.
23 comments Read more

March 28

Beta 73

This update brings another bunch of new bug fixes, plus -- FINALLY -- Shapeshifter and Werewolf special abilities are available to custom characters!

Some exciting news, Streets of Rogue has finally entered certification for the different consoles! Things seem to be going pretty well so far, and if this keeps up, I might have an actual 1.0 release date for you soon. I hope. Actually, I should probably just keep my mouth shut :p

For more info on the current state of development, check out my "What’s Being Worked On" post on the forums, which has been updated recently.

This update’s Fortnight Discussion: The "No Limits" mutator, which will roll back a lot of the balance changes I’ve made over Early Access that were meant to combat exploits and grinding, for people who want to partake in those sort of activities.

Beta 73
Graphics
  • Adjusted hundreds of light sources to look better in “medium” lighting setting
  • Fix for dead body disappearing if Shapeshifter is killed and respawns
  • Fix for Crusher appearing beneath walls when fully outstretched
  • Fix for Saw Blade tracks not appearing properly
  • Fix for face near health bar sometimes having incorrect eyes
  • Fix for people not having dizzy stars if they lose invisibility while dizzy
  • Fix for invisible players not having dizzy stars
  • Fix for other cases where dizzy stars would not appear

UI / Controls
  • Fix for orange quest markers for client Big Quests appearing on host when playing as Thief
  • Fix for credits list speed increasing while the player is chatting in multiplayer and presses spacebar or e
  • Fix for character sheet instruction text going out of boundaries in certain languages
  • Fix for text spacing issue in certain languages on lower-right corner instruction text in character creation
  • Fix for Randomize Appearance on character creation being triggered when player pressed Start
  • Fix for Special Ability display on interface flashing white sometimes when switching abilities
  • Fix for missions screen closing on host when client completes a mission
  • Added option to show a list of players in a multiplayer game with the R3/RT button chat menu
  • Fix for quest notification animations occasionally showing text in incorrect color
  • Fix for incorrect class being selected on Character Select after possessing certain classes and suiciding
  • Fix for player’s debt not displaying accurately when transitioning between levels

Playfield Objects
  • Fail-safe for cases where a player’s interaction with an object was not cleaned up properly
  • Fix for players sometimes getting the option to knock on doors etc. when behind the door
  • Closing outside doors does not produce a noise
  • Failsafe for cases where part of Crusher could remain after it was destroyed
  • Fix for Turrets being able to shoot at people who were not in view of the nearby Security Camera
  • Fix for player not triggering ground-based obstacles when jumping and landing on them
  • Vampire Refrigerators no longer have food and drinks in them, only money
  • Fix for multiplayer client's Sell-O-Matic payouts not counting toward payout total on host
  • Fixed cases where Clone Machine could allow multiplayer client to clone too many items

Items
  • Player cannot pick up items from behind bars, fences, lasers, and barbed wire
  • Fix for Police Baton being placed amongst guns in the weapon scroller

Status Effects / Traits / Special Abilities
  • Possess special ability is available to custom characters
  • Werewolf Transformation special ability is available to custom characters
  • Chaaaarge ability synergizes with Secret Vandalizer
  • Hacker is capable of blowing up any Door Detonator through hacking
  • Fix for cases where player would get a trait that would normally be cancelled out by one of their current traits when using Augmentation Booth to get a random trait
  • Fix for player being able to hit ghosts with Ghost Gibber when they have a trait such as No In-Fighting and the ghost is aligned
  • Characters with Zombiism who also have The Law are not considered Guilty
  • Fix for NPC Assassins being able to cloak themselves after becoming zombified
  • Fix for Former Slave being called Slave after being depossessed
  • Fix for cases where Withdrawal could appear at the same time as Feelin’ Alright in multiplayer games

Combat
  • Fix for rare cases where Hologram could take damage
  • Fix for holograms having collision for a single frame after being spawned
  • Fix for occasional issue destroying fires from multiplayer client
  • Guns may not be fired more than 10 times per second
  • Fix for rare cases where dead NPCs could crush shrunken players
  • Fix for blind spot in collision at the beginning of lunge attacks
  • Fix for certain cases where bullets could be shot through walls with Shotgun

Ending
  • Fix for potential weirdness if a multiplayer client triggered the ending on a slow connection
  • Fix for fires not disappearing, fire hydrants not ceasing to spill water, etc. during ending

Mutators
  • In Low Health for All mode, player loses only 10 health instead of 20 when giving blood
  • Fix for player not losing the game if time runs out in Time Limit mutators while they are teleporting or falling into a hole

Level Generation
  • Fix for movie theater bathroom being considered an "off limits" area
  • Water Pumps will not appear near lakes that are already poisoned

Artificial Intelligence
  • Player cannot interact with NPCs who are Dizzy or Electrocuted
  • NPCs will not become Hostile toward invisible player if affected by status effect projectile
  • Fix for Firefighters aiming at position where fire started after the fire's position changed
  • Fix for NPCs getting annoyed at the player when the player is invisible and throws objects at them
  • Fix for cases where NPCs would not be scared of the player after the player possessed a Zombie
  • Fix for cases where NPCs would not be scared of the player after the player transformed into a Werewolf
  • Werewolf NPCs cannot be scared by other Werewolf NPCs
  • Fix for NPCs getting hostile toward other NPCs for closing a door
  • Fix for cases where shrunken NPCs don't run away from you
  • Failsafe for cases where NPCs would not follow the player when the player is meant to rescue them for a quest

Text
  • Fix for Spanish words in instruction text for Character Select having inappropriate dashes
  • Fix for incorrect looking Russian characters that say "No."
  • Fixed some typos in translations

Performance
  • Bunch of small-to-mid-level improvements

Multiplayer
  • Fix for NPCs not having collision when the multiplayer client has exited the level and is spectating other players

Saved Games
  • Fix for multiplayer host saved game file size increasing every level

Internal
  • Lots of work on console-specific stuff
24 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 doctor 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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