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 (263) - 98% of the 263 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,482) - 95% of the 3,482 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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Includes 2 items: Streets of Rogue, Soundtrack

Downloadable Content For This Game

 

Recent updates View all (67)

December 13

Alpha 66 - Balance and Full Translations

This week’s update features a whole heap of balance changes, as well as a full set of translations, meaning every piece of text in the game is now translated to all available languages! Most of the balance changes are based on user feedback, so let me know if you like them, or if you think I screwed something up really badly!

The next build will be releasing off-schedule, since I’ll be away from home on the 27th. I may release it earlier, may release it later. Haven’t decided yet, we’ll see how things go!

This update’s Fortnight Discussion is about items you’d like to see added to the game post-launch.

Alpha 66
Localization
  • Translations added for all text in the game
  • Fixed a number of text sizing issues in non-English languages

Graphics
  • Fix for visual special abilities (such as Water Cannon) on custom characters not appearing properly on multiplayer clients
  • Fix for Leafblower particles not appearing the correct size
  • Fix for Diminutive characters not always appearing as diminutive on multiplayer client
  • Fix for issue where certain objects’ sprites can appear higher than they are supposed to if the player keeps playing for a long time, such as Vendor Cart

UI / Controls
  • Loadout selection can be re-rolled at a cost of 5 nuggets
  • Loadout selection is saved between games
  • If the player chooses a loadout item, that item will be replaced in the loadout selection the next time he enters the Home Base
  • Fix for “Connecting” screen taking a split second to appear when the player starts hosting a match
  • Fix for slow motion not occurring as player uses Augmentation Booth
  • Attribute upgrades at the end of levels typically appear at the top of the list instead of the middle
  • Created alternate and more efficient solution for displaying lines on minimap
  • Fix for starting player info buttons sometimes appearing on levels where they weren’t supposed to in local coop mode
  • Fix for timer sometimes showing incorrect times between levels
  • Fix for timer not disappearing when the player enters Home Base
  • Fix for timer stopping when first player exits the level in a coop game. The timer now only stops when both players have exited the level
  • Camera switch from full-screen to split-screen will always be immediate when a player teleports to another player

Playfield Objects
  • It is now possible to traverse broken windows at the expense of health
  • ATM can now hold up to 5 items
  • Lockdown Walls are only triggered when law enforcement gets hostile toward the player, and not NPCs
  • Lockdown Walls come down after a shorter amount of time
  • Items in Loadout Machine are sold at a discount
  • Goodie Dispenser base price is a bit lower
  • Sell-O-Matic limit increases as you progress through the game
  • Using the Augmentation Booth to swap “positive” traits costs significantly less than swapping negative ones
  • An alarm sounds when Computer is destroyed
  • Fix for Trap Doors spawning over conveyor belts and remaining permanently
  • Fixed issue with ATM Machine button costs not always appearing correctly in Sandbox mode

Items
  • Reduced value of Oil Container from $100 to $70
  • Increased value of Rage Poison to $75
  • Increased value of Quick-Escape Teleporter from $20 to $30
  • Hacker now starts with Quick-Escape Teleporter
  • Kill Profiter has a cap of $100 per floor
  • Cologne’s effect on the player’s electability has been lessened
  • Shurikens added to pool of potential in-game rewards
  • Reduced the base cost of the Hiring Voucher
  • Researching takes less time with the Scientist’s Research Gun
  • Leafblower is capable of slowing down bullets
  • Cube of Lampey now has limited uses, but Lamps will sometimes drop items and higher amounts of money
  • Fud Processor and Ammo Processor now have limited uses
  • Gas Mask offers general protection for your head in addition to protecting you from gas
  • Placed a limit on how much armor can be lost on a single depletion event
  • Cigarettes appear in trash cans less often

Status Effects / Traits / Special Abilities
  • Trait upgrades have a chance to appear as choices at the end of every third level gained
  • Special ability-related traits should appear more commonly at the end of every third level gained
  • Traits at the end of levels will remain the same in different games if the same seed and character are used
  • Bunch of other small adjustments to end-level Trait selections
  • Reduced Character Creation cost of Moocher
  • Reduced Character Creation and Unlock costs of Promise I’ll Return It
  • Reduced Character Creation cost of Graceful
  • Wall Walloper can only be used when holding a melee weapon
  • Wall Walloper + re-added to the game
  • Knocking down walls with melee weapons depletes the weapon’s durability by 40%, including with Wall Walloper
  • Slippery Target + no longer causes enemies to have a 0% chance of aiming correctly at you
  • Lock and Load no longer gives the player full ammo in their guns
  • NPCs will not assume that players with “Scorching Savior” started a fire unless they actually see them do it
  • Juggernaut causes the player to lose less health while charging, rather than making them completely invulnerable
  • Tackler does not cause as much damage to enemies as before
  • Bloody Mess appears only in character creation, and does not appear as an end-of-level reward
  • Sleep Killer removed from the game, though it will still appear on custom characters who previously had it. I don’t think anyone will miss it much since Backstabber makes it pretty much irrelevant.
  • Blocks Bullets removed from the game, though it will still appear on custom characters who previously had it. While I like the idea of it, it’s a bit too hard to get this working effectively and in a way that feels satisfying
  • Moocher allows players to borrow money at a better interest rate
  • Ideological Clash allows you to retaliate without facing repercussions from the Cops
  • Class Solidarity makes people of your class Friendly toward you if they are initially Neutral
  • Killer Thrower does 100 damage instead of 200
  • Low-Cost Jobs is more effective
  • Fix for weird stuff happening if Shapeshifter possessed a custom character clone in local coop or online multiplayer

Sound
  • Fix for “jump” sound effect playing when players become a ghost
  • Fix for menu sound effect not playing when starting or joining online games

Stats / Unlocks
  • Firefighter unlock requirements can be satisfied by putting out fires in objects such as flaming barrels
  • Player receives the same skill points for knocking out a rival as they do for killing a rival (150 for both)
  • Player receives 75 skill points for knocking someone out instead of 100

Mutators
  • SpeedRun Mode added - Places a timer on by default, loadout items cannot be brought into a speed run, Loadout Machines cannot be used, ATMs cannot be used to store or retrieve items
  • Time Limit mutators now factor in the number of required missions

Level Generation
  • Lots of changes to RNG to ensure that many more elements are generated the same when loading a saved game or using a seed. If you spot any elements of levels that are not being generated the same way, please let me know
  • Fixed an instance where objects spit onto a conveyor belt did not reach the hole

Artificial Intelligence
  • Killer Robot and Cop Bot explode when they die (how did I not think to add this earlier?)
  • Followers are better at determining when it’s appropriate to fight on your behalf
  • Fix for NPCs not helping friends who are being bitten by a Vampire
  • Fix for cases where owners would chase a Thief out of a building and he would keep returning to that building
  • Fix for NPCs not always going back to what they were previously doing after failing to Bite, Cannibalize or Pickpocket

Text
  • Firefighter unlock description specifies that the fires must be extinguished with a Fire Extinguisher

Multiplayer
  • Changes to how objects are destroyed on the client at the end of levels
  • Fix for multiplayer clients who exited levels as ghosts appearing in the next level for the host before they had actually spawned
  • Fix for potential networking issue if the player canceled out of creating or joining a game before the loading screen appeared
  • The cost to revive other players is affected by the current level
  • Fix for various errors when multiplayer client parries an NPC

Alpha 66b
  • Fix for game sometimes not proceeding to the next floor after closing stats screen
  • Fix for some of the Game Over screen text appearing too small and in the wrong position when using gamepad
19 comments Read more

November 29

Alpha 65 - The Road to 1.0 Continues!

This week’s update sees a number of new fixes for long-standing bugs, particularly on the multiplayer side. Pretty much everything I said last update still applies, I’m just grinding through bugs, balance and performance issues to get the game to a healthy 1.0 status. Remember to report any bad stuff you see in the in-game feedback form or on the Steam forums!

I’m going to leave last week’s Fortnight Discussion on game balance open for another fortnight, since there seems to be a lot of good insight there, and it also happens to be one of the areas that I’m currently working in.

Alpha 65
Graphics
  • Fix for weapon sprites appearing too large in online multiplayer games
  • Fix for “None” lighting setting not working properly in coop modes
  • Fix for NPCs sometimes appearing at the wrong angle directly after being tased or otherwise incapacitated
  • Fix for player sometimes appearing at the wrong angle when initially entering Home Base
  • Fix for issue where if the player was using an item to highlight other objects (such as the Laptop), then walked near one of those objects and walked away, the object would remain highlighted
  • Fix for issue where if the player was using an item to highlight other objects (such as the Laptop), those objects would not always appear highlighted when moused over
  • Fix for Wrestler appearing nude on missions screen
  • Fix for NPCs’ hands appearing when outside vision range in Rogue Vision mode after they put away their gun
  • Fix for Killer Plant head not always appearing at correct angle, and animating at incorrect speed
  • Fix for dizzy stars sometimes appearing at the bottom-left corner of the map
  • Fix for NPCs’ hands and guns sometimes being visible when they fell down holes on multiplayer client
  • Fix for fireproof objects flashing on multiplayer client when shot with fire weapons by non-local players and NPCs
  • Fix for Ghost Gibber stream sometimes not appearing on multiplayer client
  • Fix for blood spurts not appearing when multiplayer client threw objects at people
  • Fix for Killer Robot’s red light not going out when they die on multiplayer client
  • Fix for lights appearing in incorrect vertical position for dead NPCs when entering the game as a multiplayer client
  • Fix for wall wreckage sometimes appearing to be clustered in one spot on multiplayer client
  • Fix for shirtless players in online multiplayer sometimes initially appearing to have a white chest
  • Potential fix for larger hairstyles sometimes appearing incorrectly under other players’ hats in online multiplayer
  • Fix for Dizzy Stars sometimes not appearing
  • Fix for players’ hats not always appearing in online multiplayer
  • Fix for multiplayer host and client hair colors sometimes differing
  • Fix for Shapeshifter having the wrong hand graphic after possessing Thief, Doctor and Firefighter

UI / Controls
  • Big Quest now appears at the top-right of the Missions screen
  • Version text at the lower-left of the screen no longer includes the game’s title
  • Fix for scrollbar sometimes appearing for a split second on the end-level stats screen
  • Fix for controls in level 1-1 appearing for both players when two gamepads are being used
  • Fix for cases where Chatlog would not disappear if the game window lost focus and then regained it
  • Fix for cases where tooltip could remain after right-clicking to use an inventory item
  • Fix for empty chests sometimes being shown on multiplayer client’s map
  • Fix for word bubbles appearing over multiplayer players who had not spawned yet
  • Interaction range is more lenient for multiplayer clients to account for NPCs who move quickly while the player is attempting to interact with them
  • Fix for main menu not always displaying proper messaging or returning player to correct sub-menu
  • Potential fix for players sometimes being able to regain control of their character during the ending sequence
  • Fix for selection box for items appearing an incorrect color when viewing items in a chest

Playfield Objects
  • Different art for holes that appear during War Zone
  • Fix for multiplayer client sometimes not being able to open doors after closing them
  • Fix for door text on multiplayer client not always correctly stating if the door was locked or made of steel

Items
  • Silencer functions properly when gun is shot from multiplayer client

Status Effects / Traits / Special Abilities
  • Fix for Lunge ability being able to pass through walls without breaking them
  • Fix for Hacker always turning to the right when hacking
  • Fix for NPCs in Home Base turning to face the player when they have the Loud trait
  • Fix for Sneaky Fingers not working with laptop hacking
  • Fix for G-P-Yesss not working immediately after joining a multiplayer game with a character who has this trait
  • Fix for Werewolf and Gorilla not having correct Lunge animations when viewing other players in multiplayer mode
  • Fix for NPCs cloned from multiplayer client not having correct attribute stats

Sound
  • Ambient Casino audio removed due to popular demand
  • Changes to a few sound effects
  • Fix for sound effects not playing on main menu if the player quits the game with the gamepad while on character select
  • Fix for “Fire hydrant break” sound effect playing multiple times on multiplayer client
  • Fix for Ghost Gibber sound not working on multiplayer client when used by a non-local player
  • Fix for Wall Destroy sound effect not always playing on multiplayer client when walls were knocked down by people’s bodies
  • Fix for Bear Trap, Banana Peel and Paralyzer sound effects not always playing on host and client
  • Fix for Shuriken and Rock impact sound effect not playing on multiplayer client
  • Fix for Boombox playing two songs at once on multiplayer client
  • Fix for Jock’s Charge sound effects not always playing on multiplayer client
  • Fix for Equip Weapon sound effect playing at inappropriate times on multiplayer client
  • Fix for Laughter sound effect not playing on multiplayer client
  • Fix for “burned by fire” sound effect not playing on multiplayer client
  • Fix for “fall in hole” sound effect not playing on multiplayer client
  • Fix for spawn sound effect not playing on host when clients return after falling in a hole
  • Splash sound effect does not play when wreckage such as bush leaves are knocked into water

Big Quests
  • Fix for Big Quest not always loading properly when a multiplayer client loads their saved game
  • Big Quest slot will no longer say “coming soon” if quest data cannot be found

Mutators
  • Fix for character stats not loading properly when loading a multiplayer saved game with “New Character Every Level”
  • Fix for Continue removing client players’ traits upon continuing

Level Generation
  • Added a number of checks to help ensure random generation doesn’t get screwed up while multiplayer client is loading a level
  • Fix for a certain door being locked from the wrong side during police lockdown

Artificial Intelligence
  • Fix for NPCs continuing to attack multiplayer clients who had turned Invisible
  • Fix for Gorilla not talking in Home Base
  • NPCs are better at knowing when to answer knocks on their doors
  • NPCs are a bit more responsive under certain circumstances
  • Fix for NPCs not hearing multiplayer client when they knock down walls as a Giant, or when knocked through them
  • Fix for NPCs not responding to multiplayer clients with “annoyed” text
  • Fix for NPC issues pathing around Scientist’s Big Quest crates
  • Fix for Resistance Leader in Zoo not saying anything when spoken to

Text
  • Fixed a typo in one of the Protips
  • Changed a reference to “D-Pad” in the tutorial, because apparently that’s only supposed to be used in reference to Xbox gamepads
  • Clerk in Fire Station has different dialog

Tutorial
    Fix for player being able to get stuck in tutorial if they killed the Shopkeeper and picked up the Hacking Tool very quickly

Performance
  • Fix for wreckage on online multiplayer clients not being handled properly, causing lag when lots of it existed
  • Performance fix for shooting non-normal-sized bullets
  • Performance fix for Ghost Gibber
  • Very slight load time improvement

Multiplayer
  • Followers that multiplayer client brings to the next level will not spawn until the player does
  • Fix for players not facing south at the start of multiplayer games
  • Fix for game freezing when leaving multiplayer games when not connected to Steam
  • Fixed internal errors regarding removal of objects in client-side Home Base
  • Fix for cases where players could appear to be walking on water
  • NPC Dialogue that previously only appeared for the client now appears for the host and other players
  • Fix for game sometimes not restarting after game over even if all players have selected their characters, typically after a client has loaded a saved character
  • Fix for “x has left the game” messages not always appearing
23 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

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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