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 (215) - 91% of the 215 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (4,740) - 95% of the 4,740 user reviews for this game are positive.
Release Date:
Jul 12, 2019

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Includes 3 items: Streets of Rogue, Soundtrack, The Making of Streets of Rogue


Recent updates View all (86)

July 22

Post-Launch Update & New Patch!

Hey all, thanks for a kickass launch! Response to the game has been almost universally positive, just really great vibes all around. It’s been a hectic-but-fun week and a half as I’ve been scrambling to track feedback, fix bugs, do interviews and promotion, respond to emails, and occasionally, eat and sleep.

For the game’s early access period, I released new builds every two weeks. Post-launch, I’ll be releasing builds on a much less predictable basis (case in point, this one!). This particular build was meant to address some of the more immediate launch issues. I’m not exactly sure when the next build will be released, but it’ll probably be at least a few weeks if I can actually force myself to take the short break I’ve been planning :p

For anyone playing the game on consoles, this version will be the basis for the next console patch. In addition to what’s listed here, there will be some console-specific fixes, like a fix for Joy-Con drifting on the Switch version, as well as some larger font sizes.

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

Version 82
  • Certain objects do not cause screenshake when destroyed by Giant, such as the Bush
  • Fix for red “werewolf lighting” remaining in coop modes if the player transforms back to human form while his NPC followers are still werewolves

UI / Controls
  • Resized and repositioned interface elements on single-player character select screen
  • Tooltip is slightly larger, and text within is slightly bigger
  • Changed toolbar arrow image to be consistent across platforms
  • Text at bottom of Character Creation says "Create Character" instead of "Edit Character" when character slot is empty
  • Version number appears smaller on the screen
  • Added “Loading…” text to current message when switching between single-player and coop mode from home base
  • Loading text appears when entering Character Select and Home Base from main menu
  • Fix for missions screen related soft-locks during local coop mode
  • Fix for quest markers remaining over NPCs if they die after the game has ended
  • Fix for Game Over not occurring properly if Ghost is over Manhole when they explode
  • Fix for player not being able to teleport to starting elevator in Mayor Village with Teleport-Happy
  • Fix for analog stick menu movement being too sensitive on the vertical axis

Playfield Objects
  • Bush shaking is slightly more visible
  • Fix for multiplayer client hacking Police Box not working properly
  • Fix for multiplayer client being able to broadcast from Satellite multiple times
  • Fix for doors transforming from "No Entry" to "Normal" if player places a Detonator on them and disables it
  • Fix for player not always tripping lasers when lunging through them

  • Fix for Shopkeeper being able to offer Mobsters their Portable Sell-O-Matic
  • Fix for Cardboard Box appearing to remain on players between levels in online multiplayer mode
  • Unlocking Rocket Launcher is no longer a prerequisite for unlocking Fire Extinguisher
  • Player can no longer attempt to remove the Slave Helmet from a Slave if he was interacting with the Slave when the Slave becomes free
  • Fix for various issues with player using Primal Lunge while holding a gun
  • Fix for Loadout items sometimes appearing twice in list

Status Effects / Traits / Special Abilities
  • Fix for “E_InvisiblePermanent” appearing during Assassination Nation mutator
  • Fix for Zombies not appearing Friendly to player Zombie during the Zombie mutator
  • Homesickness Killer will not appear as an end-of-level trait if the player has Enslave
  • Fix for weird stuff happening after Wrestler becomes Giant while holding an object
  • People will stop biting or cannibalizing when they are bitten, they trip, or they jump
  • Fix for custom characters with Addict triggering Withdrawal in Home Base
  • Fix for Shapeshifter retaining Super Special status effects of Investment Banker’s Feelin’ Good after depossessing

  • Potential fix for rare cases of being able to hit people after they had fallen into a hole
  • Fix for tranquilizer darts and zombie spit causing knockback when shot from multiplayer client

  • Fix for cases where player was assigned to neutralize a Zombie

  • Added 1.0 mutators to the pool of potential mutators for Random Mutators
  • Fix for Assassination Nation unlocking when the player died as an Assassin
  • Added clarification to Continue mutator description that it starts after Floor 1
  • Fix for orange arrows sometimes appearing above Werewolves' heads during the Many Werewolves mutator even if the player is not a Vampire
  • Fix for Arsonist and Werewolf not appearing in levels when using Ape Town mutator

Level Generation
  • Cannibals will not spawn in bushes during Radiation Blast levels

Artificial Intelligence
  • Fix for NPCs sometimes technically facing angles other than south when dancing, despite appearing to face south
  • Fix for cases where player could offer beer or whiskey to bouncers when they had no more left in their inventory
  • Fix for Door Detonators sometimes causing non-prisoner NPCs to act like they were just freed from prison
  • Fix for multiplayer client being able to influence electability with mobsters multiple times

  • Fix for translations of "Damage Other Players" description
  • Fix for translations of Reward instructions in Home Base
  • Fix for some Bouncer text in certain languages telling the player they should go into the arena despite there being no arena

  • Fix for rare cases where player was able to knock Bouncer through a wall
40 comments Read more

July 12

Streets of Rogue out now on Steam & consoles

Streets of Rogue is out of Early Access! That’s right, after nearly two and a half years in Early Access and over five years in development, Streets of Rogue is finally ready for prime time!

On behalf of Matt Dabrowski, aka madguy90:

The game has also been released on Xbox One, PS4 and Nintendo Switch. I’m very proud to say that we were able to pack nearly all of the content and functionality of the Steam version into the console versions! Whichever version you choose, you’re getting the full Streets of Rogue experience!

I’ve said this many times before but I wanted to reiterate: Streets of Rogue would absolutely NOT have been possible without the help of the Early Access community. Believe it or not, I actually do read all of the feedback on the message boards, the discord, and the stuff that you guys have sent through the in-game feedback form. This has been immensely helpful in finding and fixing bugs, gauging what people want to see in the game, what people don’t want to see in the game… It’s like having a massive QA team and a whole crew of game designers, which didn’t exactly fit into the budget of a solo game developer. I am completely blown away by the devotion that many of you have shown in helping to make Streets of Rogue a better game. I can’t overstate just how much I appreciate your efforts.

What’s New?
If you haven’t played Streets of Rogue in awhile, you may be surprised at just how much the game has changed and expanded. I’ve been putting out substantial updates every two weeks since the game entered Early Access. I could go in-depth about how much content, polish and balancing work has gone into Streets of Rogue, but in the interest of brevity I’ll just put it this way: It’s gone from being a game that was worth maybe a dozen hours of your time, to something that many, many people have played for hundreds or (in a few cases) literally THOUSANDS of hours. There’s a lot of game in here.

What’s next?
Here’s what the rest of my summer looks like:
  • Take in user feedback and fix bugs as the dust settles around the launch
  • Take a short recuperation break so that I don’t go nuts
  • Start working on new features and content for the game: Characters, Items, Traits, etc.
My only major plans for the immediate future are “more Streets of Rogue”, so stay tuned!

The Making of Streets of Rogue
I’ve just released a new DLC that includes around an hour of developer’s commentary and a bunch of old builds of the game dating back all the way to 2014. If you enjoy Streets of Rogue and feel like spending some time chilling out and learning how the game got made, this might be for you!

Version 81 Changes
  • Terminator - Kill the Killer Robot
  • True Believer - Find the Alien
  • Fast Food - Make a Refrigerator "Run"
  • Creature Feature - Kill a Vampire while playing a Werewolf
  • Flat Earther - Fall off the edge of the map
  • Creative Genius - Create a custom character
  • Fountain of Life - Poison a water body with Resurrection Shampoo
  • Potent Mix - Have four status effects at once
  • Slaver Enslaver - Enslave a Slavemaster
  • The Best Around - Win an Arena fight
  • Massacrist - Kill everyone in a level
  • Safe Travels - Nicely ask an NPC to leave a level
  • Shocker - Electrocute someone in water
  • Ironic Killer - Kill someone by throwing a Gravestone at them
  • Murderous Mixologist - Give someone a Cyanide Cocktail

  • Zombies Welcome - Zombies are welcome amongst the normal population.
  • Supercop Land - All Cops are replaced with Supercops.
  • Money Rewards - Money is always given as a reward for completing missions.
  • Ape Town - Everyone appears as a gorilla, though this has no effect on gameplay.
  • Many Werewolves - Werewolves appear randomly amongst the normal populace.
  • High Costs - Everything costs more money
  • Assassination Nation - Assassins appear every level.
  • Doctors are Important - Health items are less effective, but doctors are cheaper and more common.
  • Big Knockback - More knockback is applied to all hits.
  • No Cowards - People will never run from battles.
  • Neutral Cannibals - Cannibals are no longer initially hostile.

  • Fix for NPCs sometimes facing the wrong direction after teleporting
  • Fix for custom characters having incorrect body sprite when dancing

UI / Controls
  • Added the option to play in-game sound and music while the game is minimized
  • Changed color of "right-click to use" text on tooltips from red to orange to avoid confusion (red often indicates that you can’t do something)
  • Added a small built-in dead zone for player movement and missions screen cursor movement to avoid issues for users with “sticky” joysticks
  • Fix for some sign text displaying a scroll bar when viewed in 3- and 4-player mode
  • Fix for cases where player could teleport into buildings if the outside of the building was surrounded by ooze
  • Fix for most cases where chatlog's bottom line gets cut off

  • Fix for Door Detonator not always blowing up the door properly when out of the camera's view
  • Fix for Record of Evidence not playing when the player pays a DJ to do it
  • Fix for Loadout-O-Matic having incorrect items when using No Guns mutator or No Melee
  • Player cannot purchase guns from ATM Machine when using the No Guns Mutator. Same goes for melee weapons and No Melee

Status Effects / Traits / Special Abilities
  • Fix for NPC Werewolves not always transforming properly (for real this time)
  • Prickly Skin cannot trigger with Ghosts
  • Fix for player being able to hit other zombies who were killed/zombified for Neutralize All mission
  • Human players are never classified as "Guilty"
  • Fix for Cool with Cannibals causing problems when the player possessed Cannibals with the Shapeshifter
  • Fix for quick-teleport not working properly in Mayor Village if player has Teleport-Happy
  • Fix for Fireproof Skin + not destroying fires as custom character
  • Fix for player taking damage from Flamethrowers and Fire Spewers when they have Fireproof Skin +

Stats / Unlocks
  • Fix for cases where player would not receive “Found Cool Stuff” bonuses while using gamepad

Big Quests
  • Fix for Slum Dweller only being charged $40 for the Big Quest payments in Quick Game mode

Artificial Intelligence
  • War Zone NPCs don't technically jump out of manholes when they are off camera to cut down on potential errors
  • Player cannot command NPCs to attack Hologram Bigfoot
  • NPCs who are Zombies, Ghosts or Robots will not retreat indoors during Ooze and Radiation Blast disasters
  • Fix for NPCs not becoming hostile toward the player for trespassing on their property if the player has possessed a rioter or war zone NPC
  • Fix for NPCs ceasing to respond to commands if the player commands them to destroy an object in a location that they can't reach
  • Fix for cases where Zombies could get mad at custom character zombie players due to Fair Game

  • Fix for Radiation Blasts description stating that the blasts are every 15 seconds instead of 20
  • Bouncer speech won’t reference wanting money or alcohol in their dialogue unless they are willing to accept it

  • Fix for Shopkeeper in being able to open a locked door he was not supposed to
  • Fix for rare cases where tutorial can lock up when opening the red door

Happy Streets of Rogue’ing everyone!

<3 Matt
91 comments Read more


“Very varied missions, a very remarkable sense of humor and a multitude of controllable characters”
8/10 – Vandal

“If you want a tiny, varied Deus Ex that will make you laugh, this is i”
Rock Paper Shotgun

“If you want to be a werewolf, or a scientist, or a bartender, then this is the game for you.”
8/10 – NintendoLife

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

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: 320 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: 340 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: 350 MB available space

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