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 (68) - 97% of the 68 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,005) - 95% of the 3,005 user reviews for this game are positive.
Release Date:
Mar 10, 2017

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access allows players to help shape the game in a way that’s never been possible before -- and Streets of Rogue is EXACTLY the sort of game that can greatly benefit in this regard. The game's world is super goofy and chaotic, and lends itself to having a wide variety of weird and wacky content. This, combined with the open-ended nature of the gameplay, means that if anyone has a suggestion for something cool they want to see in the game (items, character types, playfield objects, etc.), there's a very good chance I'll be able to add it!

Streets of Rogue is already a living example of how games can benefit from early releases. The game was in free open alpha for almost a year and a half prior to its Steam release, and it really couldn’t have gone much better. Player response was fantastic, and very useful to me throughout the course of development.”

Approximately how long will this game be in Early Access?

“No solid release date has been set at the moment. The game is planned to graduate from Early Access later in 2018, though it’s impossible to say for certain. And remember that Streets of Rogue is the sort of game that can continue to grow even after an Early Access period!”

How is the full version planned to differ from the Early Access version?

“The full version will contain a lot more content than the Early Access version: Levels, characters, items, objects, music, etc. While the Early Access version has enough content to keep you busy for a long time (some players of the open alpha have reported 100+ hours), I have PLENTY more planned for the full version. I will also be putting a significant amount of effort into improving game balance.”

What is the current state of the Early Access version?

“The core game is extremely playable and polished. Though it may contain a few more bugs than I’d like, most of these aren’t the sort of bugs that will break your game. It’s more the “banana transforms into a stove for no reason” variety. Most of the major planned features are implemented and working, such as local and online coop, unlockables, and game mutators. Online coop will likely have more bugs than other game modes.”

Will the game be priced differently during and after Early Access?

“The game will likely retain the same price point when it leaves Early Access, though this is potentially subject to change.”

How are you planning on involving the Community in your development process?

“Anyone can submit feedback through the forums, on our Discord channel, or through an in-game feedback form that ties directly to my email account. Community bug reports have proven to be invaluable during the game’s open alpha, and I am constantly jotting down players’ suggestions for game content.”
Read more

Buy Streets of Rogue

Buy Streets of Rogue Collector's Edition

Includes 2 items: Streets of Rogue, Soundtrack

Downloadable Content For This Game


Recent updates View all (58)

August 9

Alpha 57 - Miscellanea

Just a quick, light update this week. I’ve been a bit super-busy getting the final level and ending in ship shape. Not sure if that will be ready for next update or not -- it depends on how fast I can get the current optimization project I’m working on completed. Anyways, for now, enjoy this miscellaneous smattering of fixes.

The latest fortnight discussion actually relates to the game’s final level: Getting Yourself Elected Mayor

Alpha 57
  • Lighting adjustments on a number of different levels
  • Screen shakes no longer occur when their origin point is way offscreen
  • Fix for particle effects from bullets remaining large after player returns from Giant status
  • NPCs who start the game swimming will appear nude
  • Changed textures for “Bars” sprites so they appear more visible in dark areas

UI / Controls
  • Fix for player being sent back to incorrect menu if they join an internet game when player capacity has just been reached
  • Potential fix for camera occasionally following someone other than the player after an arrest occurs
  • Attempted fix for question marks appearing permanently over people’s heads
  • If the player is holding up or down when they enter the main menu, the selection will stay still until they release the analog stick and move it again

Playfield Objects
  • Fix for Computers and other objects not being considered “non-functional” after falling into holes
  • Fix for broken object sprites appearing above water with no floating animation after Wrestler throws them in

  • Investment Banker starts the game with Cigarette Lighter
  • Fix for NPCs hidden in Bushes being immune to throwable items
  • Fix for Werewolf attempting to use First Aid Kit while in Werewolf form when quick-health button was pressed
  • Fix for Hologram taking damage from certain environmental hazards

Status Effects / Traits / Special Abilities
  • Fix for NPC Shapeshifter popping out of people who the player had already possessed
  • Computer Illiterate cancels out Laptop on custom characters
  • Giant status lasts 15 seconds instead of 20

Big Quests
  • For Comedian, Wrestler and Vampire quests, rioters are no longer included when game determines the quest
  • When purchasing items from people using Art of the Deal, these items will cost less when the item is needed for a Big Quest so that a profit can actually be made when selling the item

Level Generation
  • Fix for one of the Hotels being internally classified as a Dance Club
  • Fix for cases of NPCs spawning behind Trash Cans and getting stuck
  • Fixed an incorrectly aligned “Private Club” floor
  • Fix for an area of one of the Bathhouses being considered a prison when it was not

Artificial Intelligence
  • Fix for NPCs not jumping out of Manholes in Downtown
  • Fix for Jock in Arena becoming Friendly toward the player upon talking to them
  • Fix for instances where Cops could become Hostile on a “first offense” of breaking something
  • Fix for guards becoming Hostile toward patrons of buildings with Bouncers if they opened the front door while exiting
  • Player cannot borrow money from people in Uptown levels, since there wouldn’t be time before the end of the game for Assassins to seek retribution
  • No longer possible to offer Office Drones things (this was a remnant of the on-hold investment system)
  • Fix for NPCs who were initially swimming not going back to their swimming pool after being possessed and depossessed by a Shapeshifter
  • Fix for Cannibals sometimes standing still and appearing to not have a goal
  • Fix for door guards becoming Hostile when you open doors while out of their line of sight

  • Fix for text still indicating that the Assassin would lose 2 seconds of Camouflage when backstabbing
  • Fixed typo in Exploding Bodies description

  • Fix for several multiplayer connectivity issues

  • Added proper track number metadata to soundtrack files
  • Updated NAT Traversal plugin to version 1.61 from something really old

  • Work on final level, ending, and other related things…
17 comments Read more

July 26

Alpha 56 - Balancing Bonanza

Yep, this update has a whole lotta balance changes for ya, based in part on community suggestions from a recent Fortnight Discussion. I’m also still aggressively fixing bugs. And trying to find some spare moments to work on the final level and ending. Hoping to have those in the game within the next month.

This week’s Fortnight Discussion: Mod Support - What would you like to see?

Alpha 56
  • Removed Investment system. Too exploitable. Open to ideas on how to modify the existing system to work better (maybe something that doesn’t involve the player himself gaining money but rather affecting some other aspect of the game), but its current iteration isn’t really working

  • If the player receives an achievement while offline, it will be triggered the next time the game is started

  • Fix for incorrect particle effects spewing from certain types of bullets

UI / Controls
  • Fix for character’s UI disappearing in 3- and 4-player mode after player closes Item Teleporter menu
  • Fix for Stats screen sometimes listing the player’s killer as ObjectAgent
  • Player can no longer switch from P1 using Keyboard to P1 using Gamepad from the Home base, as this was causing extra controller issues

Playfield Objects
  • Sell-O-Matic now has a limit on the amount of cash it can dispense
  • Alien can no longer be spawned from the Clone Machine
  • When the player fails to disarm a Door Detonator, he will have a second to run away before it explodes in his face
  • More money is dropped from Gravestones, and slightly fewer Gravestones contain it
  • Vendor Cart now spills items when destroyed
  • Disabling Power Boxes turns off constantly-spewing Gas in Industrial buildings
  • Fix for not being able to tap on Windows in Gated Community
  • Objects will attract the player’s auto-aim when they must be destroyed for missions
  • If the player adds a stackable item to the ATM Machine that is already in the ATM machine, then the new item will be added to the total instead of replacing the original

  • Safe-Cracking Tool and Skeleton Key no longer appear during gameplay, though they can still be added to custom characters
  • Ghost Gibber can now be used on other supernatural characters like Zombie, Vampire, and Werewolf
  • Changed Kill Ammunizer functionality - It only triggers once every 3 kills, but it restores ammo for all weapons in your inventory
  • Base price for Kill Healthenizer and Kill Ammunizer changed from $70 to $100
  • Lowered Haterator cost in character creation and loadout
  • Hacker no longer starts with Time Bomb, starts with Translator instead
  • Cop now starts with Dizzy Grenades
  • Cologne’s price raised from $50 to $100, unlock/character creation/loadout prices increased as well
  • Tranquilizer Gun’s value raised from $100 to $120
  • Syringe’s base price raised from $30 to $50
  • Money can be chosen as a starting item during character creation - Specifically $300, much like the Investment Banker starts with
  • NPCs spawned via Clone Machine, Friend Phone or through Loneliness Killer may start with weapons
  • Flamethrower’s base damage is 4 instead of 2, though this is still dependent on the character’s Firearms stat. Damage from Fire Spewers remains the same
  • Fix for Quick Escape Teleporter activating when the player gives blood at a Hospital Clerk

Status Effects / Traits / Special Abilities
  • Assassin now loses Camouflage when he bumps into non-aligned/loyal/friendly people
  • When Assassin backstabs someone in Camouflage, 2 seconds are removed from the Camouflage timer
  • When Assassin backstabs people in Camouflage, they are not knocked back
  • Electro Touch no longer causes extra Fist damage, the player must touch the other person with their body
  • Electro touch does greater damage when people are standing over puddles
  • Zombie Phlegm takes 3 health instead of 5
  • Zombie starts the game with a new Trait, “Bullet Sponge”, also available as an Unlock
  • Werewolf’s Pea-Brained trait now allows you to consume food and drinks while in Werewolf form
  • Chloroform cannot be used on people wearing Gas Masks
  • Ideological Clash makes fewer people turn against you
  • Slavemaster has a default speed of 2 instead of 1
  • Cost of unlocking Sleep Killer or adding it to a custom character has been reduced
  • Fix for Vampire not being able to Bite people who are fleeing. The same goes for arrests
  • Shapeshifter cannot revive another player while possessing an NPC
  • Floats Like Butterfly reduces the amount that your character lunges forward when they attack
  • Purchasing items from people’s inventories using Art of the Deal costs much more than purchasing items from shops
  • Invisible lasts for 15 seconds instead of 20
  • Comedians have a very low chance of making people Hostile with their jokes, unless you tell a joke to someone who is already annoyed
  • Handcuffs cannot be used on Zombies or other non-humans
  • Fix for errors when Depossessing

  • Fix for incorrect sound effect playing on multiplayer client when Zombie is resurrected

  • Player receives more XP for completing “Find Time Bombs” mission (700 XP instead of 300)
  • Find Time Bombs missions do not appear on levels that have Lockdown Walls
  • Clerks in Deportation Center can no longer be questgivers
  • Added fail-safe for issue in online multiplayer mode where clients picking up a quest item could result in the quest being failed if their connection was too slow
  • Fix for questgivers not talking to players with Fair Game
  • People in the same building as questgivers will not be Hostile toward the player as a result of Fair Game
  • Fix for player receiving missions to rescue an opposing gang member, or a Scientist as a Gorilla, or vice versa

Big Quests
  • Slum Dweller no longer receives a discount for being aligned with the Clerk when putting money toward a home
  • Fix for Vampires secretly being Werewolves
  • Shopkeeper will no longer be required to obtain Slave Helmet
  • Fix for Werewolf continuing to gain points on the Missions screen for his Big Quest after it had been completed

Home Base
  • Elevator can be unlocked using Custom characters, as long as they are not overpowered

  • Zombie disaster does not occur when one of the players is a Zombie

  • In Endless mode, prices that are affected by the current level remain high on the player’s second loop

Level Generation
  • Fix for issue where destroyed objects from previous levels might appear in the next level
  • Zombies may appear caged in labs

Artificial Intelligence
  • Fix for NPCs running away from nonexistent danger
  • More difficult to stun-lock NPCs without taking damage by melee’ing them repeatedly against a wall
  • Zombified Werewolves cannot turn into their Werewolf form
  • Shapeshifter NPCs that pop out of people are classified as Guilty
  • Cops will not become Hostile when you attack Shapeshifter NPCs
  • Supercops guard Power Boxes properly instead of wandering away
  • NPCs do not become angry when NPC Cops enter owned property
  • Smaller chance that Slaves will become Mutinous
  • Zombie can purchase items from Zombified Shopkeeper, Bartenders, etc.
  • During War Zone disaster, Soldiers will not be initially hostile toward Zombie
  • War Zone Soldiers are never considered Guilty
  • Fix for NPCs leaving your party after Resurrecting
  • Fix for Zombies picking up items on multiplayer client
  • Fix for Zombies not using attacking with a slash attack on multiplayer client
  • NPCs will attempt to pick up fewer types of weapons
  • Fix for NPCs not firing Ghost Gibber properly in online multiplayer mode
  • If you kill someone while Invisible, nearby friends of the deceased will search for you and become hostile if they find you
  • When an invisible player hits an NPC, they will run far away
  • Vampires are considered Guilty after biting someone

  • Fix for issue where if multiplayer host quit the game as a Ghost, they would die immediately upon resuming the game. Now, they start with 1 health

  • Updated Rewired plugin to version

  • Work on final level
  • Work on new Mutators
  • Work on new Achievements

Alpha 56b (July 27)
  • Reverted change where Zombie disaster wouldn’t occur if the player is a Zombie
  • Kill Ammunizer restores a bit more ammo than before
  • Shopkeepers sell many more types of items than before
  • Bushes shake a bit when there is a hidden Cannibal
  • Chance to Threaten is now affected by the both the player and the other person’s currently held weapon, in addition to team size
  • Player does not attempt to auto-aim when using Rocket Launcher - The slow movement of the rocket combined with the player’s potential desire to cause an explosion at a certain point made this a more ideal choice
  • Vocally Challenged players can now speak to questgivers
  • Ghost Gibber ray is not classified as a “bullet” when calculating bullet resistances
  • If a Shopkeeper, Bartender etc. is Zombified and one of the players is a Zombie, their marker will remain on the map since the player can now purchase items from them
  • If the player uses Zombie Phlegm on an NPC and Zombifies them but the player’s party is full, that NPC will still be Aligned
  • Ham Sandwich is now available in character creation and from the Item Teleporter
  • Fix for fire from Fire Spewers appearing to travel a bit too far through walls on multiplayer client
  • Potential fix for giblets sometimes flashing white as soon as they are spit out of pipes
  • Fix for items on multiplayer client flashing right before they are picked up
  • Fixed some of the wall top textures for wood walls to look better
  • All of the lights in a level turn red when a player transforms into a Werewolf instead of just the ambient
  • Fix for Friend Phone only spawning 1 NPC from multiplayer client
  • Fix for issues stemming from multiple people falling into a Trap Door at once
  • Fix for major Train position discrepancies between client and host players
  • Fix for lights on NPCs blinking off when they are just out of view
    Fix for bullet lighting for certain types of bullets sometimes appearing darker than it was meant to
  • Potential fix for Werewolf health appearing too high after transforming back to human form
  • Removed Chest from easy-to-reach location in one of the Broadcasting Station buildings
  • Fix for red “thrown item” target moving with the mouse when the game is paused

Alpha 56c (July 28)
  • Backstab no longer removes 2 seconds from Camouflage
  • Fix for backstab’s noise being louder than intended
  • If the player backstab-kills someone or kills them in their sleep, the next hit will not gib that person as it did previously
  • Fix for Big Quest requirements changing for some characters such as Slavemaster if the last “target” NPC is teleported
  • Another fix for objects flashing when being spit out of tubes
  • Corrected wreckage sprites for quest switches that count down
55 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites like Binding of Isaac and Nuclear Throne, and adds free-form, experimentation-driven, emergent gameplay elements of RPGs like Deus Ex.

Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.

In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment.

  • Will you play as a soldier who shoots first and asks questions later?
  • A stealthy scientist who uses chloroform and tranquilizer darts to silently take down the opposition?
  • A genial bartender who can talk his way past the most intimidating of guards?
  • Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?

The Mighty Feature-List

  • Play the game YOUR way! Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered!
  • Random world generation and TOTALLY EXTREME gameplay variety means you can play for 600 hours and not get bored! Seriously though, go outside!!!
  • Super-advanced artificial intelligence that won’t put up with your crap! Outsmart these virtual humans and feel superior to your computer!
  • Play as over 20 (and growing!) wildly different types of characters! Bartender, scientist, hacker, gorilla — hey, your job is probably in there too!
  • Stupidly huge variety of items! Shrink rays, hypnotizing devices, boomboxes, bear traps, food processors.. Oh, and guns too.
  • 4-Player online and local cooperative modes lets you brutalize goons AND loneliness!
  • Lead a gang, free slaves, drink beer, gib ghosts, become a vampire, shrink people and stomp on them. The most insanely varied game ever made.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 or Later
    • Processor: Dual-Core Intel or AMD processor
    • Memory: 4 GB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 300 MB available space
    • OS: Mac OS X 10.9+
    • Processor: Intel Dual-Core
    • Memory: 4 GB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 300 MB available space
    • OS: Ubuntu 12.04+
    • Processor: Intel Dual Core
    • Memory: 4 GB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 300 MB available space

What Curators Say

92 Curators have reviewed this product. Click here to see them.
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
Hide graph
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...