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.
The Mighty Feature-List
Here's another 60+ fixes for ya! As long as bugs exist, I'll keep fixing 'em, so keep those reports coming in! And in other news... So, how's that sequel coming? While I've still been spending most of my time working out the technical details involved with adapting Streets of Rogue's systems into a large open world (no small task, let me assure you), I did get a chance to implement a couple of new features. The first iteration of vehicles has been added to the game! No actual roads yet, but they...
One Off The List is our monthly list feature. Is there something you think doesn’t deserve to be on this list? Comment with your reasons why, and next month it may be struck off. Many of you are by now bathing in twinkling neon ravelights and swooning into the metal arms of Cyberpunk 2077‘s humourless unhunks, who stalk the streets of Night City like animatronic pizza restaurant mascots gone feral. That is fine. There are worse places to find oneself in the labyrinthine hell of video games. Pl...
One Off The List is our monthly list feature. Is there something you think doesn’t deserve to be on this list? Comment with your reasons why, and next month it may be struck off. Many of you are by now bathing in twinkling neon ravelights and swooning into the metal arms of Cyberpunk 2077‘s humourless unhunks, who stalk the streets of Night City like animatronic pizza restaurant mascots gone feral. That is fine. There are worse places to find oneself in the labyrinthine hell of video games. Pl...
Hello again! Here's a spooooky Halloween update!... Well ok, not really, aside from a couple of Werewolf references in the patch notes. Over the past month, my time has been divided between a few things: Work on the open-world tech that's powering the Streets of Rogue sequel. It's getting to be in really good shape, to the point where I can shift focus to work on other new aspects of the game. Good old fashioned bug fixing. As I've mentioned in earlier updates, the sequel is using the original g...
Following up on last week's post, I've deemed version 91 ready for release! Thanks to all who helped me test this. The primary reason that I did a beta test before releasing this build was because I updated the Unity engine powering the game to a much newer version. If you run into any issues with the new version that we didn't catch, please let me know! Though the engine upgrade is the primary purpose of this update, I've also made a bunch of new gameplay fixes, as detailed below. Version 91 UI...
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