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What Is Streets of Rogue?
Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun, developed by Matt Dabrowski. 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.
7.8 volumes with cross sectionsap calculus. 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.
Streets of Rogue is currently available at StreetsOfRogue.com and on Steam
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Poll! (Work in progress)
When will the console versions get updates?
The console versions will always be a bit behind the PC version. When I release new content on PC, user feedback allows me to quickly weed out bugs and release hotfixes. Once I’m satisfied that everything is stable, I can work with the porting team to merge the new code into the console versions. This can be quick or it can take weeks, depending on how busy the porting team is with other projects. Once the new console versions are built, they are then submitted for certification. Unfortunately there have been issues out of my control that have held up some of the console patches from release for a lot longer than I would have liked. Sit tight, they’ll get there eventually!
When is the next PC/Mac/Linux build coming out?
During Early Access, builds were released on a bi-weekly basis. Post-launch, it’s totally random. Could be a week, could be a couple months!
Is a mobile version coming out?
I’m not going to rule it out, but this would require significant changes to the gameplay and user interface to be feasible. It’s not currently planned, but we’ll see. Also FYI, any mobile versions that you might see on the app store are fake, so don’t get suckered!
Does the game have cross-play between consoles, or the ability to transfer save data?
Nope, sorry. This would have been really difficult to pull off as an indie dev.
Will the level editor be coming to consoles?
Unfortunately no, there wouldn’t be any way to share your creations since nothing like Workshop exists on consoles.
How long has the game been in development?
Since December of 2013. Full-time development began in March of 2015.
Are you doing this all yourself?
In terms of full-time day-to-day development, yeah pretty much. The music and sound effects are created by Craig Barnes, and I have Matthew Weekes do environmental art when I need it (floors, walls and some objects). tinyBuild are handling the bulk of marketing responsibilities, promotions, contacts with console manufacturers, all that jazz.
What engine are you using?
Unity. The game began development on Construct 2, but I ported it to Unity about 9 months in. Specific plugins I’m using include 2D Toolkit for tilemaps and other non-UI 2D stuff, Light2D for lighting, Rewired for input, A* Pathfinding Project for pathfinding, NAT Traversal for networking, Steamworks.NET for Steamworks integration, uEcho for opening multiple instances of Unity (life-saver when working on multiplayer), G2U for importing text from Google Docs, Bad Word Filter PRO for language filtering, and EnhancedScroller for “infinite” menu scrolling.
Will the game have mod support? Workshop Support? A Map editor?
I’d like to have mod support at some point. In particular, I’d like to allow people to create and share their own characters and mutators. A map editor would be a very large task by comparison. If I were to work on something like that, it definitely wouldn’t be until after the game hit 1.0.
Vehicles? Multi-story buildings? A more open-world city?
If this game gets a sequel, all of these things will be on my features list. But for now – They would change the scope and complexity of the game by a huge degree, and add a large amount of development time. So, they likely won’t make it in.
Will the game ever have combined local + online multiplayer?
Not anytime in the near future, if ever. The game isn’t currently built to support multiple players locally within an online environment, and it would be a ton of work to get this implemented, not to mention it would result in a massive number of new bugs. I don’t think demand for the feature is high enough to justify it at this point.
Where can I report bugs?
You can send them through the in-game feedback form (click Feedback on the main menu), send them directly to my email, or post them in the #bug-reports channel of my Discord. I may not respond to everything due to lack of time, but I do read everything.
Do you take suggestions?
Yes, I’m planning on making a lot of content for Streets of Rogue, so suggestions for character classes, items, environmental objects, status effects, game mutators, secrets, etc. are always welcome, and actually have a decent chance of ending up in the game. Send them through the routes mentioned in the previous question.
Can I make YouTube videos or stream the game?
Yes, there are no restrictions in place.
Why don’t you sell the game as a 4-pack?
Sadly, Steam doesn’t allow those anymore.
Can I have a Steam or console key?
Influencers and the press can request a Steam key through distribute() or KeyMailer. For console keys, send an email request to [email protected]
What’s the Early Access launch trailer music called?
It came from this website.
Did you make Burger Joint?
Why is your online handle “Madguy”?
My initials are M.A.D. Also, literally been using it for 2 decades.