About the 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.
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
Be sure to post your thoughts on the new stuff, I am listening!
See ya soon!
Version 83
New Features
- Configuration saves for Mutators, Rewards and Traits - Save and load configurations of inactive rewards.and traits, as well as active mutators, so that you won’t have to set them up every time you re-enter the game.
- Added option to reduce screenshake, as opposed to just turning it off
- Profanity filter for online games can be turned on or off in settings
New Mutators
- Speedrun Mode (Standardized) - Works the same as before, but all traits and items are unlocked, and are all set to be active. Here's the catch: If you take more than 4 minutes to complete a level, you die.
New Items
- Revolver - Fires quick and powerful bullets, but has a hefty cooldown time.
- Monkey Barrel - Technically a barrel full of diminutive and very angry gorillas. It'll take them a few seconds to break free.
- Ammo Stock - Increases the number of rounds that can be stored in a gun.
- Rate of Fire Mod - A gun trigger with racing stripes on it. Yeah. Shoot more rounds in a short amount of time.
- Body Swapper - Target a non-prisoner to swap places with them... In the "position" sense, not the "Freaky Friday" sense.
- Explodevice - Causes all nearby electronics and explosives to blow up.
- Fireworks - These fireworks are illegal, primarily because it's literally a box full of rockets.
- Walkie Talkie - Call nearby Cops to take down a specific criminal. Or person you don't like. Or person you do like. Who cares?
- Memory Mutilator - Reverts people's relationships to you and each other to whatever they were at the beginning of the floor.
- Warp Grenade - Anyone on the receiving end of this grenade will be warped to a random spot, yourself included.
- Blood Bag - Drink this for health if you have Jugularious. Otherwise, see a Doctor.
- Antidote - Cures negative status effects, and prevents new ones from taking effect.
- Boo-Urn - These "rescue" ghosts need a new forever home! Use this indoors to scare away the building's inhabitants for good.
Graphics
- Fix for NPCs not always switching from "dancing" to "dead" or "knocked out" state properly when they die off-screen
- Fix for player appearing incorrectly if they return to home base after ending the game while possessing someone as a custom character
- Fix for player shadow disappearing if you jump out of water while invisible
- Fix for water cannon and other items-in-hand changing color in character select when skin color is changed
- Fix for fading issues on ultrawide resolutions
- Fix for cases where NPCs could appear flashing red after resurrecting
- Potential fix for cases where NPCs appear to be sitting when there is no chair
UI / Controls
- Added profanity filtering to the multiplayer Join screen
- Multiplayer chatlog remains on the screen at all times during character select
- Player cannot change gamepad controls during the game in coop modes, as this could cause issues
- If the player is next to an object and they move the mouse off it, the object will not become de-highlighted
- Daily Run date changed to international standard format
- Fail-safes added to prevent cases where camera could become black
- Fix for occasional issues doing things like hacking in coop mode as player 2 when player 1 is using keyboard and mouse
- Fail-safe for rare cases when notification message could appear onscreen before the Level Start message and cause a freeze
- Fix for cases where quick-teleport wouldn't work properly on multiplayer client
- Better timer positioning when timed events take place at the same time as the speedrun counter is in place
- Fix for player sometimes being able to point the cursor over nonexistent objects on character select screen
- Potential fix for issue with player sometimes teleporting onto bear traps
- Fix for Hacker having their target open in the home base if it was open when the game was completed
- Fix for toolbar numbers disappearing when the player is dragging an inventory item
Playfield Objects
- Fix for places where player could get option to knock on red doors despite them being inside a building
- Potential fix for refrigerator sometimes passing through objects
- Fix for multiplayer client being able to activate High Volume repeatedly on Television
- Fix for Crusher sometimes not being destroyed when the wall it was attached to is destroyed
- Fix for cases where huge explosions could miss certain objects
- Fix for hacker continuing to interact with objects after they have been picked up by Wrestler
Items
- Vampire starts with 2 Blood Bags
- Player cannot place more than 10 Time Bombs at once
- Fix for projectile weapons in scrollbar weapons list not having a proper consistent hierarchy
- Player will always prioritize picking up a quest item over other items if it would result in the immediate completion of a quest
- Cube of Lampey drops money at slightly higher values, and sells at $4 base price per charge instead of $5
- Status text appears when the player runs out of Cube of Lampey
- Ghost Gibber is twice as effective against living NPCs
Status Effects / Traits / Special Abilities
- Fix for Diminutive not causing the player to do less melee damage, as specified in its description
- Fix for context menu on Arcade Machine not remaining open after player with Cyber Nuke hacks it and chooses Increase Volume
- Fail-safe for rare cases where NPCs would appear to be getting bitten after the player finished biting them
- Extra preventative measure for cases of player being teleported onto Bear Traps
- Fix for Possess not working with some types of custom characters in online multiplayer mode
- Bartender cannot offer drinks to NPCs with Jugularious (namely Vampires)
- Fix for Art of the Deal not always working properly when interacting with counters on multiplayer client
- Fix for NPCs getting angry at the player for hitting their owned items when the player has "Promise I'll Return It!"
- Being electrocuted removes Withdrawal
- Fix for certain traits appearing in the home base traits menu for certain players despite having been removed from the game
- Fail-safes for infinite Werewolf as online multiplayer client
- Fix for Zombie not facing correct direction if player uses the right analog stick to aim their spit
- Class Solidarity and No In-Fighting now protect your followers from touch-based attacks
Combat
- Fix for cases where Explosions would do no damage
Missions
- Fix for issues stemming from Butler Bot cleaning up bodies of non-War Zone NPCs
Big Quests
- Zombie is no longer required to complete Big Quest during War Zone disaster
- Cannibal is no longer required to complete Big Quest during Zombies disaster
Disasters
- Fix for Disasters potentially starting while the player is on the Missions screen
- Fail-safes for rare cases where NPCs are not "cleaned up" properly during War Zone
- Bounty disasters have more bounty hunters
- Fix for cases where too many Butler Bots could spawn during War Zone
Mutators
- Assassination Nation assassins are considered Guilty
- Fix for object info UI going a bit haywire on multiplayer client during Rogue Vision
- Fix for Mine Cart and Train sometimes not being invisible during Rogue Vision
- Upper-Crusters will still use Alarm Buttons during No Cowards mutator
- All NPCs are considered Guilty during Everyone Hates You
Level Generation
- Fix for cases where party members spawning at the beginning of levels could prevent certain other NPCs from spawning, and take their appearance in the process
Artificial Intelligence
- The player's party members will not get scared out of buildings by fire
- NPCs are less likely to become hostile toward other NPCs in their own party if they accidentally hit each other
- Fix for NPC Gorillas telling the player Gorilla that they are "unpleasant" if the player requests that they join their party when the party is full
- NPCs wandering in gangs react more appropriately when challenged to a fight by the Wrestler
- Fail-safe for instances NPCs could retain properties of having fallen into a hole despite appearing to be alive, running in place, and hitting the player
- Fix for War Zone NPCs disappearing after teleporting
- If you start Arresting, Biting or Enslaving an aligned person and cancel partway through, that person will become hostile
- Better AI reaction when prisoners are freed during a Radiation Blasts level
- Fix for NPCs coming after player during Bounty disaster even after the player has Hypnotized them
- Fix for NPCs getting annoyed at people who Bite, Chloroform or Cannibalize while Invisible
- Prisoners will not get annoyed at the player Biting, Chloroforming or Cannibalizing
- NPCs will not get annoyed at people who Bite, Chloroform or Cannibalize an NPC who Cops would not take issue with you killing, such as a Cannibal who popped out of a Manhole
- Potential fix for issue where "rescue" followers could stop following the player
Text
- Spanish, German, Portuguese, and French now use the same font that is used for English
- Consistent fonts when displaying Polish characters
- “Damage Other Players” now reads “Damage Other Players (Friendly Fire)”
- Fix for Werewolf not having any interaction dialogue, which could sometimes result in errors
- Clarified the description text of Vicious Chameleon
Multiplayer
- Removed “Get to the Exit” timer, which I believe has outlived its usefulness. Let me know if this causes unforeseen problems.
- Fix for cases where game could get stuck at the end of a level if a person left while other players were in the elevator
- Attempted fix for multiplayer client not completely disconnecting when leaving games
- Safeguards for cases where ghost player could not be interacted with
- Fix for cases where clones of the custom-character player might not appear graphically correct or might be missing their name when traversing multiple floors
- Fail-safe for cases where player could not move after becoming ghost or being revived
Version 83b
- Fix for items not always dropping when they were supposed to, which could result in other errors
- Fixed a number of pieces of missing/incorrect text
- Fix for NPCs not being freed from prison properly if the Warp Grenade is used on them
- Rate of Fire Mod and Ammo Stock cannot be used with Taser
- Fix for "secret werewolves" being in Home Base if the player is using the Many Werewolves mutator
- Thief NPC may have Body Swapper in his "shop" inventory
- Walkie Talkie cannot be used to kill the Mayor
- Fix for Perfumorous not triggering properly after Memory Eraser is used
- Memory Eraser does not affect NPCs in the player's party
- Fix for Shapeshifter not being hostile toward the player after Memory Eraser was used
Version 83c (August 23)
- Added “Exit Timer” to gameplay settings, allowing players to re-add the online multiplayer “get to the exit” timer that was removed in v83
- Added Font Selection to gameplay settings, so players can use the font that non-English languages were previously using
- Fix for cases where property owners haunted by Boo-Urn could wander back into their building
- Property owners who are haunted by the Boo-Urn will not return to their property to investigate noises etc.
- Fix for custom Shapeshifter not losing health when Super Special Abilities is turned on
- Fix for issues with NPCs not reacting appropriately when one is loyal to the other, but the other is hostile toward the first
- Fix for "Barrel Monkeys" not knowing what to do after being placed in certain rooms with closed doors
- Gorillas spawn from Monkey Barrel at slightly differing positions instead of spawning on top of each other
- Fix for Body Swapper not working on friendly targets
- Fix for Blaster Survivor not protecting the player from Fireworks
- Fix for multiplayer client not receiving blame for damage done by Fireworks
- Fix for Cannibal not receiving credit for completing Big Quest if Zombies disaster appears on the floor
- Potential fail-safe for cases where host is invisible to clients at the start of levels
Version 83d (August 24)
- Fix for Doctor saying “E_CantGiveBlood”
- Speedrun timers are formatted a bit differently to avoid confusion
- Player can no longer select Speedrun Mode and Speedrun Mode (Standardized) at the same time
- Fix for Ammo Stock losing effect when gun is stolen from player by another player (Thief)
- Accuracy Mod, Rate of Fire Mod, and Ammo Stock cannot be used on Research Gun
- Fix for cases where completing Hacker’s Big Quest would not complete the Big Quest for all other Hacker players
- Malodorous cannot be added to custom characters when you have Antisocial, and vice versa
Version 83e (August 25)
- Revolver does 16 base damage instead of 13, holds 1 more bullet, and is slightly slower
- Fix for “Barrel Monkeys” not immediately beginning their AI cycle if the player teleports far away before they spawn
- Fix for ghosts from Boo-Urn sometimes dropping keys
- Fix for Cube of Lampey not always losing charges on multiplayer client
- Fix for cases where Lunge (Gorilla/Werewolf) would not hit its target
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
Graphics
- 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
Items
- 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
Combat
- 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
Missions
- Fix for cases where player was assigned to neutralize a Zombie
Mutators
- 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
Text
- 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
Tutorial
- Fix for rare cases where player was able to knock Bouncer through a wall
In case you missed it, Streets of Rogue is going to be releasing on Xbox One, PS4 and Switch on July 12th as well. You can find all the details in this post.
This is a major, major milestone, and I am beyond excited and anxious. Streets of Rogue fans, please help spread the word, and let’s give this scrappy indie a bigger launch than Cyberpunk 2077! OK so that may be a little.. ambitious, but as I always say, aim really high and you’ll fail much higher than you otherwise would have!
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
Last update’s “Double Fortnight Discussion” continues with the Final Thoughts Free-For-All.
Beta 80
Graphics
- Fix for online players using custom characters not appearing to have the correct body if someone joined the game while they were in the home base
- Fix for radiation blast causing NPCs to display "fall in hole" animation after already falling into a hole
UI / Controls
- Fix for player being able to make selections on object context buttons while quest notifications were on the screen
- If player uses shift+click to drop items from the toolbar while interacting with an object, they will stop interacting
- Fix for incorrect item being dropped when dropping items while using Sell-O-Matic and having Auto-Sort Inventory turned off
- Fix for inventory sometimes closing at inappropriate times when the player right-clicks on items in it while interacting with a chest
- Fix for object names appearing on mouse cursor after bombs have exploded and game has ended in “Find Bombs” mission
- Potential fix for rare instance where trait select buttons were not clickable after turning off Twitch integration
- Fix for trait select menu taking too long to close after selection if Twitch integration was turned on but Twitch trait selection was turned off
- Twitch vote no longer requires you to enter a pound sign before the number, though you still can if you want, it works either way
- Fix for twitch chat prompting users to make choices after twitch integration was turned off
- Fix for player being able to open and close certain menus while a multiplayer game was loading, though this wasn’t actually visible to the player
- Fix for objects in range of the player losing their highlight if the player enters the main menu and returns
- Fix for items in inventory appearing inappropriately with red text if you sell certain items like Taser during their cooldown period
- Chatlog appears when right-stick button is pressed to bring up chat menu
- Fix for "Get Hat" remaining over the Mayor's head when Mayor hands the hat to multiplayer client
Playfield Objects
- Fix for cases where player would be able to open locked doors from the wrong side
- Fix for incorrect number of items sometimes getting stored in ATM when storing stackable items
- Fix for spray size of Fire Spewer and Fire Hydrant not always being correct on multiplayer client
- Fix for explosions from objects like exploding barrels, fire hydrants, etc. not appearing on multiplayer client when using a grenade on these objects
- Fix for rare cases where Gas could affect people from far away
Items
- Water Pistol will fill up with status effects when you stand in bodies of water
- Fireproof Suit resists all damage, not just fire
- Fix for gamepad players being able to use Fud and Ammo Processors after their charges had run out
- Record of Evidence is removed from the player's inventory after it is used
- Cloned or Friend Phone’d NPCs will have fewer “shop” items in their inventory
- Fix for occasional multiplayer host player and client player inventory desyncs after the client loads a saved game
- Fix for "inventory full" message appearing in certain cases where player trades an item for another item with an NPC
- Player cannot give Cannibals and Vampires food items that they are not capable of consuming
- Fix for multiplayer client with no equipped weapon equipping a weapon they just picked up, even if the weapon that was picked up was already in their inventory
- Fix for Rocks and Shurikens not being thrown the correct distance after loading saved games
Status Effects / Traits / Special Abilities
- Fix for player needing to wait a couple of seconds before shooting people a second time with nicotine or acid from water pistols, or it would be ineffective
- Fix for player sometimes not being able to possess people when they were near windows or doors
- Fix for player not always gaining Super Special Ability of the NPC they are possessing when they have unlocked that ability
- Fix for NPCs with Hearing Blocked waking up when certain objects like doors were broken
- Fix for Crazy-Dizzy not having a proper description
- Fix for cases where backstabs wouldn't work properly on NPCs who were in combat or fleeing when the backstabber was invisible
- Werewolf NPCs in the player’s party will have to wait for their cooldown to end before transforming into a Werewolf a second time
- Player cannot receive Crooked at the end of levels if they do not have The Law
- Fix for Bloody Mess not being triggered by Bite
- Trust Funder gives player money at the start of the first level
- Fix for multiplayer client not retaining Super Special Abilities if they leave the game and return
- Fix for multiplayer client being able to use Chloroform Hankie multiple times on an NPC and gib them during high latency
- Fix for custom character Homesickness Killer NPCs not starting with all their traits at the beginning of games in multiplayer mode
Combat
- Fix for player being able to teleport while their opponent is tripping on a banana peel
Sound
- Fix for "get money" sound playing at the beginning of levels if the player's followers have Trust Funder
- Fix for Chloroform sound effect playing multiple times on multiplayer client
Stats / Unlocks
- Player only receives credit for the first three times he pickpockets a single person
- Fix for cause of death reading as "Giant Bomb" instead of "Suicide" after the player is initially killed in the Find Bombs disaster
Big Quests
- Extra Gorillas for Gorilla's big quest are not spawned in Mayor Village
Mutators
- Fix for Random Mutators sometimes giving players mutators that they've already activated
- Fix for Continue not functioning when the clock runs out due to “Find Bombs” mission or Time Limit mutators
Level Generation
- Gangsters appear in groups in the Park levels
- Fix for certain floor tiles between buildings in Uptown levels being considered “dangerous” which could affect where the player could teleport amongst other things
- Removed Bouncer from a couple of locations where they didn't make sense
- Altered guard spawn rate in a couple of locations
Artificial Intelligence
- Fix for NPCs becoming hostile toward the player for pickpocketing them from the front while invisible
- Fix for cases where Cops would become hostile toward players who damaged NPCs when the NPC was not in the Cop’s line of vision
- Fix for NPCs sometimes not attacking other NPCs that the player commanded them to if they are nearby but just slightly out of their direct line of vision
- Fix for cases where NPCs would attempt to path around objects that were removed at the start of the level
- Fix for player not being able to pay off specific mobsters if that mobster is aligned with the player, but the other mobsters in their gang are not
- Fix for former party member NPCs not using health items given to them by the player
- Ghosts will not become annoyed at the player for doing things like cannibalizing and enslaving
- Reduction in instances where NPCs would know a hidden player’s location or blame the player after being damaged by items items, fires, and explosions caused by the player
- Fix for NPCs sometimes avoiding Fire Spewers when far away from their shot radius
- Fix for cases where NPCs would continue to attack an object that was already destroyed
- Fix for NPCs who escape from prisons becoming non-interactable if they run into a new building during Radiation and Ooze disasters
Text
- Fixed an error in Wall Walloper description
- Tutorial now directs you to click the Entrance icon instead of the Elevator icon, which is more accurate
Other
- Added new desktop icon, added icons for Mac and Linux
Beta 80b
- Fix for NPCs not always turning into Werewolf
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
This update’s “Double Fortnight Discussion”: Final Thoughts Free-For-All.
Beta 79
Graphics
- Fix for cases where gib animations would not appear when other players are gibbed in online multiplayer
- Fix for shadow positioning on a number of items
- Fixed medium lighting on certain buildings
- Fix for issue where black spots could appear on the camera in split-screen mode on medium lighting if the player starts the game near a door
- Fix for NPCs appearing to have frozen effect or flashing effect colors when out of the player’s vision range in Rogue Vision mode
- Fix for Slavemaster's eye color not being change-able
UI / Controls
- Player can access the main menu by pressing Esc after completing levels
- More consistent timing during varying frame rates when scrolling through main menu by holding down gamepad buttons
- Fix for holding down gamepad buttons to scroll through the main menu not working with vsync turned off
- Fix for player not being able to teleport on grass outside of Upper-Cruster homes
- When targeting with the red/green target cursor, fix for objects not being highlighted if the player moves
- Fix for red/green target potentially remaining on-screen after the level has finished
- Fix for dragged item potentially remaining on-screen after the level has finished
- Fix for end-game dialogue box not appearing with correct proportions if the player completes the game after skipping the tutorial in certain sections
- Fix for NPC info appearing if the player presses space bar while chatting
- Player can open the Stats screen while dizzy or otherwise incapacitated
- Fix for player being able to drop an item and use it at the same time by using shift + right mouse + left mouse
- Fix for cases where item could remain in toolbar after being used if player right-clicked the slot at the same time the item was added to the slot
- Fix for certain main menu interface elements being visible at incorrect times on ultrawide monitors
Playfield Objects
- Fix for hitbox issues with bullets when standing too close to a large boulder and tree
Items
- Fix for head-based armor not being unequipped when dying on multiplayer client
- If the player's armor is destroyed, and they have another piece of armor of the same type, that armor will be equipped
- Hard Hat starts with 75 durability instead of 100 and its base price is $60 instead of $70
- Combat Helmet base price is $80 instead of $100
- Quick-Escape Teleporter will not trigger when the player crosses a broken window
- Ghosts spawned by destroying gravestones will sometimes have money (other ghosts have it all the time)
- Fix for thief not dropping certain un-droppable items after they steal them from you and then die
- If the player has multiple copies of an item that they normally can't drop, they'll be able to drop the item
- Fix for Water Pistol description incorrectly stating that it has two status effects if two water pistols with different status effects are picked up (it may only have 1)
- Fix for items with "charges" (like Fud Processor) not being given to NPCs properly (only 1 charge was lost)
Status Effects / Traits / Special Abilities
- Lock and Load trait costs more when creating a custom character
- Perfumorous affects NPCs who are Annoyed at the player
- Player cannot receive Dizzy while Crazy-Dizzy, and vice versa
- Fix for Werewolf party members not turning into Werewolf if they follow the player to a new level
- Fix for Shapeshifter retaining Super Special Abilities if the player possesses and depossesses someone whose big quest they had completed, and had not completed Shapeshifter’s Big Quest
- Fix for cases where player would get to choose from more traits than they were supposed to at the end of levels in online multiplayer
Combat
- Fix for cases where player could lose collision detection after being knocked back while standing on ice
- Cop Bots and Slaves take a bit longer to explode after death
Sound
- Added “Success” sound effect to a bunch of spots when pressing objects’ context buttons
- Fix for Electro Touch sound effect not always playing on multiplayer client
- Fix for certain sound effects not playing in local coop mode after player 1 had exited the level
- Fix for "Close Menu" sound effect playing over other sound effects when buying from Augmentation Booth
Stats / Unlocks
- Secret Shapeshifter NPCs are marked as Guilty
- Player receives skill points for killing NPCs by poisoning water
- Fix for rare cases where Zombies could be considered Innocent
Missions
- Fix for some cases where player would receive a mission involving people he was initially aligned with
Big Quests
- Hacker can teleport after installing malware if all Cop Bots in the level are dead
Disasters
- Player can teleport during Zombies disaster if all Zombies are dead
- Player can teleport during Lockdown disaster if all enforcers are dead
Level Generation
- Levels are generated using a new method that ties into the internal level editor I’ve been developing, and should result in very slightly faster loading
- Changed spawn rate of initially-peaceful ghosts in graveyards
Artificial Intelligence
- Fix for Cops during Police Lockdown not becoming hostile when seeing you move underneath a cardboard box
- When you threaten someone to leave town, they will become Neutral towards you if they were previously Friendly, Loyal or Aligned
- Fix for cases where party members would run off to attack someone far away instead of the hostile NPC in front of them
- NPCs will not become hostile toward the player as a result of their hostility toward someone aligned to the player due to Random Reverence
- Former slaves will be hostile toward the player if they have Resurrection and their Slave Helmet blows up
- Fix for some AI confusion that could occur during combat after an NPC’s default behavior goes from hanging around a location to wandering
- Fix for NPCs not always saying dialogue when threatened
Text
- Added a small bit of clarification to Level 1-2 sign in regards to Cops protecting property owners
- Fix for weird characters appearing when typing in input fields in Linux version
- Fix for credits list cutting off the last lines when being viewed from the main menu
Multiplayer
- Fix for players sometimes appearing to float in water when they are on land in online multiplayer
- Fix for NPCs sometimes appearing to get up after having been killed on multiplayer client on slow connections
- Fix for more cases where NPCs could walk into walls during combat on slow connections
- Fix for cases where traits and inventory items on the host player were not known to client players
- More safeguards against players spawning into levels as ghosts on host when they are not actually ghosts
Saved Games
- Custom characters are now stored in the /CloudData/Characters/ folder instead of just /Characters
- Cloud saving for custom characters works properly cross-platform (PC/Mac/Linux)
Other
- AlienFX lighting should always shut off properly when the game is exited
Internal
- Work on console-specific stuff
- Work on changes for free edition of the game
- Work on upcoming “Making Of” content
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
I’m expanding last update’s Fortnight Discussion from Cheap Deaths to Cheapness in general. What do you find to be “cheap” about the game?
Beta 78
Graphics
- NPCs flash after death when they are about to explode
- Fix for Cop Bots not always disappearing on multiplayer client after post-death explosion
- Fix for fire/water spray particles not traveling the correct distance if the wall they were spraying into is destroyed
- Fix for T-Posing instances due to NPC’s animator being set to 0 at beginning of levels
- Counters have correct sprites when pieces of them are broken off
- Fix for cases where players could have wrong head/body in home base after finishing the game in online multiplayer
- Fix for cases where players could have wrong head/body in home base after switching the number of players from the home base
- Fix for NPCs holding weapons the wrong way while dancing
- Fix for state indicators like the “flee” graphic appearing after death for NPCs when on a slow multiplayer connection
- Possible fix for “spawn” and “electrocuted” particle effects not always appearing on all PCs
- Fix for NPCs not always appearing to have fallen into holes on multiplayer client
- Fix for NPCs who have previously fallen into holes sometimes playing their fall animation as soon as they appear on camera
- Fix for multiplayer clients who fall into holes appearing too bright on host
- Fix for wreckage on multiplayer client sometimes appearing over holes at the side of the map
UI / Controls
- Opening and closing the missions screen is slightly faster
- When the player updates one of their attributes at the end of a level, text for this will not rise out of the elevator
- Failsafe for rare case when level could not be completed in local coop mode
- Fix for rare random occurrence of context buttons not working
- If the player moves out of range of a chest or vendor, their inventory will close along with the chest/vendor inventory
- Fix for player teleporting to building entrances when attempting to teleport to outdoor objects
- Fix for extra NPC info displaying during cinematics when space bar is pressed / A is held
- Fix for player sometimes teleporting to the starting building of a person instead of their current location when they are far from home
Playfield Objects
- Upgrading traits at the Augmentation Booth costs less
- Fix for some cases where fire could spread behind walls to other objects
- Fix for blue Laser sometimes emitting many noises in rapid succession
- Fix for blue Laser going off if non-weapons are thrown through it
- If the player is "operating" an object (hacking, etc.), and it is destroyed, they will stop operating
- Fix for east-west-facing windows not always having proper mouseover area
- Fix for being able to score two hits in one melee swing on Killer Plant
- Fix for Lockdown Walls not having a proper cooldown period between going down and going back up again
- Fix for Killer Plant’s head not always being destroyed properly on multiplayer client
Items
- Melee weapons sold by Shopkeepers have extra durability, but retain the same price as before
- When a weapon breaks, Wrench and Crowbar will only be auto-selected after other melee weapons are exhausted
- Fix for player being able to pick up objects on the other side of lasers unless they have Lasers Ignore You
- Fix for player being able to pick up objects on the other side of windows
- Fix for fires from Molotov Cocktails sometimes spawning inside non-wooden walls
- Ghosts always drop money
- Minor adjustments to Trash Can loot
- Minor adjustments to Shopkeeper inventory
- Fix for Slaves not always blowing up properly from their Slave Helmet on multiplayer client
Status Effects / Traits / Special Abilities
- Fix for hacking slave helmets not working when the NPC was not originally a slave
- Fix for Vocally Challenged people not being able to hack slave helmets and robots
- Fix for player not being able to camouflage due to a disabled Security Cam thinking they were in view
- Countdown displays over the player's head when Feelin' Alright is coming to an end
- Fix for Sneaky Fingers not always triggering when using Hacking Tool
- Fix for Above the Law text remaining on the screen after the player has died and used a continue
- Measures taken to ensure that people can't be harmed by multiple Electro Touches or Chaaaarges in rapid succession
- Fix for Electro Touches doing double damage from multiplayer client
- Fix for cases where Zombie Spit would not cause a status effect when shot from multiplayer client
- Fix for “-Status Effect” text sometimes displaying when client player died
- Safeguards against rare cases where player could get stuck throwing E_TossItem after using the Toss ability
- Fix for Zombie gaining Super Special attributes at the start of some online multiplayer games after finishing their Big Quest, but not having the mutator active
- Fix for certain cases where player is offered 2 traits at the end of levels instead of 3
- Cop Bot beams have a slightly shorter range
- People do not keep Confused when traversing between two levels, this was causing AI issues
- Fix for NPCs being able to make use of Resurrect after falling into a hole
Combat
- Fix for cases where bodies could pass through doors and fences on death without breaking them
- Fix for cases where glass walls could be broken while battling in the arena
- Rockets and their explosions function a bit better on multiplayer client
- Fix for NPC melee weapons not losing durability during battles with multiplayer client
Sound
- If a level loads while the game window is out of focus, music will not play until the window gains focus
- Fix for cases where sound effects would not play due to the game window losing focus before sound settings could be configured
- Fix for zombie spit sound effect not being played properly when coming from non-local online players
- Fix for sound effects playing in the game if the player sets sound volume to 0, alt-tabs out, and returns to the game
- "Can't Do" sound effect plays when a scientist is asked to identify an already-identified syringe
- Fix for water splash sound effect sometimes playing in rapid succession when items or dead people are at the sides of water bodies
- Fix for sound effect not playing on multiplayer client when Train or Mine Cart hits someone
- Fix for melee weapon break and armor break sound effects not playing for NPCs on multiplayer client
Stats / Unlocks
- Fix for player not receiving skill points for indirect “rival” kills
- Player must only put out 5 fires in a single game to unlock the Firefighter
Missions
- Much lower chance that the player will receive the same quest reward twice in one game
- Fix for multiplayer client being able to ask “Retrieve” NPCs about their item before their optional quest had been accepted
Big Quests
- Fix for player completing quest as Slavemaster if their slave is killed while walking to the elevator
- Crate for Scientist's Big Quest does not spawn in Mayor Village
- Arsonists appear with slightly greater frequency
- For Assassin quest, bystander NPCs will become targets if they spot you for about a second after the kill occurs, and the original target’s guards will become targets if they see you while searching. Previously, NPCs would become targets only if they had an immediate view of you when the kill occurred
Disasters
- War Zone spawns new NPCs at slightly longer intervals, and doesn’t spawn as many total
- Cannibals in War Zone sometimes carry Axes or Knives instead of guns
Mutators
- Cinematic slow motion triggers less often in Low Health for All mode
Level Generation
- Fix for vending machines not always facing the correct direction when spawning next to caves
- Fixed a case where a Flame Grate could appear in the way of a Laser Emitter
- Removed an NPC set to patrol where a Saw Blade was appearing
- Fix for Cops sometimes spawning inside of objects
- Fix for Cops sometimes spawning too close to the level entrance
- Cannibals in bushes cannot spawn close to the player’s starting location
Artificial Intelligence
- Fix for NPCs being able to close doors when a dead body was in the door
- Soldiers during War Zone will attack zombies on sight, with the exception of the player
- Soldiers and Cannibals in War Zone will not become scared by things
- Fix for NPCs not caring if you hack something behind a locked door
- If you buy a Safe Combination from someone, they won’t get angry when you take the contents of their Safe
- Fix for NPCs in a building not becoming Friendly toward the player when a guard receives a bribe while Aligned or Loyal to the player
- Fix for NPCs going from Aligned/Loyal to Friendly after a bribe
- Better prevention for NPCs walking through lasers at beginning of levels
- Fix for people in gangs sometimes not following the player once they become a party member
- Fix for NPCs attempting to path through certain objects on multiplayer client
- Fix for cases where NPCs wouldn’t follow the player through doors that they should have been able to open
- Fix for errors when dropping an item in front of a Cop Bot who is accosting you on multiplayer client
- Fix for NPCs becoming hostile toward multiplayer client for attacking them while invisible
- Fix for Cops not always taking viewing distance into account when becoming hostile toward the player for committing crimes
Text
- Added names to credits list
- Fixed a couple of translation errors
- Added text to feedback form indicating that although adding your email address when sending feedback is optional, I would very much appreciate if you would! If you send me a bug report and I need to follow up with you and I can’t, it makes me want to stick my head in a blender.
- Changed formatting of “Crooked” description to make it fit better
- Fix for NPC zombies that had originally been another class retaining that other class's name on multiplayer client
Performance
- Better performance during UI animations
- Fix for water/fire sprays taking up too much CPU time under certain circumstances
Multiplayer
- Fix for cases where NPCs could become stuck inside of walls
- Fix for some cases where NPCs could pass through walls when knocked back by client
- Improved syncing of NPC bodies after death
- Fix for multiplayer client sometimes having difficulty interacting with NPCs walking in gangs
- Fix for Research Gun causing NPCs to stop receiving position information when used by multiplayer client
Internal
- Work on console-specific stuff
I’ll be announcing the official release date for 1.0 and the console versions around the start of e3. More details on that in the next update. For now, all I can say is “summer”.
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
This update’s Fortnight Discussion: Cheap deaths. What are some ways you’ve died that didn’t quite feel fair?
Beta 77
Graphics
- Fix for people not always appearing Frozen properly on local multiplayer games
- Fix for Shapeshifter sometimes appearing to multiplayer clients to retain the hat of the person they last possessed
- Fix for multiplayer client sometimes appearing weird in home base if they select a new character after death and then the host chooses to return to home base
- Fix for lamps displaying light on multiplayer client after power box has been destroyed
- Fix for Fire Hydrant spray particles appearing to go a bit through walls
- Fix for bottom part of east-west-facing windows casting incorrect shadow on multiplayer client
UI / Controls
- Message “xxxx is entering the level” appears on level changes in online multiplayer instead of “xxxx has joined the game”
- Added button to feedback form with link to explanation of how to send output logs
- Fix for Overpowered Character text remaining on the screen if the player quits to the main menu when this is active and then starts a new one
- Fix for rare cases where a player could resurrect after a game over in coop mode
- Fix for "status effect being removed" text sometimes appearing over people's heads twice on multiplayer client
- Fix for keyboard player being able to teleport while they are dizzy or otherwise incapacitated in local coop mode
- Player can press the Extra Info button to view NPC info while dizzy or otherwise incapacitated
Playfield Objects
- Less easy for the player to accidentally become un-hidden from a Bush
- When teleporting to elevators, player is teleported to more appropriate positions
- Quick-teleporting will bring the player to the door of the building that houses a mission when possible
- Changed the ordering of buttons when interacting with Computer for more convenience
Items
- Shopkeeper cannot drop or lose Portable Sell-O-Matic since this is necessary for his Big Quest
- Fix for Haterator not taking effect until the victim is out of combat
- Fix for cases where the player would pick up a melee weapon with over 100 durability when they already had an item of the same type, and the extra durability would not be counted
- Fix for cases where stepping on a hazardous item (such as a Banana Peel) as a multiplayer client would not harm the player
- Safeguard against rare case where key items that fell into hole and reappeared were non-interactable
- Quick-Escape Teleporter will not trigger when player loses health from radiation blast
- Fix for Quick-Escape Teleporter teleports taking about half as much time as they were supposed to in online and local coop modes
Status Effects / Traits / Special Abilities
- Fix for certain cases where player was not able to use Camouflage after being viewed by security cam
- Fix for cases where player was able to cannibalize from a large distance away from an NPC directly after killing them
- Shrunk now lasts 20 seconds instead of 30
- Fix for certain issues with operating/arresting/etc. during bad networking conditions
- Fix for Potential to Not Suck not triggering after the player reaches level 20
- Fix for custom character with Possess retaining "Super Special Ability" status after depossessing someone whose ability they had unlocked
- People exploding from cyanide pills creates a noise
- Robots standing in bodies of water or puddles does significantly less damage than before
- Fix for Confused NPCs not pathing properly in combat on multiplayer client
- NPC Thief cannot accidentally pickpocket players with Honor Among Thieves
Combat
- Fixed errors relating to explosions in online multiplayer
- More efforts toward avoiding people phasing through walls after being knocked back
- Fix for bullets sometimes passing through zombified NPCs on multiplayer client
- Fix for NPCs sometimes doing lower damage when attacking the player if they used to be
- Loyal/Aligned to the player
- Fix for people being set on fire when they died if their next-to-last hit was fire-based, and their last hit came from the client and was not fire-based
- Fix for error that would sometimes occur on host when multiplayer client's weapon collided with another person's weapon
Sound
- Sound and music no longer play when the game window loses focus through alt-tab, etc.
- Fix for looping sound effects not changing their volume when the user changes the sound volume through the menu
- Fix for NPC spawn sound effect not always playing on multiplayer client
- Fix for hologram despawn sound effect not playing on multiplayer client
Missions
- Fix for Neutralize All missions not always completing properly in Ooze levels
- Attempted safeguards for rare errors in prison break and gorilla rescue missions
- Safeguard for rare cases where missions completed after a game over
Big Quests
- Fix for cases where having a Thief in the party could screw up the Big Quest total counter for other characters
Disasters
- Robot NPCs are not affected by radiation blast disaster
- Players with Zombiism can teleport freely during Zombie disaster
- Fix for disasters sometimes appearing inappropriately if the player quits to the main menu at the end of a level when a disaster was going to appear on the next level, and starts a new game
Mutators
- In New Character Every level, fix for player losing items at the end of levels that they found prior to receiving them for a specific character (such as the Taser)
Level Generation
- Corrected the positioning of several building templates
Artificial Intelligence
- If you enslave a Slavemaster, his Slaves will follow him so their heads don't blow up
- Fix for NPCs sometimes not getting hostile when you freeze one of their friends with the Freeze Ray
- Fix for NPCs sometimes believing they own the wrong building after being forced indoors by the Ooze disaster
- Fix for NPCs not retreating indoors due to Ooze if they were far away from the player
- Fix for Zombies not getting angry at fellow Zombified people who attack them
- Fix for rioters and war zone’ers not always getting hostile when you arrest or bite their friends
- When the player asks someone to leave town, they will walk to the closest elevator instead of going for the starting elevator
- Potential fix for cases where party member NPCs would attack NPCs that you just electrocuted with the intention of enslaving them
- Fix for NPCs walking through laser emitters at the very start of levels
- Fix for NPCs sometimes thinking you were inside their building if you got close enough to the outside of the building’s glass wall
Multiplayer
- Fix for a number of potential rare multiplayer desync issues
- Fix for cases where certain NPC properties could potentially not be set properly on client when the NPC is initially spawned
- Fix for sometimes not being able to revive ghosts if the game has determined that the ghost player is annoyed with the other player
Engine
- Linux version starts in windowed mode on the first run to hopefully avoid startup blue/purple/black-screen issues with certain configurations
Internal
- Work on internal level editor
- Work on console-specific stuff
Beta 77b (May 24)
- Fix for cases where sound effects would not play due to the game window losing focus before sound settings could be configured
Beta 77c (May 25)
- Player receives notifications upon completing or failing Big Quests (please let me know ASAP if you find bugs with this)
- Added proper localization for all current achievements
- Fixed cross-platform cloud saves, these should now be working properly.
Beta 77d (May 27)
- Fix for lasers being triggered when the player is nearby, which was due to an error in the wall phasing fix I had added
- Fixed Discord link on the main menu
- Bunch of other fixes that I'll write up in the next patch notes
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
274 MB
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