Name | Streets of Rogue | ||
Developer | Matt Dabrowski | ||
Publisher | tinyBuild | ||
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Release | 2017-03-10 | ||
GameBillet | 16.39 / € | ||
Steam | 6,54€ 6,04£ 7,79$ / 61 % | ||
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Controls | Keyboard Mouse Full Controller Support | ||
Players online |  290  | ||
Steam Rating | Overwhelmingly Positive | ||
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Peak CCU Yesterday |
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Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 1125 | ||
Average playtime (last 2 weeks) | 76 | ||
Median playtime (forever) | 896 | ||
Median playtime (last 2 weeks) | 76 | ||
Public Linux depots | Streets of Rogue Content Linux [239.42 M] | ||
DLC | The Making of Streets of Rogue Streets of Rogue - Character Pack |
Also, here are some new screenshots: [hr][/hr] Join the community: DISCORD Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK |
Hey, rogues. |
Link to DEVLOG 1: Open World, Inspirations, First Playtests[hr][/hr] [h3]As always, wishlist & follow Streets of Rogue 2:[/h3] https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join the community: DISCORD TWITTER (X) TIKTOK |
Hey there, rogues! More information in the #xmas-fanart-contest channel on our Discord server. [hr][/hr] [h2] AMA with Matt Dabrowski on Reddit [/h2] Matt's answering questions right now on one of the biggest gaming subreddits r/Games. Ask him anything! Or just come say "hi." [h3] Click this link to join [/h3] [hr][/hr] [h2] Streets of Rogue 1 Is 80% Off [/h2] The Steam Winter Sale has started, and it's a perfect chance to pick up a copy of the first game at a discount. If you already own it, feel free to gift it to a friend and enjoy not reading emails together in co-op: https://store.steampowered.com/app/512900/Streets_of_Rogue/ [hr][/hr] Merry Christmas, rogues! See you in 2024. [h3]As always, wishlist & follow Streets of Rogue 2:[/h3] https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join the community: DISCORD TWITTER (X) TIKTOK |
Hey, everybody. |
This year's Steam Awards have started, and I kindly ask you to nominate my game in the Labor of Love category. Thank you! |
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[h2] THE LIST OF CONTEST WINNERS [/h2] [table equalcells=1] [tr] [th][h3]Winner Name[/h3][/th] [th][h3]Category[/h3][/th] [th][h3]Title[/h3][/th] [th][h3]Description[/h3][/th] [th][h3]Dev's Comments[/h3][/th] [/tr] [tr] [th]BreadyBoi (Discord)[/th] [th]Class[/th] [th]Politician[/th] [th]The general idea is a character that tries to recruit people (similar to the comedian/joke mechanic from SoR1) however, in order to recruit people and garner popularity, they have to make 'promises', which would be little mini-quests such as "Remove drug dealers from my city" or "Get the shops to lower prices". There's also a lot of versatility and can allow for different playstyles, depending if you want to generally steer clear of the more combat-heavy NPCs and try and garner popularity with the common folk.[/th] [th]While this may not be implemented specifically as a class, I really liked the underlying idea of the player doing things to improve a city, and subsequently earning the votes of its population. This seems like it should be super obvious, but it actually never crossed my mind. There's tons of potential here for the random generation system to introduce negative aspects to cities and require budding politicians to solve them.[/th] [/tr] [tr] [th]Colobm() (Discord)[/th] [th]Mutator[/th] [th]Road Trip[/th] [th]This mode gives you a car and one Objective (reach to destination, concert? resort? I don't know) You just need to follow the road, beat everything blocked you, get new friends, eat food, earn money, rest at a motel Just don't die and reach the goal[/th] [th]The primary planned "win state" of the game is to become the president. Much of the game's design will support this specific journey, but I love the idea of allowing for completely different journeys through the world as well. Thanks to SOR2's new open-world structure, there are a ton of possibilities that I haven't remotely considered. For example, this one! Completely different from the game's default goal and structure, but I'll bet it could be done with some key shifts to the game mechanics specific to this mutator. I think it'll be fun to try and pull it off.[/th] [/tr] [tr] [th]SirNosWar (Discord)[/th] [th]Location[/th] [th]The Pit[/th] [th]Could be a pit with a giant creature that Cultists worship - A giant, seemingly bottomless pit located somewhere in the forest. "The perfect place to dump your unwanted belongings! These could include, but are not limited to: pointless garbage you've accumulated, your humungous pile of unused wealth, or corpses! We wouldn't want Him to go hungry, would we? He prefers live humans the most, but He will accept any offerings you grant Him! Who knows, He might even grant you an extra reward for your dedication, such as an artifact lost to time, a lovely, grotesque, new physique (that has its own benefits, I might add!), or He might even let you glance upon Him, if He deems you worthy! So, come on down and visit Ye Olde Bottomless Pit today![/th] [th]"Cultist" is one of the most common suggestions I've gotten throughout the development of both SOR and SOR2. I'd been trying to figure out just what it is these folks are all about, and the idea of them worshipping some (possibly super goofy-looking) monster in a big pit just struck a chord with me.[/th] [/tr] [tr] [th]Fritzmaster (Steam)[/th] [th]Quest[/th] [th]Specific Neutralize[/th] [th]A form of neutralize mission that gives specifics in regard to the cause of neutralization. Perhaps it is simple as wanting the target to be shot or something limited and using a banana peel inside a restroom. Due to the more challenging nature of the mission, payout/XP will be greater. Possibly treated as optional, leading to greater payout/XP."[/th] [th]Falls into the "how did I never think of this?" category. Receiving bonus money/XP for neutralizing someone in a very specific way seems like a really awesome fit for the game.[/th] [/tr] [tr] [th]eltermh (Steam)[/th] [th]Object[/th] [th]Display Case[/th] [th]In shops you can break them, which would set off the alarm/ security, and have various high-value items( depending on the shop)[/th] [th]Items in Streets of Rogue are generally contained in chests, and you have no idea what you'll be getting until you actually open it. But what if...... you DID??? The player might take on challenges that they normally wouldn't because they just have to have the cool thing in the fancy case. I could also foresee there being different types of cases -- some with alarms, some not, some extremely hard to break or open.[/th] [/tr] [tr] [th]accusrulz (Steam)[/th] [th]Mechanic[/th] [th]Product Sales[/th] [th]On occasion shop owners could place a random item from their inventory on sale. The sale item would be highlighted inside its own box, perhaps gold or blue, with an attached timer that would count down to the time the item would come off sale again (something of a "get it before it's gone!" marketing strategy).[/th] [th]I can't remember the last time I saw this in a game, and I have no idea why. Much like the "display case" entry, it could get you to try something you might have normally ignored.[/th] [/tr] [tr] [th]Roaringburn (Steam)[/th] [th]Trait/Ability[/th] [th]Good Neighbor[/th] [th]Neighbors help each other out, and now that you can own your own home, I think it'd be neat if you could become a tight-knit member of a small community. With this ability, as long as you are not hostile to them or their faction already, all property owners in a radius around your home are aligned with you. Additionally, if you are attacked or hostiles approach your property, allied property owners will come to your aid, as if they had their own property intruded on. Great for those who aren't the best in combat themselves, those who are dealing in....less than legal activities, those being hunted down by the mob, or even just someone who lives near powerful allies.[/th] [th]I'd like the location in which the player chooses to make their home to be a somewhat important decision. The idea of your neighbors having an impact on that decision could add a nice bit of additional depth. The aid that they provide wouldn't necessarily have to be limited to combat, either.[/th] [/tr] [tr] [th]LangBang (Discord)[/th] [th]Item[/th] [th]Tracker[/th] [th]An item that the PI starts with, but is obtainable by all characters. It can be placed on NPC's cars to track where they go, with an icon of the tracker being displayed on the map. It can also be placed directly onto NPCs, in a similar way to how the Thief would pick-pocket an NPC in the first game. If the NPC sees you put it on them, then they get hostile and break it. The same goes if the owner of a vehicle sees you. Additionally, with the use of crafting, you can combine the tracker with most items. Give the item to an NPC, plant the item in their house, or wait for a thief to steal it and track them down![/th] [th]I had been planning on adding some sort of investigator/detective/journalist character, and this seems like a good fit. While important NPCs are typically tracked on the map already much like in SOR1, I like the idea of attaching something to an NPC and having it provide access that wasn't previously available. Maybe it acts as a bug. Maybe has the capability of de-attaching and turning into a tiny drone. Or maybe you just want to attach it to some random NPC and keep tabs on them, because why not? There are a lot of possibilities here.[/th] [/tr] [/table] [h3]Thanks again folks, and a major congratulations to all the winners![/h3] You will receive your prizesdigital Steam copies of Streets of Rogue 2when the game releases. And another prize is already herea video I've recorded as a sign of appreciation: [previewyoutube=SSvZ_05Kp-Q;full][/previewyoutube] My current plan is to implement these either before or during the games Early Access period. As mentioned earlier I cant 100% guarantee everything will make it into the game in its 1.0 form, but Im certainly going to try! -Matt D [hr][/hr] As always, don't forget to wishlist Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ JOIN THE ROGUE COMMUNITY: DISCORD TWITTER (X) |
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I'm looking forward to checking out your ideas! Again, you can submit them in the comments section below or in our Discord server's dedicated forum channel. Oh yeah, and here's a little teaser from the sequel! Hope you're having a great summer and hopefully enjoying the beach as much as these beautiful animals! [h3]Be sure to wishlist [b]Streets of Rogue 2:[/b][/h3] https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ |
Hey there folks, it's been a minute! Today I've got some SOR2 updates, a survey for anyone who wants to take it, and a new patch with 30+ fixes.
[h3]Screenshots??[/h3] Sadly I didn't have the time to get any new screenshots together for today (and it doesn't help that my artist Thomas and I are very picky about what we release!), but for those of you who don't follow my on Twitter, here's a li'l screenshot from last Halloween you may have missed! I know, super old -- apologies, we'll try to get some more shots together in the coming months. There's also an animated version here. [h3]WHEN???[/h3] No release date news yet, sorry! For my previous postings about Streets of Rogue 2's development, check out my recent news updates. And also be sure to check out the FAQ found in the SOR2 Steam Forum. Version 98 Streets of Rogue gets a brand new update. Nearly four years since its 1.0 release and I'm still getting plenty of bug reports. Keep 'em coming and maybe we can make it to magical 100 mark! Graphics
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The Streets of Rogue sequel finally has a Steam page, screenshots, and an actual title: Streets of Rogue 2! I know, super creative, right??
First Screenshots! While having a fancy new Steam page is nice, today's biggest piece of new content in the Streets of Rogue 2 info drip is the game's very first set of screenshots. All of SOR2's art has been created by Thomas "Cyangmou" Feichtmeir. You may have seen his work in games like Songs of Conquest, Blasphemous, The Mummy Demastered, and Tower 57. Thomas isn't just an S-Tier pixel artist, but he's also been an S-Tier collaborator, and I'm ridiculously lucky to have him onboard. Bringing this new art style to the world of Streets of Rogue has been a massive undertaking for us, and we hope you enjoy the results! Here's a couple of shots -- check out the Steam page for more! More Info!
As always, I'm happy to answer any questions you have in the comments on this post! -Matt D |
Whoa, is this only the second update of 2022? Where did the time go??? Work on the SOR sequel has been so intense lately that it's been hard to find the time to jam out a new patch. But here ya go! In addition, I've written up some new details about my work on the sequel. I'm not quite ready for an "official" announcement just yet with trailer and screenshots and all that good stuff, but rest assured I'm inching closer!
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Hey everybody! It's been a long time since the last update, but I assure you that I've been VERY busy. Today's update includes some news on the sequel, mobile plans, and a brand new patch with around 50 bug fixes.
Hopefully I'll have some more news for you in the coming months! Mobile Version?? Yes, a mobile version of SOR1 is currently in development by 3839. At the moment, this is exclusively available for the Chinese audience. However, there is a possibility for us to bring this to the rest of the world at some point. You can check out their website here. Version 96 Graphics
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Two years after release, and bug reports are still coming in! However, it's been four months since the previous update, and that's because it's taken that long to receive enough valid bug reports to fill an update. Which tells me that the bug count may be finally starting to dwindle!
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This update marks a bit of a milestone: Just a week ago, Streets of Rogue celebrated its 4th birthday on Steam! That's an entire high school/college career! Since then, we've gone from version 20 all the way to version 94!
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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...
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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:
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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.
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Ive recently updated Streets of Rogue to run on a much newer version of the Unity engine. The game appears to be in good shape from my standpoint, but I didnt want to release this new version without seeing how it works on a variety of machines. So, Ive decided to release this as an optional beta update. |
This update includes a whole bunch of fixes, as my never-ending quest to rid this game of all bugs continues. Seriously, Ill probably be updating this thing til Im dead.
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Hello everyone! |
The Streets of Rogue Character Pack adds six new playable characters, each with their own unique new abilities and quests:
All characters are unlocked right from the start. The new character traits and abilities can also be used on your custom-made characters. https://store.steampowered.com/app/1285810/Streets_of_Rogue_Character_Pack/ [previewyoutube=a5-mCZwAd60;full][/previewyoutube] The Character Pack DLC is currently 20% off for its launch sale. Check it out and let me know what you think. As usual, I'll be keeping an ear out for your bug reports and suggestions. Side note, this DLC will be coming to the console versions as well. I don't have an exact time frame for this at the moment, but keep an eye out. In addition, Streets of Rogue has been updated to Version 89. Patch notes for this can be found below. Please stay safe everybody! Version 89 DLC
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Hi all! Its been a couple months since the last update, which I've mostly spent dealing with certain new and exciting ventures. Amidst that chaos, Ive managed to scrape together a whole bunch of bug fixes for you in this latest update.
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After a 2-month beta period, Streets of Rogues level editor and workshop support are now available to everyone!
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Todays update features a brand new playable character - the Robot - and a bunch of fixes and additions for the workshop and level editor based on your feedback.
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The 2019 Steam Awards are here, and I'd like to humbly request that you nominate the game for the 2019 Most Innovative Gameplay award! Streets of Rogue has always strived to allow the player loads of freedom in how they approach situations. Designing a game that's able to support this sort of hyper-emergent gameplay was no easy task, and attempting to account for all of the nutty possibilities that players could throw at the game is the main reason why Streets of Rogue was over 5 years in development. To the best of my knowledge, it's the only true "free-form" rogue-lite on Steam. |
Hey again everybody, its been a minute! I dont intend for there to be a 2-month-plus gap in updates in the near future, things just kinda worked out that way this time around. Anyways, without further ado, heres whats new:
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This update includes a number of small-ish features and changes that had been on my todo list for a long time, but I didnt have the time to cram them into the game before it launched. Rejoice, you can finally split your stack of items in multiplayer mode! Theres still a bunch more items on this particular list, and Ill definitely circle back to it at some point.
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This update includes a number of new items (as the title would suggest), lots of bug fixes, and some new features that players have been requesting for a long time. Ill let the patch notes speak for themselves, cuz theres a lot of them.
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Hey all, thanks for a kickass launch! Response to the game has been almost universally positive, just really great vibes all around. Its been a hectic-but-fun week and a half as Ive been scrambling to track feedback, fix bugs, do interviews and promotion, respond to emails, and occasionally, eat and sleep.
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THAAAAAAAANKS! Ive 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 dont want to see in the game Its like having a massive QA team and a whole crew of game designers, which didnt 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 cant overstate just how much I appreciate your efforts. Whats New? If you havent played Streets of Rogue in awhile, you may be surprised at just how much the game has changed and expanded. Ive 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 Ill just put it this way: Its 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. Theres a lot of game in here. Whats next? Heres what the rest of my summer looks like:
My only major plans for the immediate future are more Streets of Rogue, so stay tuned! The Making of Streets of Rogue Ive just released a new DLC that includes around an hour of developers 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! https://store.steampowered.com/app/1064720/The_Making_of_Streets_of_Rogue/ Version 81 Changes Achievements
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https://store.steampowered.com/app/512900/Streets_of_Rogue/ Happy Streets of Rogueing everyone! <3 Matt |
Here we are, the final beta update before the game releases out of Early Access on July 12th! And one day early to boot, I didnt want to release this on the July 4th holiday.
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Hey everybody, |
(PS4 pre-orders arent available, sorry!) A massive thanks to everyone who has helped support the game in Early Access! Streets of Rogue is a staggeringly complex game, and it would have been completely impossible to wrangle this thing together without your consistent feedback. Seriously, this game is about 1000x better than it would have been if it were made in a vacuum - a true testament to the power of involving the community in development. The release version of the game will include a bunch of new achievements and mutators, and the game will continue to receive updates after release. So stay tuned, because theres plenty more to come! Wishlist & Follow the Steam Page https://store.steampowered.com/app/512900/Streets_of_Rogue/ |
Were really down to the wire for the 1.0 and console release! How down to the wire? Well, let me put it this way: This is likely the second-to-last major beta update that the game will have. Expect a release date announcement very soon!... For real this time!
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Ive been on an absolute tear these past couple weeks, prepping the game for its final console submission before release. Speaking of which, a release date for the end of early access and the console versions is going to be announced very soon. Keep an eye out for something called the E3 Pre-Pre-Show on Twitch, which I think is happening on the 9th. Ill be making an appearance on it, and we should be announcing an official date.
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Another batch of bug fixes comin atcha! I dont know how people keep digging this stuff up, but as long as you keep reporting them, Ill keep fixing them!
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Todays list of changes is a bit smaller than usual, partly because my focus has shifted to ridding the game of long-standing hard-to-reproduce issues, partly because Ive been doing work on my internal level editor intended to help me create new buildings faster, and partly because I got married. Suffice to say, things have been a bit on the hectic side.
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For the first time in years, my list of bugs and balance fixes that I need to make is actually running fairly low! Im still waiting on the console certification process to finish up before I can announce a 1.0 release date.
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This update includes a new No Limits mutator, intended to make the balance more like it was in earlier builds. Which is to say there are a whole bunch of exploits. But the people spoke, and I do listen, so here it is! For more details, see the changelog below. I also made some other balance changes to the base game that I think players will appreciate. I'm going to leave the previous Fortnight Discussion topic open for the next couple of weeks, so let me know what you think of this!
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This update brings another bunch of new bug fixes, plus -- FINALLY -- Shapeshifter and Werewolf special abilities are available to custom characters!
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On March 10th, Streets of Rogue celebrated its second birthday in Early Access, and to celebrate, I have for you. another batch of bug fixes! :p I also spent a decent chunk of time this update on performance work as well, which will hopefully benefit those of you with low-spec machines -- particularly when theres a lot of action going on in a crowded level.
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Yeah thats right, BETA. After 70 alpha releases, Im finally calling this thing a beta. To be honest, I probably should have done that a few builds ago, since the game has been feature-complete for 1.0 for awhile.
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It seems like a massive missed opportunity that Alpha 70 fell on Valentines day instead of Alpha 69. Womp womp.
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Woooooo we made it all the way to Alpha 69! HUR HUR HUR!!!
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Alpha 69b
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After last updates mishap, things are back on track for Alpha 68! I hope! If you missed out on Alpha 67 during the short time it was available on the main branch, you can read the patch notes here.
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Hey all, |
My work on polishing the game continues as we slowly inch closer to 1.0 status. Not much to say about this first-ever off-schedule update (I was on Christmas break), so Ill just let the patch notes speak for themselves.
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This weeks update features a whole heap of balance changes, as well as a full set of translations, meaning every piece of text in the game is now translated to all available languages! Most of the balance changes are based on user feedback, so let me know if you like them, or if you think I screwed something up really badly!
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Alpha 66b
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This weeks update sees a number of new fixes for long-standing bugs, particularly on the multiplayer side. Pretty much everything I said last update still applies, Im just grinding through bugs, balance and performance issues to get the game to a healthy 1.0 status. Remember to report any bad stuff you see in the in-game feedback form or on the Steam forums!
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Tutorial Fix for player being able to get stuck in tutorial if they killed the Shopkeeper and picked up the Hacking Tool very quickly Performance
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With this weeks update, all of the in-game text for 1.0 has been finalized and sent off for localization (though Ill probably end up making some changes here and there). Ive also made a bunch of bug fixes, and did some work on the console ports.
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Alpha 63b
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Just like the title implies, the new build includes 100-ish bug and balance fixes. Not much more to say about this one!
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Alpha 62b
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Dang, if I had just added 1 extra trait, this version number would have been super-appropriate.
These new changes haven’t been super well tested and will definitely get some tweaking in the coming weeks, so be sure to report any issues you find. This week’s Fortnight Discussion: Suggestions for things I can add before the game gets pre-1.0-content-locked. Alpha 61 Traits Remember, many of these will need to be unlocked in the home base, so dig out those ancient nuggets! However, traits that require specific special abilities aren't currently available in character creation.
In addition to all of these, there are a number of augmented versions of existing traits, available through the new Augmentation Booth New Objects
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Alpha 61b
Alpha 61c
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Everything else I have planned will need to wait until post-launch. Oh yeah, and there's a new Fortnight Discussion on Character Progression. YOU should participate! ---------------------------------------------------------------------------------------------------------------- Alpha 60 New Features and Content
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Alpha 60b
Alpha 60c (September 21)
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I was hoping to have the final level and ending ready for this update, but as astute players may recall, last week’s big tech update was… buggier than anticipated. So buggy in fact, that I spent about half of this update cycle in a death crunch of frantic bug fixes, which resulted in no less than 8 hotfixes (I think that’s a record).
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Alpha 59b (September 7)
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Though this update doesn’t come with a huge changelog, it was actually one of the more strenuous updates I’ve done lately. I made some fixes that should greatly reduce the game’s memory consumption over longer play sessions. You may have noticed in previous builds that performance and load times could degrade significantly if you played the game for a lengthy amount of time. The fixes I’ve made in this build should reduce performance degradation by a wide margin.
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Alpha 58b (August 25)
Alpha 58c
Alpha 58d (August 27)
Alpha 58e
Alpha 58f
Alpha 58g (August 28)
Alpha 58h (August 29)
Alpha 58i (phew)
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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.
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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.
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Alpha 56b (July 27)
Alpha 56c (July 28)
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As Streets of Rogue inches closer to its planned “late 2018” 1.0 release, this update finds me attempting to jam in a whole bunch of mostly minor new features that have been on my to-do list forever, while also squashing a crapload of bugs. Seriously, read over these patch notes, there’s some pretty cool new stuff buried in here!
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Alpha 55b
Alpha 55c (July 13)
Alpha 55d (July 14)
Alpha 55e (July 15)
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First off - To anyone who missed my dev stream last Sunday, you can view a replay of it on youtube. It was a lot of fun, and I'd like to do more of these when I get the chance. Maybe not for 6 hours straight, that might've been a bit excessive. But it was a really useful experience, and I found a whole bunch of new bugs in the process, many of which I've fixed for Alpha 54.
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Alpha 54b (June 29)
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Where can I watch it??? You will be there or kindly be square! |
The long and arduous march toward 1.0 continues! Big Quest coding for all 23 of the current characters has now been implemented. Still no rewards for completing the quests - That’s going to be tied into the final level and ending, and it’ll be awhile longer before I’m ready to release all that.
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Alpha 53b
Alpha 53c
Alpha 53d (June 16)
Alpha 53e (June 17)
Alpha 53f (June 18)
Alpha 53g (June 21)
Alpha 53h (June 24)
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Just a light update this week, which might be a trend for the coming updates. I’ve been putting most of my effort into a few key areas: The final level (which won’t be ready for awhile), the ending (which also won’t be ready for awhile), backend technical stuff and optimization (which you probably won’t notice), and prep work for the console versions (which are going to be handled in large part externally, but I’ll still have a hand in them).
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Alpha 52b
Alpha 52c (June 2)
Alpha 52d (June 4)
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I’ve added a bunch of new Big Quests this week -- 9 to be exact. Still no awards for actually completing them, that’s coming later! I also made some important performance improvements.
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Alpha 51b (May 18)
Alpha 51c (May 19)
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In this build, a number of changes have been made to the save system. Notably, you can now have multiple save slots (accessible through the gameplay settings menu), and saved games are finally functional in online multiplayer mode.
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Alpha 50b
Alpha 50c (May 4)
Alpha 50d
Alpha 50e (May 5)
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Finally, the long-gestating character-specific “Big Quests” are finally in the game!... in Beta form! For a full set of details on the current state of Big Quests, check out this week’s Fortnight Discussion, in which I humbly ask for your suggestions on this fledgling aspect of the game.
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Alpha 49b
Alpha 49c (April 21)
Alpha 49d (April 22)
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My main focus for this update was on whittling down my extremely lengthy list of bug reports. I’m happy to say that I made a dent in it, though there are plenty more where these came from.
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Alpha 48b (April 6)
Alpha 48c (April 8)
Alpha 48d
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Alpha 46b
Alpha 46c
Alpha 46d |
Well, 16 new mutators to be more accurate, but 5 of them are basically the same thing.
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Alpha 45b
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My work took a bit of an unexpected turn this update cycle. I had been planning to focus on content for Uptown, but I ended up making a pivot. I realized that it was sometimes taking upwards of 20 seconds to load Uptown levels on my PC, which isn’t really acceptable. I’ve also heard reports of other people having difficulty loading the Uptown levels without crashing.
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Alpha 44b
Alpha 44c
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Just a small update this week with some bug fixes. I’ve mostly been working on stuff for Level 5, the first version of which should be playable in the January 25th update if all goes well.
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Today's Deal: Save 50% on Streets of Rogue!* |
EDIT FOR MAC USERS:
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Alpha 41b |
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Alpha 40b |
Come get yourself a heaping helping of Bi-Weekly Update. Mostly bug fixes again this week. For the next update, I’ll likely be doing a bunch of balance work, in addition to more fixes.
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Alpha 39b
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Suuuup.
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Alpha 37b |
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Like the title says, this build has a bunch of new additions to the Downtown level, including a first pass at an Arena. I’ll likely do more with that later, it’s a little on the bare-bones side at the moment. Anyways, the changelog should speak for itself! As usual, let me know what you think of the new stuff in this thread.
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Alpha 36b
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Art
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As you may be aware, I’ve spent the past month or so doing heavy optimization work on Streets of Rogue. Welp, my work is mostly complete for now! As a result of these efforts, the game performs an average of 75% to 100% faster than it did previously! Not bad, eh? There are still some trouble spots that need attention, not to mention the load times could be improved -- but for the time being, I’m very pleased with the results.
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Alpha 34b
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Yep, I’m still hard at work optimizing every little detail of Streets of Rogue, and there’s still quite a bit more to do. I didn’t expect the process to take quite as long as it’s taking, but apparently there were a lot more spots in the game where I was doing things in a… less than satisfactory way. It’ll be worth the extra effort, since it means the game will be mounted on a much more solid base. Like I mentioned last update, most modern PC users won’t see a huge difference -- these changes will primarily benefit players on older hardware, and the upcoming console ports of the game.
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Optimization
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Alpha 32b
Alpha 32c
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So first off: I released a version of Alpha 31 earlier today, prematurely. If you ran this version, all of your unlock progress may have been deleted. I'm very sorry about this, and I'll be taking more precautions in the future to make sure this sort of thing doesn't happen again. If your progress got deleted, send me an email (my email can be found at the bottom of streetsofrogue.com) and I'll send you a file with everything unlocked.
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Alpha 31b
Alpha 31c
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So, I had updated to Alpha 31, but there were some technical issues, so I've reverted back. Alpha 31 coming later today! :p |
Yeaaaa, that's right, it's FINALLY possible to create your very own characters! Just click on the bottom slots in the Character Select screen to get started!
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Stuff you might have missed in Alpha 29's many hotfix builds
Alpha 30b
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Well, it was only a matter of time. Obviously, Zombies were going to appear in this game at some point, seeing as this has not only been the #1 most requested character class, but also.. I mean, this IS an indie Steam game in the 2010s. Right there alone, that guarantees a 30-40% chance of zombies showing up somewhere.
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Alpha 29b
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Everyone's favorite cuddly leather-bound scoundrel is now playable! Use your taser on random people and strap an exploding helmet to their head while they're incapacitated, linked to your handy remote control! That'll keep your new conquests in line! Unless they decide to mutiny. Which does happen. So watch out.
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Alpha 28b
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It's been a busy couple of weeks in the real world, but I managed to add a pretty sizeable number of bugfixes. Not much else to say about this update, I'll let the changelog speak for itself.
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Whoa, wait a minute, it hasn't been 2 weeks since the last update!
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By popular demand, the Cannibal is now a playable character. For the first time ever in Streets of Rogue, you can enjoy the perks of eating dead bodies. Rejoice. I've also added a bunch of fixes and changes to the Park area. Expect more in the future. But for now.....
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Alpha 25b
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Yayy, the first iteration of the Park level has finally been added to the game! Bear in mind, it's still very much a work in progress, and and I have more new elements in the works. Not sure people will find the balance of this level in its current state (too easy/hard?), but I'm sure I'll find out soon! If you have suggestions for stuff you'd like me to add, feel free to post them in this thread. And as always, let me know if anything is buggy/broken!
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Some bad and good news! The bad news: This week's update will be delayed a couple of days until Saturday May 13th. The good news: It will contain the first iteration of the Park level! I was hoping to have this ready for Thursday, but there are still some kinks that need to be worked out, so I'll need a bit of extra time. That is all, apologies for the delay! |
As I mentioned in the previous update, this week's update is relatively minor. It's mostly bugfixes relating to the Industrial content that I added in Alpha 22.
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Things I started but didn't finish yet
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Today's update features a large bevy of balance changes, some of which are fairly drastic. I don't typically have a lot of time to play Streets of Rogue at length, so a lot of these changes come from listening to community feedback. Keep it up! Let me know what you think of the changes I've made through the forums and the in-game feedback form.
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In this build, we've added a brand new Simplified Chinese translation to replace the previous one. Let me know what you think of it! |
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Yep, still fixing major/common bugs! Note that your control bindings will be reset when you start this build.
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Lots of fixes -- Notably, 21:9 support has been added (edit: won't be available until next build unless you force it, see here), and a bunch of the multiplayer disconnect issues (where a person's avatar did not leave the game after they were disconnected) may be cleared up now.
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More fixes! If you were having issues getting your gamepad to work past the main menu, try this build, because I may have a fix. Also, I've added a Region Select to the multiplayer game browser -- so if you're having trouble finding games in your region, you can expand to view all worldwide games.
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What happened to 20c, you ask? Well, I actually posted it last night. It included a fix for the large amount of multiplayer desyncs people were having. Based on the feedback I've gotten, it seems to have worked pretty well.
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Keep reporting any bugs you find through the forums and the in-game form, this is all very useful to me! <3 Matt |
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Streets of Rogue is Now Available on Steam Early Access and is 10% off!* To celebrate launch, the game is offering a FREE Weekend until Monday at 10am Pacific. |
http://store.steampowered.com/app/512900/ |
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