At this point, most of the substantial bugs present in the demo have been dealt with. In future updates, I'll be pushing forward with features like full gamepad support and local co-op. I've been reading all your feedback, and rest assured that the game will be going through some pretty hefty gameplay and balance changes in the near future. The demo needed to be released on a particular timeline for Steam Next Fest, which unfortunately didn't give me the opportunity to implement a big chunk of my planned designs, or do any sort of balance pass. I've been focusing on bug fixes since the demo launch, but that focus will shift soon. Stay tuned, as I'm planning to release a detailed roadmap pretty soon, which should hopefully clear up any confusion about the state of the game!
v27h
- New Textures for various objects depending on the type of building they were spawned in. Internally a whole bunch of new objects were added that won't yet be visible in the game world.
- Fix for timing-based potential crash in load sequence at 92%
- Fixed a soft lock error relating to object spawns
- Fix for soft-lock attempting to spawn certain types of roadside buildings
- Fix for player faction starting locations not always appearing on the map if they were too far from the player's initial starting point
- Improvements to help ensure NPCs not get stuck between chairs/bed and wall
- Fix for further cases of cars driven by NPCs getting stuck and facing the wrong angle
- Fixed a couple of city-to-nature texture transitions where city pavement edges were shown at inappropriate spots.
- Fix for doors inside apartment buildings not always being locked from the correct side
- Fix for effects of Confused carrying over when loading a saved game
- Well Rested carries over when loading a saved game
- Fix for water explosion particle effects not appearing
- Internally made several key map generation fixes, which you'll see in a future build. I'll be releasing all this at once, as this will likely screw up existing saved worlds.
v27g
- Adjusted tank controls driving handling to conform more easily to 90-degree angles
- Fix for some oddities resulting from the player returning to the main menu and entering a new world
- Pressing switches creates a small noise audible by NPCs a short distance away
- Fix for player-built floors appearing with incorrect texture upon when the player leaves and returns
- Fix for players having 1/1 stats when entering the game
- Fix for player-built walls placed on sand causing the surrounding sand to disappear
- Buffs from food are now kept when loading a saved game
- When loading a saved game, status effect timers do not start until the gameplay actually starts
- Fix for locations failing to appear at times due to being overlapped by a dirt path
- Fix for Safe sometimes needing to be destroyed for a Destroy quest
- Fix for cases where NPCs could get stuck trying to enter Police Boxes
- Fix for cases where NPC gang members would teleport to the player if the player had imprisoned a fellow gang member
- Fix for NPC prisoners still technically remaining in the player's party if the player brought them to a Police Box
- Imprisoned NPCs will be properly replaced in their homes and jobs
- Fix for giblets appearing near Police Boxes upon leaving and returning to the game
- Fix for Flower Bed Plants being interactable
- Fix for Prison doors that led directly outdoors being unlocked during the daytime for businesses
- Fix for NPCs not being interactable while on toilet and bench
- Certain floor textures (such as parking lot lines) will not appear if the building placed on grass rather than pavement
- Buildings in the wilderness will not sit on pavement unless its explicitly required
- Fix for chests appearing to be non-interactable if they were opened prior to a quest item being placed into them
- Fix for trees and other environmental objects sometimes appearing on pavement at the edge of cities
- Fix for quest flavor text translations not falling back to English translation when text doesn't exist
- Fix for quests that involved arresting multiple people completing if only 1 NPC was brought to a Police Box
- If the player is driving a prisoner, they will wait until the car slows down and they can jump out to become mutinous
- Fix for odd barrel icon appearing on map
- Fix for NPCs not being interactable while on toilet and bench
- Fix for cases of questgiver NPCs appearing with incorrect facial features on UI
- Modifications to Cop quest locations
- Fix for cases where objects for quests would spawn on top of each other
- Fix for certain quest type variants not being generated
- Fix for NPCs sometimes spawning more than one of a particular key
- Fix for status effect icons not always appearing after loading a saved game
- Fixed graphical issues with Shack rooftop
v27e
- Reduced RAM usage by a bit, but a more sizeable reduction will be coming in a future update. I didn't add it to this one because its effects on world generation would invalidate existing saved worlds. I'll be working toward a solution of keeping existing worlds intact when such changes are made to world gen.
- World generation loading has a consistently decent frame rate without any massive spikes. This will hopefully solve issues some players had with the game crashing during world gen.
- Reduced world generation time by about 50%
- Fix for chunks loading a second time when the player returns to the title screen, resulting in increased RAM usage.
- Fix for cases where world generation could get stuck at 30% due to issues with placement of large cities
- Fix for black void appearing upon loading certain saved games, due to quest-related error
- Fix for keys and safe combinations not always being loaded properly when the player quits the game and returns
- Fix for Mayor Hat being un-retrievable if the Mayor fell down a hole, it will teleport out of the hole (this will be dealt with in some other way in the future)
- Fix for gang members getting teleported out of the player's view when their fellow gang members leave the play area. This was also responsible for cars getting stuck when driving with certain NPCs.
- Fix for quest location icons not zooming in and out on the map if the player had previously discovered that location
- Fix for player not being able to drag and drop inventory items in keyboard/mouse mode
- Fix for Hacker NPC not properly hacking Car for the player to drive
- Fix for player stat boosts carrying over permanently when saved games are loaded
- Fix for Trash Cans and other environmental objects appearing next to homes that the player has built
- Fix for a bunch of animal interactions being possible that didn't make sense
- Fix for incorrect website link on title screen
- Recipes for which the player has crafting ingredients appear at the top of the crafting list
v27f
- Fix for timing-related issue that caused players to start the game stranded in the middle of the ocean
- Fix for players being able to access coop menus via the gamepad (it didn't work by the way, no need to save your old builds).
v27c
- Partial gamepad support added - Gamepad is usable for most aspects of the game, with the exception of home-building and most content in the menu system
- Loads of localization fixes all over the place, all Chinese and Russian font issues should be fixed
- Fix for not being able to delete characters
- Fix for the player being able to teleport their car into Mayor's Office (I may add this back in as a special skill)
- Fix for Keycard to Mayor Office elevator not always working
- Fix for issues with people who are arrested and sent to Police Boxes not being fully "cleared" from the game
- Fix for NPCs refusing to exit car when brought too close to the outdoor Police Box
- Certain items no longer appear in shops. I'm talking about items that the player really shouldnt have
- Animals no longer animate while frozen
- Fix for title screen image not appearing when the player returns to the main menu
- Fix for error when speaking to upper-level Clerk in Mayors Office
- NPC Enforcers will not attack an NPC that the player (also an Enforcer) has tased or made dizzy
- Fix for NPC hostility issue based on an incorrect assumption that player is hostile toward someone
- Fix for player being able to interact with NPCs on the ground as if they were alive
- Fix for player being able to Imprison dead NPCs
- Fix for certain in-game sprites not appearing within text meshes
- Various tooltip text fixes
- Fix for ammo count not appearing at the top of the screen
- Fix for error relating to NPCs getting out of cars
- Fix for NPCs sometimes gaining a shop inventory that they weren't supposed to have
- Various art fixes and changes
- Credits list added
v27d
- Fix for food recipes not appearing properly
- Fix for Korean text not appearing properly
Hey everybody,
Matt here, and Ive got some development news about Streets of Rogue 2.
-
The Streets of Rogue 2 Island Alpha Demo is OUT NOW, just in time for Steam Next Fest!
[quote]Download it from the game's Steam page
[/quote] - Streets of Rogue 2s Early Access release is moving from October 22 to some other point in the near future. Keyword near, we dont intend for this to be an enormous wait. The exact date will be announced closer to launch.
- The demo includes a small chunk of the game world featuring content that may or may not be included in the full release. Youll be playing on an island away from the main landmass where the game takes place.
- The goal of the demo is to take down the Mayor or otherwise gain their favor. However, youre free to pursue other goals if you please.
- Youll have access to a small selection of character classes, allowing you to tackle the content from multiple angles.
- The world is randomly generated, though the key features of the island will be similar on each playthrough.
- I will try to slip in some mutators before release or shortly after.
- The demo doesn't have controller support, but it will be added to the demo later.
- Local co-op support is also not in the demo initially but will be added after release.
- Online multiplayer is also not available in this demo.
- Ill continue updating the demo up to the Early Access release based on feedback from players and other changes that Im making to the full game.
REDDIT TWITTER (X) TIKTOK
Hey, rogues,
In our fresh trailer, which just dropped at Convergence Games Showcase, we've introduced a rundown of future classes you will choose from. Check it out: [previewyoutube=oUou-ww78dM;full][/previewyoutube]
HIGHLIGHTS
[table noborder=1] [tr] [th]
Cultist (New Class)[/th] [th][quote] They are many, and their churches are plentiful.[/quote][/th] [/tr] [tr] [td]
Farmer (New Class)[/td] [td][quote] Set up a farm and grow crops, thus gaining power in the world.[/quote][/td] [/tr] [tr] [td]
Gorilla (Returning)[/td] [td][quote] Brute force. Doesn't understand human language but can talk to other apes.[/quote][/td] [/tr] [tr] [td]
Soldier (Returning)[/td] [td][quote] An expert in ranged weaponry. Has increased accuracy.[/quote][/td] [/tr] [/table] Keep in mind, though, that not all classes will be available from the get-go when the game enters Early Accessplayable characters will be added gradually throughout the EA development phase. [hr][/hr] Don't forget that Streets of Rogue 2 is coming out on Steam in Early Access on October 22nd. Be sure to wishlist it now, rogues: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
[hr][/hr]
REDDIT TWITTER (X) TIKTOK
Hi all, Matt here!
I have a couple bits of development news! Heres the short version:
[olist]
Go to the game's page and click the "Request Access" button to sign up now:
The prospect of releasing a pre-Early Access version of SoR 2 has often crossed my mind. But while SoR 1s simple level-based structure lent itself well to creating nice little vertical slices of gameplay to iterate on, SoR 2s long-gestating open world and numerous broader-scale systems have taken longer to gel. Even then, theres still a LOT of malleability in a lot of areas of the game, which is why Id like to hear your opinions! Thanks for your patience, everyone! Looking forward to getting the game into your hands! [hr][/hr] Join the community: DISCORD REDDIT Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK
Hey, rogues!
It was supposed to be a monthly series of devlogs, but Matt realized he had a game to finish. He still found some time between coding stuff and sat down to talk about games that inspired him to create the ambitious open-world sequel to Streets of Rogue. You may know some of those games well; some are obscure. However, they all influenced Streets of Rogue 2 in some way. Enjoy! [previewyoutube=ru_hZBlak5Y;full]LINK[/previewyoutube] [quote]Watch the previous devlogs: Devlog 1: How I Approach World-Building? Devlog 2: Creating an Open World Solo [/quote] As always, thanks for your support. Let us know in the comments what you think about this devlog entry. Also, a reminder: Streets of Rogue 2 is coming to Steam on August 14th as an Early Access title; wishlist & follow the game to keep yourself updated with the latest news: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ [hr][/hr] Join the community on Discord: DISCORD Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK REDDIT
[quote]
[/quote]
Streets of Rogue 2 is coming out on Steam in Early Access on August 14th!
Check out our new gameplay trailer featuring a killer track by Perturbator: [previewyoutube=giKX3jFF47A;full][/previewyoutube] [hr][/hr] Join the community: DISCORD REDDIT Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK
What's going on, Rogues!
We've just shown a new Streets of Rogue 2 Gameplay Trailer at Triple-I Initiative. It features fresh gameplay, showcases the sequel's freedom of choice, and teases crazy mechanics like... rat summoning?
Watch it now:
[previewyoutube=7AJBiX-N3Sg;full][/previewyoutube]
More exciting news incoming. We will release a Playable Demo at Steam Next Fest in June! Keep your eyes peeled.
[quote]Also, here are some new screenshots: [table noborder=1 equalcells=1] [tr] [th]
[/th] [th]
[/th] [/tr] [tr] [td]
[/td] [td]
[/td] [/tr] [/table][/quote] [hr][/hr] Join the community: DISCORD REDDIT Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK
Get ready, Rogues.
We'll show a new Gameplay Trailer at Triple-I Initiative, an upcoming indie game showcase. Tune in on April 10th at 10 am PT.
Hey, rogues.
We've got an update for you in the form of a devlog entry from Matt. With this one, he wanted to go technical, so expect an in-depth look at the procedural generation system of the sequel. We at tinyBuild and Matt had lots of fun putting this video together for you; I hope you'll enjoy it. Check it out: [previewyoutube=nGahQVeBoTY;full][/previewyoutube] As usual, thank you for your support! Stay tuned for future announcements, and be sure to wishlist Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ [hr][/hr] Join the community on Discord: DISCORD Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK REDDIT
Hey there, rogues!
We've got a lot of exciting stuff for y'all before Christmas. It's not the release date of Streets of Rogue 2 or news that Matt's running for mayorwe're leaving that for next year. Meanwhile, other cool stuff is coming your way. Let's see what we have in store for you.
Christmas Fan Art Contest
It's been a while since we did a contest (actually, this summer), so we figured we'd have some fun with the community with a little fan art competition.
Join our Discord to participate
MAIN INFO [olist]
AMA with Matt Dabrowski on Reddit
Matt's answering questions right now on one of the biggest gaming subreddits r/Games. Ask him anything! Or just come say "hi."
Click this link to join
[hr][/hr]
Streets of Rogue 1 Is 80% Off
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.
As always, wishlist & follow Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join the community: DISCORD TWITTER (X) TIKTOK REDDIT
Hey, everybody.
Matt here. While working on the sequel to Streets of Rogue, I realized that I've got a lot of interesting stuff to share with you all. So I decided to start a series of devlogs, and the first entry is already here. Check it out: [previewyoutube=Mc0r7QddldI;full][/previewyoutube] As always, thank you for your support! Wishlist Streets of Rogue 2, it helps me out big time: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join my Discord community: DISCORD Feel free to follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK REDDIT See you soon! -Matt D
Hi, everybody!
Some folks from publisher tinyBuild sat down to talk to me about Streets of Rogue 2 in an EXCLUSIVE INTERVIEW during the Gamescom week.
We chatted about the size of SOR2's world, things I'm most proud of, and... possible pets in the game?
Watch the interview:
[previewyoutube=SQrtdSWRayk;full][/previewyoutube] [hr][/hr] Thank you everyone for your hyper-enthusiastic reactions to the Gameplay Reveal last week! If you missed any of the trailers that were shown at Gamescom 2023, here's a recap: [previewyoutube=Y6lTndlN44o;full][/previewyoutube][previewyoutube=r57eVyONrJo;leftthumb][/previewyoutube][previewyoutube=Wwf-cIpDcDE;leftthumb][/previewyoutube]
Hey, all!
I'm super stoked to finally reveal some Streets of Rogue 2 gameplay!
A reveal trailer has just dropped at Gamescom Opening Night Livego and watch it now! [previewyoutube=r57eVyONrJo;full][/previewyoutube] I hope you liked what you just saw! Folks from publisher tinyBuild and I had a lot of fun creating the trailer. Streets of Rogue 2 is coming to Steam somewhere next year. Meanwhile, add the game to your wishlists and follow the page to stay updated: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ And last but not least, follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK REDDIT Thank you so much, everybody! Until next time! -Matt D
Hey, everybody!
First off, I really, really appreciate how people were willing to take the time to write up and submit their ideas on our Discord server and these two topics: 1, 2. I read every single one of them, and Id guesstimate it was in the range of 7,500 ideas. Thats way beyond what I expected, and it took FOREVER to get through these, but it was well worth it. So much great stuff in there, just an absolute embarrassment of riches. Truth be told, even if youre not one of the winners, theres a decent chance that some variation of an idea you provided might make it into the game at some point. Or it might have given me a germ of an idea that will result in something else cool. So many of these ideas got me thinking outside the box, or thinking about what the game could be in new ways that I hadnt considered before. Even in a game as open-ended as SOR, some of these ideas made me realize areas where my focus was maybe a little too narrow. This was a genuinely eye-opening odyssey of a read-through.
Anyways, some info on how I chose the winners:
- It had to be something that I wasnt already planning to implement. This actually narrowed things down by a sizable amount. I think a lot of people are going to be pleasantly surprised when they get their hands on the game that their ideas did indeed make an appearance.
- It had to be something thats actually viable to implement and wouldnt add 2 years of development time.
- It had to be something that I knew for 90% sure Ill want to add, based on where the game is at this point in development and where I think its headed. There were tons of amazing ideas that sadly fell into the column of I really like this but Im not sure at this point if itll fit into the game, maybe in 6 months Ill have a clearer idea. I cant even say with absolute 100% certainty that all of the winning entries will ultimately make the final cut, but I was sure to choose winners that I felt had a very strong chance of being viable.
- It had to fit in well with the Streets of Rogue universe. Granted SOR is kind of a hodgepodge of ridiculousness, but there are certain types of suggestions that I feel arent a good match. Notably, I received a lot of suggestions that felt too grim in tone or things that really belong in a medieval fantasy universe.
- The poster had to follow the rules :) While I appreciate the effort put forth by many of you, the rules stipulated that suggestions should be kept to around a paragraph each. So anything that had a novels worth of text had to be disqualified.
- This is all incredibly subjective and more than a little bit random, so please dont feel slighted if you didnt win a category.
Some other things I noted:
- A surprising number of submitters werent aware that SOR2 is an open-world game now. To be clear, it 100% is! :D Check out the Steam store page and FAQ in the SOR2 Steam discussion forum for a good idea of what to expect.
- The most common class suggestions I received were: Influencer, Beekeeper, Cultist/Cult Leader, Necromancer, Druid, Cowboy, Ghost, Wizard/Magician, Knight, Samurai, Vigilante, Hunter, Clown, Larper, Eldritch anything, Plague Doctor, and the Grim Reaper.
- Will you finally get to read emails? I dunno, but theres clearly an ungodly high amount of demand for it!
THE LIST OF CONTEST WINNERS
[table equalcells=1] [tr] [th]
Winner Name
[/th] [th]
Category
[/th] [th]
Title
[/th] [th]
Description
[/th] [th]
Dev's Comments
[/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]
Thanks again folks, and a major congratulations to all the winners!
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 REDDIT TWITTER (X)
Hi all!
The Go Rogue! Community Contest has come to an end. I'm completely blown away (and frankly, frightened by) the number of submissions. You folks left over 1100 comments on Steam (Streets of Rogue 1 Announcement, Streets of Rogues 2 Announcement). On Discord... Well, it's difficult to count the number of posts in the contest channel, but it's definitely more than a thousand. I'm not sure how I will manage reading through 2+ thousand comments. I suppose Id better get reading! A big thanks to each and every one of you for participating! The winner(s) will be announced soon-ish, depending on how quickly I can get through everything. Just keep an eye on the news!
Be sure to wishlist Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
Hi there, everybody!
As you may know, we launched a community contest last week to celebrate the 4th Anniversary of Streets of Rogue. So the wild thing is, we already have over a thousand submissions from participants! It's unbelievable how active the community is. I'm looking forward to going through all these, and also extremely terrified, because: A. Dang that's a lot of words! And B. If this doesn't cause some hardcore feature creep, I don't know what will. That said, I've decided to add something extra to the prize! Initially, I announced the prize to be a digital copy of Streets of Rogue 2 once it releases for the platform of your choosing.
Now, I'm happy to inform you all that, in addition to the game, I will personally congratulate the winner(s) in a special video message and publish it.
To participate in the contest, go to the announcement and just leave a comment with your idea(s): https://steamcommunity.com/games/2165810/announcements/detail/3690185668813288961 You can also go to our Discord server and shoot your suggestion(s) in a dedicated forum channel. The contest will end on August 2nd. Keep those ideas coming! -Matt D
Wishlist Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
Hey there, all!
Today marks the four-year anniversary of the release of Streets of Rogue. I seriously cant believe its been that long since I launched the first game!
As Im hard at work on the sequel, Ive decided it would be great to celebrate the occasion by holding a special contest for all of you folks.
As I've already mentioned, I'm currently developing Streets of Rogue 2. You all have been an absolutely amazing community, and it would be a crime to miss out on the opportunity to ask you to contribute to the upcoming game. In other wordssuggest cool stuff, and I will add it to the game! Now, lets agree on how it will work:
RULES
[quote]
- From July 12th to August 2nd, come up with ideas for Streets of Rogue 2. The categories are:
[olist]
- Character Class
- Item
- Trait/Ability
- Mutator
- Location
- Quest Type
- Environmental Object
- General Mechanic
[/olist] - Multiple submissions from one contestant are allowed: let your imagination go wild! The only limitation is one idea per category.
- Share your ideas with me in the comments under this announcement. You can also go to our Discord server and leave your idea(s) in a dedicated forum channel. Suggestions from each participant should be contained in one post. You can edit your submission to add more ideas at any time before the end of the contest;
- Preferred language: English, but other languages are welcome;
- Accompany your idea(s) with visual assets if you want. Just upload an image or GIF to Imgur or any other image hosting service and add the link in your comment. Rough drafts are okay;
- Feel free to re-submit your own ideas that you've posted previously. If you've already posted an idea that you really loved here on the forums, on the SoR Discord, SoR subreddit, or socials, you can post it again;
- The contest concludes on August 2nd, at 6:00 pm CET / 9:00 am PT / 12 am ET. As soon as it ends, I will select the best community idea(s) based on creativity, uniqueness, and how the idea suits my vision of the game;
- I will implement the winning ideas in Streets of Rogue 2. When? There is no specific deadline for it, as I wouldnt want to rush it. But you can rest assured I will;
- Now, the prize. The winner(s) of the Go Rogue! contest will get a digital copy of Streets of Rogue 2 for the platform of their choice when it comes out.
Be sure to wishlist Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
The Streets of Rogue sequel finally has a Steam page, screenshots, and an actual title: Streets of Rogue 2! I know, super creative, right??
Wishlist Streets of Rogue 2!
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Streets of Rogue 2 is the open-world sequel to Streets of Rogue, planned for Early Access release in 2023. It features such new additions as:
- A huge, persistent and seamless open world
- Vehicles
- Animals
- Building
- Crafting
- Farming
- A faction and reputation system
- Completely revamped character development
- Lots more quest variety
- A day/night cycle with AI that follows a daily schedule
- Diagonal walls (I know, kinda boring, but this was a bigger pain to implement than just about everything else I've mentioned. So yeah, it makes the list!)
- Your wildest dreams
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 are a couple of shots -- check out the Steam page for more!
More Info!
- I've written a FAQ with all your... frequently asked questions.
- For my previous postings about Streets of Rogue 2's development, check out my recent news updates.
- And of course, for more details, check out the new Steam page.
Streets of Rogue 2
Matt Dabrowski
tinyBuild
2023
Indie RPG Adventure Singleplayer Multiplayer Coop
Game News Posts 21
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
No user reviews
(0 reviews)
http://streetsofrogue.com/
https://store.steampowered.com/app/2165810 
The game is set in a huge and seamless randomly generated world filled with cities, forests, islands, caves, and the occasional cannibal outpost. You are free to explore and create your own story as you please, whether that means gaining fame and glory through your good deeds throughout the land, forming a small-but-loyal army of miscreants who stage a government takeover, or getting rich with a farming empire.
Streets of Rogue 2 is a game where anything can happen, and probably will!
Features
- Play the game YOUR way!
Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered! In the mood for some laid-back mineral grinding or carrot farming? Go for it! - Endless replayability!
Whether you want to pick up and play for an hour or sit down and binge for nine, Streets of Rogue 2’s randomly generated worlds and massive gameplay variety will quickly make it one of your go-to “forever games”. - Easy to learn, tough to master!
Streets of Rogue 2 is user-friendly enough for anyone to jump in and play, and has enough complexity and depth to satiate the hardcore among us. - Online and local cooperative modes!
Build your empire together, or make your own unique marks on opposite sides of the game world! - Play as a large number of wildly different character classes!
Scientist, hacker, vampire, thief, wrestler, gorilla… or some oddball combination of all of these! - Super-advanced artificial intelligence!
Remember that your actions have consequences for your reputation as you gain the favor or ire of these virtual humans. - Stupidly huge variety of items!
Shrink rays, hypnotizing devices, boomboxes, bear traps, banana peels... Oh, and lots of guns, too. - Build your dream home!
Or dream fortress! Or dream cave! Or dream shack! Or steal someone else’s home! Or sleep under the stars, the game just doesn’t care! - Vehicles!
Load up your posse of ne’er-do-wells into a van, drive solo in a souped-up coupe, glide across the water in your very own speedboat, or tinker around and create your own personal fantasy ride. - Extreme customization!
Whether you want an ultra-challenging permadeath experience or a chilled-out good time, a quick jaunt or a world you can play in for dozens of hours, the game lets you tailor the experience to your exact liking.
- OS: Ubuntu 12.04+
- Processor: Intel Dual Core
- OS: Ubuntu 22.04
- Processor: Quad-core Intel / AMD processor. 4 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 2 GB
- Storage: 16 MB available space
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