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Go Rogue! Community Contest: Winners Announced!
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.
[table equalcells=1] [tr] [th]
[/th] [th]
[/th] [th]
[/th] [th]
[/th] [th]
[/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]
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)
[ 2023-08-21 13:00:42 CET ] [ Original post ]
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
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Winner Name
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Category
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Title
[/th] [th]
Description
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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)
[ 2023-08-21 13:00:42 CET ] [ Original post ]
Streets of Rogue 2
Matt Dabrowski
Developer
tinyBuild
Publisher
2023
Release
Game News Posts:
22
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
Streets of Rogue 2 is a procedurally generated open-world game about player choice, freedom, and anarchic fun. The game takes inspiration from open-world and crafting/survival titles ranging from Skyrim to GTA to Valheim to Stardew Valley, with an emphasis on streamlined and fast-paced gameplay. It also adds the free-form, experimentation-driven, emergent elements of RPGs like Deus Ex to create a true sandbox experience.
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!
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.
MINIMAL SETUP
- 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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