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This year's Steam Awards have started, and I kindly ask you to nominate my game in the Labor of Love category. Thank you!
-Matt D
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. As always, please post your comments, questions and suggestions in the comments below, and I'll try to answer what I can!
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:
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! As always, please post your comments, questions and suggestions in the comments below, and I'll try to answer what I can! For more info on SOR2 development, check out my previous news posts.
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.
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!
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! In sequel news... I've recently added the ability for the player to place walls, floors and objects into the environment. This will likely be used to allow people to create their own home base(s), much like in other open world games such as Fallout 4, Valheim, Terraria, etc. I've also added the ability for the engine to do diagonal/slanted walls. This was the absolute biggest tile-mapping nightmare you could ever imagine and took wayyyy longer than I anticipated, but hopefully this will allow me to create some more interesting looking structures and organic looking outdoor areas. Since the game's development so far has mostly consisted of laying groundwork and solving the tough technical bits, the gameplay itself still has a long ways to go before it reaches anything close to a playable state. But as always, I'm happy to hear your thoughts/suggestions/hopes/dreams during this period where the game is still very malleable!
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... So, how's that sequel coming? While I've still been spending most of my time working out the technical details involved with adapting Streets of Rogue's systems into a large open world (no small task, let me assure you), I did get a chance to implement a couple of new features. The first iteration of vehicles has been added to the game! No actual roads yet, but they exist, can be driven by the player, NPCs know how to use them, etc. In addition, I've begun work on day/night cycles and NPC daily schedules. These new features should open up a lot of interesting gameplay possibilities. Stay tuned to these patch notes and in the Steam forums, I'd like to continue sharing these little progress updates with you over the coming year.
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:
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. If you run into any issues with the new version that we didn't catch, please let me know! Though the engine upgrade is the primary purpose of this update, I've also made a bunch of new gameplay fixes, as detailed below.
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.
If youre interested in helping me test the new version, whether you're on Win, Mac or Linux, please do the following:
Right-click Streets of Rogue in your Steam library and click "Properties". Then, go to the Betas tab, and select "publicbeta". The new version should start downloading.
If you run into any bugs, send them over to me via the in-game feedback form! Assuming all goes well, Ill roll out this update to everyone next week.
One other thing of note about this version: Ill need to drop 32-bit Linux support, as this is no longer supported by Unity. If this is an issue for you, let me know and Ill see what I can do.
Thanks yall!
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. So, what else have I been up to? Well, for the past several months, Ive primarily been focused on creating new tech for the sequel. I'm happy to say it's going really smoothly! This groundwork will allow for a MUCH more expansive, open world than the original game can muster. Im super excited about the gameplay potential here, this will open up a ton of new possibilities. While itll be a very long time before I have anything official to show, Ill continue to keep you posted on my progress with these updates. Be sure to keep sending me your ideas/hopes/dreams/etc.!
Hello everyone! The summer heat is on, and we at tinyBuild wanted to do something to brighten up your day. Today, Streets of Rogue is going on a weeklong sale at 30% off. Weve been doing lots of interesting things recently, and I wanted to take the opportunity to highlight some of the things were working on. Specifically, on August 13 (thats next week!) we are launching Kill It With Fire - a physics comedy game about exterminating spiders and burning down your house in the process. Its a very lighthearted game the alphas of which have had 90%+ ratings on Steam. The game is on Pre-Order that allows you to save 10%, or you can simply Wishlist it! We greatly appreciate it. https://store.steampowered.com/app/1179210/Kill_It_With_Fire/
The Streets of Rogue Character Pack adds six new playable characters, each with their own unique new abilities and quests:
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. New Content is Coming! While this update doesnt contain any new content, I actually have a bunch of new stuff almost ready to drop. Its not quite there yet, which is why I wanted to do this interim update. Consoles! For anyone who has the console versions, you may have noticed that the game is several versions behind the PC version. I really apologize for these delays. My publisher and I have had some at-times unusual certification issues that have caused major hold-ups. While I dont have a solid update timeline, rest assured that the game will eventually be updated to match the PC version. Future plans! Streets of Rogue has now been in development for over six years, with the game being playable from start to finish for nearly two years. It's become more and more difficult to add new features to the game that are impactful, but wont break the existing game or fundamentally change the gameplay. Id like to take Streets of Rogue in some big new directions, but its tough to do so within the current structural confines of the game Ive created. So, Ive decided to begin work on a sequel! Ill be expanding directly from the existing six-years-in-development Streets of Rogue code base. Much of this time was spent turning some extremely open-ended systems design into something that was relatively polished, as opposed to a complete janky mess. Just take a look at the scores of Steam changelogs to get an idea of what Im talking about. My hope is that the stability of my existing work will allow me to focus on expanding the structure of the game world (...open world?) and adding a bunch of fun new systems (...vehicles?) while spending less time on bug fixes. Well see how that goes! I dont have a timeline for any of this. My next steps are basically experiment with new tech and toy around with new systems. Itll be awhile before I have anything solid to show. I just wanted to give you an idea of what Im up to. Frankly, I don't even have much of a design doc at this point, just a general idea of where I want to go. So if you have suggestions, always feel free to drop me a line! What does this mean for Streets of Rogue? While my primary focus will be shifting a bit, updates will still be coming. Since the next game will be built off the same code base as the original, Ill be continuing to fix bugs and make beneficial changes, with the probability of some new content along the way. Streets of Rogue is never finished! Anyways, that's all for now. Stay safe everyone! And STAY HOME!
After a 2-month beta period, Streets of Rogues level editor and workshop support are now available to everyone!
A lot of work has gone into making the level editor easy enough to use that pretty much anyone can pick it up and start making some cool scenarios. Check out this video for a quick introduction to the tools.
https://www.youtube.com/watch?v=Fglj8e3Pi70
In addition to levels and campaigns, you can also share the custom characters youve created through the Workshop.
A bunch of people have already started sharing their creations on the workshop. You can check them out right here.
And be sure to leave some feedback in this thread, Im still taking suggestions!
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. For info on how to enable the Level Editor and Workshop while its still in beta, see here! And remember to keep posting your feedback on the level editor in this thread!
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. While some have suggested nominating Streets of Rogue for the Labor of Love award, that particular category encompasses all games on Steam, while Most Innovative Gameplay only encompasses games released in 2019. So I think it might stand a better shot for Most Innovative Gameplay! Thanks folks!
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:
Level Editor and Steam Workshop Beta
The long-awaited level editor and workshop support are finally here in beta form! This early version is being released as a way to gather feedback and for players to add content to the workshop before it releases officially. Since this is an unofficial launch, youll need to do the following in order to enable the level editor and workshop beta:
1. Join the the Streets of Rogue Workshop Beta group. This will allow you to see the Workshop content when you visit this link.
2. Right-click Streets of Rogue in your Steam library. Go to Properties -> General -> Set Launch options, and enter leveleditor. This will allow you to use the level editor beta.
And thats it! Check out this video for a quick overview of how the editor works.
https://youtu.be/Fglj8e3Pi70
The non-beta version of the editor should be coming in January if all goes well. Be sure to post your feedback in this thread and start sharing your creations on the Workshop!
New playable character: Mobster
Shake down business owners for extra income in your pocket at the start of each level. Or just mug random people for their cash. Just remember to pay off the cops as well, or youll end up in a bunch of trouble!
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. For now though, Ive decided to switch gears away from content and feature creation for a bit, and focus my efforts on something that players have been requesting for a long, long time: A level editor! Ive been making some great progress on this, and hopefully it wont be too much longer before you get to start playing around with it For more info on the current state of development, check out my "Whats Being Worked On" post on the forums.
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. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. Be sure to post your thoughts on the new stuff, I am listening! See ya soon! New Features
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. For the games early access period, I released new builds every two weeks. Post-launch, Ill be releasing builds on a much less predictable basis (case in point, this one!). This particular build was meant to address some of the more immediate launch issues. Im not exactly sure when the next build will be released, but itll probably be at least a few weeks if I can actually force myself to take the short break Ive been planning :p For anyone playing the game on consoles, this version will be the basis for the next console patch. In addition to whats listed here, there will be some console-specific fixes, like a fix for Joy-Con drifting on the Switch version, as well as some larger font sizes. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums.
Streets of Rogue is out of Early Access! Thats right, after nearly two and a half years in Early Access and over five years in development, Streets of Rogue is finally ready for prime time!
https://www.youtube.com/watch?v=Whqzf1d-E2w
On behalf of Matt Dabrowski, aka madguy90:
The game has also been released on Xbox One, PS4 and Nintendo Switch. Im very proud to say that we were able to pack nearly all of the content and functionality of the Steam version into the console versions! Whichever version you choose, youre getting the full Streets of Rogue experience!
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. In case you missed it, Streets of Rogue is going to be releasing on Xbox One, PS4 and Switch on July 12th as well. You can find all the details in this post. This is a major, major milestone, and I am beyond excited and anxious. Streets of Rogue fans, please help spread the word, and lets give this scrappy indie a bigger launch than Cyberpunk 2077! OK so that may be a little.. ambitious, but as I always say, aim really high and youll fail much higher than you otherwise would have! For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. Last updates Double Fortnight Discussion continues with the Final Thoughts Free-For-All.
Hey everybody, Streets of Rogue is launching into 1.0 (and on Xbox One, PS4 and Switch) on July 12th. You can find all the details in this post. When this happens, the games base price will go up from $14.99 to $19.99 MSRP. So, just a heads up for anyone whos thinking of grabbing the game: the Summer Sale might be your best shot at the best price in the coming months. The current discount lasts until July 9th, so dont miss out! https://store.steampowered.com/app/512900/Streets_of_Rogue/
Hi everyone! This is an exciting announcement on behalf of madguy90, the developer of Streets of Rogue!
After nearly two and a half years in Early Access and over five years in development, Streets of Rogue 1.0 is finally being released on July 12th! Release platforms include PC, Mac, Linux, Playstation 4, Xbox One, and Nintendo Switch!
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! For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. This updates Double Fortnight Discussion: Final Thoughts Free-For-All.
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. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. Im expanding last updates Fortnight Discussion from Cheap Deaths to Cheapness in general. What do you find to be cheap about the game?
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! Ill be announcing the official release date for 1.0 and the console versions around the start of e3. More details on that in the next update. For now, all I can say is summer. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. This updates Fortnight Discussion: Cheap deaths. What are some ways youve died that didnt quite feel fair?
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. In other news, I'm happy to say that the game has passed certification on Xbox, Playstation and Switch! tinyBuild and I FINALLY have a release date for 1.0 and the console versions, though were not quiiite ready to announce it just yet. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. This updates Fortnight Discussion: Building types. What would you like to see in the game.
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. That doesnt mean I have any shortage of things to do! For example, I spent a bunch of time this week working on a proper level editor for the game. Im still not 100% sure that this will be available as a modding tool (though its something Ill be considering), but at the very least itll allow me to create new buildings more rapidly post-launch. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. This updates Fortnight Discussion: The "Endless" mutator. I've been wanting to add an increasing challenge to Endless mode for awhile, so if you've got suggestions I'd like to hear them.
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! In addition, I completed some Making of Streets of Rogue DLC content, which will likely be released once the game hits 1.0. This will include a bunch of earlier builds of the game for you to play around with (including some REAL early ones from more than 4 years ago), and around an hour of developers commentary in video form. It wont be free, but it wont be pricey either. It also doesnt include anything that affects the game in its current state, so itll just be a totally optional thing for anyone interested in how the game was made. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums.
This update brings another bunch of new bug fixes, plus -- FINALLY -- Shapeshifter and Werewolf special abilities are available to custom characters! Some exciting news, Streets of Rogue has finally entered certification for the different consoles! Things seem to be going pretty well so far, and if this keeps up, I might have an actual 1.0 release date for you soon. I hope. Actually, I should probably just keep my mouth shut :p For more info on the current state of development, check out my "Whats Being Worked On" post on the forums, which has been updated recently. This updates Fortnight Discussion: The "No Limits" mutator, which will roll back a lot of the balance changes Ive made over Early Access to combat exploits and grinding, for people who like that sort of stuff. Graphics
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. Still no release date for 1.0 just yet. I will be keeping you all in the loop on this, believe me I am super eager to report on progress in that area just as soon as I have something solid to tell you. I posted the following as a comment on the previous patch notes: Step 1: Weed out every remaining console-specific bug. Getting dangerously close to this. Step 2: Get through certification on all consoles. Step 3: Announce release date. Step 4: Rejoice. This updates Fortnight Discussion: Things that have changed during Early Access that you dont like. Go on, let me have em.
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. But shouldnt you call it Beta 1? Yeah, but I dont REALLY want to start all the way back at 1, do you? Ive spent a long time building up that meaningless number! Its been 3 years and 4 months since Alpha 1 was released! When the game gets out of early access, Ill probably just keep the number and call it Version X instead of Beta X. This updates Fortnight Discussion: Your Biggest Pet Peeves. Yeah, this is going to be a painful one. Also, a little plug: Be sure to check out ToeJam & Earl: Back in the Groove when it releases tomorrow! Streets of Rogue got a healthy dose of inspiration from the original Sega release from 28 years ago. Its like a wayyyy more laid-back sort of rogue-lite that your mom/kid brother/non-gamer significant other can play with you.
It seems like a massive missed opportunity that Alpha 70 fell on Valentines day instead of Alpha 69. Womp womp. Anyways, heres a bunch more bug fixes. Lots more coming before launch. Console work is still the main holdup. Keep reporting those bugs. Yada yada yada. This updates Fortnight Discussion: World Objects. Everything from fire hydrants to vending machines to turntables. Ideas for new ones? Changes to existing ones?
Woooooo we made it all the way to Alpha 69! HUR HUR HUR!!! Im starting to feel like a broken record on these latest updates. The game is still in pre-end-of-early-access polish phase, so heres another big bunch of fixes for ya, with more likely coming in the next update. For those just turning in, Ill be holding back on adding new content for awhile, so as not to rock the boat too much while the porting team and I are finishing up the console versions and going through the certification process. New content tends to introduce new bugs, which is exactly the opposite of what Im trying to do right now. On the plus side, with all this extra polishing time, I think this game is going to launch in a very solid, clean kinda state. Please continue to report any bugs and balance issues that you come across through the Steam forum or the in-game feedback form, its a major help to me! Still no news on the 1.0 and console release date, but the porting team and I are inching closer by the day! Im going to keep last updates Fortnight Discussion on sequel ideas open for another couple of weeks, lots of cool ideas in there so far.
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. Much like the previous updates, Alpha 68 is mostly bug fixes and polish, particularly on the multiplayer side. Behind the scenes, the console porting team and I are readying the game for certification right now. So that's kinda exciting... This updates Fortnight Discussion: Sequel Ideas. To be clear, I have no plans to work on a sequel in the near future -- Streets of Rogue hasnt even been released out of Early Access yet. Im just curious to hear your ideas, given that a sequel will likely happen one day.
Hey all, Sorry about this, but due to some major bugs in Alpha 67's multiplayer, I've had to revert the game to Alpha 66b from December. It's going to take me some time to fix this stuff, and in the meantime, I want people to be able to play multiplayer without issues. The good news is, if you only care about single player and still want to play Alpha 67, you can! Just right click the game on Steam -> Properties -> Betas -> publicbeta, and you can keep playing on the latest version.
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. This updates Fortnight Discussion is about negative traits. There arent enough of them, and Id like to add more at some point...
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! The next build will be releasing off-schedule, since Ill be away from home on the 27th. I may release it earlier, may release it later. Havent decided yet, well see how things go! This updates Fortnight Discussion is about items youd like to see added to the game post-launch.
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! Im going to leave last weeks Fortnight Discussion on game balance open for another fortnight, since there seems to be a lot of good insight there, and it also happens to be one of the areas that Im currently working in.
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. For the next couple of months, youre mostly going to be seeing polish updates, meaning lots of bug and balance fixes. There are literally 400+ of issues that are on my radar, with more being reported every day. Id like for the game to be as stable and polished as I can feasibly get it for 1.0, and the coming months should finally give me the opportunity to do a bit of much-needed catch-up in this department. That said, I have a bunch of new mutators ready to go that I was planning to dump out on the games 1.0 release. I may end up drip-feeding these in the coming updates so you folks have something new to gnaw on. Ill also be continuing to work on aspects of the console ports, mostly performance fixes and other random tasks, plus some marketing this-and-thats. The remaining work is being done by an external team. We havent entered certification yet, but were hoping to do so in the coming weeks. The official release date for 1.0 and the console releases is still Winter. This weeks Fortnight Discussion: Game balance, since I haven't done a discussion on that since June. What are your biggest issues with the game balance right now? What abilities, items, etc. do you find overpowered or useless? What aspects of the game do you find just plain unfair?
I know I said in a previous update that Id be holding off on adding the final 1.0 character until the game hit 1.0, but in the interest of getting feedback before the game officially launches here ya go!
Im still working very hard to get the game in shape for console certification, still squashing bugs and balance issues while trying to slip in a new feature or two here or there.
As of next update, all of the games text will be finalized for 1.0, and Ill be send it off to get localized into a bunch of different languages. So, thats the topic of this weeks Fortnight Discussion: What text in the game would you like to see changed?
Just like the title implies, the new build includes 100-ish bug and balance fixes. Not much more to say about this one!
No new Fortnight discussion this week, Id rather people keep contributing to the current Fortnight Discussion, because there are a lot of good ideas in there. Please bear in mind that I probably wont be implementing anything from these discussions into the 1.0 release unless its on the very small side, though Ill still make note of anything I find interesting for post-release content.
And as a reminder:
Check out my environment artist Matthew Weekes's new Kickstarter here, featuring this snazzy exclusive Streets of Rogue card!
Dang, if I had just added 1 extra trait, this version number would have been super-appropriate. Anyways, yeah, this week’s build includes a whole crapload of new traits, and significant changes to traits are awarded at the end of levels. On most level-ups, you’ll receive a choice of three traits, as you would in the past. Two of these traits are now catered toward your character choice (or in the case of custom characters, the game will try to determine this based on your current build). The third trait is a wild card. In general, higher levels will receive more powerful traits. However, you might get lucky and get something very powerful early in the game. Every 3 levels (3, 6, 9 etc.), you’ll get a choice between upgrading a special ability (if you have one), upgrading an attribute (speed, endurance, etc.), and adding a relatively powerful trait. In addition, an Augmentation Booth has been added to the game, which gives you three options:
At long last, Streets of Rogue can be completed beginning to end!
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). So, this is a relatively small update. Barring something catastrophic happening to my computer or personal life, next update will be pretty substantial. Stayyyyy tuned! This update's Fortnight Discussion: Leaderboards and Scoring
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. Unfortunately, these optimizations also broke a lot of stuff, so I needed to spend a good chunk of my the update cycle going through the game with a fine tooth comb and attempting to fix this lovely new set of issues. If you see anything weird in the new build, please don’t hesitate to let me know. Also, the version of the Unity engine that the game is running on has been updated for the first time in about a year. So uh, yeah, fingers crossed that this doesn’t cause you guys a bunch of grief. Again, let me know about any and all new issues. The latest Fortnight Discussion revolves around something that I’m in the process of implementing right now: Big Quest Rewards
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. The latest fortnight discussion actually relates to the game’s final level: Getting Yourself Elected Mayor
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. This week’s Fortnight Discussion: Mod Support - What would you like to see?
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! This week’s Fortnight Discussion: Your thoughts on a possible “supporter’s edition” of the game, which would be a set of non-essential “DVD Extras” style content for fans.
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. Also new to this build: New NPC behaviors, which I've gone over in the Artificial Intelligence section below. There was a Fortnight Discussion about this topic last July, and I FINALLY got around to implementing some of the behaviors that people suggested. There were a lot of great suggestions, and still plenty I'd like to add when I get another block of time for this. This week's Fortnight Discussion: How did you first learn about Streets of Rogue?
Hey all, I’ll be doing a live stream of Streets of Rogue starting at 10:30 AM PST today June 24th! This is the very first live stream I’ve ever done, so expect complete and total competence in every sense!
The stream will probably last around 3-4 hours, unless I decide to marathon it. In which case, it’ll be done when I pass out and/or die.
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. This week's Fortnight (not Fortnite) Discussion: Game Balance - What are your biggest issues? -------------------- Also, an important note to Mac and Linux users: The directory in which save data is stored has been changed again, back to the directory I was using prior to Alpha 50. From Alpha 50 through Alpha 52, the data was stored in the following directories: Mac: User(username)Streets of Rogue Linux: /home/(username)/Streets of Rogue As of Alpha 53, it will one again be stored in: Mac: User(username)LibraryApplicationSupportunity.streetsofrogue.streetsofrogue Linux: /home/(username)/.config/unity3d/Streets of Rogue/Streets of Rogue Note that this may be a hidden folder, so you'd need to type in the address yourself. The game SHOULD copy your save data from the old directory to the new directory the first time you run Alpha 53. If it can’t do this for some reason and the game doesn’t load your data, you’ll need to do it manually. See this thread for more details.
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). I’m really hoping to solidify the game’s 1.0 feature-set in the next couple of months, and also attempt to solidify things on the technical side. I don’t want to be making drastic changes to systems as the game gets closer to release, because big changes mean BIG BUGS! (Also just to reiterate what I’ve said in the past, 1.0 doesn’t mean I’m done with the game. It just means the game, it just means the game is playable from beginning to end, mostly free of major bugs, isn’t lacking content in any particular aspect of the game, and is balanced enough that I’m mostly satisfied with the experience) This week's Fortnight Discussion: Achievements - What do you want to see?
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. Next update (or possibly updates?) will be on the light side, as I’ll be spending most of my time working on the game’s post-Uptown “final encounter”. It might be awhile before that's actually ready for people to play, but hopefully it'll be worth it! This week's Fortnight Discussion: Most ridiculous thing that's happened to you in the game?
Hello budding rogues,
Developer here -- Streets of Rogue is on sale this weekend, and I thought this would be a good opportunity to have a little free-for-all "ask me anything". Want to know something about how a game mechanic works? What I have planned for the future? Why I posted a gif of someone exploding after being arrested? Alright, in that case, it was a bug, and I thought it was pretty amusing.
I'll be checking in periodically from now til Sunday to answer your questions, so ask away!
(Also, remember that the game has an FAQ as well, so you might want to check there before you post a question like "why don't you make an open-world version of the game" ;)
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. Also: The location on your hard disk under which save data is stored will be changing. The first time you start Alpha 50, the game will attempt to copy your files to this new location automatically, so most players won’t notice a difference. In the unlikely event that the game is unable to copy the files due to permissions issues or something, the game will appear as if you are starting for the first time, and play the intro and tutorial. If this happens, DO NOT PANIC, your save data is safe. You’ll just need to copy the files to their new locations manually. See here for details This week's Fortnight Discussion: What does this game need for 1.0?
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. For the next batch of bi-weekly updates, I’ll be splitting my time between the usual content/bug fixes/etc. and behind-the-scenes stuff like optimization, work on console versions, engine improvements, and other things that I’d frankly rather not be doing if I had the choice :D While this may result in a lower volume of obvious output in these updates, I’ll be making an effort to stick some meaningful additions into to each one.
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. For the next update, I’ll FINALLY be starting work on Big Quests. That’ll be my main focus, though I might end up dividing my time between between that and some behind-the-scenes technical stuff. This week’s Fortnight Discussion is dedicated to online multiplayer. What new features would you like to see added to this mode?
As promised, I did a bunch of work on new Disasters this week, nearly doubling the current Disaster count! Check the changelog for the full list, and let me know what you think of them -- too easy, too hard, too dull, whatever.
There are still more disasters to come in the future, but for next update, I’ll probably be doing a big bugfix pass, because the list of bugs that y’all have reported is getting dangerously close to toppling over at this point.
For this week’s Fortnight Discussion, I’m looking for some input on new temporary status effects you’d like to see in the game...
I went into this update with the intention of doing a bunch of Uptown-exclusive content, and while there’s some of that in here, I also ended up spending like 5 days making functional Firefighters (non-playable for now!). Also, fixing a whole bunch of bugs.
My general rule is that if I catch a bug during development and it’s not necessarily easy to reproduce, I drop what I’m doing to try and fix it. This is often the case with AI bugs, which are notoriously frustrating to try and replicate from user reports. Fortunately for me, I encountered a lot of these elusive AI bugs while getting Firefighters to do their thing. So that was a nice surprise.
Though Uptown didn't get as much attention as I was planning this week, I've still made the game playable through 5-3. Expect a drip-feed of level-specific updates to Uptown and other levels throughout the game's Early Access development.
For next week, my primary focus will be on creating new Disasters -- an area of the game that hasn’t gotten much love in awhile.
In other news, March 10 marks Streets of Rogue’s 1-year anniversary in Early Access. While there’s no way to really quantify the work that’s been done in this period, the number of personally-written lines in my code base increased by about 40%. For a game with a 4+ year development time, that’s pretty hefty. (And for those interested, the final line tally was like 200,000, with 80,000 written in the past year.)
For this week’s Fortnight Discussion, I’m looking for input on how certain things in the game should function. Specifically: Fountain, Well, Satellite Dish, Arcade Game, Barbecue, Fireplace, Gravestone, ATM machine, and of course, Toilet.
Well, 16 new mutators to be more accurate, but 5 of them are basically the same thing. I actually spent the bulk of this update working on the level loading improvements that I started during the last update cycle, but most of my changes weren’t ready for public consumption, so I left them out of this build. I’ll start drip-feeding these changes slowly over future builds, since there is lots of potential for these to cause new bugs, and I don’t want to break TOO much at one time. More Uptown content is still coming. I’ll be away for a few days over the weekend visiting my grandmother for her 100th (!) birthday, but hopefully I’ll get to spend most of the next update cycle focused on Uptown. Also, speaking of mutators -- that is the topic of this week’s Fortnight Discussion!
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. The way the game loads new level data has remained mostly the same for the past couple of years, and I figured this would be a good opportunity to apply some new techniques I’d been wanting to use. These are partially implemented in Alpha 44, and as a result, load times between levels should be about 40%-50% faster. Right now, this new loading method ONLY takes place when going from one level to the next, not when restarting the game or beginning a new game. Also, it’s not fully implemented yet, I’ve still got more to do before the full range of my work is ready for public consumption. These new techniques will not only speed up load times, but make it more feasible for me to create large streaming worlds with this engine in the future (that’s a ways off, but I’m laying the groundwork right now). I’m also laying the groundwork for “level chunks” to be loaded in a new/better way, which will make a level editor more feasible in the future. I haven’t added a whole lot of new stuff to Uptown for this build, but I did extend the game to be playable through 5-2. I probably won’t have a ton of time to work on Uptown content for Alpha 45 either, given my continued work on level loading. So I’ll likely make 5-3 available in Alpha 46. Maybe. I dunno, we’ll see :D For this week's Fortnight Discussion, I'm going to do something a little different. I normally ask for ideas and suggestions on various areas of the game, but: Games Similar to Streets of Rogue.
Level 5 is finally here! Well, partially! As of right now, Uptown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Uptown especially! A bunch of the new Uptown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 5-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.
(Astute readers may recognize that the preceding paragraph is nearly identical to my “Downtown Level v1” update)
This week’s Fortnight Discussion: Mission Types. What sort of missions would you like to see in the game, and what sort of variations would you like to see in existing missions?
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. Also, Streets of Rogue will be at PAX South this weekend! I won’t be there (hopefully I’ll find time to come to one of these shows in the near future), but say hello to the tinyBuild crew! This week’s Fortnight Discussion: The Home Base. What would you like to see there?
THAAAAAANKS for a great 2017!
https://www.youtube.com/watch?v=pYp8thBMPZk
Hate reading? Watch this preview in video form!
However, 2017 can absolutely go tongue-bathe a gorilla, because 2018 is set to be an even bigger year for Streets of Rogue. This game has been in development for 4 years, and despite some gray hairs and the atrophy of every single part of my body, I'm still going strong!
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EDIT FOR MAC USERS: There was an issue with players not being able to run the game on High Sierra, so I reverted the Mac version back to Alpha 40c for now. Sorry about that, I'm looking into the issue right now. Please check out this thread for the current status and how you can help. -------- A relatively light update for you, due to my being on vacation for most of the past two weeks! Unless you play multiplayer a bunch on the client side, in which case you'll like this update a lot (see "Big Stuff" below). The next update (January 11) will be fairly light as well, as I'll be putting most of my energies into "Level 5 - Uptown" development. The first version of this will most likely be released on January 25. Speaking of which, there's no new Fortnight Discussion this week -- I'd rather people just keep contributing to last week's Level 5 discussion, since there's still plenty of room for suggestions.
Trading cards are FINALLY available! So get collecting!
I also made a rather large number of balance-oriented changes this update. If you’ve been playing the game on a regular basis, I’d recommend skimming through the whole list.
The next update will be on the “light” side, as I’ll be spending a week traveling for the holidays. I’ll be starting work on the Level 5 at the beginning of next year, so now’s the time to start making suggestions in this week’s Fortnight Discussion: Level 5 - Uptown!
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. This week’s Fortnight Discussion: The Settings Menu. What new settings would you like to see?
Hey all, just a quick and extremely shameless appeal to my wonderful and attractive player base to vote Streets of Rogue in the 'Choice Matters' category in the Steam Awards. If you want to. Cuz, the whole 'choice' thing.
The award might have different names in different regions, but it starts with something to the effect of "Games are about agency, and this award is for the game that has it in spades..." I'd say that's a pretty appropriate description for Streets of Rogue.
As per usual, the next bi-weekly update will be on November 30!
THAAAAAAAAANKS!!
Edit: If you got this version early and your saved data was deleted, see this thread
As long-time players will know, 2-player split-screen mode has been available, like, forever. But 3- and 4-player modes have always been single-screen only. Well, I guess you see where this is going, and presumably you’ve viewed the image above and read the title of this post, so… yeah. Split-screen mode can be turned on from the Gameplay Settings menu.
In addition, I made a ton of bug fixes. Unfortunately, there’s a TON more to fix where these came from, and y’all just keep reporting new ones! My next updates will likely be similar to this one: Lots of fixes, and one or more new features thrown in for good measure. I’d like to get the current level of bugginess under control before I return to content creation.
This week’s Fortnight Discussion: Secrets and Easter Eggs. The game doesn’t have a whole lot of them, and I’d like to eventually change that.
Suuuup. This will be the last update that I’ll be dedicating to Downtown for the time being. At some point, I’ll circle back around to it, much like I plan on doing for the other levels. For the next update, I’ll be switching gears to focus on bug fixes and balance. Not particularly glamorous, but it’s been awhile since I did any real housekeeping, and I’ve amassed a rather enormous pile of bugs to fix thanks in large part to reports from you fine folks. For those that enjoyed last week’s Zombie disaster: Yes, the Zombie disaster will still appear in-game randomly. Also, check out the new “Zombies Ate My Game Balance” mutator, which adds zombies to every level. This week’s Fortnight Discussion: Clerks. They’re a new character in the game. How should they function?
As a li’l surprise for Halloween: The Zombie disaster has finally been added to the game! From now until Halloween, the first couple of “Level Disasters” you see in the game (you know, the ones that happen every 3 levels) will be full-on Zombie apocalypses.
Also, if you play the game between now and Halloween, the playable Zombie character will be automatically unlocked for you! And yes, you’ll even get the achievement! For doing LITERALLY NOTHING!
By the way, this doesn’t affect the bi-weekly update schedule. This is technically Alpha 36d. The next full update will still be on November 2!
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. This week’s Fortnight Discussion: Disasters! Streets of Rogue needs more of them. But… what?
Level 4 is finally here! Well, partially! As of right now, Downtown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Downtown especially! A bunch of the new Downtown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 4-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.
This week’s Fortnight Discussion: Altars and Sacrifices. A roguelike staple, Altars have just recently made their way into Streets of Rogue. But… how should they actually work??
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. This also means that I finally get to start working on content again, so starting this weekend, Level 4 development will be in full swing. Expect to see an early, unfinished version of my work in the next update. This week’s Fortnight Discussion: “Ideas for a Mobile Version”. No, I’m not planning on creating a mobile version anytime soon. For all I can say at this point, it may never happen! But, I do get asked about Android/iOS a lot, and I’m curious to hear what sort of changes would need to be made for this version to not suck.
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. Today’s update has some noticeable improvements for frame drops in the Industrial areas, and there’s still more to come. There are also a number of bug fixes, mostly for things that I broke during optimization. Please keep me posted on anything else that I may have broken! Also, apologies for last update’s speculation about the release of the “Level 4 - Downtown” content, I’m going to keep my lips sealed about that until the time comes. New content will be my top priority following the current batch of performance improvements. You can still contribute suggestions for Downtown in this thread. This week’s Fortnight Discussion: “ProTips”. I know you’ve got some. Let’s have ‘em. Also, a reminder to check out the Wiki Editor of the Month competition!
Optimization I have been furiously optimizing Streets of Rogue over the past week or so. While performance issues haven’t been a major problem in the game (save for a few trouble sections), it had been about a year and a half since the last time the game got an optimization pass. If you’re running the game on a low- to mid-range PC, you may notice fewer frame drops in this build. For everyone else, the game will feel just a tad bit snappier. There’s still a lot more optimization to be done as well. And be on the lookout for new bugs, because I modified a whole lot of code in a whole lot of different areas. Consoles?? A big part of the reason for these optimizations is that I’m currently working on console versions of the game, and unfortunately, consoles don’t have quite the horsepower of a modern PC. So, my code needs to be in impeccable shape for the game to run at a decent clip. While Streets of Rogue might not look like the sort of game that should have big requirements, there’s actually a lot being processed on the CPU at any given time. Fancy AI doesn’t come cheap! So what consoles is the game coming to, and when? Can’t say right now, but it may happen before the end of the year if all goes well! What about Level 4?? I was hoping to have it done for the September 7th build release, but that may not happen. There’s a lot on my plate right now given some recent developments regarding the console versions. But I would still like to have it out in mid-September. Can’t make any promises, but I think that should be doable. PAX The game will be playable at PAX West next week at the tinyBuild booth. Stop by and say hello to those fine folks, and be sure to bug them about Hello Neighbor's release date, I hear they love that! Sadly I won’t be able to make it this year. I’ll be out of town for a wedding for 5 days during Labor Day weekend. Community Stuff This week’s Fortnight Discussion deals with the long-awated “Big Quests”... Also, check out the Wiki Editor of the Month competition!, and while you're at it, go make some edits to the wiki!
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. Pretty much every major thing that was wrong with the previous iteration of Character Creation has been fixed. Check the list below for the full details. I’ve also started work on Floor 4 - Downtown. It won’t be done for another couple of update cycles (likely September 7th), so the next update (August 24th) will probably be on the light side. If you want to help out with this new area, you can discuss ideas in this week’s Fortnight Discussion. I’ve also started work on porting the game to consoles. So yeah, that’s a thing now.
So, I had updated to Alpha 31, but there were some technical issues, so I've reverted back. Alpha 31 coming later today! :p If anyone's characters got locked again in the reversion, send me an email (email is on streetsofrogue.com) and I'll get you a save with everything unlocked later today
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! This is still very much a work in progress, so there are a few caveats: - Saved characters may be deleted next build (August 10) - Unlocks are disabled while playing as user-created characters.. for now. - User-created characters do not work in online multiplayer mode. - Many abilities and traits are not available right now. - Point values were added very hastily and might end up getting changed a lot. Not a whole lot of balancing has been done. There's also a new Fortnight Discussion up right now: What is the final challenge/boss/whatever?
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. And yes, they're playable. This has been a pretty interesting class to develop. Originally, I made it so that if you died as a zombie, you'd inhabit one of the other living zombies and keep playing. So essentially, the zombie horde became more important than your individual zombie. But, once the zombie infection grew large enough, it became pretty much impossible to lose the game, since you'd have so many chances to respawn. Since I've already coded this feature, I'd like to find some other use for it down the line. I hate wasting perfectly good code :p In its current form, I'm sure y'all will find plenty of bugs and balance issues with the Zombie. So make sure to let me know! Speaking of feedback: There's a new Fortnight Discussion! NPC Special Abilities - What do you want to see?
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. I'm also starting something called "Fortnight Discussions". With each bi-weekly update of the game, I'll post a thread in the discussion forum asking for feedback on some specific feature. The first of these can be found here: Difficulty Levels
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. The next update (June 29) will be the last primarily-bugfix-oriented update that I do for the time being. After that, it'll be back to features and content...
Whoa, wait a minute, it hasn't been 2 weeks since the last update! I'll be traveling outside the country from June 6 to 11, so I wanted to push out an early update before then. The next update will be on June 15, so it'll be back to the normal schedule. This may look like a lot of bugfixes, but believe me when I say that there are a TON more bugs on my list where these came from. Most of these bugs were found through player submissions. So keep sending those reports!
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..... ....For the next couple of updates, I'll be switching gears to straight-up bug-fixing. Over the past couple of months since the game was released into Early Access, I've been primarily focused on addressing major issues and adding additional content. However, players have been doing an excellent job of reporting bugs to me -- so good, in fact, that if you were to print out my bug list, it would stretch across the United States and back 3 times. That is a lie. But it's still pretty huge.
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!
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. Most of my time has been spent on programming for the upcoming Level 3, the "Park" area. Bodies of water are now possible in the game, and swimming is working quite nicely. I want these levels to have a much more open, less claustrophobic feel to them, to give players a nice mid-game change of pace before the more city-oriented Levels 4 and 5. I can't promise that Level 3 will be playable in the May 11th update, but definitely the one after that. In the meantime, I'm still taking suggestions for the Industrial and Park areas. And as always, let me know if anything is horribly broken in this build, so that I can hotfix it!
If you haven't played The Investment Banker yet, here's how you properly do it:
https://www.youtube.com/watch?v=N3kKOaNlIJc&feature=youtu.be
What's your favorite class right now?
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. Updates Schedule Starting now, I'll be updating Streets of Rogue on a bi-weekly basis, every other Thursday (unless I need to make a hotfix). So, the next major update after this one (Alpha 22) will be released on April 13. You can check out what I'm currently working on over in this thread
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! A Korean translation has been added. I've also reverted the NAT Traversal changes from the previous build, since some people are now having difficulties joining and creating games. I'll have to investigate this further. Balance update will still be coming next week, and perhaps a new versioning system that doesn't involve me going through half the alphabet!
Today's update includes a brand new Mutator called "Rogue Vision". When enabled, the camera will only display objects and people that are within your character's field of vision, much like a traditional roguelike. It changes up the gameplay in a pretty significant way -- let me know what you think of it, and how it can be improved
Next update will likely be coming late next week. It will be mostly game balance fixes... I have a ridiculous, giant backlog of those to make.
The Wrestler is a strong fella that doesn't really know how to use computers. But that's okay, because computers are bulky enough to be used as powerful projectiles.
Checkout the trailer:
https://www.youtube.com/watch?v=vwwr6E5bTWo&feature=youtu.be
Yep, still fixing major/common bugs! Note that your control bindings will be reset when you start this build. I special note to Chinese players: We recognize that the Chinese language translation was.. less than ideal. So, we've got a new one in the works, probably coming in the next week or so!
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.
We all know you've been loving the Gorilla. So we made a trailer for it!
https://www.youtube.com/watch?v=JEhWcFPIyBQ
Let us know in the comments which class should get its own trailer next!
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. I also posted a brief summary of what I'll be working on in the coming weeks.
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.
Hey all!
Fantastic launch! I couldn’t be much happier with how things have gone so far. A big THANK YOU to everyone who's taken the time to try out the game.
As with any launch, this one is not without its hiccups. At the moment, I’m receiving an overwhelming amount of feedback from players -- which, don’t get me wrong, is a very good thing -- but it may take a bit of time to sort out all of the issues that people are having. Please bear in mind that I’m the only person developing this game, and the player base has just now expanded to a level that I wasn’t anticipating at this stage of development.
While the game was in open beta for a years and a half prior to its Steam Early Access release, this huge influx of players has resulted in the discovery of a whole lot of new bugs, some of which are “showstoppers” for a portion of players. I’d like to get as many of the really egregious bugs sorted out before I start creating new content for the game and making major balance changes.
I've just released a small update that fixes some of the issues that players have been reporting to me. Here are the patch notes:
Surprise! Streets of Rogue is now live, available for everyone, and you can play it FOR FREE this weekend! Tell your friends!
https://www.youtube.com/watch?v=BadKmGOu5pQ
The Free Weekend expires on Monday at 10am Pacific time.
Enjoy, and let us know what you think on the forums!
http://store.steampowered.com/app/512900/
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.
Fight, sneak, and hack your way through randomly generated cities. It's like Nuclear Throne meets Deus Ex, mixed with the anarchy of GTA. Rogue-lite meets immersive sim, and goes completely insane.
If you already have Steam installed, click here to install or play Streets of Rogue. If you don't have Steam, you can download it here.
*Offer ends March 17 at 10AM Pacific Time
Roguelike & Co-Op fans rejoice, Streets of Rogue is coming at you this Friday, March 10th, featuring up to 4 player online multiplayer!
https://www.youtube.com/watch?v=BadKmGOu5pQ&feature=youtu.be
By popular demand, Streets of Rogue is launching in the following languages:
Introducing Alpha 14! This is a smaller update that introduces the Werewolf character. Matt explains what this character is all about in this vlog video:
https://www.youtube.com/watch?v=gv5L7rFxX28
Download Alpha 14 here - http://streetsofrogue.com/
We're working on an exciting new feature that'll get Streets of Rogue closer to the final game. Don't forget to Wishlist on Steam.
Full devlog - http://streetsofrogue.tumblr.com/post/151944446050/alpha-14-spook-tacular
http://store.steampowered.com/app/512900/
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