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Alpha 22 - Industrial Content
The bulk of today’s update deals with new content for the Industrial levels. Admittedly, I bit off a little more than I could chew. Basically, I started working on a whole bunch of new content at once, and wasn’t able to finish all of it before this week’s update. There have been some significant updates to the Industrial levels, but I’m by no means finished with them. At the very least, this should give you a clearer idea of the direction I want to go with this part of the game. I’m still open very to suggestions if you’ve got ‘em. Also, please report any new bugs you find with the new content, because I'm sure there are a bunch...
I’ll be starting work on the Park levels very soon. They’re essentially the game’s version of the grassy/outdoor theme. The next bi-weekly update might be a fairly minor one, because I’ll be knee-deep in prepping these new levels. It might be a couple of updates before they’re officially “open for business”. Taking suggestions now!
There are still a bunch of modifications I want to make based on the feedback from the previous update. I only had time to buff the Vampire a bit for this update.
Art
[ 2017-04-14 01:10:19 CET ] [ Original post ]
Industrial
The bulk of today’s update deals with new content for the Industrial levels. Admittedly, I bit off a little more than I could chew. Basically, I started working on a whole bunch of new content at once, and wasn’t able to finish all of it before this week’s update. There have been some significant updates to the Industrial levels, but I’m by no means finished with them. At the very least, this should give you a clearer idea of the direction I want to go with this part of the game. I’m still open very to suggestions if you’ve got ‘em. Also, please report any new bugs you find with the new content, because I'm sure there are a bunch...
Park
I’ll be starting work on the Park levels very soon. They’re essentially the game’s version of the grassy/outdoor theme. The next bi-weekly update might be a fairly minor one, because I’ll be knee-deep in prepping these new levels. It might be a couple of updates before they’re officially “open for business”. Taking suggestions now!
Balance
There are still a bunch of modifications I want to make based on the feedback from the previous update. I only had time to buff the Vampire a bit for this update.
Alpha 22
Art
- Factory floor
- Wet (serves no purpose yet)
- Electrocuted (can't do this yet)
- Gas Mask
- Oil Container
- Cigarette Lighter can be used to set oil on fire
- Fix for Killer Robot sometimes getting “non-infinite” version of Rocket Launcher
- Saw Blade
- Mine Cart
- Conveyor Belt
- Tubes that spew objects onto conveyor belts
- Objects spewed from tubes
- Continuous Crusher Trap
- Overclocked Generator
- Non-trapdoor-based holes
- Slime Barrel
- Slime Puddle
- Fire Hydrant
- Indoor flame grates
- Permanently flaming flame grates
- Permanently spewing gas vents
- Oil spilled on ground
- Water spilled on ground (with “expanding puddles”)
- Water projectile
- Crusher does damage as soon as it hits people, rather than having to traps people between it and the wall
- Crusher does 30 damage instead of 40
- Changed collider size of Crusher
- Fixed issue where Crusher would get screwy on clients if they went far away and came back
- Floor trap switches are no longer found in Industrial
- Vampire’s victims no longer get “tapped out”. Vampire gains 1 health for every 3 health he drains from his victim. Victim also emits a louder noise for other people to hear.
- Fix for player’s death method being classified as “Fell in Hole” if this occurred after they died
- Added new Industrial objects into existing buildings
- Industrial factories tend to be filled with Workers and Goons
- Some factories will permanently spawn gas
- NPCs will wear Gas Masks when necessary, if factory is permanently spawning gas
- Mine Cart tracks may now appear in the middle of levels
- Industrial factories no longer have Floor Switch traps
- Oil appears on the ground at random spots in Industrial levels
- NPCs are better at avoiding traps and holes
- Moving Fire Spewers
- Fireball Spitter
- Pipes on walls that spew gas when shot
- Fireball projectile
- Robots that aren't trying to murder you
- New buildings and "level chunks"
- A bunch of other little Industrial modifications
[ 2017-04-14 01:10:19 CET ] [ Original post ]
Streets of Rogue
Matt Dabrowski
Developer
tinyBuild
Publisher
2017-03-10
Release
GameBillet:
16.96 €
Game News Posts:
127
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Overwhelmingly Positive
(15974 reviews)
The Game includes VR Support
Public Linux Depots:
- Streets of Rogue Content Linux [239.42 M]
Available DLCs:
- The Making of Streets of Rogue
- Streets of Rogue - Character Pack
Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites like Binding of Isaac and Nuclear Throne, and adds free-form, experimentation-driven, emergent gameplay elements of RPGs like Deus Ex.
Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.
In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment.
Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.
In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment.
- Will you play as a soldier who shoots first and asks questions later?
- A stealthy scientist who uses chloroform and tranquilizer darts to silently take down the opposition?
- A genial bartender who can talk his way past the most intimidating of guards?
- Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?
The Mighty Feature-List
- Play the game YOUR way! Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered!
- Random world generation and TOTALLY EXTREME gameplay variety means you can play for 600 hours and not get bored! Seriously though, go outside!!!
- Super-advanced artificial intelligence that won’t put up with your crap! Outsmart these virtual humans and feel superior to your computer!
- Play as over 40 types of characters (in the final version)! Bartender, scientist, hacker, gorilla — hey, your job is probably in there too!
- Stupidly huge number of items (in the final version)! Shrink rays, hypnotizing devices, boomboxes, bear traps, food processors.. Oh, and guns too.
- 2-Player cooperative mode lets you brutalize goons AND loneliness!
- Lead a gang, free slaves, drink beer, gib ghosts, become a vampire, shrink people and stomp on them. The most insanely varied game ever made.
MINIMAL SETUP
- OS: Ubuntu 12.04+
- Processor: Intel Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
- Storage: 350 MB available space
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