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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.
Will you play as a soldier who shoots first and asks questions later?
A stealthy doctor 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?
I've had it on my wishlist for a while. It looks pretty good, but my backlog is pretty full already. I'll get it eventually though, maybe once it leaves Early Access. Anyone here played it?
I've messed with it a little for about 5 hours over a year ago and it is p. cool, nice to play for an hour at a time. Something fun about using a using the varied classes like the stealthy doctor to knock people out or a scientist with a shrink / freeze ray. Smooth to play with a XBOX controller. Been meaning to give it another and lengthier run since the many updates done since then, just backlogged like so many others.
Agreed with the posters above. Played with only the non-lethal doctor for three hours, and had my share of enjoyment. Although the classes offer distinct play styles and abilities from each other, i did notice that as the non-lethal doctor, the gameplay loop was fairly small and limited - i was doing the same things over and over again albeit with the doctor's unique abilities. Indeed, there only seems to be two types missions for each level: Hostage rescue, and retrieval of an item. Doing these will clear you for the next level. Besides those, there isn't much else to do besides buy and steal shit in order to make the aforementioned missions easier. Thankfully, there's a great variety of classes to choose from. You can even create your own, though I haven't done this before.
I guess to spice things up a hefty notch, there's these custom "disasters" that you can enable (or can happen on chance). I've experienced the meteor strike (airstrike?) and martial law (police will kill on sight) disasters, and they were plenty fun. The former was absolute chaos that actually made the level somewhat easier by blowing convenient passage ways and holes into where i needed to go, while the latter was an enjoyable challenge that forced me to play by my character's strengths, and become wary of my weaknesses. There's even many more disasters as well.
Overall, i'd say it's fairly mixed at full price. It sure has some very amazing concepts that work, but the game itself can get stale after... i'd say around two hours of play time, and i don't think i'll be able to redo my doctor playthrough again due to boredom. Would recommend whilst on sale.
I'm currently looking into it. The biggest hurdle is that it'll make friend invites in multiplayer games a bit less straightforward. Basically you'd need to give your friend an "invite code" rather than just directly inviting them. Not sure how many people are using that feature, but I'm hesitant to get rid of it. That's really the only thing, otherwise it's looking pretty doable.
Version 85 - Level Editor/Workshop Beta! Playable Mobster!
Hey again everybody, it’s been a minute! I don’t 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, here’s what’s 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, you’ll 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 that’s it! Check out this video for a quick overview of how the editor works.
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 you’ll end up in a bunch of trouble!
Version 85
Features
Level editor and workshop support beta
Playable Characters
Mobster
Achievements
Added Mobster achievement
Status Effects / Traits / Special Abilities
Added Extortionist - You can extort business owners for extra cash by threatening them or roughing them up. Just remember not to kill them, or they can't pay!
Added Corruption Costs - Pay off the Cops whenever money is owed, either directly or through ATM
Added Mugger - Mug people for cash or important items. Also increases your general "threaten" abilities and allows you to talk to Annoyed people.
Fix for Trust Funder giving the player money every time they joined a multiplayer game
Fix for Blaster Survivor not triggering on explosions caused by Overclocked Generators
Graphics
Fixed a light brightness issue when lots of bodies were near each other
Fix for hats being incorrectly positioned when over Cop Bot head
UI / Controls
Fix for “Remove x disaster” text not appearing properly on Mutator Configuration interface
Fix for Upper Cruster background not appearing green on character select
When gamepad player hovers over empty custom character slot, text in stats window reads “Create Me!”
Player no longer gets teleported slightly back sometimes when walking through destroyed walls
Fix for cases where chat log would sometimes state the incorrect name for a character when a custom character was chosen
Playfield Objects
Player can use Loadout Machine while Speed Run mutators are active
Fix for multiple counters appearing over Generator when it is hit by multiple EMP Grenades
Fix for Augmentation Booth's "swap trait" feature sometimes giving the player a trait that they could not use due to it requiring a special ability
Chests no longer contain under $10
Items
Fix for cases where Memory Eraser would not work properly
Fix for equipment such as Combat Helmet not giving status effects to Cop Bots
Fix for Fireproof Suit armor not depleting when hit by things that aren't fire
Sound
Fix for incorrect sounds sometimes playing when hitting with blade weapons
Missions
Fix for cases where Neutralize All quests could work incorrectly during Ooze levels
Ending
Slightly different Gorilla dialogue if he can speak due to having removed Vocally Challenged with the Augmentation Booth
Big Quests
Added Mobster Big Quest
Fix for extra imprisoned Gorillas not spawning on the first level for Gorilla quest
Level Generation
Fixed a couple of instances where multiple beds appeared on top of one another
Slight changes to how Power Boxes are placed
Artificial Intelligence
Hiring NPCs costs less
Fix for NPCs becoming hostile if the player hits them with a Dizzy/Teleport Grenades while invisible
Fix for Cops not wandering properly if they are in a big open area
When players with Fair Game who approach and interact with an NPC from behind, the NPC will turn toward the player, and likely run or attack
Text
Fixed a number of translation errors
Version 85b
Fix for player sprite appearing incorrectly when entering Home Base in online multiplayer mode
Fix for Extortionist not giving the player revenue when used on custom characters
Fix for Extortionist giving players $300 at the start of the game
Fix for Extortionist not being able to shake down multiple outdoor shop owners in the Park levels
Lowered the number of extortions required for Mobster’s Big Quest to account for Park levels
Fixed a number of translation issues for new traits
Fix for revenue from Extortion not always being distributed properly to multiplayer client
Fix for level editor crash when attempting to create new chunk while objects were selected
Fix for some objects in level editor reading as “GuardType”
Fix for not being able to select the “None” direction for objects and NPCs
Added Chair to list of selectable objects in level editor
Version 85c
Fix for workshop items that players subscribed to not being copied into the correct folder
Fix for a blank level disaster sometimes appearing in custom levels
Slightly higher payments to Cops required for Corruption Costs
Version 85d (November 21)
Player receives skill points for successful shakedowns, and loses those points if the NPC dies
Fix for revenue change due to killing an extorted person not being tracked properly on multiplayer client
Fix for player sometimes losing too much revenue when killing an extorted person
Fix for Cop Debt not being removed from host player if client player submitted money to an ATM
Fix for players with Corruption Costs not being able to pay off Supercops
Cannot extort money in Mayor Village
NPCs who are annoyed at the player but can still talk to them due to the Mugger trait will not join their party
Players can extort Drug Dealers regardless of whether they are technically an “owner”
Added more circumstances under which the game will recognize an extortion
Submissive NPCs will not fight on the player’s behalf unless they are enslaved by the player
Lockdown levels will not appear when players have Corruption Costs
Fix for cases where extorted NPCs could go from Submissive to Friendly
Fix for NPC name translation issues in level editor
Fix for Supercop and Supergoon not spawning properly from level editor
Players cannot receive achievements and unlocks for tasks achieved in custom levels
Limits on number of drug dealers that can spawn are removed for custom levels
Fix for entire floor not always appearing when testing out individual chunks from level editor
Fix for Crepes sometimes behind replaced with Blahds and vice versa in custom levels
Removed Butler Bot and Wastebasket from list of spawnable objects in level editor, since these were meant for very specific circumstances and won’t spawn normally
Fix for timer UI appearing in level editor
Fix for interaction UI elements remaining on the screen when returning to level editor from gameplay
Fixed an issue with how the user inputs spawn chance for NPCs
Version 85e (November 25)
Fix for player not being able to extort multiple Drug Dealers in the same location
Slightly altered which NPCs will become hostile if an extorted business owner dies
Fix for percentage chance when asking to leave town being 0% after extorting someone
Player cannot remove Corruption Costs under any circumstances
Fix for issues with “Give me Key and Safe Combination” after an NPC is extorted
“Full Health for All” and “Low Health for All” mutators can be used at the same time to give you and all NPCs a similarly low amount of health
Added new tips to Help screens
Fix for Keys and Safe Combinations reading "(E_None)" in chunks where a description was not assigned
Fix for “Law Workers” sometimes spawning incorrect NPC
In user-created levels, Holes, Flame Pits and Conveyor Belts can appear in districts that they would not normally appear in, so long as the chunk is not marked as a Hideout
Improved a number of Russian translations
Fix for random issues when returning to level editor after testing a chunk, then testing the chunk again
Fix for Supercop being represented as "CopB" in certain level editor chunks
Fix for Prisoner NPCs not being able to appear in certain types of user-created chunks
Fix for Bars and Barbed Wire not having proper ownership when testing level chunks
Clear Floor (2) now reads as Clear Floor (Owned) which is more accurate
Fix for issues with spaces in custom content filenames
Air Filter, Trash Barrels and Water Pumps will spawn under more circumstances in user-created chunks
Extra ability removed from possessed Bouncer
Version 85f (November 26)
Workshop submissions can include a preview image
Level editor chunks that have associated quests are now highlighted
Fix for level editor chunks remaining tagged with a quest after the chunk was deleted or modified
Fix for certain quest related events occurring during level editing
Version 86 - Playable Robot!
Today’s 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 it’s still in beta, see here! And remember to keep posting your feedback on the level editor in this thread!
Version 86
Playable Characters
Robot
Achievements
Added Robot Achievement
Big Quests
Added Robot Big Quest
Characters
Killer Robot is now officially known as “Killer Robot” instead of “Robot” in-game
Status Effects / Traits / Special Abilities
Added Power Sap - Releases a blast of energy that recharges you if it hits most electronic devices
Added Rechargeable - Your melee, firearms and speed attributes start very high, and get lower along with your battery
Added Electronic - Status effects usually don't affect you, you can't eat food, and you're damaged by water and EMP blasts
Added Sappy-Healthy - Power Sap gives you more health from electronic devices
Added Sap Damage - Power Sap does more damage to people in its radius
Fix for hacks not working properly for hired hackers on multiplayer client
Level Editor
Custom characters can be submitted to the Workshop through the character creation interface (enabled only if the Level Editor is enabled)
Added support for using multiple chunk packs at the same time
Players have the option to use only the chunks from chunk packs and not use the normal chunks at all
Levels, Campaigns and Chunk Packs can be refreshed from Chunk Mode when you modify a chunk
Chunk Packs can be added to Campaigns to be used in randomized levels
Campaigns can be refreshed from Level Mode when you modify a level
Player can click and drag a selection square in Select mode
Player can click and drag a square in Draw mode for Walls and Floors to draw a patch
Custom text can be added to Sign object
Specific Laser Emitter types can be selected
“Allow Teleport” setting added to to level creator
Specific items can be placed into Chests and Safes
Specific items can be placed in NPC inventories
Patrolling NPCs in user-created chunks can open doors
Levels can be given a custom title that displays at the beginning of the level and on the missions screen
Bars and Barbed Wire can no longer be selected as an Object when editing prefabs, and are now exclusively walls
Wastebasket no longer appears in chunk prefabs
Fix for chunks not being removed from chunk packs properly when requested by the player
Selection boxes in level editor no longer appear stretched at times
Fixes for when cursor goes out of bounds on the map
Fix for level-based mutators carrying over to the next level
Fix for Water Pumps not connecting to pools properly in chunks that are not in Uptown or Mayor Village
Fix for campaign saved games not always loading properly
Fix for chunk packs not loading in saved games with chunk packs
Fix for chunks placed in level editor sometimes showing up as Apartments
Fix for game freezing when Windows are destroyed when next to other Windows
UI / Controls
Fix for elevator icons sometimes appearing in the wrong spots on multiplayer client
Fix for player being able to press Trait/Reward/Mutator config buttons on gamepad after closing the menu
Fix for cursor text appearing when mouse is over certain in-game objects (like computers) while on main menu
Fix for rare cases where missions screen could soft lock after completing quests
Status effects do not appear in cursor text when mousing over players
Playfield Objects
Alarm Button is considered electronic
Items
Melee weapon durability depletes by much less when the player is a giant
Fix for Boo-Urn not always causing NPCs to flee buildings
Mutators
Fix for multiplayer client seeing Rogue Vision lighting after exiting a Rogue Vision level in Random Mutators mode
Artificial Intelligence
Arena fighters will not come and listen to player’s jokes
Fix for Killer Robot being able to pick up weapons
Version 86b
Fix for Tutorial level showing the wrong type of Lasers
Fix for Robot not unlocking when the player hacks Cop Bot using Super Special Ability or Speed Coder
Fix for Electronic not working properly after loading saved games
Fix for objects that were not intended to charge the Robot (such as Lamps) charging the Robot after the first level
Fix for Robot not receiving Above the Law properly
Fix for Robot being able to heal themselves with First Aid Kit
Fix for Robot being able to purge “Charge Level” status effects in toilet
Fix for Robot being able to donate blood or receive a blood bag
Fix for No In-Fighting and Class Solidarity not being triggering with Power Sap
Fix for not being able to select objects in chunks made with the previous version of the game in the level editor
Fix for holding Ctrl and clicking to “select all” in level editor not working
Fix for incorrect text and images sometimes appearing for top Item entries in level editor lists
Version 88 - Bug Fixes and Future Plans
Hi all! It’s been a couple months since the last update, which I've mostly spent dealing with certain new and exciting ventures. Amidst that chaos, I’ve managed to scrape together a whole bunch of bug fixes for you in this latest update.
New Content is Coming!
While this update doesn’t contain any new content, I actually have a bunch of new stuff almost ready to drop. It’s 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 don’t 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 won’t break the existing game or fundamentally change the gameplay. I’d like to take Streets of Rogue in some big new directions, but it’s tough to do so within the current structural confines of the game I’ve created.
So, I’ve decided to begin work on a sequel! I’ll 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 I’m 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. We’ll see how that goes!
I don’t have a timeline for any of this. My next steps are basically “experiment with new tech and toy around with new systems”. It’ll be awhile before I have anything solid to show. I just wanted to give you an idea of what I’m 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, I’ll 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!
Version 88
Level Editor
Player is shown the main menu after pressing Esc while testing a level, instead of immediately exiting the level
Warning message appears when saving a chunk when walls are placed at the chunk edges
Fix for yellow quest boxes appearing during gameplay when testing levels from the level editor
Fix for NPC talk text always appearing on a single line when displayed in-game
Fix for issues with text disappearing when creating Sign text and NPC Talk text
UI / Controls
Added “Alignment Circles” setting in Gameplay Settings, which defaults to On. If an NPC is Hostile toward you, a red circle will appear beneath them. If they are Aligned/Loyal/Submissive, a green circle will appear.
Level Editor button now appears beneath Custom Campaign and Chunk Pack buttons to avoid players accidentally entering into the level editor when they did not mean to
Fix for Big Quest slot not always displaying all text in Chinese language version
Fix for issues aiming with certain weapons in Trackpad Mode
Fix for new Twitch votes appearing on interface after vote has ended
Ghosts are prevented from traveling too far outside of map boundaries
Player will no longer auto-aim at non-functional objects such as Turrets that have been deactivated
Fix for rechargeable special abilities appearing transparent on interface after level completion
If voting is tied between two items in Twitch votes, the winner will be randomly selected instead of selecting the first item
Non-Playable Characters
Fix for NPCs not displaying user-created text on multiplayer client
Achievements
Steam/GoG Achievements will trigger upon completion even if they've already been internally triggered to reduce cases of people not being able to get all achievements
Graphics
Fix for custom character hair sometimes appearing incorrectly in Home Base
Fix for custom NPCs sometimes appearing incorrectly when using chunk packs
Fix for custom NPCs sometimes appearing incorrectly on multiplayer client
Fix for Dizzy Stars not appearing and disappearing properly in Rogue Vision mode
Playfield Objects
Fix for exit elevator being titled "Mysterious Elevator"
Fix for Turret sometimes turning and shooting after losing power
Fix for Signs not displaying user-created text on multiplayer client
Fix for cases where objects attached to walls might not be destroyed if its wall was destroyed, but another object was attached to a nearby wall
Fix for players who do an Augmentation Booth swap sometimes getting traits that they can't use because they lack the associated special ability
Preventative measure for multiplayer client teleporting after using the level exit and not being able to exit the level
Fix for cases where Refrigerator could be made to “run” after another player had picked it up
A small noise occurs when travering broken windows
Items
Fix for Boo-Urn not working in some Industrial buildings
Increased number of cases where health items cannot be given to NPCs who cannot use them (for example, giving a Ham Sandwich to a Cannibal)
Player is blocked from giving follower NPCs weapons that they will not be able to use, such as if they have Pacifist
Fix for player not being able to throw items at NPCs hidden in bushes
Status Effects / Traits / Special Abilities
Medical Professional allows you to use Blood Bag on yourself
NPCs cannot have Addict or Rechargeable, since they have no proper way to take care of themselves
Fix for Class Solidarity causing all custom characters to not be able to hit each other, rather than just custom characters of the same type
Fix for player not being able to Cannibalize NPCs who transformed back from Werewolf form
Assassins are no longer triggered by Random Reverence
Cannibal players can no longer receive "Cool with Cannibals" as an end-of-level trait
Fix for Cannibal continuing to Cannibalize after NPC body has been gibbed by someone hitting it
On the House no longer triggers when using a Free Item Voucher
Blaster Survivor triggers for bodies that explode as a result of the player’s actions
Player cannot begin Chaaaarge while jumping
Fix for interactions with objects not stopping when the player is bitten
Fix for the player continuing to use “operating bar” when being arrested or bitten
Fix for player getting stuck if they are being bit by a player when that player loses their online connection
Fix for Lunge and Chaaarge not working properly for players who were Enraged
If the player has Bullet Breaker, their rockets will not be destroyed when hitting other bullets
Stats / Unlocks
Player receives Skill Points for successfully telling jokes
Player does not unlock Gorilla if a Gorilla dies before they are freed from their cage
Missions
Fix for Neutralize All missions potentially including Ghosts
Big Quests
Fix for certain Big Quest related events occurring during New Character Every Level, where Big Quests are disabled
Fix for Aligned NPCs that the player must kill for Big Quest not always being capable of taking hits, such as when player has No In-Fighting
Most NPCs that must be killed for Big Quest are considered Guilty
Mutators
Fix for the No Guns and No Melee mutators not affecting NPCs in custom chunks who are given weapons by the creator of the chunk
Zombies can be arrested during the Zombies Welcome mutator
Fix for Bounty Hunters keeping their Rocket Launchers concealed during Rocket Chaos (this gave them away)
Level Generation
Fix for certain cases where loading can get stuck when loading custom chunks
Artificial Intelligence
Fix for NPCs not always sitting or sleeping when they were supposed to
Fix for NPCs recognizing that the player hit them with Fireworks when the player is out of view
Fix for enslaved NPCs not following the player to the exit if they had previously been involved in a quest
Fix for Zombies becoming Submissive after being Enslaved
NPCs will not become Annoyed when a player Bites their coop partner
After player indicates that they want to run for Mayor, they are prompted “Are you sure?” Yes or No
Fix for enforcers who are spawned during the Lockdown disaster not recognizing that Lockdown is in effect
NPCs who become hostile toward someone after sleeping will walk around instead of returning to their bed and standing still
Fix for Zombies not being hostile toward the player when “Everyone Hates You” and “Zombies Welcome” mutators are active
Fix for player not being able to ask a submissive Slavemaster to hand over one of their slaves
Fix for Cops becoming hostile toward players for shooting NPCs with Water Pistol when the Water Pistol contained a positive status effect
Fix for Slaves becoming Friendly instead of Loyal if player removes their helmet with an EMP explosion or Power Sap
Fix for prisoners not becoming Loyal toward players who deactivate computers and free them from prison through the use of Power Sap or EMP Grenades
Fleeing NPCs no longer say “You’re ravaging my body!” since they may not have actually been attacked
Fix for NPCs with Suspicious who are in the player's party being told to leave the Deportation Center when the player is teleported there
NPCs are less likely to engage in combat while they are attempting to exit the level
Fix for NPCs not reacting negatively to NPCs with Malodorous who had come from previous levels
Text
Added proper localization for lots of text that was added post-launch (previously some of this had been Google-translated)
Version 91
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.
Version 91
UI / Controls
Fix for player being able to change their multiplayer username if they began a LAN game and then started hosting an internet game
Certain prohibited words from the bad word filter are now allowed
Items
Fix for players being able to give away Bomb Processor and possibly other important items as a bribe
Fix for Paralyzer Trap causing hostility when the player uses it on someone while invisible
Party members and mind controlled NPCs are no longer affected by Memory Mutilator
Fix for items disappearing if the player is dragging an item with the mouse, then picks up an item creating a full inventory, then attempts to drop the dragged item
Status Effects / Traits / Special Abilities
Fix for Antisocial not canceling out Bodyguard, even though the reverse did cause a cancellation
Players with The Law will not receive Friend of the Common Folk or Random Reverence as rewards
Fix for player being able to use Power Sap on dead robots
Fix for upgrades to the player's starting traits being considered non-starting traits (affects whether the player keeps them during transformations)
Stats / Unlocks
Fix for Mech Pilot’s big quest targets sometimes being considered Innocent
Big Quests
Fix for custom characters' big quests changing if they possess another custom character
Disasters
Shifting Status Effects disaster will not occur when playing as a character with the Courier big quest
Artificial Intelligence
Preventative measure to ensure dead NPCs cannot ever pick up weapons
Fix for Cops becoming hostile toward players who chloroform Zombies
Fix for NPCs walking to ending cinematic while frozen
Fix for NPCs becoming hostile toward player for depossessing another NPC when the first NPC is not facing the player
Text
“Quick and Dead” and “Inhuman Strength” trait descriptions modified to clarify that they only apply to NPCs
Fixed a typo in “Extra Health for NPCs” description
Multiplayer
Fail-safe for cases where multiplayer client could lose items and traits when loading saved game
Fix for random multiplayer client errors with bullets
Engine
Unity engine updated from 2018.2.14f1 to 2019.3.7f1
Only one instance of the game can be opened at once
Random seeds from previous versions will no longer produce the same levels as before
Version 91b
Fix for not being able to interact with NPCs sleeping in beds
Version 94
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!
Version 94
Graphics
Fix for Mech's weapon not appearing properly in Home Base
In character creation, the rectangular Robot heads may not be given hat accessories
Fix for the Random Appearance button in character selection never resulting in facial hair
Corrected shadow positioning for Ammo Stock
UI / Controls
Fix for outdated trait list sometimes remaining on the left side of the screen after depossessing
Items
Skeleton Key no longer appears in Loadouts
Fix for player not being able to drop guns purchased from War Zone soldiers via Art of the Deal
Fix for Wrestler throwing Lamps causing Cube of Lampey to lose 2 charges instead of 1
Bracelet of Strength will not lose durability when hitting NPCs that cannot be damaged
Knife is lower on the hierarchy when the game selects a new weapon for you
Slave Helmet Remote is destroyed when you free a Slave
Fix for Taser’s recharge timer freezing if it is placed in an ATM while recharging
Fix for certain items not working properly when used from multiplayer client after a Continue is used
Status Effects / Traits / Special Abilities
Fix for Electronic players being damaged by water when in Ghost form
Cannibalize and Bloody Mess cancel each other out in character creation
Fix (again) for cases where certain removed traits could still show up in the game
Fix for Mech often having slightly less oil than it's supposed to if you run out of oil before refilling it
Lasers are not triggered if the player is Shrunk
Fix for empty Mech sometimes being Aligned with the player due to Random Reverence
NPCs who are infected with Zombiism will consistently blow up if their Slave Helmet is destroyed, rather than sometimes coming back to life
Playing as a custom character with The Law and Scumbag Slaughterer, scumbags will be marked as Guilty before they turn hostile
If a player hits a Generator and triggers it to explode, they will receive the benefits of Blaster Survivor and Blaster Master even someone else hits the Generator in the interim
Fix for player retaining “I’m Outtie” speed when swapping the trait for something else
Fix for some status effects not fully clearing when depossessing custom NPCs
Fix for Bartender being Loyal toward Shapeshifter following possession if Super Special Abilities have been unlocked for both characters and the mutator is active
Fix for status effects and traits not always showing properly on other players in online multiplayer games after Continue
Fix for cases where Tranquilized countdown could continue after a player is knocked out
Missions
NPCs in "Find Bombs" missions are marked as Guilty when the bomb is in their building
Potential fix for issue where bombs in "Find Bombs" disaster might not explode in online multiplayer
When a player is assigned to free a Slave, all Slaves in that building will be Loyal to the player
Big Quests
In the Goon's Big Quest, the player will not be asked to defend outdoor locations
Drug Dealers who are targets in the Assassin’s Big Quest cannot take a Resurrection syringe
Level Generation
Fix for cases of incorrectly placed Water Pumps near lakes
Artificial Intelligence
Fix for cases where Thief NPCs would attempt to use Stealing Glove on objects
Fix for custom NPCs not displaying dialogue when telling jokes or laughing at jokes
Fix for NPCs with Hearing Blocked being able to hear the player operating Turntables
Fix for cases where NPCs could move with the wrong type of physics (i.e. ice physics)
Fix for NPCs becoming "fans" of musician when performing certain types of important actions
Musician will not make requests that involve NPCs that are already employed by the player
Slavemasters cannot become fans of the Musician (they shouldn't leave their Slaves)
Mind Controlled NPCs can now use items that they have been given by the player
Fix for NPCs "witnessing" assassination in Assassin's Big Quest while the player is teleporting
Fix for Slave remaining Submissive if the player frees the Slave via hacking their helmet
Fix for prisoners not being able to fight one another
Fix for Cannibals not attacking NPCs who did not originate in the current level
Fix for NPCs becoming hostile toward the player for hacking Slave Helmets when they are Loyal or Aligned with the player
Fix for NPCs not protecting property after being depossessed
Freeing Slaves by enslaving their owner and then freeing them causes them to become Loyal
Text
Modified Big Bullets description to account for other non-bullet projectiles
Multiplayer
Safeguards to ensure fix of issue where host was unable to move more than a couple feet before reverting back to the previous position
Fix for NPCs that are Mind Controlled by multiplayer client not being able to melee-hit other players properly
Fix for extra damage numbers appearing over multiplayer client's Mind Controlled NPCs when they are hit
I’m surprised this game hasn’t gotten more love here. It’s very, very good. Clearly the product of a deranged mind. One of the few games I’ve played in the last decade with genuinely funny systemic gameplay.
I disagree. It definitely doesn’t hand-hold you, and leaves it up to you to figure out the depth of systemic interactions, but that’s a virtue to my mind. It also gives you an “easy” mode pretty immediately once you unlock the soldier (although as a result he is one of the more boring classes).
Version 95
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!
Sequel Progress
For those just tuning in, I've been using these updates to provide little bits of info on the open-world Streets of Rogue sequel that's currently in development here at DogHelm Studios (i.e. my house). Here are just a few of the areas of the sequel that I've been hard at work on since the last update. Be forewarned, not all of this is particularly exciting, but that's kinda the reality of most gamedev
"Dungeons":
Basically, anything that isn't a part of the main world map is considered a "dungeon". This could take the form of an underground cave, an enormous multi-storied building, or anything in-between. As with just about every other area of the game, I'm leaving this somewhat open-ended for the time being. But the tech is in place for dungeons to function properly.
World maps:
There are three types of maps that the player can access via the interface: The fully zoomed-out map, which will give you an abstracted overview of the (rather enormous) world. The zoomed-in map, which will look somewhat like the minimap of the original game, but with lots of extra detail and color, and can be scrolled around the world. And the dungeon map, which covers a floor of a dungeon.
AI:
Not only can NPCs in cars function properly on roads now, but they can even deal with traffic. An NPC can get into their car in the morning, drive to their job, park the car, work all day, then leave and return home. And yes, you can steal their car during the course of the day, forcing them to walk home. Perhaps through an area that contains wild bears (not implemented yet, but planned!)
New chunk sizes:
Astute players and level editor aficionados may have noted that building/chunks come in three primary sizes in the original SoR: Normal, long (2x as big as Normal), and Huge (4x as big as Normal). The sequel will include two new types as well: Tiny (1/4 as big as Normal) and Tiny-Long (1/2 as big as Normal), to help achieve a more organic feeling world.
Engine and tech upgrades:
I've been making a more concerted effort to keep the game compatible with updates for Unity and the various plugins I'm using. Some of this may end up trickling down to future SoR updates (proper borderless windowed mode, anyone?)
Laying more groundwork:
As I've implied in previous updates, my work at the moment is mostly about the "broad strokes" rather than getting into the nitty gritty of the gameplay. Engineering a strong foundation for this game is very important to me. I'm really looking forward to being able rapidly implement new content and features in the future without having to jump back into the deep end to fix fundamental issues with my tech (as was often the case with the original game during Early Access).
And as usual, feel free to post your suggestions and questions in the comments! And now for the patch notes...
Version 95
UI / Controls
Fix for Nintendo Switch button icons appearing reversed (i.e. A=B, X=Y)
Fix for NPCs not displaying "Empty" if the player pickpockets them when they have nothing in their inventory
Fix for player having incorrect physics if they fall into a hole while on ice, and are spawned back onto the ice
Items
Custom characters start with armor automatically equipped
Fix for player being able to do extra damage to ghosts by shooting Ghost Gibber beam in short bursts
Fix for player not being able to shoot the Ghost Gibber past doors and windows that had been destroyed
Player cannot steal Gas Mask off NPCs' heads
Status Effects / Traits / Special Abilities
Fix for Shapeshifter getting white eyes instead of red after being released from Mind Control
Antidote cures Withdrawal status
If player is not able to hit an NPC with Mind Control bullet (due to Class Solidarity, etc.), the explosion cannot hit the NPC either
Fix for Zombie Phlegm and Mind Control Bullets sometimes auto-aiming toward objects that they can't affect
Fix for players not retaining Confused status properly after Possessing or Depossessing an NPC
Killer Robot's Tank-Like trait replaced with Unstoppable-ish
Players who are Possessing an NCP can cause that NPC to die by traversing broken glass, rather than health not going below zero
Fix for players being offered Crooked when they have handcuffs, but do not have The Law
Player cannot receive Scumbag Slaughterer when swapping traits
Fix for some cases where multiplayer client with Fair Game would not cause NPCs to become scared and run away
Fix for Jock sometimes Chaaarging infinitely into an object that should be breakable
Fix for Zombified NPCs not being able to transform into a Werewolf
Chaaarging into NPCs or using Electro Touch while Zombified will infect the NPC
Stats / Unlocks
Player receives skill points for navigating Mind Controlled NPCs into holes
Missions
NPC Ghosts in custom chunks cannot be classified as Important since this can break a run if they need to be neutralized for a mission
Player can buy Slave from Slavemaster for “Free the Slave” mission regardless of whether there is technically space in the player’s party for another member
Big Quests
Fix for NPCs being classified as witnesses on Assassin Big Quest if the Assassin's target is killed a second time after being Zombified
Arrow appears above Musician's head in final level during Bouncer's Big Quest
NPCs who have been challenged to a fight for Wrestler’s Big Quest will pronounce the fight “not fair” if they become Mind Controlled
NPCs who have been challenged to a fight for Wrestler’s Big Quest will stop the fight if they end up joining someone’s party mid-fight
Player cannot be assigned optional missions in buildings where Goon's Big Quest takes place
Artificial Intelligence
Fix for Cops becoming hostile toward the player for hacking the Killer Robot
Fix for NPCs not becoming Loyal when the player breaks them out of prison using Chaaarge
Fix for hostile NPCs not fighting each other when spawned into a prison room together mid-game
Fix for Big Quest target NPCs becoming hostile toward their friends too easily
Fix for Cops becoming hostile toward players who pickpocket NPCs while invisible
Fix for Friendly NPCs running away from players with Fair Game
NPCs do not immediately become hostile toward the player for accidentally hitting them with the Ghost Gibber
Fix for NPCs who have been told to stand guard running back to player after becoming Dizzy, Frozen or Electrocuted
Fix for party members who are assigned to attack an NPC, not actually attacking that NPC if the player runs far enough away
Fix for NPCs not joining the player’s party while they are in a fight for the Wrestler’s Big Quest
Fix for NPCs in buildings where an optional quest exists sometimes being Annoyed with player due to Suspicious
Fix for NPC Bounty Hunters who are initially hostile toward the player at the beginning of the level not drawing their weapons upon seeing the player
Fix for certain cases where NPCs would become hostile toward the player and then proceed to ignore them instead of battling or fleeing
Text
Fixed a typo in Wrong Building
Corrected “Enraged” description
Multiplayer
Fix for cases where NPC position could be desynced in online multiplayer when it is released from Mind Control
Fixed awkward interactions between Mind Controlled NPCs on multiplayer client and hazardous objects like Barbed Wire
Fix for incorrect particle effect sometimes appearing on client when host player melee-hits an NPC
Fix for multiplayer client being able to produce clones of themselves during high lag while depossessing an NPC
AI:
Not only can NPCs in cars function properly on roads now, but they can even deal with traffic. An NPC can get into their car in the morning, drive to their job, park the car, work all day, then leave and return home. And yes, you can steal their car during the course of the day, forcing them to walk home.
I picked this game up a week ago, and it is amazing. A sandbox game with just the right amount of direction, where every subsystem matters and is useful, and creativity is actually encouraged. It feels like going back 20 years to when this shit was still exciting. So far, I've beaten the game as the Gorilla, Assassin, and Jock (who won the election.) I also played co-op with a friend yesterday, and we eventually settled on Soldier+Robot, winning but failing my big quest. While I was looking around for the visitor pass on the last floor, my friend just walked up to the mayor in the middle of all the cops and asked for his hat with a 10% success chance, and the mayor gave it to him.