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Streets of Rogue

 
New Streets of Rogue 2 Gameplay Trailer Is Out, Demo This SummerApr 10, 2024 - Community Announcementshttps://i.imgur.com/O0vNRbp.gif What's going on, Rogues! Streets of Rogue 2 news. We've just shown a new Gameplay Trailer at Triple-I Initiative. It features fresh gameplay, showcases the sequel's freedom of choice, and teases crazy mechanics like... rat summoning? Watch it now: More exciting news incoming. We will release a Playable Demo at Steam Next Fest in June! Keep your eyes peeled. Also, here are some new screenshots: {STEAM_CLAN_IMAGE}/43039829/a846c183fd7ca3148c8cb9473a87a5d9267a8a25.png {STEAM_CLAN_IMAGE}/43039829/27a37e1c778a71f4c36a9ae669995998bf7820bb.png {STEAM_CLAN_IMAGE}/43039829/5c492f40249c7835af1cc545f7820a8646cf24ff.png {STEAM_CLAN_IMAGE}/43039829/1aa540477264c4eaecdedcafff935b167092aee5.png Join the community: 🔗DISCORD 🔗REDDIT Follow Streets of Rogue 2 on social media: 🔗TWITTER (X) 🔗TIKTOKStreets of Rogue 2 - Devlog #2: Procedural Generation & Biomes 🗺️Feb 15, 2024 - Community AnnouncementsHey, rogues. We've got an update for you in the form of a devlog entry from Matt. With this one, he wanted to go technical, so expect an in-depth look at the procedural generation system of the sequel. We at tinyBuild and Matt had lots of fun putting this video together for you; I hope you'll enjoy it. Check it out: As usual, thank you for your support! Stay tuned for future announcements, and be sure to wishlist Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join the community on Discord: 🔗DISCORD Follow Streets of Rogue 2 on social media: 🔗TWITTER (X) 🔗TIKTOK 🔗REDDIT❄️ Christmas Fan Art Contest Winners Announced! ❄️Jan 11, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/26482945/bb277e54f72919ed2b9ee5f7fbf375a1693e1519.png Hey there, rogues! The Christmas Fan Art Contest ended last week, and we spent a couple of days selecting the winners. It was hard, not going to lie—we were amazed at how awesome every single submission was! Community managers, moderators, and Matt voted for their favorite pieces of art, and that's what we came up with: ❄️ Christmas Fan Art Contest Winners ❄️ https://i.imgur.com/jak9Z71.gif 1st Place: ζηνόθεμις⚡ ☝️ Watch the full video of their crochet here {STEAM_CLAN_IMAGE}/26482945/08f3bf1d05fdcf0e4f78c7167c0b6f8391a363af.png 2nd Place: Facundo Ezekiel ☝️ {STEAM_CLAN_IMAGE}/26482945/0660cccb1f881ddf1dee0ef5f324a3403fa6976d.png 3rd Place: DUDOSS19 ☝️ {STEAM_CLAN_IMAGE}/26482945/ee9780e5375cb607b3134e2a08ca01b7541865da.png 4th Place: Serena ☝️ {STEAM_CLAN_IMAGE}/26482945/484f83566a37df913d759a1337a8e27df262f024.png 5th Place: Cabbage ☝️ We've contacted the winners to present rewards to them. The rewards include Steam copies of Streets of Rogue 2 once it comes out in Early Access, digital postcards, a digital copy of a game published by tinyBuild of their choice, and a personal Congrats Video for the winners from Matt. Watch it here: 👉 Join our Discord to see the rest of the works 👈 Thanks so much to everybody who participated in the contest. See you all soon, rogues! Keep your eyes peeled for more Streets of Rogue 2 devlogs from Matt. Link to DEVLOG №1: Open World, Inspirations, First Playtests As always, wishlist & follow Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join the community: 🔗DISCORD 🔗TWITTER (X) 🔗TIKTOK 🔗REDDIT ❄️ Fan Art Contest! Reddit AMA with Matt! 80% Discount! ❄️Dec 21, 2023 - Community AnnouncementsHey there, rogues! We've got a lot of exciting stuff for y'all before Christmas. It's not the release date of Streets of Rogue 2 or news that Matt's running for mayor—we're leaving that for next year. Meanwhile, other cool stuff is coming your way. Let's see what we have in store for you. {STEAM_CLAN_IMAGE}/26482945/5e9df30935645e9dfb00d70098461811b3092ae6.png ❄️ Christmas Fan Art Contest ❄️ It's been a while since we did a contest (actually, this summer), so we figured we'd have some fun with the community with a little fan art competition. 👉 Join our Discord to participate 👈 MAIN INFO 📅 Dates: Dec 21st - Jan 4th 🏆 Prizes: Streets of Rogue 2 for Steam, a video greeting from Matt, and more ❄️ Fan Art must have a Winter Holiday theme More information in the #xmas-fanart-contest channel on our Discord server. 💬 AMA with Matt Dabrowski on Reddit 💬 Matt's answering questions right now on one of the biggest gaming subreddits r/Games. Ask him anything! Or just come say "hi." 👉 Click this link to join 👈 🏷️ Streets of Rogue 1 Is 80% Off 🏷️ The Steam Winter Sale has started, and it's a perfect chance to pick up a copy of the first game at a discount. If you already own it, feel free to gift it to a friend and enjoy not reading emails together in co-op: https://store.steampowered.com/app/512900/Streets_of_Rogue/ Merry Christmas, rogues! See you in 2024. As always, wishlist & follow Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join the community: 🔗DISCORD 🔗TWITTER (X) 🔗TIKTOK 🔗REDDIT The Road to Streets of Rogue 2 | Devlog 1 - Open World, Inspirations, First PlayDec 19, 2023 - Community AnnouncementsHey, everybody. Matt here. While working on the sequel to Streets of Rogue, I realized that I've got a lot of interesting stuff to share with you all. So I decided to start a series of devlogs, and the first entry is already here. Check it out: As always, thank you for your support! Wishlist Streets of Rogue 2, it helps me out big time: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join my Discord community: 🔗DISCORD Feel free to follow Streets of Rogue 2 on social media: 🔗TWITTER (X) 🔗TIKTOK 🔗REDDIT See you soon! -Matt DNominate Streets of Rogue for Labor of Love! | Steam Awards 2023Nov 24, 2023 - Community AnnouncementsThis year's Steam Awards have started, and I kindly ask you to nominate my game in the Labor of Love category. Thank you! {STEAM_CLAN_IMAGE}/26482945/b783209b28d2eff0acb0078c7cc5a3ec2012a311.png -Matt D Exclusive Interview with Developer Matt Dabrowski & Fresh Gameplay TrailersAug 29, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/26482945/9fb0996d507a9e275ae5d23941f58c7bfc7157d2.png Hi, everybody! Some folks from publisher tinyBuild sat down to talk to me about Streets of Rogue 2 in an EXCLUSIVE INTERVIEW during the Gamescom week. We chatted about the size of SOR2's world, things I'm most proud of, and... possible pets in the game? Watch the interview: Thank you everyone for your hyper-enthusiastic reactions to the Gameplay Reveal last week! If you missed any of the trailers that were shown at Gamescom 2023, here's a recap: Gameplay Reveal Trailer Smashes Gamescom!Aug 22, 2023 - Community Announcementshttps://i.imgur.com/ctDseEQ.gif Hey, all! I'm super stoked to finally reveal some Streets of Rogue 2 gameplay! A reveal trailer has just dropped at Gamescom Opening Night Live—go and watch it now! I hope you liked what you just saw! Folks from publisher tinyBuild and I had a lot of fun creating the trailer. Streets of Rogue 2 is coming to Steam somewhere next year. Meanwhile, add the game to your wishlists and follow the page to stay updated: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ And last but not least, follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK REDDIT Thank you so much, everybody! Until next time! -Matt D {STEAM_CLAN_IMAGE}/43039829/e5e529b9dff003a6daf4455accdc1b122461bed3.png“Go Rogue!” Community Contest: Winners Announced!Aug 21, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/26482945/42c67008acb424339ac5d342794e806143fa34f6.png Hey, everybody! First off, I really, really appreciate how people were willing to take the time to write up and submit their ideas on our Discord server and these two topics: 1, 2. I read every single one of them, and I’d guesstimate it was in the range of 7,500 ideas. That’s way beyond what I expected, and it took FOREVER to get through these, but it was well worth it. So much great stuff in there, just an absolute embarrassment of riches. Truth be told, even if you’re not one of the winners, there’s a decent chance that some variation of an idea you provided might make it into the game at some point. Or it might have given me a germ of an idea that will result in something else cool. So many of these ideas got me thinking outside the box, or thinking about what the game could be in new ways that I hadn’t considered before. Even in a game as open-ended as SOR, some of these ideas made me realize areas where my focus was maybe a little too narrow. This was a genuinely eye-opening odyssey of a read-through. Anyways, some info on how I chose the winners: It had to be something that I wasn’t already planning to implement. This actually narrowed things down by a sizable amount. I think a lot of people are going to be pleasantly surprised when they get their hands on the game that their ideas did indeed make an appearance. It had to be something that’s actually viable to implement and wouldn’t add 2 years of development time. It had to be something that I knew for 90% sure I’ll want to add, based on where the game is at this point in development and where I think it’s headed. There were tons of amazing ideas that sadly fell into the column of “I really like this but I’m not sure at this point if it’ll fit into the game, maybe in 6 months I’ll have a clearer idea”. I can’t even say with absolute 100% certainty that all of the winning entries will ultimately make the final cut, but I was sure to choose winners that I felt had a very strong chance of being viable. It had to fit in well with the Streets of Rogue universe. Granted SOR is kind of a hodgepodge of ridiculousness, but there are certain types of suggestions that I feel aren’t a good match. Notably, I received a lot of suggestions that felt too grim in tone or things that really belong in a medieval fantasy universe. The poster had to follow the rules :) While I appreciate the effort put forth by many of you, the rules stipulated that suggestions should be kept to around a paragraph each. So anything that had a novel’s worth of text had to be disqualified. This is all incredibly subjective and more than a little bit random, so please don’t feel slighted if you didn’t win a category. Some other things I noted: A surprising number of submitters weren’t aware that SOR2 is an open-world game now. To be clear, it 100% is! :D Check out the Steam store page and FAQ in the SOR2 Steam discussion forum for a good idea of what to expe...“Go Rogue!” Community Contest Has EndedAug 2, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/26482945/bb842f6f3c4f6aa64c025127c22879b8126412bb.png Hi all! The “Go Rogue!” Community Contest has come to an end. I'm completely blown away (and frankly, frightened by) the number of submissions. You folks left over 1100 comments on Steam (Streets of Rogue 1 Announcement, Streets of Rogues 2 Announcement). On Discord... Well, it's difficult to count the number of posts in the contest channel, but it's definitely more than a thousand. I'm not sure how I will manage reading through 2+ thousand comments. I suppose I’d better get reading! A big thanks to each and every one of you for participating! The winner(s) will be announced soon-ish, depending on how quickly I can get through everything. Just keep an eye on the news! Be sure to wishlist Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ “Go Rogue!” Community Contest: Prize Raised!Jul 19, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/43039829/1425c83842cb3311a3c378972fffafcaf4de4b2e.png Hi there, everybody! As you may know, we launched a community contest last week to celebrate the 4th Anniversary of Streets of Rogue. So the wild thing is, we already have over a thousand submissions from participants! It's unbelievable how active the community is. I'm looking forward to going through all these, and also extremely terrified, because: A. Dang that's a lot of words! And B. If this doesn't cause some hardcore feature creep, I don't know what will. That said, I've decided to add something extra to the prize! Initially, I announced the prize to be a digital copy of Streets of Rogue 2 once it releases for the platform of your choosing. Now, I'm happy to inform you all that, in addition to the game, I will personally congratulate the winner(s) in a special video message and publish it. To participate in the contest, go to the announcement and just leave a comment with your idea(s): https://steamcommunity.com/games/512900/announcements/detail/3669919470492221810 You can also go to our Discord server and shoot your suggestion(s) in a dedicated forum channel. The contest will end on August 2nd. Keep those ideas coming! -Matt D Wishlist Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/“Go Rogue!” Community Contest | 4-Year AnniversaryJul 12, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/26482945/eee0c761537446b6942bb3b042f4c7fb2aa97118.png Hey there, all! Today marks the four-year anniversary of the release of Streets of Rogue. Whaaaaaat the heck? That's like a whole college career! As I’m hard at work on the sequel, I’ve decided it would be great to celebrate the occasion by holding a special contest for all of you folks. As you may be aware, I'm currently developing Streets of Rogue 2. Community feedback has always been a big part of the Streets of Rogue development process, and this seemed like a great opportunity to allow you all to contribute to the upcoming game. In other words—suggest cool stuff, and I will add it to the game! Here's how it works: 📜 “Go Rogue!” Contest Rules 📜 From July 12th to August 2nd, come up with ideas for Streets of Rogue 2. The categories are: Character Class Item Trait or Ability Mutator Location Quest Type Environmental Object General Mechanic Multiple submissions from one contestant are allowed: let your imagination go wild! The only limitation is one idea per category. So yeah, "wild" is ok, but not TOO too wild! :) Share your ideas with me in the comments under this announcement. You can also go to our Discord server and leave your idea(s) in a dedicated forum channel. Suggestions from each participant should be contained in one post (but multiple are OK if you run out of space). You can edit your submission to add more ideas at any time before the end of the contest; Each idea should be contained in a paragraph max. I'd allow more, but I do plan to read all of these, and well... time is a thing that exists :) Preferred language: English, but other languages are welcome; Accompany your idea(s) with visual assets if you want. Just upload an image or GIF to Imgur or any other image hosting service and add the link in your comment. Rough drafts are okay; Feel free to re-submit your own ideas that you've posted previously. If you've already posted an idea that you really loved here on the forums, on the SoR Discord, SoR subreddit, or socials, you can post it again; For more info on Streets of Rogue 2's design, be sure to check out the Steam Store Page and FAQ; The contest concludes on August 2nd, at 6:00 pm CET / 9:00 am PT / 12 am ET. As soon as it ends, I will select my favorite community idea(s) based on creativity, uniqueness, and how the idea suits my vision of the game; I will implement the winning ideas in Streets of Rogue 2. When? I can't say for sure, but likely at some point during the game's Early Access phase, or maybe prior to it if I have time; Now, the prize. The winner(s) of the “Go Rogue!” contest will get a digital copy of Streets of Rogue 2 for the platform of their choice when it comes out. I'm looking forward to checking out your ideas! Again, you can submit them in the comments section below or in our Discord server's dedicated forum channel. Oh yeah, and here's a little teaser from the sequel! Hope you're having a great summer and hopefully enjoying the b...Version 98 + Sequel Update + Survey!Apr 6, 2023 - Community AnnouncementsHey 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! Sequel News https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ In case you missed the announcement late last year, Streets of Rogue 2's Steam page is up! Be sure to wishlist, it really helps us out! Survey My publisher tinyBuild created a survey to help us learn more about just who the heck plays this game and what's important to you in a sequel. It's real quick and painless (no seriously!), so if you've got a few minutes to spare we'd really appreciate the feedback! Check out the Survey! Progress Here are just a few of the things I've been working on since the last update: Country-Wide Road System - While roads have existed in SOR2 for a long time now, it's only recently that I've solidified the system for connecting all of the major locations in the world. The game features 2-lane roads, 4-lane roads, nice roads, crappy roads, paved roads, dirt roads, and literally 60+ types of unique intersections (yeah we went a little nuts with that). And of course, AI capable of traversing these roads and getting to their destinations, and (mostly) not getting into horrific accidents and traffic jams. Weather System - Rain, wind, heat waves, and more are now possible. No weatherman/weatherwoman character class... yet :p Events System - The game has the capability of causing random events to happen to the player. This is based on factors such as the player's standing in the world with various factions, location, and physical status amongst other things. Think of it like the AI director in Left 4 Dead. If you have any suggestions for random events, please post them in the comments below, I'd love to hear them! (To clarify what comprises an "event" as there's been some confusion: It could be literally anything from running across a house full of bears at the side of the road while driving to having a meteor land nearby your location. And normal things too.) Sound effects work - A big chunk of sound effects from the original game have been updated. In addition, a new system has been put into place to handle ambient sound, which varies based on the player's location, time of day, and other factors. Other cool features have been added as well, such as outside sounds being drowned out when you're indoors. It feels really awesome to be sitting in a cozy home listening to the muted rush of traffic outside. Soundtrack news - A new composer for Streets of Rogue 2 has been found: Megan McDuffee, who's quickly becoming a household name thanks to her awesome work on the River City Girls OSTs, in addition to a bunch of other game soundtracks. Be sure to give her a follow and check out her stuff! (To reiterate why SOR1 composer Craig wasn't able to return this time, sadly a contract-related issue un...Streets of Rogue 2 announced! Wishlist now!!Oct 4, 2022 - Community AnnouncementsThe Streets of Rogue sequel finally has a Steam page, screenshots, and an actual title: Streets of Rogue 2! I know, super creative, right?? Wishlist Streets of Rogue 2! https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Streets of Rogue 2 is the open-world sequel to Streets of Rogue, planned for Early Access release in 2023. It features such new additions as: A huge, persistent and seamless open world Vehicles Animals Building Crafting Farming A faction and reputation system Completely revamped character development Lots more quest variety A day/night cycle with AI that follows a daily schedule Diagonal walls (I know, kinda boring, but this was a bigger pain to implement than just about everything else I've mentioned. So yeah, it makes the list!) Your wildest dreams First Screenshots! While having a fancy new Steam page is nice, today's biggest piece of new content in the Streets of Rogue 2 info drip is the game's very first set of screenshots. All of SOR2's art has been created by Thomas "Cyangmou" Feichtmeir. You may have seen his work in games like Songs of Conquest, Blasphemous, The Mummy Demastered, and Tower 57. Thomas isn't just an S-Tier pixel artist, but he's also been an S-Tier collaborator, and I'm ridiculously lucky to have him onboard. Bringing this new art style to the world of Streets of Rogue has been a massive undertaking for us, and we hope you enjoy the results! Here's a couple of shots -- check out the Steam page for more! {STEAM_CLAN_IMAGE}/26482945/ce5029f8c63b5e6d960e42d8fdd775534c2e4f09.png {STEAM_CLAN_IMAGE}/26482945/72f2ad1e695353dc8184907002d9a141bd9fa053.png More Info! I've written a FAQ with all your... frequently asked questions. For my previous postings about Streets of Rogue 2's development, check out my recent news updates. And of course, for more details, check out the new Steam page. As always, I'm happy to answer any questions you have in the comments on this post! -Matt DVersion 97 + Sequel Update!Aug 26, 2022 - Community AnnouncementsWhoa, 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. Sequel News https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Art - Since the beginning of the year, I've been working closely with a master pixel artist on crafting the look of the new game. While the top-down perspective isn't changing, our work together hasn't been a simple process of swapping out old art for new art. My processes for implementing pretty much every type of in-game art have changed to allow for much more complex and dynamic scenes. Despite this, I think we've managed to achieve a look that maintains the readability of the original game, which was very important to me. Lighting - The lighting system of SOR1 has been completely ripped out and replaced. The new system allows for a dynamic day and night cycle, plus completely different lighting for indoor and outdoor areas (and yes, the you can still see into all of the buildings), while being quite a bit more performant than the SOR1 lighting system. Multiplayer - The original SOR's multiplayer was built on an official Unity system that was deprecated four years ago. So, much like my lighting system.... ripped out and replaced. I also did a bit of work on dedicated server support. This was more of a test than anything else, and I can't say for certain whether or not this will end up in the final release. But based on the results so far, it looks promising. The open-world nature of the sequel and much-longer game length make this a good fit for dedicated server support. Crafting System - Do you love crafting games? Awesome SOR2 has a crafting system now. Do you hate crafting games? Don't worry, you are absolutely not required to engage with SOR2's crafting system! I see it as yet another addition to Streets of Rogue's "play however you want" bag of tricks. An optional activity for adding variety to how your game plays out, or something you can spend a lot of time with if that's your thing. Farming - Yeah, there's now a farming system in this thing, too. And sure, a lot of games nowadays have farming systems. But how many of them let you take your tractor off the farm and drive it through a crowd of pedestrians? How many games let you steal your neighbor's crops and then set fire to their barn? How many games have cow sprites that face 8 directions instead of 4? Factions and Reputation - Much like some of the other systems I've mentioned here, this is still fairly ea...Version 96 + Sequel Update!Jan 19, 2022 - Community AnnouncementsHey 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. Sequel News 2021 was actually the most difficult year for me in terms of sheer brain-busting programming challenges since I began development way back in 2013. My goals for the year were simple: get the hard, technical stuff out of the way, and create a solid base for my future work on the game. 2022 is all about implementing actual structure and content into the game, which should hopefully be a lot more fun and a lot less stressful. I'm super excited about my upcoming work, and I can't wait to see this thing start to come together as a cohesive whole. Got suggestions for what you want to see in the sequel or questions for me? Post them in the comments below, and I'll try to answer what I can! (From here on out, I'll be referring to the sequel as "SOR2", but just to be clear, it doesn't have an official name as of yet.) Here's just some of what I've been working on: Fully streaming open world - The original Streets of Rogue was level-based. Upon entering a new level, the game would procedurally generate everything over the course of a loading screen. This is how a typical rogue-lite works. Streets of Rogue 2 takes an approach similar to other procedurally generated open-world games, such as Minecraft. As the player moves along the landscape, the procedural generation system works its magic to determine what the world should look like, new chunks of data are streamed in, and old data is removed. There’s nothing particularly new or innovative about how I’ve approached all of this. However, the major challenge comes in the form of integrating my existing systems into this new structure. AI, combat, items, world interactions, etc., there are very few aspects of the game that didn’t need heavy modification to function properly. World generation system - At the start of a new game, SOR2 generates a large procedural world that is (for the moment at least) approximately 3,000 times the size of a SOR1 level. This world includes a full countryside to explore, complete with numerous cities and towns, and an interconnected road system. “Dungeons” - When I say “dungeon”, I’m referring to any area that the player enters which isn’t a part of the main open world. This could end up being anything from a small cave to a multi-story underground city. New Save/Load system - The original SOR allowed for saving at the beginning of levels. Nothing too fancy. However, saving the state of a large open world is… something more of a challenge. Bear in mind that SOR2 is a persistent sort of open world, more akin to Skyrim than GTA5. For example: if you blow up a wall, it stays blow’d up. If you punch a shopkeeper, he’s going to stay angry, even if you walk halfway across the world and return to his shop. New map systems - SOR2 actually includes a couple of diffe...Version 95Jul 16, 2021 - Community AnnouncementsTwo 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...Version 94Mar 17, 2021 - Community AnnouncementsThis 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 Gener...Version 93Jan 11, 2021 - Community AnnouncementsHere'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. Version 93 Level Editor Fix for scrolling menu disappearing if the player used the mousewheel on the Default Goal menu Graphics Fix for weapon selection sprites fading in and out too fast with vsync turned off Fix for cases where highlights of certain objects could appear the opposite direction they were supposed to Fix for visual appearance of certain wall tile configurations being incorrect Fix for certain cases where objects might not appear highlighted when the player is next to them NPCs appear transparent instead of invisible if they have Invisible while under the player’s Mind Control Fix for Zombies having incorrectly colored eyes after being Mind Controlled Fix for Mech Suit appearing with Gorilla head during Ape Town mutator Fix for custom players potentially having incorrect eye color after entering Mech Fix for Diminutive players appearing to have full-sized head after entering Mech Fix for player target appearing on the screen if the player moves the gamepad’s right stick while on the quests/map screen UI / Controls Fix for cursor control not always working on quests/map screen when using a gamepad with vsync turned off Fix for player continuing to rapid-fire attack after switching from rapid-fire gun to another rapid-fire gun while holding button Fix for time limit sometimes appearing incorrect at the start of levels on multiplayer client Fix for Mech Pilot being selected on character select if a custom character dies while piloting a Mech Fix for incorrect character being selected after death when player 2, 3 or 4 had selected the Supercop/Supergoon/Upper-Cruster Fix for some menus closing when the application loses focus and then gains it again (doesn't work 100% of the time) Fix for a button’s text not always appearing on the character creation workshop submission form Playfield Objects Player cannot tamper with deactivated Laser Emitters If a player is hoisting an object (as Wrestler) in coop mode and they fall into a hole, they will no longer be holding that object after respawning as a ghost Fix for Lockdown Walls not functioning in Mixed-Up Environments Fix for player being...The 9 worst neighbourhoods in PC gamesDec 18, 2020 - Rock, Paper, Shotgun One Off The List is our monthly list feature. Is there something you think doesn’t deserve to be on this list? Comment with your reasons why, and next month it may be struck off. Many of you are by now bathing in twinkling neon ravelights and swooning into the metal arms of Cyberpunk 2077‘s humourless unhunks, who stalk the streets of Night City like animatronic pizza restaurant mascots gone feral. That is fine. There are worse places to find oneself in the labyrinthine hell of video games. Places such as these. Here are 9 neighbourhoods you wouldn’t want to bring up your children in. (more…)