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Release Notes for Streets of Rogue

Version 96 + Sequel Update! - January 20 2022

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.

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.

(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:

Hopefully I'll have some more news for you in the coming months!

Mobile Version??

Yes, a mobile version of SOR1 is currently in development by 3839. At the moment, this is exclusively available for the Chinese audience. However, there is a possibility for us to bring this to the rest of the world at some point. You can check out their website here.

Version 96

Graphics

UI / Controls

Playfield Objects

Items

Status Effects / Traits / Special Abilities

Sound

Big Quests

Disasters

Mutators

Artificial Intelligence

Performance

Multiplayer

Engine

Version 96b

Version 95 16 July 2021

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
Items
Status Effects / Traits / Special Abilities
Stats / Unlocks
Missions
Big Quests
Artificial Intelligence
Text
Multiplayer
Engine

Version 94

Graphics
UI / Controls
Items
Status Effects / Traits / Special Abilities
Missions
Big Quests
Level Generation
Artificial Intelligence
Text
Multiplayer

Version 90 (12 August 2020)

This update includes a whole bunch of fixes, as my never-ending quest to rid this game of all bugs continues. Seriously, I’ll probably be updating this thing ‘til I’m dead.

So, what else have I been up to? Well, for the past several months, I’ve 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. I’m super excited about the gameplay potential here, this will open up a ton of new possibilities. While it’ll be a very long time before I have anything official to show, I’ll continue to keep you posted on my progress with these updates. Be sure to keep sending me your ideas/hopes/dreams/etc.!

Characters
Level Editor
Graphics
UI / Controls
Playfield Objects
Items
Status Effects / Traits / Special Abilities
Sound
Artificial Intelligence
Text
Performance
Multiplayer
Other

Version 90b

Updated localization .csv files are now included

Version 90c (August 12)

Version 90d (August 15)

Version 90e (August 16)

Version 90f


Version 89 ( 29 April 2020)

DLC
Courier
Alien
Goon
Mech Pilot
Bouncer
Demolitionist
Level Editor
Graphics
Items
Status Effects / Traits / Special Abilities
Combat
Stats / Unlocks
Missions
Big Quests
Level Generation
Artificial Intelligence
Version 89b
Version 89c
Version 89d (1 May 2020)
Version 89e (2 May 2020)
Version 89f
Version 89g (4 May 2020)
Version 89h
Version 89i (6 May 2020)
Version 89j (8 May 2020)
Version 89k (15 May 2020)

• Adjusted Roller Skates physics to feel less floaty and heavy
 • Increased Courier Big Quest time limit difficulty a bit to compensate for new Roller Skates physics
 • Courier can continue delivering packages if a package gets broken, but they will receive no money and less time on delivery, and the delivery will not count toward Big Quest
 • Greatly improved combat against NPCs for Mind Controlled NPCs on multiplayer client
 • Mind Controlled NPCs now auto-aim a bit if they are facing in the general direction of a target
 • Goon starts with No In-Fighting. Blends In Nicely has been removed
 • Goon starts with Knife and Kill Ammunizer
 • Ride Mech now costs 16 points in character creation instead of 20
 • Bouncer starts with Mini Fridge
 • DLC characters can be added to custom campaigns. Players must have the DLC in order to start the campaign. However, players without the DLC may still join online games that use the campaign
 • Certain disasters will not appear if you have the Bouncer's Big Quest
 • Better AI for when player destroys an NPC’s door
 • Fix for multiplayer client’s Laser Cannon ammo being restored when exiting and re-entering a Mech
 • Fix for Bodyguard starting items being duplicated if the player Possesses someone
 • Fix for cases where NPCs could knock on doors while inside buildings
 • If player exits a level while a fan is following the Musician, the fan will become Friendly toward the player instead of Neutral so as not to hurt electability
 • Fix for Giantized Mech sometimes being able to walk through doors of Steel buildings
 • Fix for Lockdown Walls not working in non-Uptown levels when using Mixed-Up Levels
 • Player receives Indirect Kill if a Mind Controlled NPC is killed within 5 seconds of Mind Control ending
 • Fix for cases where Memory Mutilator could be used multiple times and not disappear from inventory
 • Removed “Are you sure?” when choosing to run for mayor, since some people apparently were not seeing this. Also moved the Run for Mayor option down a few slots so it’s less easy to press it by accident
 • Fix for Dizzy Stars sometimes not appearing
 • Fail-safe for tutorial to ensure that player can’t die
 • Fix for game not starting properly if there are read/write issues on the player’s hard disk for the GameSettings and TechSettings files
 • Fix for “Can’t Do” sound effect playing at inappropriate point on host when delivering packages on multiplayer client
 • Fix for Bomb Processor not appearing in player’s inventory when using No Guns mutator
 • Bomb Processor starts with 0 charge instead of 1 when loaded into a custom character’s inventory or through loadout
 • Fix for cases where player could spawn more than 1 Bomb Trigger into their inventory
 • Drink Mixer and Slave Helmet Remover do not appear in Loadout-O-Matic since they are infinite use
 • Courier will not be asked to make deliveries to Deportation Center
 • Fix for player ceasing to shoot a rapid fire stream after an NPC turned into a Werewolf
 • Fix for questgivers not being annoyed with Suspicious NPCs
 • Fix for building guards not becoming hostile toward Cop and Firefighter NPCs within their property when the Cop/Firefighter is in the player’s party
 • Player can see through Mind Controlled NPC’s eyes during Rogue Vision mode
 • Fix for Transfuse Blood triggering Quick-Escape Teleporter
 • Fix for Musician sometimes dropping guns or melee weapons when mutators had been applied to turn these off
 • Fix for NPCs sometimes being too aggressive toward Mind Controlled NPCs
 • Fix for Mind Controlled NPCs on the multiplayer client sometimes attacking toward the player instead of the direction that they are facing
 • Fix for Mind Controlled NPCs being able to bump other NPCs in a certain direction
 • Added DLC call-to-action button on main menu
 • Fix for players with Vocally Challenged not being able to refill Mech or use it after it had lost health
 • Fix for non-harmful explosions from multiplayer client causing items to go flying
 • Fix for cases where NPC can die on client but not on host
 • Fix for NPCs having low interaction priority when Mind Controlling
 • NPCs who are spawned for Goon’s Big Quest will not be aligned as a result of Random Reverence (for real this time)
 • Angry mobs on final level will not be as easily distracted by noises when running to kill Mayor
 • Upper Crusters who are angry at Mayor will actually attack instead of immediately running away
 • Fix for Musician sometimes facing the wrong direction if they are teleported to the Podium at the end of the game
 • Fix for NPCs’ brains sometimes not being active for a split second after being teleported, and potentially causing them to look weird
 • Buying a round of drinks for NPCs will cause them to become friendly toward party members as well as you
 • Fix for Shapeshifter NPCs who are inside someone else’s body having white eyes instead of red once the player stops Mind Controlling them
 • Fix for Shapeshifter seeing certain head-based armor of the people they possess in the Loadout-O-Matic
 • Fix for Confused NPCs not being damaged by Barbed Wire
 • Interactions with objects will take priority over interactions with party members
 • Fix for Always Crit not working if the player takes it into a new level
 • Player cannot “buy a round” from Bartender if he is not in his building
 • “Buy a round” does not apply to NPCs who have left the bar where they started and are wandering somewhere else
 • “Buy a round” does not apply to NPCs who are under Mind Control
 • Potential fix for cases where Boo-Urn would not scare away NPCs who are far away from the player in the building where ghosts are released
 • Fix for NPCs with combat related traits such as Kneecapper causing unintended effects on people who bump into their burning body after they have died
 • If a player has Rechargeable or Addict and they transform into a Werewolf, enter a Mech, or Possess someone, their Recharge/Addict level and countdown time will be saved for when they transform back
 • Fix for Twitch “Rewards” voting not working properly for player 2’s vote in a local coop game
 • Fix for NPCs who are hit and killed by Fire Spewer not exploding when Exploding Bodies mutator is turned on
 • Potential fix for cases where NPC's arm and leg animations stop working temporarily
 • Fix for walls appearing in inappropriate spots when placing multiple windows next to each other in the level editor
 • Remote Bombs are available from the Item Teleporter
 • Electro Pill acts like Power Sap for electronic/rechargeable people
 • Any melee weapons that a character starts with will have 200 durability instead of 100
 • Melee items in loadout machines have 200 durability but remain the same cost as before, much like when they are sold from shopkeepers
 • Quest reward melee items start with 200 durability instead of 100


Version 88 - Bug Fixes and Future Plans (3 April 2020)

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. 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

UI / Controls

Non-Playable Characters

Achievements

Graphics

Playfield Objects

Items

Status Effects / Traits / Special Abilities

Stats / Unlocks

Missions

Big Quests

Mutators

Level Generation

Artificial Intelligence

Text

Version 88b


Version 87 (9 January 2020)

Level Editor
Graphics
UI / Controls
Playfield Objects
Items
Status Effects / Traits / Special Abilities
Combat
Stats / Unlocks
Big Quests
Mutators
Artificial Intelligence
Saved Games

Version 87b

Version 87c

Version 87d

Version 87e

Version 87f

Version 87g

Version 87h

Version 87i


Version 86b (23 December 2019)


Version 86 (18 December 2019)

Playable Characters
Achievements
Big Quests
Characters
Status Effects / Traits / Special Abilities
Level Editor
UI / Controls
Playfield Objects
Items
Mutators
Artificial Intelligence
Version 86b
Version 86c

Version 85 (20 November 2019)

Playable Characters
Achievements
Status Effects / Traits / Special Abilities
Graphics
UI / Controls
Playfield Objects
Items
Sound
Missions
Ending
Big Quests
Level Generation
Artificial Intelligence
Text
Version 85b
Version 85c
Version 85d
Version 85e
Version 85f