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This is my experimental 'go nuts' game, and I've always wanted it to challenge the norm. I didn't want to play it safe in my design. Streets of Rogue allows me the opportunity to share something unique with the world. This often resulted in some truly memorable, idiosyncratic experiences where the creators' personalities were on full display. As a teenager developing games in the late '90s and early '00s, I feel like myself and a a lot of my contemporaries took this approach to our work. Secondly, the open-ended nature of the game allowed me to adopt a 'kitchen sink' mentality, and throw in whatever crazy, funny things I could dream up. This is unexplored territory for the genre. Years into development, I still haven't seen anyone attempt it. First of all, couldn't think of any other rogue-lites that had tried to accomplish the same sort of free-form, player agency-heavy gameplay Streets of Rogue is doing. When I had the idea for the game in late 2013, I absolutely couldn't NOT make it, for a couple of different reasons. I've been a fan of roguelikes and rogue-lites for ages, and I think there's a vast amount of room for growth within the 'procedural generation + permadeath' confines of the genre. 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? Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army? History

In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment. Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.

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. Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun.
