Matt Dabrowski
Based in Los Angeles, CA

Release date:
March 10, 2017 (Early Access)

Current: PC, Mac, Linux
Future: Xbox One, PlayStation 4, Switch


Regular Price:



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 scientist who uses chloroform and tranquilizer darts to silently take down the opposition? A genial bartender who can talk his way past the most intimidating of guards? Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?


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. When I had the idea for the game in late 2013, I absolutely couldn't NOT make it, for a couple of different reasons. 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. Years into development, I still haven't seen anyone attempt it. This is unexplored territory for the genre. 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. 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. This often resulted in some truly memorable, idiosyncratic experiences where the creators' personalities were on full display. Streets of Rogue allows me the opportunity to share something unique with the world. I didn't want to play it safe in my design. This is my experimental "go nuts" game, and I've always wanted it to challenge the norm. This has also made the game particularly challenging to develop, as I have no direct template to follow, beyond the loose tropes of the roguelike genre. Placing complicated AI characters into a world of emergent game mechanics in which the player has tons of options beyond "kill", is a complicated task. Add in random world generation, and it becomes a staggering one! But with great risks come great rewards. I think players will find a multitude of ways to engage with my systems that I never could have anticipated, allowing for tons of unique stories to emerge!


  • Play the game YOUR way! Don't want to kill anybody? That's cool! Want to hack computers? Got ya covered!
  • Random world generation and TOTALLY EXTREME gameplay variety means you can play for 600 hours and not get bored! Seriously though, go outside!!!
  • Super-advanced artificial intelligence that won't put up with your crap! Outsmart these virtual humans and feel superior to your computer!
  • Play as over 20 (and growing!) wildly different types of characters! Bartender, scientist, hacker, gorilla — hey, your job is probably in there too!
  • Stupidly huge variety of items! Shrink rays, hypnotizing devices, boomboxes, bear traps, food processors.. Oh, and guns too.
  • 4-Player online and local cooperative modes lets you brutalize goons AND loneliness!
  • Lead a gang, free slaves, drink beer, gib ghosts, become a vampire, shrink people and stomp on them. The most insanely varied game ever made.


Launch Trailer YouTube

Announcement Trailer YouTube

Gameplay Rundown YouTube

Swiftor Plays Streets of Rogue YouTube


download all screenshots & photos as .zip (79MB)


Awards & Recognition

  • "Indie Game Garage" 2015 Winner
  • "Indie Megabooth" GDC 2016 Selection

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Monetization Permission

Matt Dabrowski allows for the contents of Streets of Rogue to be published through video broadcasting services for any commercial or non-commercial purposes. Monetization of videos created containing assets from Streets of Rogue is legally & explicitly allowed by Matt Dabrowski. This permission can be found in writing at http://streetsofrogue.com/press/sheet.php?p=streets_of_rogue.

Streets of Rogue Wiki streetsofrogue.gamepedia.com.

Rock Paper Shotgun
Premature Evaluation: Streets of Rogue rockpapershotgun.com.

Streets Of Rogue Is A Roguelike You Can Talk, Bribe, Or Smash Your Way Through steamed.kotaku.com.

PC Gamer
Streets of Rogue is a fun procedural city-based free-for-all roguelike pcgamer.com.

Streets of Rogue is currently free and lets you smash buildings as a giant gorilla destructoid.com.

Game Informer
The Very Best Indie Games of GDC gameinformer.com.

Made With Unity
Streets of Rogue: A Fascinating Mess - Article by Matt madewith.unity.com.

New Retro Games
Very entertaining writeup newretrogames.wordpress.com.

Handsome, Trustworthy PC Gaming Blog
"Best roguelite ever." handsometrustworthy.com.

About Matt Dabrowski

Ahoy. I'm Matt. I makes games. Suuuup?

More information
More information on Matt Dabrowski, our logo & relevant media are available here.

Streets of Rogue Credits

Matt Dabrowski
Game Developer

Craig Barnes
Sound Design

Matthew Weekes
Environmental Art

presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks