My next steps are basically “experiment with new tech and toy around with new systems”. 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. Just take a look at the scores of Steam changelogs to get an idea of what I’m talking about. 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.
STREETS OF ROGUE MUTATORS CODE
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. 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. 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. 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.
STREETS OF ROGUE MUTATORS UPDATE
While I don’t have a solid update timeline, rest assured that the game will eventually be updated to match the PC version.
![streets of rogue mutators streets of rogue mutators](https://cdn-ak.f.st-hatena.com/images/fotolife/G/GOD01234567890/20180613/20180613132150.png)
My publisher and I have had some at-times unusual certification issues that have caused major hold-ups. It’s not quite there yet, which is why I wanted to do this interim update.įor anyone who has the console versions, you may have noticed that the game is several versions behind the PC version. While this update doesn’t contain any new content, I actually have a bunch of new stuff almost ready to drop.
STREETS OF ROGUE MUTATORS FULL
Check out full details on the sequel and the upcoming content for the original below. Not only is he working on a major update for the game, there's also a sequel in development! It'll be quite some time until the sequel releases and we don't know platforms, but we do know that the upcoming content update for the original will eventually see its way to Switch. Right now the game is in Early Access on Steam so it’s got a ways to go before it sees full release, but the game is so well put together at this point that it doesn’t feel like an Early Access game.The developer behind Streets of Rogue has been extremely busy. No major problems porting the game technically means there’s a greater possibility of games like this getting released on the Switch. It’s a major possibility, I’d like to do it (Xbox and Ps4 as well) - need to look further into it, but since SOR is Unity-based, I’m not anticipating major problems on the technical end.
![streets of rogue mutators streets of rogue mutators](https://images.gamebanana.com/img/ss/mods/60d3c4459febd.jpg)
The developer was asked about the possibility of seeing the game on Nintendo’s newest console and this is what he said:
![streets of rogue mutators streets of rogue mutators](https://i.ytimg.com/vi/MdwTdB90cLw/maxresdefault.jpg)
Wouldn’t you want to play this on your Switch? If you don’t believe me, check out some of the gameplay in the above video. It’s like a mix between the gameplay of traditional roguelikes like NetHack and Hotline Miami had a baby. There are lots of classes and mutators to play and the game currently supports full co-op with up to 4 people. It plays a lot like a traditional roguelike without all of the weird ASCII graphics that make them un-enjoyable to a lot of people.
![streets of rogue mutators streets of rogue mutators](https://gertlushgaming.co.uk/wp-content/uploads/2019/08/Streets-of-Rogue-4.jpg)
Streets of Rogue is a unique indie game currently in development that’s taken the PC indie community by storm.