/ Games Porting /

Streets of Rogue

tinyBuild Brings Streets of Rogue to PlayStation 4 & Xbox One With Pingle’s Porting Support

Platform ps4
Platform xbox-one
Streets of Rogue
96%
rating

Steam score

1M+
copies

sold

$8M
gross

total revenue

/ Testimonials /

One of the best roguelites

epicevils

10/10

Streets of Rogue on Xbox is pure, boundless fun—the kind of game that hands you tools and dares you to break the rules your way.

PC Gamer

84/100

Streets of Rogue is absolutely worth playing, and once you start, it’s hard to stop. It gives you more freedom than almost any roguelike.

TheXboxHub

80/100

Streets of Rogue on Xbox One is a totally solid roguelite game that will please fans of the genre and can easily eat up many hours.

DarkStation

80/100

Streets of Rogue is one of the best rogue-lites I’ve played in ages. It highlights the virtues of the genre very well.

/ Project overview /

Pingle & tinyBuild

About the game

Created by indie developer Matt “Madguy” Dobrowski and published by tinyBuild, Streets of Rogue is a fast-paced roguelite set in a chaotic, procedurally generated city. Players dive into an open urban playground where anything goes: hacking computers, recruiting followers, or just blowing everything up. With dozens of characters, environments, and endless emergent gameplay, no two runs are ever the same.

Client

tinyBuild

Solution

Porting

Engine

Unity

Platforms

Platform ps4
Platform xbox-one

Release

July 12, 2019

About Pingle & tinyBuild partnership

tinyBuild teamed up with Pingle Studio to port Streets of Rogue to PlayStation 4 and Xbox One. Our team fine-tuned its hardcore mechanics for gamepads and optimized performance for console hardware.

/ The Challenge /

Port a chaotic, systems-heavy roguelite to consoles

Streets of Rogue isn’t your typical roguelite. It’s a sprawling sandbox where dozens of character classes, destructible environments, and player-driven chaos collide in every run. That freedom makes the game endlessly replayable, but also tricky to port.

On top of adapting the game for console requirements, our team had to make the game’s unpredictable mechanics feel as smooth and responsive as on PC.

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/ Phase 1 /

Hardcore roguelite tuned for console controls

Bringing Streets of Rogue’s gameplay to console meant rethinking how every action would feel on a controller. With dozens of characters and playstyles, including stealthy hackers and gorillas, getting controls right was the key challenge.

Here’s what we did:

1

Designed and tested multiple control schemes tailored for DualShock and Xbox One gamepads

2

Ran focus groups to validate the responsiveness and intuitiveness of controls

3

Fine-tuned UI/UX so menus and navigation felt native on consoles

Finally, players on PlayStation and Xbox got the same freedom of choice and fluid combat as on PC, but in a way that felt natural on a gamepad.

/ Phase 2 /

Optimized performance for console certification

Streets of Rogue offers unpredictable player choices with dozens of characters, physics interactions, and destructible environments at once. That freedom can push hardware to the limit, so stability and performance became our top priority before submission.

 

1

Optimized game architecture and resource usage to meet console performance budgets

2

Updated and refactored existing functionality

3

Ran targeted QA to catch crash loops, framerate drops, and memory issues

The outcome: Streets of Rogue passed console certification and launched on PlayStation 4 and Xbox One without technical hiccups.

Streets of Rogue
/ The results /

An intense roguelite delivered to consoles

Before

After

Fast mechanics risked unresponsive controls on gamepads
Multiple controller schemes designed, tested, and validated with focus groups
Heavy interactions and environments strained console hardware
Optimized architecture and resource use to keep framerates stable
Risk of crashes, bottlenecks, and certification delays
Passed certification on PS4 and Xbox One with stable builds
Complex UI and systems originally designed for PC
Refined UI/UX so menus and navigation felt natural on consoles
/ The team /

Cast

  • 7 specialists
  • Unity developers
  • QA engineers
  • Project Manager
  • Game Designer
  • UI/UX designer
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Olga Chernova

/// Business Development Director