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Streets of Rogue 2
Matt Dabrowski Developer
tinyBuild Publisher
2023 Release
Game News Posts: 26
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
No user reviews (0 reviews)
New Trailer Dropped at tinyBuild Connect 2025! | Demo Patch v31a


Hey, rogues,


A new trailer has dropped at the tinyBuild Connect 2025 publisher showcase.


The vid shows the progress Streets of Rogue 2 has made in the past couple of months. Check it out: [previewyoutube=KxG7e96WRYg;full][/previewyoutube] The trailer offers a quick look at: - The worldbuilding progress (new biomes, chunks) - New animals - Improved UI - More crazy-ass situations that will be possible in the game ...and more. Regarding the release date, we know you want it; however, we're still putting the pieces together. As soon as we're ready, you'll know when the game will drop. Meanwhile, you can follow the development here on Steam and take a peek at the Roadmap. ------------ Ive updated the Streets of Rogue 2 Alpha Demo with a pretty sizable number of changes. As with the previous couple of updates, these mostly fall under polish and bug fixes. The series of major design and balance improvements that Ive been planning for a while are still in the works. Plenty of work has been done on this internally, but I want to hold off on adding these changes to the demo until my work on this design pass is more or less finished. I had hoped to update the demo every month or so until the Early Access release, but I ended up not sticking to that schedule for this update because well frankly I couldnt stop working on this thing for long enough to actually create and properly test a new demo build. So anyways, enjoy, but be aware that the demo is still by and large a sandbox where balance is in short supply. - Matt D [hr][/hr] Patch Notes | v31a
  • New Features
    • Object button prompts - When standing near usable objects, NPCs etc., youll see text and a button prompt indicating how you can interact with the object. This feature can be turned off in the Gameplay Settings menu.
  • Graphics
    • All instances of fire now use animation frames instead of particle effects
    • Particle effects appear when people, items and cars fall into water
    • Alleviated shimmering at the edges of indoor lighting
    • Fix for floor decals not appearing on the ground after blood explosions
    • Fix for wreckage sprites not conforming to pixel grid
    • Fix for wreckage sprites appearing above NPCs and objects after restoring saved game
    • Fix for NPCs in certain non-standing positions not conforming to pixel grid
    • Fixed occasional z-sorting issues on headwear defined as Masks
    • Fix for vehicles shadow and alignment circles appearing above the floor layer
    • Electricity animations on damaged objects are now fulbright when playing in dark areas
    • Stoves light up when used
    • Certain animations will ignore slow motion affecting the rest of the world
    • Toned down the intensity of the lights that appear on objects, items and NPCs to avoid them feeling too bright or washed-out
    • Light on doors disappears when door is opened
    • Car headlights shine properly on objects, NPCs and items
    • Fix for item held on NPCs backs not having an outline
    • Fix for depth mask issues with certain animals
    • Adjusted attack animation positioning for a number of animals
    • Alignment circles underneath animals are properly sized
    • Short grass sprites are now considered part of the floor layer
  • Objects
    • Player can sit on chairs, benches etc.
    • Added a bunch of new objects
    • Improved/fixed a number of object sprites and animations
    • Added a bunch of new wreckage sprites
    • Small fixes to object placement
    • Changes to collision in a bunch of objects to prevent pathfinding issues
    • Fix for instances of Flaming Barrels not displaying their fire animation when indoors, and also playing at wrong frame rate
    • Fix for objects that are intended to be lit on fire (such as torches) not saving their on fire status correctly all the time
    • Fix for some doors appearing locked when they are not and vice versa
    • Fix for certain tall doors having incorrect lighting at the top
    • Interior locked doors can be made from materials other than Steel (previously any locked door would get marked as being impenetrable)
    • Do Not Enter doors are consistently made of Steel
    • Prisons have Do Not Enter doors on them consistently
    • Fix for instances of single doors appearing as double doors or garage doors
    • Fix for locked Glass and No Entry doors being impenetrable despite not bearing that appearance
    • Crates are destroyed when opening with Crowbar rather than becoming invisible
    • Fix for objects with fires not displaying Damaged frames after their fire is extinguished
    • Fix for issues lighting fires in Fireplaces
    • All environmental objects that are intended to be lit on fire (such as torches) can be lit on fire using any means the player has
    • Small fences have more appropriately sized colliders
  • Items
    • Fix for inventory items not being able to be combined using the mouse
    • Fix for quick-use health item button from SOR1 still working on gamepad (this is removed from the game in SOR2)
    • Fix for cases of items on the ground being highlighted when the player is interacting with other objects
    • Fix for Shopkeepers outside of towns in strip malls sometimes not having appropriate inventories for their shops
    • Fix for thrown weapons being interactable for a split second after the player throws them
  • Buildings/Environments
    • Added a bunch of new floor textures
    • Added a bunch of new chunks
    • Added a new type of fence
    • Added a number of new rugs
    • Rain particle direction during heavy wind is consistent with object animations
  • Non-Playable Characters
    • Added new NPC type: Ranger
  • Animals
    • Added new animals: Raccoon, Crocodile
  • Vehicles
    • Added new cars: Minivan, Vintage Car
    • Added wreckage sprites for all vehicles
    • Vehicles now have properly sized colliders, whereas previously all cars were using the same size collider
    • Fix for car colliders being much too high when the car entered water
    • Fix for being able to squeeze a car through some 1-tile-wide spaces
    • Art fixes for a number of vehicles
    • Car headlight sprites appear lit when headlights turn on
  • Interface / Controls
    • Interface now resembles a phone
    • Loads of fixes and improvements to tooltips and in-game menus to help communicate information clearly and concisely. Many of these arent covered here, but theres a TON of them.
    • All right-side menus have been altered to not include multiple scrollbars, so that they can be operated properly via gamepad in all circumstances
    • Context menus can be scrolled up and down if the number of choices available gets too long to fit on the screen
    • Map marker filters are functional, though not in-game yet (just waiting on art assets to enable them)
    • Icons added to tooltips, and general tooltip rework. Still work in progress.
    • Build Mode is now accessed on gamepad by holding the inventory button, since the right stick button is now dedicated to responding to NPCs
    • Object sprites in Shop interface appear properly sized
    • Speech bubbles contain the name of the NPC who is talking
    • Dirt roads now appear on close-up map
    • Menu scrollbar handle size is clamped so they cant become too small
    • When certain NPCs names are displayed, the name of the location at which they work is also displayed. Currently happens for Clerk, Shopkeeper, Bouncer, and Goons.
    • Fix for Consumables tab in Personal Chest not working properly
    • Fix for item details remaining in the menu when the last item is removed from the players personal chest
    • Fix for cases of durability bars on item slots being mismatched to their item or nonexistent
    • Fix for mouse target highlighting objects when the player is using the gamepad
    • Fix for gamepad target and quest-related icons appearing beneath some tall objects
    • Fix for NPC map icons often appearing at the NPCs home location rather than their current location
    • Speech bubbles and other similar elements are sorted properly on the z-axis
    • Key/button references within tutorials now reference the correct mappings, and may display images in place of text
    • Mousewheel is now used to change the direction of objects in Build Mode, since F is now used as the Respond to NPCs button
    • Support for animated instruction text glyphs
    • Spacing fixes for instruction text button glyphs
    • Fix for incorrect instruction text appearing when viewing certain inventory filters
    • Fix for specific cases of white outlines around NPCs and objects not disappearing as the player walks past
    • Fix for white outline sometimes remaining on animals after the player mouses over them
    • All buildable objects are now capable of being viewed in the crafting and shop interfaces
    • Buildable objects with multiple variants are properly sorted in various menu lists
  • Menus
    • Updated title screen art
    • When using gamepad, initial selections will default to your most recent character and world
  • Special Abilities
    • Fix for hacking (and other times player attempts to target far-away objects) sometimes causing errors on gamepad
  • Sound
    • Various new sound effects
    • Alleviation of some sounds taking a short time to load the first time they play
  • Artificial Intelligence
    • Water-based animals such as Sharks will jump repeatedly when they are on land
    • Water-based animals do not move more slowly in the water, as humans do
    • Fix for NPCs sometimes not being able to walk through closed unlocked doors to visit venues
    • Fix for NPCs getting stuck between objects and the wall to their south
    • Fix for NPCs sometimes not being able to leave their beds to go to work
    • NPC leashing is defined much better than it was previously
    • Fix for NPCs sometimes facing the wrong direction while sitting
    • Fix for cases of NPCs attempting to path to tiny cramped locations that they couldnt actually get to
    • Fix for instances of NPCs sometimes not having a vocal response when they don't want to speak with you due to being Annoyed with you
    • Fix for NPCs sometimes standing next to chairs, benches etc. instead of sitting down
    • Fix for chairs not always being properly associated with the table or desk next to them, resulting in more difficulties for NPCs trying to sit
    • Fix for home base not being marked as an area that wandering NPCs should avoid (note that at least for the time being, youll need to place a floor for NPCs to avoid)
    • NPCs are better about not attempting to path through homes and businesses that they do not own
    • Further fixes for NPCs taking jobs at locations they were not meant to
    • Fix for object/floor placement issue that could cause NPCs to receive an incorrect ownership ID and not treat property as their own
    • Fix for certain cases of cars getting stuck on the road
    • Fix for NPCs not being able to path through Fence doors
    • Fix for NPCs often having difficulty pathing to larger objects
  • World Generation
    • Objects are capable of spawning only on certain days of the week
    • Fix for instances of pavement edges appearing in the middle of grass
    • Fix for NPCs being placed in Prisons when they were not meant to if the prison was in the direct center of the building
    • Dirt walking paths now properly connect to concrete roads
    • Dirt walking paths within unique chunks now properly connect to standard dirt walking paths
    • Fix for world generation crash involving building placement
    • Fix for error introduced in previous build that caused NPCs to appear at incorrect locations after the player sleeps to advance time
    • Unimportant wanderer NPCs are prevented from spawning in a chunk when there is no viable spot for them, and have improved checking for potential spots to appear
    • Fix for cases of NPCs being assigned job positions in tiny cramped spaces that they couldnt get out from, between their assigned object and a wall
    • Wall width is taken into account when environmental objects are shifted slightly after being placed near walls
    • Fix for floating point errors when determining whether or not to shift an object toward a nearby wall
    • Fix for NPCs occupying nonexistent beds if the bed was not spawned due to its randomized spawn chance not being met
    • Fix for cases of city border walls appearing in the middle of buildings
    • Fix for instances of windows not being considered part of a wall within certain game systems, leading to issues with nearby objects and NPCs
    • Fix for building placed directly outside of cities not displaying pavement when appropriate
    • Fix for player being able to slip behind counters when directly next to the wall in certain cases
    • Fix for walking path transition issues going into Forest biome
    • Fix for some biome transition tiling issues
    • Forest grass appears properly when beneath the edges of city pavement
    • Fix for pavement corners at the very edge of cities sometimes not appearing
    • Fixed an issue with the sand textures noise patterns not generating as intended
    • Fix for entrances in city wall borders not appearing
    • Fix for cases of city wall border corners not appearing
  • Engine
    • Updated Unity to version 2022.3.60
    • Updated Astar Pathfinding plugin to newest version
  • Optimization
    • Better performance updating minimap
    • Minimap is less likely to display black unloaded squares
  • Internal (NOT VISIBLE IN THE DEMO)
    • Added level editor support for light off-limits areas, such as the player walking behind a counter, where the penalties may not be as harsh as entering a strictly-off-limits area
    • Added ability to randomize the biome texture of individual objects within the level editor
    • Various small level editor improvements and fixes
    • Work on Disguises system
    • Work on Rat Ocarina and rat swarm functionality
    • Hats and Masks can be worn at the same time, rather than both filling the headwear slot
    • Free Items debug UI now uses the new menu system rather than the SOR1 menu system
    • New Feature: Respond to NPC - Previously, in order to interact with an NPC, the player would need to walk up to the NPC and press the Interact button. Now, NPCs (and potentially objects) have the capability to ask the player for a response through a UI prompt. At this point, the player can press the Respond to NPC button (F on keyboard, Right Stick Button on gamepad) to directly respond to the NPC regardless of their location.
Until next time! [hr][/hr]
REDDIT TWITTER (X) TIKTOK


[ 2025-05-27 17:15:07 CET ] [ Original post ]

Streets of Rogue 2 is a procedurally generated open-world game about player choice, freedom, and anarchic fun. The game takes inspiration from open-world and crafting/survival titles ranging from Skyrim to GTA to Valheim to Stardew Valley, with an emphasis on streamlined and fast-paced gameplay. It also adds the free-form, experimentation-driven, emergent elements of RPGs like Deus Ex to create a true sandbox experience.

The game is set in a huge and seamless randomly generated world filled with cities, forests, islands, caves, and the occasional cannibal outpost. You are free to explore and create your own story as you please, whether that means gaining fame and glory through your good deeds throughout the land, forming a small-but-loyal army of miscreants who stage a government takeover, or getting rich with a farming empire.

Streets of Rogue 2 is a game where anything can happen, and probably will!




Features


  • Play the game YOUR way!
    Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered! In the mood for some laid-back mineral grinding or carrot farming? Go for it!

  • Endless replayability!
    Whether you want to pick up and play for an hour or sit down and binge for nine, Streets of Rogue 2’s randomly generated worlds and massive gameplay variety will quickly make it one of your go-to “forever games”.

  • Easy to learn, tough to master!
    Streets of Rogue 2 is user-friendly enough for anyone to jump in and play, and has enough complexity and depth to satiate the hardcore among us.

  • Online and local cooperative modes!
    Build your empire together, or make your own unique marks on opposite sides of the game world!

  • Play as a large number of wildly different character classes!
    Scientist, hacker, vampire, thief, wrestler, gorilla… or some oddball combination of all of these!

  • Super-advanced artificial intelligence!
    Remember that your actions have consequences for your reputation as you gain the favor or ire of these virtual humans.

  • Stupidly huge variety of items!
    Shrink rays, hypnotizing devices, boomboxes, bear traps, banana peels... Oh, and lots of guns, too.

  • Build your dream home!
    Or dream fortress! Or dream cave! Or dream shack! Or steal someone else’s home! Or sleep under the stars, the game just doesn’t care!

  • Vehicles!
    Load up your posse of ne’er-do-wells into a van, drive solo in a souped-up coupe, glide across the water in your very own speedboat, or tinker around and create your own personal fantasy ride.

  • Extreme customization!
    Whether you want an ultra-challenging permadeath experience or a chilled-out good time, a quick jaunt or a world you can play in for dozens of hours, the game lets you tailor the experience to your exact liking.

MINIMAL SETUP
  • OS: Ubuntu 12.04+
  • Processor: Intel Dual Core
RECOMMENDED SETUP
  • OS: Ubuntu 22.04
  • Processor: Quad-core Intel / AMD processor. 4 GHzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: 2 GB
  • Storage: 16 MB available space

GAMEBILLET

[ 6082 ]

8.39$ (16%)
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33.17$ (17%)
GAMERSGATE

[ 411 ]

1.13$ (96%)
30.0$ (50%)
3.75$ (81%)
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4.13$ (62%)
4.36$ (71%)
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6.6$ (74%)
0.79$ (87%)
11.24$ (55%)
7.04$ (65%)
11.99$ (40%)
4.49$ (55%)
10.99$ (56%)
0.9$ (92%)
1.5$ (90%)
3.52$ (56%)
4.4$ (56%)
3.61$ (82%)
3.33$ (76%)
MacGamestore

[ 2150 ]

13.96$ (30%)
8.99$ (82%)
1.79$ (91%)
1.09$ (93%)
8.99$ (70%)
17.49$ (20%)
1.19$ (76%)
3.29$ (92%)
1.49$ (85%)
2.48$ (75%)
19.09$ (5%)
1.99$ (60%)
1.19$ (76%)
1.19$ (88%)
10.49$ (77%)
6.24$ (75%)
2.99$ (70%)
13.59$ (77%)
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1.99$ (87%)
8.99$ (10%)
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0.99$ (80%)
6.99$ (77%)
17.99$ (10%)
3.73$ (75%)
1.19$ (94%)
1.49$ (85%)
8.99$ (55%)
4.99$ (80%)

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