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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.
Streets of Rogue 2
Matt DabrowskiDeveloper
tinyBuildPublisher
2023Release
🎹🖱️ Keyboard + Mouse
🎮 Full Controller Support
No user reviews (0 reviews)
We Hired a Player?! | Dev Blog 2: Chunks

Game Description Image\n

Heya, Rogues,

\nAntishyr here, the community manager of Streets of Rogue 2. In this devblog, I\'d like to offer you a peek at dungeons, show you how we handcraft interiors for the game, and talk about how Matt, the dev, hired a player to help him construct \"chunks.\" Who is that guy? And wtf\'s a chunk? Let\'s find out.\n\n\n

DEVBLOG 2: CHUNKS

\n

BUILDING THE STREETS

\n
Game Description Image
\nSoR 2 is an ambitious open-world game, which means everybody expects its environments to be immersive and diverse. Matt Dabrowski, the sole programmer/designer of the game, created a system that generates a whole island country with cities/towns, rivers, and forests when you start a new save. However, for every piece of the game world, large and small, there\'s always a looming question: \"Is it worth spending time writing a system to generate this procedurally, or would the results be better (and, potentially, more efficient) if I just made this myself?\" Generally, Streets of Rogue 2 follows a similar formula to the original game: Procedurally generate the maps, while handcrafting the individual pieces of those maps. Those \"pieces\" are classified as \"chunks\".\n\n[code]Chunk [tk], noun: a section of the Streets of Rogue 2\'s map in the form of a building interior, park, road intersection, you name it.[/code]\nHere\'s an example of an interior office chunk:\n\nGame Description Image\n\nIn the open world of SoR 2, regions are the largest form of measurement. Then there are chunks, and the smallest form is a tile. The smallest regions are comprised of 4x4 normal-sized chunks, while the largest are 16x16. A normal-sized chunk has 16x16 tiles, while the smallest has 8x8 tiles, and the largest has 64x64 tiles, making it the size of the smallest region. A greatly expanded version of the level editor from SoR 1 is used to create chunks.\n\nGame Description Image\n\nBy the way, if you want to learn even more about how chunks are developed, check out this video devlog by Matt.\n\nCompared to Streets 1, SoR 2 will have a much bigger variety of chunk sizes. The inclusion of smaller chunks comes in handy when Matt fills the world with small filler locations:\n\n[table equalcells=1]\n \n [th]Game Description Image[/th]\n [th]Game Description Image[/th]\n [th]Game Description Image[/th]\n \n[/table]Game Description Image\n

FROM PLAYER TO DEV

\nInitially, Matt wanted to create all the chunks by hand before realizing it was an enormous amount of work that would, before long, drive him crazy if added to an already extensive solodev list of various tasks.\n\nEnter Cyan_Light, real name: Claya SoR player and a prominent modder who has contributed countless incredible workshop items to the first game\'s community. He and Matt decided to join forces, and the rest is history: Clay has already crafted thousands (!) of chunks for the sequel. I\'m not kidding. Here are some of the examples of his most recent works:\n\n[table equalcells=1]\n \n [th]Game Description Image[/th]\n [th]Game Description Image[/th]\n \n \n Movie theater: editor\n Movie theater: in-game\n \n[/table]\n[table equalcells=1]\n \n [th]Game Description Image[/th]\n [th]Game Description Image[/th]\n \n \n Ice rink: editor\n Ice rink: in-game\n \n[/table]\n[table equalcells=1]\n \n [th]Game Description Image[/th]\n [th]Game Description Image[/th]\n \n \n Lab: editor\n Lab: in-game\n \n[/table]\nTo make Cyan_Light\'s work less time-consuming, Matt designed the editor in such a way that it attempts to improve efficiency and minimize human errors as much as possible without limiting creativity. For example, if you place a locked door on a wall, the game will determine which direction the door should be facing to ensure that it\'s locked from the correct side. Or, if you place a generic chair, the game will determine if chair variants exist for the specific type of chunk you\'re creating (i.e., Police Station or Suburban Home), and display one of those variants. On top of that, you can now randomize other elements like the amount of damage on objectsa table in the President\'s office would be in mint condition, while one in a drug den... maybe not so much?\n\nWhen it comes to deciding where to put quest objects in a chunk, Clay drops a marker that the game obediently populates with a randomized itema chest, a safe, a kidnapped person. It all depends on the requirements of the quest. Some pieces, like vending machines, may be thrown in randomly, but others, like, say, augmentation booths, will abide by common sense: You\'ll see an aug booth near a hospital. You can also tweak the spawn chance of objects for more variety:\n\nGame Description Image\n\nQuality-of-life features like those I listed above help with the pace of pumping out chunks: One takes 10-15 minutes to cook, larger onesup to an hour. \n\n

LEVEL DESIGN

\nWhen putting chunks together for missions, Clay makes sure there are always multiple ways to approach a quest. Here\'s a vent to put syringes into, and there\'s a PC to hack, and a bunch of windows to crack and climb through. Maybe a conveniently placed 1500-lb overheated generator in one of the backrooms.\n\nWhen it comes to choosing how to complete a quest, the material a building is made of is important. You can blast through wood and brick to get inside a building (or even ride through it if your vehicle is souped-up enough). Steel buildings might prove to be more of a challenge. Naturally, you\'ll see more structures made of sturdier materials in high-level game areas.\n\nA lot of attention is paid to designing dungeons. E.g., mayor\'s offices are huge chunks that require a meticulous approach from the design standpoint.\n\n

SPEAKING OF DUNGEONS...

\n...I know you\'ve been waiting for more details on this feature. Work is being put into it as we speak; in addition to wild caves and office dungeons we talked about above, cannibal hideouts and house basements are in the works, as well as other types of dungeon biomes we\'ll reveal later.\n\nOne thing to note: While dungeon levels like the ones you see here are entirely handcrafted, procedurally generated dungeon maps comprised of smaller chunks are also planned. Much of the programming for these has been completed, but Matt has opted to hold off on further development of these until after the Early Access launch because, in Matt\'s words, \"the game should probably ship at some point... yeah, that would be ideal\".\n\n[table equalcells=1]\n \n [th]Game Description Image[/th]\n [th]Game Description Image[/th]\n \n \n House basement: editor\n House basement: in-game\n \n[/table]\nGame Description Image\nHaving a swimming pool in your basement is some luxury sh*t, ngl.\n\n\nHere\'s a look at a mostly-completed cave dungeon chunk. I say \"mostly\" because diagonal walls are currently getting an overhaul and thus are missing from this revision of the chunk. It\'s also missing some extra cave flourishes that were just recently added, notably cave lakes.\n\nGame Description Image\n\n

LEVEL EDITOR & WORKSHOP SUPPORT

\n \"Do I get to do all these fun things in the level editor, too?\", you may ask. The short and definitive answer is \"Yes.\" All tools that Cyan_Light has at his disposal should become accessible to the community in the future with the release of the level editorthat one is planned to be rolled out at some time after the early access launch. Players will be able to create new chunks and entire levels for the game, as was possible in the original game.\n\nThe level editor is already packed with tiles, wall types, animals, melee weapons, and firearms to play around with, with more coming in the future. Interestingly, adding abundant content to a game is not the biggest grind an indie dev can undertake:\n\nGame Description Image\n\nAs you can see from this tweet, Matt\'s currently focused on better floor tile mixing and sorting out diagonal wall issues. As soon as that\'s in the books, he\'ll be working primarily on design Implementation and balance tasks. Following that, he\'ll be completing the local co-op mode. For more info, check out the game\'s Roadmap . I\'ll share more details when I have them!\n\n[hr][/hr]\nAs always, thanks for your support, all. Comment your thoughts on the devblog below and wishlist/follow Streets of Rogue 2 to stay updated:\n\nhttps://store.steampowered.com/app/2165810/Streets_of_Rogue_2/\nRead previous dev blogs:\nDevblog I: Vehicles \n\nWatch video devlogs:\nDevlog 1: How I Approach World-Building? \nDevlog 2: Creating an Open World Solo \nDevlog 3: Games That Inspired SoR 2 \nDevlog 4: New Release ETA, Roadmap \n[hr][/hr]Join the community on Discord: \nDISCORD \n\nFollow Streets of Rogue 2 on social media:\nTWITTER (X) \nTIKTOK \nYOUTUBE \nREDDIT

[ 2025-08-27 16:30:03 CET ] [Original Post]

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