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Streets of Rogue 2 News

Meme Community Contest | Feb 26-Mar 12



Yo, rogues,


[h3]Matt is hard at work on the sequel, and we’ve decided to have some fun meanwhile and run a Meme Contest![/h3]

[h2]📜 RULES 📜[/h2]

  • 📅 From February 26th to March 12th, come up with memes related to Streets of Rogue 2. Feel free to use content from the currently available Demo. Streets of Rogue 1 memes are also eligible, of course.
  • 💽 Formats: JPG/PNG, GIF, video.
  • 📄 Feel free to use templates: Imgflip Meme Generator & Templates. You can also work with these SoR-themed templates. Here are some examples of community works for inspiration.
  • 🔢 Multiple submissions from one contestant are allowed. However, multiple submissions from one contestant can't win.
  • 💬 Share your memes in the comments under this announcement—you can upload your works to Imgur, Dropbox, Google Drive, or YouTube (if it's a video) and share a link. Alternatively, use SoR 2's and SoR 1's Artwork community hubs. You can also go to our Discord server and upload your meme(s) in a dedicated forum channel.
  • 🈶 Preferred language: English, but other languages are welcome.
  • 🚫 No NSFW, politics (except for the in-game mayor/president shenanigans), religion, etc. Swearing is okay if it's reasonable and not excessive. Inappropriate memes will be removed and considered ineligible.
  • 🔁 Feel free to submit memes you've posted previously. If you'd already shared a meme here on the forums, on the SoR Discord, SoR subreddit, or socials before the contest started, it's considered eligible.
  • 🕓 The contest concludes on March 12th at 6:00 pm CET / 9:00 am PT / 12 am ET.

[h3]🥇 WINNERS[/h3]
Guided by our subjective taste and sense of humor, the team (Matt Dabrowski (the dev), Antishyr (the community manager), and the moderation team will select 5 BEST MEMES based on creativity, uniqueness, how funny they are, and how well they suit the game.

[h3]🏆 THE PRIZES[/h3]
  • 🎮 A game from the tinyBuild portfolio of your choosing for any platform the game is available on
  • 🎭 A unique role on our Discord server (if the participant is a member of that server)
  • Matt will congratulate the five winners in a 🎞️ personalized video
Go crazy, everybody! Can't wait to see your submissions!

Note: This contest is not distracting Matt from the development of SoR 2 in any way. He's fully engaged in it.

Alpha Demo Patch 29: Improved Save System, Reworked City Generation, UI Overhaul

The latest version of the Streets of Rogue 2 alpha demo is here! My primary focuses since the previous version have been improvements to city generation, a greatly expanded save system, and solidifying the frontend UI’s functionality.

Astute readers of the roadmap might remember that I had planned to add Cell Phone functionality this month. I got a bit sidetracked with the world generation improvements, but I had been planning to take care of these before Early Access release anyway. The Cell Phone will probably fit in better with the next update, on which the focus is intended to be design and balance changes with in-game UI updates sprinkled in. Unless I get sidetracked again!

As a reminder, I’ll be keeping quiet about SOR2's release date until I’m 100% certain about a specific date. In the meantime, you can track my current progress on the roadmap.

Patch Notes | v29b
  • Save System Overhaul
    • The game now stores your last 10 auto-saves.
    • The game can be saved manually from the title menu.
    • Saves can be deleted and copied from within the game’s UI.
    • Your most recent game can be resumed with a single button press by clicking Resume on the title screen.
    • Saved game menus load much more quickly if the player has a lot of files.
    • More information about saved worlds and characters is available through the menu system.
  • Frontend UI Overhaul - Many of the frontend menus were previously using the old Streets of Rogue 1 system. Everything has now been updated to SOR2’s system, which will make it much easier for me to add new menus and menu items going forward. While there is still room for improvement on the visual front, functionality-wise these are getting to be very solid.
  • New "chunks" - Hundreds of new chunks have been added to the pool. Anyone who messed around with SOR1’s level editor will know that “chunks” are the building blocks of the world, and can contain buildings, roads and other features of the world.
  • New “chunk” sizes - Four new sizes of these have been added to help flesh out the world, bringing the total to 12. For comparison, SOR1 had 3 sizes.
  • Denser Cities - One of the common complaints about previous versions was that cities tended to have too much open space. This has largely been solved through the use of new types of chunks meant to fill out these spaces without creating an overload of insignificant buildings. City generation will continue to receive improvements throughout development.
  • World Generation Versioning - Previously, any updated to the world generation would cause problems for existing saved games. Now, the game will identify which version of world generation your saved game was using and revert to that version when loading the saved game. In addition, you can choose which world gen version you want to use when starting a new game.
  • Wreckage sprites - 1,000+ new wreckage sprites have been added, meaning nearly every object in the world should have its own wreckage sprites.
  • A new music track has been added, in addition to new ‘action’ versions of several existing music tracks, which will play during higher intensity moments.

  • Bug Fixes
    • World Generation Bug Fixes - A number of world gen issues from previous versions have been cleaned up.
    • Player cannot command NPC employees to stand in deep water
    • Fixes for various issues relating to drowned NPCs
    • Visual fixes for city edges when other notable buildings were close by
    • Status text improvements to avoid text/visual clutter
    • Bunch of fixes relating to claiming land
    • Bunch of small improvements and optimizations to map displays
    • Fix for magnetized items being non-interactable if the player did not have room for them in their inventory
    • Items will not initially magnetize toward player if they have no space in their inventory
    • Fix for incorrect sound effect often playing for magnetized items
    • Fix for player-built objects sometimes appearing far too bright
    • Camera no longer zooms in abruptly when driving through objects
    • Lots more minor bug fixes that I didn’t bother to track properly!
  • Internal (not visible in the demo):
    • Several new animals added
    • A bunch of new crops added
    • A couple of new vehicles added
    • Broken-down variant art for all vehicles, and functionality for these

Devlog #4: New Release ETA, Dev Roadmap, Controller Support for the Demo

Hi, rogues,


It's been a minute, but I have a few new items of interest for you today!

[h3]🎞️ Devlog #4[/h3]
Perhaps you're wondering what's going on with the game, and why the missed release dates this year? All is explained in this video! Spoilers, though, it's nothing remotely scandalous :(

And a quick clarification about the release date:

[h3]The Early Access release will be happening in 2025.[/h3]

The exact date will only be revealed once we're 100% sure of that date. That's all I'll be saying about release dates until the time comes :) Until then, check the Devlog out:

[previewyoutube][/previewyoutube]

[h3]🗺️ Roadmap[/h3]
October's release of the Streets of Rogue 2 Alpha Demo generated a lot of questions from players. In response, I present to you a living public Roadmap! Click the button below to check it out.

The Roadmap should give you a solid idea of my plans for the game throughout its pre-Early Access and Early Access periods. A warning: it's pretty lengthy, and I wouldn't recommend reading it from start to finish. Think of it more as a reference guide to look at if you're curious about some specific aspect of the game. And feel free to let me know if you think anything is missing from this!

Streets of Rogue 2 Development Roadmap

[h3]🎮 New Alpha Demo Patch: Full Gamepad Support Added[/h3]
The previous iteration of the demo had very basic, hacked-in gamepad support. This new patch has proper gamepad support so that essentially everything that can be done with a mouse and keyboard can now be done with a gamepad. I've held off on gameplay changes for this patch to work exclusively on gamepad support, so you've already seen and done everything; it may not be the time to dive back just in. But with this particular mountain overcome, future demo patches will focus on new mechanics, design, and balance issues. So stay tuned!

Patch Notes | v28c
  • 🎮 Full gamepad support for all aspects of the demo
  • Almost all actions are now properly remappable
  • Proper help text displaying button glyphs has been added to numerous pieces of UI
  • Fixed for the player being able to create duplicate items in their inventory
  • Fix for crafting material locations being set to spawn within cities and only being able to spawn toward the bottom left of large cities
  • Fix for menu-based sound effects sometimes not playing
  • Screen shake and controller rumble no longer occur when viewing most menus
  • Fix for car headlight jittering that sometimes occurred when traveling forward
  • Fix for player being able to sell Mayor Hat
  • Lots of other small fixes made while implementing gamepad support that I didn't properly track

[hr][/hr]
As always, thanks for your support. Let us know in the comments what you think about this devlog entry. Also, a reminder: Streets of Rogue 2 is coming to Steam next year as an Early Access title; wishlist & follow the game to keep yourself updated with the latest news:

https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/

Watch the previous devlogs: Devlog 1: How I Approach World-Building? 🗺️ Devlog 2: Creating an Open World Solo 🗺️ Devlog 3: Games That Inspired SoR 2 💡

[hr][/hr]
Join the community on Discord:
🔗DISCORD

Follow Streets of Rogue 2 on social media:
🔗TWITTER (X) 🔗TIKTOK 🔗REDDIT

Alpha Demo Patch 27h: More crucial bug fixes

At this point, most of the substantial bugs present in the demo have been dealt with. In future updates, I'll be pushing forward with features like full gamepad support and local co-op.

I've been reading all your feedback, and rest assured that the game will be going through some pretty hefty gameplay and balance changes in the near future. The demo needed to be released on a particular timeline for Steam Next Fest, which unfortunately didn't give me the opportunity to implement a big chunk of my planned designs, or do any sort of balance pass. I've been focusing on bug fixes since the demo launch, but that focus will shift soon.

Stay tuned, as I'm planning to release a detailed roadmap pretty soon, which should hopefully clear up any confusion about the state of the game!

[h3]v27h[/h3]
  • New Textures for various objects depending on the type of building they were spawned in. Internally a whole bunch of new objects were added that won't yet be visible in the game world.
  • Fix for timing-based potential crash in load sequence at 92%
  • Fixed a soft lock error relating to object spawns
  • Fix for soft-lock attempting to spawn certain types of roadside buildings
  • Fix for player faction starting locations not always appearing on the map if they were too far from the player's initial starting point
  • Improvements to help ensure NPCs not get stuck between chairs/bed and wall
  • Fix for further cases of cars driven by NPCs getting stuck and facing the wrong angle
  • Fixed a couple of city-to-nature texture transitions where city pavement edges were shown at inappropriate spots.
  • Fix for doors inside apartment buildings not always being locked from the correct side
  • Fix for effects of Confused carrying over when loading a saved game
  • Well Rested carries over when loading a saved game
  • Fix for water explosion particle effects not appearing
  • Internally made several key map generation fixes, which you'll see in a future build. I'll be releasing all this at once, as this will likely screw up existing saved worlds.

Alpha Demo Patch 27g: Loads of bug fixes

[h3]v27g[/h3]
  • Adjusted “tank controls” driving handling to conform more easily to 90-degree angles
  • Fix for some oddities resulting from the player returning to the main menu and entering a new world
  • Pressing switches creates a small noise audible by NPCs a short distance away
  • Fix for player-built floors appearing with incorrect texture upon when the player leaves and returns
  • Fix for players having “1/1” stats when entering the game
  • Fix for player-built walls placed on sand causing the surrounding sand to disappear
  • Buffs from food are now kept when loading a saved game
  • When loading a saved game, status effect timers do not start until the gameplay actually starts
  • Fix for locations failing to appear at times due to being “overlapped” by a dirt path
  • Fix for Safe sometimes needing to be destroyed for a Destroy quest
  • Fix for cases where NPCs could get stuck trying to enter Police Boxes
  • Fix for cases where NPC gang members would teleport to the player if the player had imprisoned a fellow gang member
  • Fix for NPC prisoners still technically remaining in the player's party if the player brought them to a Police Box
  • Imprisoned NPCs will be properly replaced in their homes and jobs
  • Fix for giblets appearing near Police Boxes upon leaving and returning to the game
  • Fix for Flower Bed Plants being interactable
  • Fix for Prison doors that led directly outdoors being unlocked during the daytime for businesses
  • Fix for NPCs not being interactable while on toilet and bench
  • Certain floor textures (such as parking lot lines) will not appear if the building placed on grass rather than pavement
  • Buildings in the wilderness will not sit on pavement unless it’s explicitly required
  • Fix for chests appearing to be non-interactable if they were opened prior to a quest item being placed into them
  • Fix for trees and other environmental objects sometimes appearing on pavement at the edge of cities
  • Fix for quest flavor text translations not falling back to English translation when text doesn't exist
  • Fix for quests that involved arresting multiple people completing if only 1 NPC was brought to a Police Box
  • If the player is driving a prisoner, they will wait until the car slows down and they can jump out to become mutinous
  • Fix for odd barrel icon appearing on map
  • Fix for NPCs not being interactable while on toilet and bench
  • Fix for cases of questgiver NPCs appearing with incorrect facial features on UI
  • Modifications to Cop quest locations
  • Fix for cases where objects for quests would spawn on top of each other
  • Fix for certain quest type variants not being generated
  • Fix for NPCs sometimes spawning more than one of a particular key
  • Fix for status effect icons not always appearing after loading a saved game
  • Fixed graphical issues with Shack rooftop