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Streets of Rogue 2 News

Alpha Demo Patch 27e: Major World Generation Performance Improvements

[h3]v27e[/h3]
  • Reduced RAM usage by a bit, but a more sizeable reduction will be coming in a future update. I didn't add it to this one because its effects on world generation would invalidate existing saved worlds. I'll be working toward a solution of keeping existing worlds intact when such changes are made to world gen.
  • World generation loading has a consistently decent frame rate without any massive spikes. This will hopefully solve issues some players had with the game crashing during world gen.
  • Reduced world generation time by about 50%
  • Fix for chunks loading a second time when the player returns to the title screen, resulting in increased RAM usage.
  • Fix for cases where world generation could get stuck at 30% due to issues with placement of large cities
  • Fix for black void appearing upon loading certain saved games, due to quest-related error
  • Fix for keys and safe combinations not always being loaded properly when the player quits the game and returns
  • Fix for Mayor Hat being un-retrievable if the Mayor fell down a hole, it will teleport out of the hole (this will be dealt with in some other way in the future)
  • Fix for gang members getting teleported out of the player's view when their fellow gang members leave the play area. This was also responsible for cars getting stuck when driving with certain NPCs.
  • Fix for quest location icons not zooming in and out on the map if the player had previously discovered that location
  • Fix for player not being able to drag and drop inventory items in keyboard/mouse mode
  • Fix for Hacker NPC not properly hacking Car for the player to drive
  • Fix for player stat boosts carrying over permanently when saved games are loaded
  • Fix for Trash Cans and other environmental objects appearing next to homes that the player has built
  • Fix for a bunch of animal interactions being possible that didn't make sense
  • Fix for incorrect website link on title screen
  • Recipes for which the player has crafting ingredients appear at the top of the crafting list


[h3]v27f[/h3]
  • Fix for timing-related issue that caused players to start the game stranded in the middle of the ocean
  • Fix for players being able to access coop menus via the gamepad (it didn't work by the way, no need to save your old builds).

The First Alpha Demo Patch: Partial Controller Support, Bug Fixes

[h3]v27c[/h3]
  • Partial gamepad support added - Gamepad is usable for most aspects of the game, with the exception of home-building and most content in the menu system
  • Loads of localization fixes all over the place, all Chinese and Russian font issues should be fixed
  • Fix for not being able to delete characters
  • Fix for the player being able to teleport their car into Mayor's Office (I may add this back in as a special skill)
  • Fix for Keycard to Mayor Office elevator not always working
  • Fix for issues with people who are arrested and sent to Police Boxes not being fully "cleared" from the game
  • Fix for NPCs refusing to exit car when brought too close to the outdoor Police Box
  • Certain items no longer appear in shops. I'm talking about items that the player really shouldn’t have
  • Animals no longer animate while frozen
  • Fix for title screen image not appearing when the player returns to the main menu
  • Fix for error when speaking to upper-level Clerk in Mayor’s Office
  • NPC Enforcers will not attack an NPC that the player (also an Enforcer) has tased or made dizzy
  • Fix for NPC hostility issue based on an incorrect assumption that player is hostile toward someone
  • Fix for player being able to interact with NPCs on the ground as if they were alive
  • Fix for player being able to Imprison dead NPCs
  • Fix for certain in-game sprites not appearing within text meshes
  • Various tooltip text fixes
  • Fix for ammo count not appearing at the top of the screen
  • Fix for error relating to NPCs getting out of cars
  • Fix for NPCs sometimes gaining a shop inventory that they weren't supposed to have
  • Various art fixes and changes
  • Credits list added

[h3]v27d[/h3]
  • Fix for food recipes not appearing properly
  • Fix for Korean text not appearing properly

The demo for Streets Of Rogue 2 lets you roleplay as the world's most violent chef


I punched a cultist in the face in Streets Of Rogue 2, just because. He started running away - something I would not allow. When another robed cultist spotted what was happening, he tried to intervene, and a kind of Benny Hill pursuit chain began. We ran across a beach, through public toilets, and into the surf. In the end I had to knock them both out. As they lay unconscious, I worried they might soon wake and tell someone what I had done. This can't happen, I hate accountability. I punched their unawake bodies toward the sea in an effort to float the evidence away. But after a few punches the first man exploded into chunks of flesh. I am a murderer now. I was supposed to be a chef.


Streets Of Rogue 2 has a demo out for Steam Next Fest, and while a lot of features are locked up behind the word "UNAVAILABLE" in red font, there's still quite a lot of mischief for you to get up to.


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Streets of Rogue 2 delayed again but a demo is out now

My most anticipated game of the year keeps running away from me. Streets of Rogue 2 is no longer entering Early Access on October 22nd, but at least a demo is out now.

Read the full article here: https://www.gamingonlinux.com/2024/10/streets-of-rogue-2-delayed-again-but-a-demo-is-out-now

Demo Out Now! 🎮 An Update on the Release Date 📅



Hey everybody,


Matt here, and I’ve got some development news about Streets of Rogue 2.

  • [h3] 🎮 The Streets of Rogue 2 Island Alpha Demo is OUT NOW, just in time for Steam Next Fest![/h3]
    [h3]Download it from the game's 👉Steam page👈[/h3]
  • 📅 Streets of Rogue 2’s Early Access release is moving from October 22 to some other point in the near future. Keyword “near”, we don’t intend for this to be an enormous wait. The exact date will be announced closer to launch.

We had previously announced a large-scale playtest of the game. The demo release will essentially be replacing that since it includes the same content that I was planning for the playtest.

So first off, why the delays? Well, the TL;DR is “Big Open-Ended Game + Solo Programmer = Unpredictable Timeline.” October 22 seemed like a viable date back in July, but ultimately despite my best efforts, I felt the game needed a bit more time in the oven. My sincere apologies for the delays, I fully understand how annoying it can be to look forward to something only to have the rug pulled. That’s why we won’t be announcing any more specific dates until it’s a 100% lock.


All that said, you can play the alpha demo right now! Here’s what to expect from it:

  • The demo includes a small chunk of the game world featuring content that may or may not be included in the full release. You’ll be playing on an island away from the main landmass where the game takes place.
  • The goal of the demo is to take down the Mayor or otherwise gain their favor. However, you’re free to pursue other goals if you please.


  • You’ll have access to a small selection of character classes, allowing you to tackle the content from multiple angles.
  • The world is randomly generated, though the key features of the island will be similar on each playthrough.
  • I will try to slip in some mutators before release or shortly after.
  • The demo has partial controller support, full support will be implemented in the demo later.
  • Local co-op support is also not in the demo initially but will be added after release.
  • Online multiplayer is also not available in this demo.
  • I’ll continue updating the demo up to the Early Access release based on feedback from players and other changes that I’m making to the full game.

Prior to the Early Access launch of the original Streets of Rogue, the game had been available for free, which allowed me to take in community feedback and launch the game in a state that I felt very confident about. I’ve long felt the absence of this back-and-forth during SOR2’s development, but given how much larger and more complex of a game SOR2 is, I feel like much of the feedback would have been something to the effect of “I launched the game and was immediately sucked into a black void where I was eaten by Cannibals who are missing their eyeball textures. Then my graphics card blew up, and you owe me for my ER visit.” In essence, it wouldn’t have been much fun for anybody.

At this point in development, I’d consider the game to be a lot closer to being Early Access-ready, as the game’s foundations are pretty solid. However, polish is still needed in order to bring the core game loop and progression system to where they need to be, and bugs are still a little too prevalent for my liking. For me, that’s a very exciting place to be. There are just enough not-super-well-defined elements in the game that I feel like pre-release community feedback would be very beneficial.

So basically, consider this demo to be a fairly rough (but hopefully pretty fun) taste of what’s to come that will give you a sense of the systemic/gameplay possibilities of SOR2. But also, don’t be surprised if the initial questgiver gets mauled by a bear 🐻 before you can get your bearings (no pun intended) because they decided to spawn on the beach where you start the game for some reason. (To be fair, I fixed that one last night, but you get the idea!)

Thanks again for your patience, and stay tuned!

Matt D

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