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Animals and Wildlife
May 27, 2026 at 08:10 PM
Content expansion (2026-05-28). Added confirmed facts from Phase 1 deep-harvest: 31-animal roster, devblog details on chunks/mayors/vehicles, Unity engine, demo-removed status, and 2025 patch additions.
Streets of Rogue 2 includes a large and varied cast of animals that inhabit the open world. The developer has said the menagerie grew larger than originally expected because the animations turned out well and were received positively, leading to more and more creatures being added. Several dozen animals are planned to be available at the Early Access launch, with more added in later content updates. Because the game is in development, the exact roster and individual animal behaviors may change.
The animal species named publicly so far are listed below. A large portion will not be in the initial Early Access version; the developer has noted that many sprites are complete but full functionality is still being built out.
Animal | Notes |
|---|---|
Bear | Large mammal. |
Bison | Large grazing mammal. |
Boar | Wild pig. |
Capricorn | Goat-like creature. |
Cat | Capable of carrying weapons in unintended cases the developer has decided to keep. |
Chicken | Travels in packs and tends to engage in heavy pecking. |
Cow | Large grazing mammal. |
Crocodile | Added in alpha demo patch 30a. |
Crow | Bird. |
Deer | Forest mammal. |
Dog | Can be ridden by very small characters such as those with the Diminutive trait. |
Elephant | Large mammal. |
Frog | Small amphibian. |
Goat | Mountain mammal. |
Gopher | Small burrowing mammal. |
Hermit Crab | Added in alpha demo patch 29b. |
Horse | Rideable; an established mode of long-distance travel. |
Lizard | Small reptile. |
Moose | Large mammal. |
Pig | Farm mammal. |
Rabbit | Small mammal. |
Raccoon | Added in alpha demo patch 30a; may rummage through trash cans in grungier parts of the city. |
Rat | Featured in some classes' abilities (rat swarm functionality is in internal development). |
Shark | Aquatic; water-based animals do not move slower in water as humans do. |
Sheep | Farm mammal. |
Skunk | Eating skunk meat or having an NPC eat one can cause status effects such as 'Smelly'. |
Snake | May lie in wait behind tall grass and strike without warning. |
Squirrel | Small mammal. |
Tiger | Large predator. |
Turtle | Slow reptile. |
Wolf | Predator. |
Animal AI varies a lot by species and reflects the real-life animal where possible. Raccoons may rummage through trash, snakes ambush from grass, chickens travel in packs, and so on. Uniquely-colored animals may indicate a tougher creature or one carrying rare loot. Water-based animals such as sharks will jump repeatedly when stranded on land, and do not move slowly in water the way human characters do.
Animal meat is used to craft a variety of recipes, including in-world favorites the developer has joked about such as Spaghetti and Bearballs. Eating is not strictly essential, but the benefits are significant enough to be worth the effort, and benefits vary based on which meat is consumed. The developer is undecided about giving every animal its own unique meat type and has discussed using inedible meats as status-effect tools, for example serving a Skunk Burger to an unsuspecting NPC to inflict a Smelly status effect or extended sickness. Vegetarian alternatives are planned for all major meat types.
For animal-kill quests, players will have the option of dealing with the animal humanely: knock them out and transport them to a location such as a Ranger outpost. In cases where the quest requires meat, there is typically an alternative way to attain it, such as the vegetarian variation.
Animals can be ridden as a means of gaining a combat advantage or traveling long distances without a car. Not all animals are rideable; whether an animal can carry a rider depends on the size of the character and the abilities of the animal. The developer has used the example of a robot riding a dog: this would not normally be possible, but it could happen if the character has the Diminutive trait or the dog has been granted a super-strong-back trait.
Animals can also fight on the player's behalf in the same way other party members do, and their effectiveness improves over time. Some animals can also use weapons; the developer originally did not plan this, but discovered the ability already existed in builds and decided to keep it. Animals may also be kept at the player's home base and provide various benefits, since the same system that lets players employ NPCs covers animal husbandry.
The developer has discussed allowing inconsequential pet animals that follow the player around but do not directly involve themselves in combat or other activities, separate from the combat-companion role.
Fish and fishing are something the developer plans to deal with eventually, likely during Early Access, rather than at the launch of EA. Several types of birds are planned with sprite work largely complete, but birds will not get full functionality until some point during Early Access. The developer has explicitly said birds will not just hover a few feet off the ground.
When asked whether a player character could transform into an animal, the developer has said it is on his to-do list but has not committed to a form or timeline for the feature.
For classification purposes, gorillas are treated as humans, not animals: they are a playable character class rather than wildlife. Female Gorillas are also confirmed for the game.