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Although Streets of Rogue 2 is programmed and largely designed by one person, its art and audio are the work of a small credited team. This page collects what the developer has published about the game's visual assets, soundtrack, and sound design.
Art
The bulk of the game's art is created by Thomas Feichtmeir, who works under the name Cyangmou, with assistance from Czarek Luczynski and Kordian Ronnberg. The developer has said the volume of art produced comfortably outpaces his own ability to implement it, and has estimated the game holds roughly fifteen times as many art assets as the first game. He has given a larger figure elsewhere: a March 2026 social post put it at at least a hundred times as much art as the first game, which he called a conservative estimate. The two figures were published at different times and he has not reconciled them.
Environment art is built on a tile-mapping system far more complex than the first game's, which auto-generates combinations of wall and floor tiles so that varied environments can be assembled quickly. Roughly a quarter of one development year went into rewriting that system after the asset library grew unwieldy. Environmental object types now number around four times what the first game had, with most objects carrying multiple visual variants.
The individual building and area layouts, which the game calls chunks, are largely created by Clay Dickenson, who works as Cyan Light and who built a large number of community chunk packs for the first game as a player before joining the project.
Animation
Animal animation is one of the areas the developer has singled out, saying the quality of the animations was part of why the animal roster kept growing. For NPCs, he has said he would like a more elaborate animation set than they currently have, on the grounds that it would make them feel more alive as they move through their daily routines. That work is listed as planned rather than in progress.
Music
The soundtrack is composed by Megan McDuffee. A number of tracks have been written with more to come. Rather than playing a fixed playlist, the game selects tracks based on the player's location and the time of day, and switches dynamically to an action version of most tracks during circumstances such as combat or driving.
Item | State |
|---|---|
Location and time-of-day track selection | Implemented |
Dynamic action variants of most tracks | Implemented |
Radio stations | No current plans |
Player-supplied tracklists | Under consideration; the developer has said he may allow players to build their own tracklists from their personal files |
Separately, the June 2024 release date trailer was scored with a track by Perturbator. That was a trailer collaboration rather than a soundtrack credit.
Sound Design
The developer has described sound effects as being in such a good place that he has a large backlog of additional effects he has not prioritized, precisely because the game already sounds the way he wants. New effects are expected to be added on an ongoing basis through Early Access.

Two audio systems are new relative to the first game. The world produces ambient background noise that changes with the player's position in it, and sounds are occluded based on where the source sits relative to the player, so a noise behind a wall does not reach the player the way an open-air noise does.
Localization
The store listing advertises interface, full audio, and subtitle support in nine languages: English, French, German, Spanish (Spain), Korean, Portuguese (Brazil), Russian, Simplified Chinese, and Japanese. The developer has described the translation pipeline as solidified, with some errors still present and fonts still to be changed for certain languages. Translations for newly added text are to be supplied by a translation company throughout Early Access. See System Requirements for the full technical listing.