This article is a stub
It lacks sufficient information and needs to be expanded. You can help by adding more content.
Streets of Rogue 2 has multiple kinds of dungeons, from the multi-floor Mayor's offices that anchor the main campaign to smaller cave systems and basements scattered through the open world. Most dungeons are handcrafted set pieces built from chunks, with procedurally-generated dungeons planned for after the Early Access launch.
What Counts as a Dungeon
The term is used broadly here. In Streets of Rogue 2 a dungeon is any location that is not part of the world map, which makes it a category of interior space rather than a specific kind of place. Dungeons house the game's Mayors, but they also appear for other reasons. Each type is meant to have its own theme, its own contents, and its own generation method, and a single dungeon can run to multiple levels with more than one entrance and exit.
Dungeon Varieties
The developer tracks eight dungeon varieties, five of them named. Three further varieties are committed in design but have not been given public names yet.
Variety | Status | Notes |
|---|---|---|
Office Building | In game | The only variety in current builds. This is the category that a Mayor's office belongs to. |
Vault | In development | Coded but not yet placed into worlds. |
Cave | In development | Wild cave systems, with work done on diagonal walls and cave lakes. |
Crypt | In development | Crypt-themed interiors; crypt textures have appeared in dev screenshots. |
Sewer | Planned | Sewer environments have been shown publicly, and a sewer-dwelling Mayor archetype exists. |
Three further varieties | Planned | Committed in the developer's design documents but not yet named publicly. |
The table below lists the dungeon environments that have actually been shown in public dev posts. It overlaps with the varieties above but is organised by what has been seen rather than by the developer's internal categories.
Confirmed Dungeon Types
Dungeon Type | Notes |
|---|---|
Mayor's Office | A huge multi-floor chunk that functions as a dungeon. Anchors the campaign because defeating a Mayor requires navigating one. |
Cannibal Hideout | Confirmed dungeon environment, fitting the cannibal-mayor archetype. |
House Basement | Smaller dungeon-style chunks under residential buildings; some include unusual features such as basement swimming pools. |
Cave Dungeon | Wild cave systems with diagonal walls and cave lakes; ongoing overhauls to wall geometry. |
Sewer | Sewer-themed dungeon environment shown in screenshots from dev posts. |
Crypt | Crypt-themed dungeon environment shown in screenshots from dev posts. |
Handcrafted vs Procedural
Major dungeons are handcrafted to give them character and to support the variety of design intents the team wants for each archetype. The developer has been candid that handcrafting dungeons at scale is one of the longer-running tasks of the project; community contributor Clay (who goes by Cyan_Light, originally a player and modder of the first game) was brought on specifically to help build chunks, and has produced thousands of them for the sequel.

Procedurally-generated dungeon maps composed of smaller chunks are also planned. Most of the programming is done, but the developer has chosen to defer further work on procedural dungeons until after the Early Access launch so the game can ship.
Mayor's Office as Campaign Dungeon
Each city's Mayor occupies a Mayor's Office dungeon, with multiple floors that the player must navigate to reach the Mayor. The structure of these is intentionally varied: a cultist Mayor's office leans into ritual spaces, a cannibal Mayor's office leans into squalor and trapped corridors, and so on. Mayor offices are also where Mayor-specific quest objects spawn.

Underwater Dungeon
An underwater dungeon concept has been described as a planned post-Early-Access addition, drawing on the same boat systems used for inter-island travel. The developer has cited Sid Meier's Pirates as an inspiration for the broader naval direction. Whether the underwater dungeon ships as its own dungeon type or as a system layered over existing dungeons is not yet confirmed.

Approaching Dungeons
True to the rest of the game, dungeons are designed to have multiple valid approaches. Walls of different materials can be ram-driven, blown up, or hacked. Quest objects are randomized at the marker level, so the same dungeon can contain a different objective on a fresh run. The tier of the region containing a dungeon affects how tough its enemies and locks will be.
Dungeon Populations
Every dungeon level works as a closed ecosystem. NPCs who are not in the player's party cannot currently leave the level they were placed on, which means each level has to contain everything its residents need: somewhere to live, somewhere to work, and somewhere to sleep. The developer would like to relax this eventually so that a dungeon NPC can have a home elsewhere in the world, but has said that change is some way off.