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Early Access and Development Roadmap
May 26, 2026 at 10:46 PM
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Streets of Rogue 2 is in active development and is planned to release into Early Access before reaching a full 1.0 version, following the same path as the original Streets of Rogue. This page summarizes the developer's publicly stated plans. Because the game is still in development, many specifics are described by the developer as subject to change.
The developer, Matt Dabrowski, has stated that a release date will be announced only when he is fully confident it can be met. The Steam store page release date is set to TBA. Earlier in development, dates were discussed publicly and then moved as the project's scope and quality bar required more time, and the developer has apologized for placeholder dates that proved misleading. The developer attributes the extended timeline to the game being a large, complex project built and largely designed by one person rather than to any single design problem.
The developer has described his standard for the Early Access launch: the build should be a solid representation of what the final game is intended to be from a gameplay and technical standpoint, but with missing content and extra bugs. The overall gameplay loop and core systems should be in good shape, with room left to respond to player feedback, without the fundamental flow of the game being overhauled with each update. The original Streets of Rogue also launched in Early Access first, and the developer has cited that experience as a model.
During development, an alpha demo was released to let players try the game and provide feedback. The developer has been candid that early demo versions functioned more like a sandbox than a full representation of the intended gameplay loop, and that the demo would be updated once it better reflected the core loop being targeted for Early Access. Demo patches added features and fixes over time, including partial and then fuller controller support, save system improvements, and world generation changes.
Across development updates, the developer has highlighted work on a range of systems. The following table summarizes areas described as in progress or recently implemented. Specific designs may change before release.
Area | Notes |
|---|---|
World Generation | Repeated improvements to how the island nation is generated, including denser cities and world generation versioning so old saves keep working. |
Tilemapping System | A revamp of how environments are built, intended to give more flexibility for level design and player-built structures with less visual jank. |
Design Implementation | Writing the code for designs that exist on paper, such as the system of Mayors who control cities and the path to toppling the President. |
Balance | Tuning difficulty and the death penalty, with mutators planned to let players adjust conditions to taste. |
Save System | Multiple auto-saves, manual saving, quick resume, and faster save menus. |
Optimization | Reducing memory usage given the larger volume of art and the scale of the open world. |
The developer maintains a public roadmap and posts development updates and devblogs covering specific topics such as vehicles, world chunks, and animals. These updates describe both completed work and plans, and the developer has noted that the roadmap is updated over time even when the headline date does not change. Players who want to follow progress can track the official roadmap and the developer's update posts. For content systems that are planned for or already shown in development, see The Open World, Vehicles, Animals and Wildlife, Character Classes, Mutators, and Mayors and the President.