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Gameplay Systems - Version 10 vs Version 11
Aug 6, 2026, 10:18 PM
Added Random Events and World Simulation section covering the rain schedule, planned disasters and random happenings, the world simulation layer and presidential laws; added a Disguises section on faction headwear and face coverings
Aug 18, 2026, 05:52 AM
Added a paragraph on how the crafting screen presents a recipe, covering held counts, paired positive and negative effects, exact material costs and masked unlearned recipes; Embedded 1 previously unused in-game screenshot with descriptive alt text and captions; Rewrote alt text and added captions on 3 embedded screenshots
11Streets of Rogue 2 is a systems-driven immersive sim, and much of its appeal comes from how its mechanics interact. This page collects the gameplay systems the developer has described, beyond the dedicated pages for Character Classes, Vehicles, Animals and Wildlife, Mutators, and Mayors and the President. Because the game is in development, some specifics may change before release.2233Quests4455Quests are generated procedurally and given out by NPCs, including Mayors and city authorities. The developer has stated that quest generation goes hand-in-hand with crafting material placement, time advancement, and the elite NPC system. A planned Cell Phone feature will let players grab missions over the phone instead of having to physically return to questgivers each time; internal builds already allow the player to call quest-givers in the UI to receive new quests. For 'kill' quests on animals, a humane disposal option is intended where the player can transport a knocked-out animal to a Ranger outpost rather than killing it. Quest objects placed in chunks are randomized: a chest, a safe, or a kidnapped person can all fill the same marker.6677Combat and Weapons88991010Combat covers melee, firearms, and a wide range of throwables and gadgets. The developer has described a redesigned guns-and-ammo system since the original game. Weapons may include items as silly as banana peels (no longer considered lethal in newer patches), and players can interact with weapons in unusual ways such as throwing or augmenting them. Some animals can use weapons themselves, an unplanned interaction the developer chose to keep because it amuses him.11111212Damage is categorized into types that are more or less effective against different materials, so a particular tool works better on some targets than others (for example an axe against a tree). Weapons are organized into subcategories such as Pistols and Knives, and a weapon's subcategory ties into the World Tier system. Reloading is part of ranged combat, all firearms within the same subcategory share a single ammo type, and non-lethal weapons produce knockouts more often than lethal ones. These combat details continue to be refined in development.13131414Skill Trees and Augmentation Booths15151616Each character has a skill tree, and augmentation booths around the world let players acquire additional skills. These systems are designed to encourage role-playing: a character that commits to a profession can get specialized upgrades that reinforce their playstyle, rather than each character having access to every option.17171818Build Mode and Player Construction19192020Players can place objects and floors in the world via Build Mode, accessed by holding the inventory button on gamepad. Build Mode includes a mousewheel-driven rotation control and supports object variants per chunk type, lining up with the broader chunk system. Player-built homes have specific rules around NPC pathing: in some cases a floor must be present for NPCs to avoid the area.21212222Crafting and Recipes23232424Players can craft items and recipes including food, with recipe ingredients sourced from animals (meat), plants, and shop purchases. Recipes the player has ingredients for appear at the top of the crafting list. The developer has specifically described in-world recipes such as Spaghetti and Bearballs, with both meat and vegetarian variants planned for major recipes.252526+Published screenshots of the crafting screen show how a recipe is presented. Each entry lists how many the player currently holds, and selecting one shows its effects, its exact material cost and a line of flavour text before the craft is confirmed. A Bear Burger is built from one Bread and one Bear Meat and restores health; a Bacon Cheeseburger takes Bread, Beef, Cheese and Bacon and pairs a large damage resistance with a movement penalty, which is how the developer's stated intent of making food matter shows up in practice. Recipes the player has not yet learned sit in the same list masked behind question marks. These screenshots come from alpha demo builds, so the specific recipes and figures may not survive to the Early Access build.27+2628Items and Inventory27292830Items are sorted into four storage groups. The split matters in play because crafting materials and ammunition do not compete for space with everything else.29313032GroupContentsNotesMain InventoryTools, Consumables, Weapons, Quest ItemsThe slot-limited inventory. Tools perform unique functions, consumables cover food and other status-effect sources, and quest items are used only in the quest that produced them.Unlimited SlotsAmmo, MaterialsNeither takes an inventory slot. Materials are used only for crafting and get their own tab.Build ModeBuildable Objects, Farming Items, Claim-Related ItemsPurchased or crafted. Farming items such as seed and fertiliser are early-stage; claim items such as the Land Voucher cover land acquisition.OtherKey Items, CurrencyKeys, safe combinations, and keycards tied to specific locations. Money is the only currency, with no plans for a second one, though a city treasury may become available to a player who takes a mayorship.3133Stolen items are planned to be flagged as such. A flagged item would not be sellable at a normal shop, though a black market at a lower price is under consideration, and stolen goods could be confiscated if the player runs afoul of the law.32343335Status Effects34363537Status effects shape moment-to-moment gameplay. The developer has named effects including Smelly (typically gained by being around or eating skunk), Confused, Annoyed (an NPC reaction to player behavior), Well Rested (gained by sleeping in a bed), and various sickness states. Status effects carry over correctly across save loads after recent patches.36383739NPC AI and Daily Routines38403941NPCs follow daily routines and react to player behavior. They sleep in their beds, go to work at appropriate businesses, and respond to provocation. The developer has fixed many edge cases in alpha demo patches: NPCs getting stuck between beds and walls, failing to leave their bed for work, refusing to walk through Fence doors, working at locations they were not meant to, and so on. NPCs may also be Annoyed with the player and refuse to speak with them in some interactions.40424143Crime and Law Enforcement42444345A dedicated crime system is planned but not built. The developer has described it as being in the ideas phase, so none of the following is playable yet.444647+4548SystemIntentCop ResponsePolice reaction to crimes, with effectiveness expected to depend on the city the crime happens in, including its prosperity.Non-Lethal TakedownsA way for police to arrest rather than simply turn hostile. In the first game police had only neutral and lethal states.BountyPoints accrued for the scale of a crime and the value of what was stolen. Bounty hunters are one possible consequence; the player would be able to pay a bounty off, and events such as death might clear part of it.Butler Bots and Cop BotsDispatched to the scene of a major crime, likely at a set time each day. A player who lingers at the scene may be found responsible, so sleeping in the bed of someone you killed carries a risk.4649World Permanence47504851The world remembers what the player does to it, then quietly repairs itself on a schedule. Wreckage and bodies are cleared each morning by Butler Bots, with the specifics depending on location. Destroyed walls, floors, and objects are replaced, and an NPC who is killed or leaves is replaced by another who moves into their bed slot and takes over the vacancy.49525053Both replacement processes currently fire at 5 AM every day. The intent is to make them depend on the state of the city instead, so a prosperous city repairs itself faster than a struggling one. Physical Butler Bots cannot yet be seen carrying out the work, though the code for them is partly in place.51545255Hiring NPCs and Home Base53565457Players can hire NPCs as employees, and the system that handles employment also covers keeping animals at the home base. A home base can provide various benefits including animal-derived bonuses.555856595760Factions and Reputation58615962The world contains many factions, and the player's standing with each is tracked by a reputation value that places them somewhere on a scale running from hostile through aligned to friendly. Reputation gates access to faction-specific quests, so improving standing with a group opens up work that group offers. Relationships between factions are currently fixed, but they are intended to become dynamic, and a player-led faction is planned. Faction standing also feeds into the city-level decisions surfaced through Mayors and the President.60636164Faction Roster62656366Twenty-five faction types are present in current builds, though the developer describes the system as unfinished. Several of them mirror a character Class or Profession, so the group a player belongs to and the groups they can antagonise often overlap.64676568FactionGroupingNotesLaw EnforcementInstitutionalThe policing faction. Pairs with the Cop profession.GovernmentInstitutionalThe state apparatus that the President sits atop.SoldiersInstitutionalMilitary faction. Pairs with the Soldier profession.FirefightersInstitutionalEmergency services faction.PressInstitutionalMedia faction. Pairs with the Journalist profession.ScientistsInstitutionalResearch faction. Pairs with the Scientist profession.ResistanceOppositionalAnti-government faction. Pairs with the Resistance profession.ThievesCriminalPairs with the Thief profession.GoonsCriminalPairs with the Goon profession.MobstersCriminalPairs with the Mobster profession.CrepesCriminalOne of the two rival gangs.BlahdsCriminalThe rival gang to the Crepes.CultistsIdeologicalPairs with the Cultist profession. A cultist Mayor archetype leads a large following.FarmersCivilianPairs with the Farmer profession.RangersCivilianPolice the use of natural resources; see Rangers.HumansSpeciesThe baseline species faction.GorillasSpeciesGorillas have their own faction and a planned Gorilla Village settlement.AnimalsSpeciesWildlife is treated as a faction in its own right; see Animals and Wildlife.AliensSpeciesPairs with the Alien class.RobotsSpeciesPairs with the Robot class.RogueBotsSpeciesListed separately from Robots.CannibalsSpeciesA cannibal Mayor archetype and cannibal hideout dungeons both exist.WerewolvesSpeciesPairs with the Werewolf class.VampiresSpeciesPairs with the Vampire class.ZombiesSpeciesPairs with the Zombie class.6669Random Events and World Simulation67706871A system for producing random events exists but is barely populated: at present the only regular occurrence is rain. The developer has said a relatively small amount of effort could do a lot here and that he is keen to get more of it into the game.69727073Not every event is purely random. The rain schedule is planned weeks of game-time in advance so that rainfall is frequent without being overwhelming, and the developer has floated tying disasters to world events or player progression, or firing an event when the game decides too long has passed without anything significant happening. He compares this to the storyteller mechanics used in other games. Beyond rain he has ideas for other weather, expects many of the first game's disasters to return alongside new ones, and describes smaller random happenings such as a roadblock, a dispute between two NPCs, or a herd of pigs running down the street.71747275Above that sits a planned world simulation layer, recalculated on a regular basis, that governs large-scale events outside the player's view. Factions could gain prominence in a region or take over a city, and disasters could strike elsewhere in the world. The developer has said this might be communicated through the interface directly or through something in the world such as a television. The same layer carries presidential laws: the player may be told that the President has enacted a new and sometimes ridiculous law that changes how the game plays, and those laws may later be retracted.73767477Disguises75787679Two kinds of disguise are planned, both built around headwear. The first is dressing in the headwear typical of a faction, with effectiveness depending on the player's stats and traits as well as on the item itself. The second is a face covering such as a bandana, which would let the player act without the usual positive or negative effects on relationships. Letting players swap other clothing is possible but the developer expects it would be cosmetic only. Neither disguise type is implemented yet.77807881Optimization and Engine79828083Streets of Rogue 2 runs on the Unity engine. The developer has been actively optimizing it: at one point the game used as much as 11 GB of RAM, which has been reduced to roughly half through improved Unity asset handling. World generation loading is now consistently smooth without major spikes, and world generation time has been reduced by roughly fifty percent compared to earlier alpha builds. Roughly a quarter of one development year was spent revamping the tilemapping system, which has resulted in more flexibility when designing environments and for in-game player-built structures, with less jank.