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Level Editor and Workshop - Version 2 vs Version 3
Jun 7, 2026, 06:33 PM
Removed duplicate in-body wikilinks
Jul 22, 2026, 02:25 AM
Added the mod tools breakdown (chunk editor, map editor, and the not-yet-existing world editor) and the confirmed list of content types that will be shareable through the Workshop
11Streets of Rogue 2 carries forward the player-facing level editor that shipped with the original Streets of Rogue, and substantially expands it. The same editor that the development team uses to build chunks will be made available to players, with Workshop support planned for after the Early Access launch so players can share their creations.2233What the Editor Offers4455The editor is packed with content the team also uses internally: floor tiles, wall types, animals, melee weapons, firearms, and many more object types, with more coming over time. It includes quality-of-life features such as automatic orientation of locked doors, context-aware object variants (place a generic chair and the editor selects the appropriate variant for the chunk type), and randomization controls for object damage. For quest objects, designers drop a marker that the game populates at runtime with a chest, a safe, or whatever the quest requires.667+The Tool Set8+9+The editing tools are tracked as separate pieces of software rather than one program, and they are at different stages.10+11+ToolStatusNotesChunk EditorIn gameThe editor that ships the individual pieces of the world. Its ancestor was built for the first game after that game released, partly so a proper editor would exist for the sequel.Map EditorIn gameAlso carried forward from the first game and developed alongside the sequel.World EditorPlannedDoes not exist yet, because every world map is produced by procedural generation. The developer thinks it should exist eventually and does not expect it to be an enormous effort.Further toolsPlannedAdditional tooling is committed in design but not specified.712Building Chunks at Scale813914Chunk-by-chunk authorship is the way the open world is built. A medium chunk can take 10 to 15 minutes to author in the editor; the largest chunks can take up to an hour. The developer has expanded the editor specifically to push these numbers down, which lets a single contributor produce many chunks in a session.10151116Workshop Support12171318Workshop support is planned to roll out at some point after the Early Access launch. The plan is for players to create new chunks and entire levels for the game, as was possible in the original Streets of Rogue. The developer has described the same suite of authoring tools that the team uses being made available to the community when Workshop support lands.141920+Four categories of player-made content are planned to be shareable.21+22+ContentNotesCustom charactersShareable as they were in the first game; see Traits and Custom Characters.ChunksThe developer is less certain these will matter as much this time, because the sequel ships a far larger built-in pool and a player-made chunk is therefore less likely to come up in any given run.MapsPlayer-created cities, dungeons, and other regions.World mods and scenariosSaved configurations of the run modifiers described under Mutators.1523Editor Roadmap16241725Specific recent editor work has included support for light off-limits areas where penalties are softer than fully prohibited zones, the ability to randomize the biome texture of individual objects, a method for viewing every variant of every game object simultaneously from the editor, and improvements to how the editor handles diagonal walls and floor tile mixing. The editor is in active development; some of these features are tagged as internal and not visible in the alpha demo.