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Level Editor and Workshop
May 27, 2026 at 08:11 PM
Initial version (2026-05-28). Created from Phase 1 dev-blog and patch harvest covering classes, vehicles, animals, world generation, mayors, and demo status.
Streets 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.
The 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.
Chunk-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.
Workshop 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.
Specific 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.