Streets of Rogue 2
Streets of Rogue 2 is an open-world sandbox RPG and roguelike where players topple a corrupt president any way they choose. Built by solo developer Matt Dabrowski and published by tinyBuild, it spans a procedurally generated island nation, supports solo and co-op play, and is currently planned to release into Early Access at a date to be announced.
On This Page
Streets of Rogue 2 is a sandbox RPG, roguelike, and immersive sim from solo developer Matt Dabrowski, published by tinyBuild. It takes place in a vast, randomly generated open world where players fight, sneak, hack, farm, build, steal, or talk their way to power as they try to topple a corrupt president. The sequel trades the original game's compact, self-contained levels for a single persistent island nation that the developer has said is more than 10,000 times the size of a level from the first game.
The game runs on the Unity engine and supports Windows, macOS, and Linux. Modes include single-player, online co-op, LAN co-op, shared or split-screen co-op, and Remote Play Together. Audio and interface translations are available in English, French, German, Spanish, Korean, Portuguese (Brazil), Russian, Simplified Chinese, and Japanese.
Premise
The central goal is to overthrow a corrupt president and take control of an entire county, solo or with friends. How that goal is reached is left almost entirely up to the player. The developer has described scenarios such as hiring a mercenary army to stage a coup, breaking into a mayor's office and taking the mayor hostage, building a large farm and becoming a business power, or simply ignoring the main quest and exploring. Cities across the world are run by Mayors who answer to the President, and bringing those figures down is the path to gaining influence.
Setting and World

Streets of Rogue 2 takes place across a procedurally generated island nation. The map is more than 10,000 times the size of a single level from the first game, stitched into one continuous open world rather than separate stages. The world spans varied locations including neon-lit cities, serene countryside, mysterious caves, sunlit islands, and creepy graveyards, populated by quirky inhabitants. Environments are heavily destructible, and the material a building is made from affects how players can break into or move through it. Sewer and crypt dungeon environments have been shown publicly. The structure of the world is covered in The Open World and Chunks and World Generation.
Core Pillars
Pillar | Description |
|---|---|
Open World | A single, seamless, procedurally generated island nation with no separate level loads between activities. |
Freedom of Choice | Multiple valid approaches to almost every objective, from brute force to stealth, hacking, diplomacy, or commerce. |
RPG and Roguelike | Character classes, traits, and progression combined with randomized runs and replayable content. |
Immersive Sim Systems | Interlocking systems that react to player actions, including destructible structures, AI behaviors, and emergent events. |
Co-op | Playable solo or with friends through local and online co-op, including LAN, split-screen, and Remote Play Together. |
Characters and Progression
Players choose from a roster of classes, each with unique traits and playstyles, or create their own character. Confirmed classes include the Soldier, Cultist, Farmer, Gorilla, Thief, Hacker, Cop, plus many more revealed in the public classes-overview trailer. The new Rangers class is described as a beastmaster-style character able to tame, ride, and fight alongside most animals. Full details are in Character Classes, and the custom character and trait system is covered separately. Beyond classes, the developer has described skill trees, augmentation booths, profession specialization that encourages role-playing, and a world tier system that scales region difficulty.
Vehicles, Travel, and Animals

Getting around the large world is supported by drivable vehicles, including cars and boats, and by rideable animals such as horses. Phone-booth teleportation is planned to cut down on cross-map travel time, though the balance between driving and teleporting is still being worked out. Confirmed cars include the Cheap Sedan, Minivan, Vintage Car, and Police Car. Several dozen animals are planned for the Early Access launch, with more added in later content updates.
Development Status
Streets of Rogue 2 is an upcoming title that remains in active development. As with the first game, it will be released into Early Access first, then continue to a full 1.0 release. The developer has stated that a specific release date will be announced only when he is fully confident it can be met, and the Steam store listing release date is currently set to TBA. An alpha demo was made available during 2024 and 2025 to gather feedback, then removed from Steam in December 2025 because the developer felt it no longer represented the game's intended form. For the latest confirmed timeline and the dev's stated plans, see Early Access and Development Roadmap and Dev Blogs and Patch Notes.
Platforms and Features
Streets of Rogue 2 is being developed for PC, with Windows, macOS, and Linux requirements listed on its store page. Listed features include single-player and multiplayer, online and local co-op, LAN co-op, shared and split-screen co-op, Remote Play Together, Steam Achievements, Steam Trading Cards, Steam Cloud, and Family Sharing. System specifications are listed in System Requirements.
The game will be available on Steam first. The developer has named GOG, the Epic Games Store, and the Microsoft Store as storefronts that may follow, while stressing that none of them is certain yet. No console release has been announced by the developer or the publisher. Steam Deck compatibility is currently listed as unknown.
Streets of Rogue 2 is sold as a one-time purchase with no microtransactions. Its content descriptor notes that players can break into private property to achieve their goals, and can engage in melee and ranged combat and kill other characters.
Who Is Making It
Matt Dabrowski develops the game largely on his own, but several people contribute to specific areas. The art is created by Thomas Feichtmeir, who works under the name Cyangmou, with assistance from Czarek Łuczyński and Kordian Rönnberg; the developer has estimated the game holds roughly fifteen times as many art assets as the first game, and that the art is being produced faster than he can implement it. The bulk of the game's chunks are built by Clay Dickenson, who goes by Cyan Light and originally made chunk packs for the first game as a player. The soundtrack is composed by Megan McDuffee, with tracks chosen by the player's location and the time of day and switched dynamically to action variants during combat or driving. There are no plans for in-game radio stations, though the developer has floated letting players build tracklists from their own files.
Translations are handled by a translation company and will continue to be supplied for newly added text throughout Early Access.