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User Interface and Controls - Version 2 vs Version 3
Aug 6, 2026, 10:26 PM
Added 2 in-game screenshots with descriptive alt text
Aug 18, 2026, 05:52 AM
Marked the crafting screen complete, moved Followers off not-started, added Vehicles and Home Base as their own tab-menu rows, and trimmed the planned-screens list to what is still outstanding; Rewrote alt text and added captions on 2 embedded screenshots
11The interface of Streets of Rogue 2 had to grow to match a game that is far larger than its predecessor. The developer rebuilt the front-end menu system from scratch so menus are easier to create and maintain, and has said the screens currently share one generic skin with visual work still to come. Everything below is drawn from the developer's public roadmap and is subject to change before the Early Access build ships.2233Input4455Keyboard and mouse support is complete. Gamepad support reached the point where nearly any action available on keyboard and mouse can also be performed on a controller, and the developer describes closing the remaining parity gaps as ongoing work. Partial controller support first reached players in alpha demo patch 27, with full gamepad support following in patch 28c.6677Driving is the one control area the developer singles out as unresolved. Two-dimensional driving controls are hard to get right and player response was mixed, so three different control schemes already ship. He expects more tweaking and possibly extra settings, including a way to lower vehicle speed. See Vehicles.8899Front-End Menus10101111ScreenStatusNotesTitle screen and introNeeds workThe developer's entire published comment on it.World selection and generationIn gameThe developer wants to add a preview of the generated map once a seed and parameters are entered, and thinks some world-mod settings belong on this screen too, since factors like world size and city count are adjustable.Character selection, creation, modificationBare-bonesOptions for building custom characters and modifying existing ones are named as work that must land before the Early Access launch. See Traits and Custom Characters.SettingsCompleteFully functional. New settings get added as needed and the screens may get aesthetic passes, but they work as well as they need to.Online multiplayer menusPlannedListed as planned work with no detail published.Stream integrationUndecidedThe first game let viewers vote on disasters and rewards. The developer is not against bringing it back but has not committed.1212Inventory Screens13131414Three inventory surfaces exist. The standard inventory and toolbar works much as it did in the first game and is fully functional, with crafting materials sorted into their own tab so they never compete for space with normal items, plus a further tab for abilities, traits, and status effects that doubles as a quick-access panel. A build inventory holds every category of buildable element and is functional but expected to change as design work and player feedback come in. A "use on" and sell inventory appears when interacting with an object or NPC the player is applying items to.15151616What goes into each of those groups is covered under Gameplay Systems.17171818The Tab Menu19192020The tab menu is the game's hub screen, and the developer built it with split-screen constraints in mind so that local multiplayer would not require rebuilding it. He has said it should get plenty of use.2121222223-ScreenStatusCoversStatsBare-bonesA quick look at the makeup of the character.ShopCompleteBuying and selling for all transactions.ChestCompleteThe player's personal storage for items that will not fit in the inventory.Crafting, cooking, moddingIn gameOne screen for everything crafting-related. Still missing functions such as swapping one material for another or adding extra materials.FactionsIn gameThe player's standing with each faction and factions' standing with one another.CitiesIn gameThe player's relationship with cities and cities' relationships with each other. Intended to grow once the city management layer firms up; see Mayors and the President.Quest logMostly functionalThe developer has said it could look better and that he may add a map view. See Quests.Quest offerIn gameShows much the same information as the quest log, but only when accepting or completing a quest.Skill treesIn gameCharacter skill progression.FollowersNot startedWill handle followers living and working at the player's base; see Base Building and Followers.MapIn gameSee the map screens below.Further screensPlannedVehicles, home base, city management, multiplayer functionality, and a message log are all named as planned tab-menu screens.23+ScreenStatusCoversStatsBare-bonesA quick look at the makeup of the character.ShopCompleteBuying and selling for all transactions.ChestCompleteThe player's personal storage for items that will not fit in the inventory.Crafting, cooking, moddingCompleteOne screen for everything crafting-related. The developer now describes its functionality, and its support for future recipes, as largely complete.FactionsIn gameThe player's standing with each faction and factions' standing with one another.CitiesIn gameThe player's relationship with cities and cities' relationships with each other. Intended to grow once the city management layer firms up; see Mayors and the President.Quest logMostly functionalThe developer has said it could look better and that he may add a map view. See Quests.Quest offerIn gameShows much the same information as the quest log, but only when accepting or completing a quest.Skill treesIn gameCharacter skill progression.FollowersIn gameWill handle followers living and working at the player's base; see Base Building and Followers.VehiclesIn gameEverything car-related, and boats. The developer has said there are no planes, while leaving the door open.Home baseIn gameHome bases are described as having functions beyond being the place the player's bed goes; see Base Building and Followers.MapIn gameSee the map screens below.Further screensPlannedVehicles and home base have since become tab-menu screens of their own. City management, multiplayer functionality and a message log are still named as planned additions.2424In-World Interface25252626Radial weapon and ability select: a radial menu replaces the first game's weapon cycling and may also handle special ability selection. It frees a gamepad button so a second special ability can be mapped. The developer listed a completed weapon wheel among the items finished by his June 2026 status update.Context buttons: these appear when interacting with NPCs and objects. They work as they did in the first game but now carry an image on each button, a tooltip with extra information on the selected button, and the ability to scroll the list.Sidebar notifications: images and text that slide in and out of the side of the screen to report recent actions such as picking up an item or gaining experience.27272828Map Screens29293030Two maps exist. The world map is a uniquely textured overview, largely complete except for icon filtering, which the developer says is already programmed internally and only needs art assets to switch on. He also intends to let the player display filters for world-simulation factors such as faction influence.313132323333The zoomed-in map more closely resembles the first game's map and doubles as the minimap, with slightly different behavior in that role. It is described as functionally complete but slow to update and occasionally buggy. The developer has considered adding a middle-ground map that shows unique chunks without their individual tiles as a more performant option.34343535Tutorial36363737The first game had a walled-off, heavily scripted tutorial that was well received. For the sequel the developer has so far taught through in-game popups instead, on the grounds that he personally prefers letting players play and explore while surfacing information as it becomes relevant. He has been explicit that he has not fully made up his mind and will see how players respond.