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User Interface and Controls
August 6, 2026 at 10:26 PM
Added 2 in-game screenshots with descriptive alt text
The 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.
Keyboard 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.
Driving 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.
Screen | Status | Notes |
|---|---|---|
Title screen and intro | Needs work | The developer's entire published comment on it. |
World selection and generation | In game | The 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, modification | Bare-bones | Options 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. |
Settings | Complete | Fully 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 menus | Planned | Listed as planned work with no detail published. |
Stream integration | Undecided | The first game let viewers vote on disasters and rewards. The developer is not against bringing it back but has not committed. |
Three 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.
What goes into each of those groups is covered under Gameplay Systems.
The 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.

Screen | Status | Covers |
|---|---|---|
Stats | Bare-bones | A quick look at the makeup of the character. |
Shop | Complete | Buying and selling for all transactions. |
Chest | Complete | The player's personal storage for items that will not fit in the inventory. |
Crafting, cooking, modding | In game | One screen for everything crafting-related. Still missing functions such as swapping one material for another or adding extra materials. |
Factions | In game | The player's standing with each faction and factions' standing with one another. |
Cities | In game | The 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 log | Mostly functional | The developer has said it could look better and that he may add a map view. See Quests. |
Quest offer | In game | Shows much the same information as the quest log, but only when accepting or completing a quest. |
Skill trees | In game | Character skill progression. |
Followers | Not started | Will handle followers living and working at the player's base; see Base Building and Followers. |
Map | In game | See the map screens below. |
Further screens | Planned | Vehicles, home base, city management, multiplayer functionality, and a message log are all named as planned tab-menu screens. |
Radial 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.
Two 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.

The 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.
The 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.