

So, I figured if I could do a more emergent, open version of Streets of Rogue, that would be super cool. But they are also very intimidating games, even for people who want to get into them. Very emergent games with lots of cause-and-effect kind of stuff. Those are two of my inspirations, actually. Something like that, but a very light version of those kinds of things. Something like Cataclysm: Dark Days Ahead, or Dwarf Fortress. So the open world-structure is something I can see myself adding to for years and years to come. I can just keep adding more, and piling more and more on top of it, but I don’t know if that is actually good for the game or not. I feel like there was only so much within that structure without breaking things. It’s all level base, like roguelikes tend to be. And I said “well, it’s got to be open-world.”Īnd the reason for that was, I kind of felt constrained by the structure of the original game. It was still in Early Access at the time, but I remember talking to the head of my publisher, TinyBuild, in late 2017 of what the sequel might be. What motivated the change?Ī: So partway through the development of the original game, I conceived the idea for this sequel. Q: Streets of Rogue 2 features procedurally generated open worlds as opposed to the linear progression of levels in the original. My expectations for myself are also pretty daunting, but I am confident that I can deliver on them. But hopefully I can deliver on those promises! Still a ways to go before the game enters Early Access.

It’s pretty clear that people are expecting a lot from it from this game, partially because I promised a lot from it. Are players’ expectations for the sequel daunting?Ī: Yeah. Q: Streets of Rogue has received Overwhelmingly Positive reviews on Steam. It’s a roguelike with immersive sim features that goes completely insane. So, an Enter the Gungeon-style game, meets Deus Ex, with the anarchy of Grand Theft Auto. To quote its Steam page, you can fight, sneak, and hack your way through cities. How many video games have you played?” Most people don’t know what a roguelike is, but usually I describe it as a top down, Grand Theft Auto-style game with emergent gameplay elements. Like, “Do you play video games? Okay, you do. Q: Can you briefly describe Streets of Rogue for players who are unfamiliar with the series?Ī: I always struggle with giving an elevator pitch for this game. So that adds a bit of time pressure on you. And if he doesn’t, his skills decline before he can get that fix. When I play, I tend to play really cautiously, and it forces me to play a little bit differently, because the Investment Banker is on drugs, and constantly needs to be finding ways to get his fix.

A lot of players seem to dislike it, actually. And in the original game, I preferred to play the Investment Banker, which isn’t a super popular character class. Q: Can you briefly introduce yourself and share the Streets of Rogue character class you resonate with most strongly?Ī: I’m Matt Dabrowski, the developer of Streets of Rogue. RELATED: New RPG Has Sword That Punishes You for Having a Powerful GPU

Interview has been edited for clarity and brevity. Game Rant spoke to Dabrowski about the recently revealed title, touching on the new AI, graphics, and systems in the works as well as his long-term plans for the game. Matt Dabrowski, the solo developer of the series, is hard at work on the sequel, rebuilding the original game's systems in procedurally generated open worlds. While the original Streets of Rogue never attained the widespread recognition of Stardew Valley or Hades, it is an indie hit with near-uniformly positive reviews. Roguelikes come in a variety of flavors, and with Streets of Rogue 2, the genre will merge with the equally popular open-world format.
