About the Game
RIG Riot is a roguelike third-person mech-action shooter. Fight increasingly difficult enemies while completing objectives, level up, and choose the Weapons and Volatile Mods that will let you return from your raids victorious. Discover thousands of permanent parts, and build a RIG unlike any other.
Exciting Combat
Combat can feel quite different depending on the style of RIG you build. Do you prefer a light and mobile mech that bombards their foes from range with a trusty sniper? How about a well-rounded powerhouse who focuses on bringing the pain with missile bombardments and automatic rifles? Or maybe you prefer a tanky build that barrels through all opposition with laser blades and shotguns? Put together your build and then prepare for fast-paced combat against a wide array of enemies.
Deep Customization
In RIG Riot, every loss is an opportunity. Dive into the garage and check out the exciting new parts you've earned. Every part in RIG Riot is made out of a combination of components from the various full sets available in the game. There are an incredible amount of parts to find- which will you use?
Powerful Synergies
Finds the best ways to make your unique RIG shine as you travel through increasingly difficult stages. Search for rare weapons and mods with effects that compliment your build to see just how far you can go.
Screenshots
7 imagesVersion Information
Steam Patch Notes
Official update history
Hey folks, hope you're well. I've been very encouraged to see how positive the game's reviews have been so far, and I also appreciate your patience while I work on getting bugs sorted out.
Since the change to the names of the game modes it seems like more people are playing Standard(formerly Assault) mode and having a good time, which is great! I've also noticed that some folks have had more performance challenges in this mode. This is to be expected, of course, with the higher quantity of enemies causing a greater draw on the CPU. I'm looking into things to try and help this, including a potential slider to let you adjust how many enemies are able to spawn at a time.
Overall RIG Riot is run almost entirely on the CPU. This is because I've found that moving things to the GPU tends to especially tank performance for people running the game on integrated graphics, a use case I didn't expect but want to support as much as I'm able. A challenge with having so much on the CPU, though, is that it's not as obvious to me how I can provide player-adjustable settings to make the game run better on hardware that is not entirely up to snuff. I'm continuing to research and think about options, though, of course.
Additionally, I just updated the minimum and recommended specs on the game's steam page. The original specs were on my wife's computer and on an older build. The new specs were determined based on builds that community members have tested, then increasing them a little to try and provide some headroom. Sorry for not getting that updated sooner, hopefully they will provide some helpful context on what you can expect performance-wise with the game in its current state.
Anyway, back to the bugfix mines. Keep letting me know if you run into issues and I'll keep working to get them all addressed! You're all the coolest.
-Sage
Changes
Improved stability by adjusting rendering settings (Note: this is to address situations where certain players would see their frame rates drop when looking in a certain direction. Your maximum frame rates may be a bit lower with this change, but overall frame rates should be more consistent. Let me know if you get any major issues because of this)
Various adjustments to try and improve optimization
Removed the floor platform from one of the Prison hotspots as it was causing visual bugs and didn’t really add much to the presentation
Flare Duelists are now anchored to their flare’s location, similar to pilots fought as part of objectives. This means they will try to stay within that space while fighting, and they will also be teleported back if they get too far.
Increased size of flare smoke effect
Bug Fixes
Adjusted the distance hotspots are placed from one another to try and reduce situations where enemies spawn inside of geometry
Further adjustments to hotspot spawn points to try and prevent things from spawning underground or inside geometry
Adjusted the descriptions of some achievements to reflect the new names for the game modes
Adjusted how the game handles enemies falling off the stage to prevent a softlock caused by objective enemies falling off the stage
Fixed interactables spawning under the stage
This update includes name changes for the different game modes to help reinforce that they're difficulty settings. The game was originally built around Assault mode (now known as Standard mode) and I added Mission mode (now Relaxed) to try and ease the onboarding process for folks that found Assault too overwhelming.
I've also seen some talk that the game has become easier or is too easy in general. I want to address this and improve things, but for the moment I'm trying to get the game to be in as stable a state as possible.
Also, thanks to all of you who've picked the game up. It means the world to see you having fun with the game, and I'm starting to feel pretty optimistic about being able to make game development my full time job.
Also also, keep letting me know about bugs you find! You can mention them in the feedback form or the game's discord, both of which can be found from the main menu. Thanks!
-Sage
Changes
- Changed the names of the different game modes to better reflect their intent as difficulty options
- Mission -> Relaxed
- Assault -> Standard
- Hard Mission -> Relaxed (RIOT)
- Hard Assault -> Standard (RIOT)
- Increased the size of enemy compass icons
- Gave objective enemies a different, taller compass icon to help differentiate them from horde enemies
Bug Fixes
- Fixed enemies in Assault mode not giving the player Upgrade progress on kill
So far it seems like a lot of you are having a great time with the game, by the way, and that makes me super happy. Obviously I'm very stressed in the moment and scrambling to get fixes out but I am super glad that the game is fun for you all.
-Sage
Changes
- Increased the Aggression score for all early arena foes so they don’t come across as broken
Bug Fixes
- Adjusted all hotspots(the locations where missions spawn) to try and prevent enemies and interactables from spawning inside geometry (Note: Please let me know if you run into this, it can be tough to track all the permutations of things down so it's hard to know if it's fully resolved)
Known Bugs (not comprehensive)
- A crash that seems to occur when changing your custom interface colors during gameplay (Note: the settings menu seems to have some weird stuff going on in general during gameplay, tracking this down is a high priority)
- Some visual flickering with the floor of some hotspots in the prison
- Enemies sometimes spawning inside of geometry (Note: The fix above is meant to help this but probably still not perfect)
- Not gaining Upgrade XP upon defeating enemies in Assault Mode
- Ability to create saves with names windows deems invalid, thus creating very strange game states
- Some part drops show the wrong names when initially picked up, causing confusion looking at the garage
- Reports of music unintentionally becoming unmuted
- Camera moving unintentionally when pressing numpad keys & shift
- Possible crash when recycling parts with duplicates
2 days until launch!
stressstressstressstressstressstressstressstressstressstressstressstress
-Sage
Bug Fixes
Fixed achievements not available in the demo still appearing in the demo
Fixed the locations of the part mount sockets for the ProtoScout upper torso being too high up
3 days until launch! Scrambling to get stuff fixed and improved for the big day. Hope you're all having fun with the demo!
-Sage
Changes
Increased enemy explosion volume
Bug Fixes
Fixed enemy RIGs not visually exploding upon death
Fixed the compass not showing the arrows denoting whether something is above or below you
Fixed a certain boss reappearing and floating menacingly after being defeated
Fixed not all intended sets dropping as loot in the demo
YOUR SETTINGS WILL BE RESET, SORRY!
(this was needed to prevent settings from being synced during steam cloud saves)
Hey folks, this patch brings a lot of changes/fixes but the main thing is that the demo is now on the same version of the game as the release build, meaning that it should have all the bug fixes and performance improvements I've made since the last update to the demo.
You will also notice some content is rearranged or no longer accessible within the demo- the demo originally had access to a number of flare duels, for instance, that are normally not accessible until further in the game's progression. I'm still thinking about trying to find ways to make this accessible within the demo again but for now there were just some important bug fixes in the main version that the demo needed, so I prioritized that.
This list of patch notes is not even close to comprehensive since it brings the game forward by many versions but it at least includes some of the changes. I'm looking forward to seeing what you all think of the full game on Monday!
-Sage
Changes
Numerous optimization improvements
Prevent demo ineligible achievements from appearing in the demo
Adjusted font scaling to make sure controller players can see all of their stats
Added new square objective icons to make them a bit easier to see at the corner of your screen
Balance
Adjusted stats of Annelid parts
Reduced motivator health scaling when fought as a tier 2 boss
Moved the settings file to a new folder to better support steam cloud saves
Controller focus no longer moves to buttons at the bottom of the garage menu when navigating down from the last part button
Bug Fixes
Reduced late game performance degradation
Fixed a bug causing the game to be closed when exiting the virtual keyboard via pressing the “Back” button instead of the “Done” button
Fixed arena enemy tiers being wrong
Fix for loot pickup display jittering
Scrapping parts now rewards Scrap instead of SCM (Note: Unused SCM has been converted automatically into scrap)
Added more safety around making sure the player gets their parts
Fixed stage selection change being reverted upon changing the game mode
Adjusted compendium menu flow so that the back button does not get selected prematurely
Controller users should now be able to see their weapons’ augments in the upgrade selection screen
Fixed players being able to attempt to create saves with invalid characters, later causing problems when trying to load a nonexistent save
Fixed enemy weapons occasionally floating after defeating enemies
Fixed incorrect button prompts showing when opening certain menus
Fixed the game defaulting to the wrong font
Hey folks, a pretty notable bug was found related to updating friction values for different movement modes. This patch fixes that but it might make some things feel different, let me know if you like it or hate it. I did test it out in the playtest beforehand and feedback was good so I felt it was worth pushing out.
Changes
- Made turbo boost section in the tutorial easier
Bug Fixes
- Fixed the player being able to open the equipment menu while selecting an upgrade, leading to the game being unpaused with a menu open
- The tooltip shown when hovering your mouse over a stat is now hidden immediately when activating stat explanations
- Fixed a bug causing grounded friction to not be applied as intended
- Fixed start menu not scrolling when using Thematic font
- Fix Interface category display not being reset when switching categories
- Fixed tutorial enemies being able to drop Scrap
Changes
- Added support for chain procs to projectiles spawned by augments or volatile mods
- Stat tooltips can now be viewed at any time when hovering with the mouse instead of only when stat explanations are enabled
Bug Fixes
- Removed achievement reward descriptions for certain achievements that have changed since they were initially implemented
- Fixed garage performance degradation
Note: Gun muzzle flash particle effects were being remade every time weapon stats got updated, this should be addressed now
- Adjusted some things about how enemy spawns are handled to try and prevent enemies from spawning in an inactive state
- Fixed projectiles getting stuck upon hitting shields
Changes
- Outer part drops from the introductory raid are now all based on the starter sets and are no longer guaranteed to include an 'Expendable' shell
- Red objective location indicator is now moved upon picking up package delivery packages
- Objective compass icon indicating package location is now removed upon picking up package delivery packages
- Improved button size scaling behavior
Bug Fixes
- Added a missing button prompt to the tutorial
Mini Hotfix
- Fixed the End of Run menu not working when using a controller
Hey folks, got some buffs for quad legs and some bug fixes. Also, Next Fest has started so if you're willing I'd love some help spreading the word about RIG Riot. Hope you're having fun with the update!
Changes
- Innate Dash Boost Duration multipliers from leg parts now also apply to Dash Boost Cooldown
Note: Quads have reduced Dash Boost Duration due to being focused on a "burstier" playstyle. This should help with situations where consecutive boosts are needed to avoid damage
Balance
- Increased Reverse leg jump power multiplier (1.1 -> 1.25)
- Reduced Quad leg jump multiplier (0.95 -> 0.9)
- Increased Quad grounded boost multiplier (1.25 -> 1.3)
- Increased Quad load limit multiplier (1.1 -> 1.2)
Bug Fixes
- Fixed newly unlocked weapons not being correctly added to garage weapon boxes
- Fixed semi auto weapons sometimes firing into the ground with hold to fire all enabled
- Fixed bonus health from mods not affecting max health
- Attempted fix for weird missile targeting behavior
- Added a fallback check upon opening the pause menu that should close upgrade menus in case they get stuck
Hey folks, this is the first set of bug fixes for the recent Quad Leg update. More fixes are in the works but I wanted to get some of the major issues addressed quickly. Let me know if you run into any issues or if you're having a good time with the update :D
Changes
- Switched name of Void Slot to Blocked Slot and updated description to include an explanation of how to leave a slot empty but open for upgrades. Will likely improve this further in the future when I have more time
- Adjusted experience curve
- Weapon weight no longer factors into held ammo capacity calculation
Note: Lighter weapons are already tuned to deal less damage, but I think the extra total ammo reduction was salt in the wound. You should already expect to take longer to finish fights with lighter weapons due to their lower DPS, so it's probably not necessary to reduce their ammo capacity as well.
- Bandit missile drones now fire explosive missiles instead of kinetic
- Added a new particle effect for Fire Demon's incendiary missiles
- Changing to a new RIG part category now focuses your currently equipped part
- Adjusted Shot Caller's weapons
Balance
- Increased the player's base damage increase per upgrade level (2.5% -> 5%)
- Player unpredictability now takes longer to wear off (enemy accuracy will be lower for longer after performing evasive movements)
- Reduced enemy damage scaling
- Termite base damage increased (50 -> 52)
- Repeater base damage increased (120 -> 123)
Bug Fixes
- Updated garage logic to try and fix performance degradation from switching parts. Also improved general garage optimization.
- Fixed upgrade rate multiplier double-dipping
- Fixed Booster Efficiency being used to calculate bonuses to Generator Output Efficiency and Generator Recharge Efficiency
- Fixed Booster Efficiency receiving an unintended +1 to its effect multiplier
- Fixed controller being able to leave the confirmation and alert windows in the part select menu
- Fixed player unable to move their mech until activating boosters
- Fixed infinite load upon opening the tutorial
Hey folks, this update is mostly fixes for larger bugs from the recent patch but it also includes some major lighting improvements- let me know what you think!
Changes
- Reverted punch animation change
- Adjusted Wastes lighting and material used for player parts
Note: The goal here is to make your color customization during runs look more like it does in the garage
Bug Fixes
- Fixed Downward Dash not working after using a Chain Jump during a Melee Lunge
- Reduced instances of melee weapons getting stuck
- Fixed timer starting before load completes
- Improved detection for multiple active events
Current Release
Build 25331879
Uploaded Sep 17, 2026
Update already requested
Uploaders have been notified
A newer version is available but not yet uploaded
Help keep this updated
Login Required
You need to be logged in to request game updates. Would you like to go to the login page?
Request Update
Request an update for RIG Riot? This will notify uploaders that this game has an available update.
Request Submitted
Your update request has been submitted successfully! Uploaders will be notified.
Request Failed
Failed to submit update request:
System Requirements
How to Install
Windows\RIGRiot.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
03CF3DDF
fce66900556266a44b16b9bc602a00f12df9a744cc7ae7b20a843ee80fee175c
You May Also Like
View AllDownload RIG Riot for PC with a direct link or via torrent. Get the full version of RIG Riot for free. RIG Riot is a Action released by Sage Boatman.