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, a couple bugfixes here alongside the credits. This includes a fix for the Showoff part mod, which was having around 100x the intended effect. It was pretty funny but I can't pretend it wasn't a problem, haha.
-Sage
Changes
Added credits
Balance
Doubled the base value of weapon size part mods to make sure they’re still worthwhile after the fix
Bug Fixes
Fixed weapon size multipliers being wildly higher than their values suggest
Fix inactive enemies receiving a forced perception update and attempting to shoot the player during navmesh generation (it doesn’t work but it’s annoying to hear and may cause additional performance overhead if it's stuck on)
Removed an unnecessary invisible ceiling from the Corporate Crossroads arena map
Last one for today I think- have a great weekend all!
Bug Fixes
Fix for arena foes not realizing they have line of sight until the player moves
Bug Fixes
Fixed enemy RIGs spawning in the ceiling in the Militia Holding Area due to the extended spawn location check from the previous patch
Hey folks, I think I finally got to the root of what's causing enemies and interactables to spawn inside of objects.
See, the the locations where your objectives take place are within things called Hotspots, basically mini levels that I create manually with spawn points, certain objectives available. etc. Hotspots, however, can spawn in arrangements such that they overlap a bit, either with each other or the static parts of the stage. To combat this I have code in place that checks an area above and below the spawner's location to make sure things spawn on top of geometry instead of inside it. This was not detecting collisions correctly, I must have broken it during some refactor.
Anyway, it's fixed now. There's still a chance that there are some circumstances that lead to unusual spawns, but it should be far more infrequent. If you do run into any of those, as always, please let me know and I will try to address it ASAP. Screenshots are particularly useful if you run into this, as it helps me know which hotspot is being troublesome. Making changes at random is just as likely to make things worse as it is to fix them.
There are more fixes in the pipeline as well of course, I just wanted to make sure to get this out before the weekend in case it would improve the experience for anyone. It's absolutely miserable to get softlocked so I've really tried to prioritize addressing this. Sorry it has taken a while to get to the bottom of it.
I hope you all have a great weekend! I'll still be in the bugfix mines for a bit but I feel like I'll probably get to start working on improving variety, difficulty, and QoL stuff before too much longer. I'm looking forward to that, bugfixes are pretty soul crushing, even if they're very necessary :D
-Sage
Changes
Moved the shot caller flare duel to a spot less prone to repeated return teleports
Changed the game’s icon
Bug Fixes
Deeper fix for objects spawning inside of other things & further hotspot spawner location adjustments for added safety
Attempted fix for arena enemies sometimes not engaging at the start of combat
Hey folks, hope you're well! I somehow survived launch week but I'm still deep in the bugfix mines.
This patch largely aims to address the accuracy issues folks are seeing at higher frame rates. It also includes more work to try and prevent enemies from spawning inside walls, an update to the display of the objective marker, and some other things.
I've started replying to fewer things individually to try and protect my time but I'm still reading and taking note of everything. Once I fully wrap up with my day job I plan to sit down and comb through all the feedback again to make sure I haven't missed anything when planning next steps.
Super encouraging to see so many of you enjoying the game! Makes everything feel worth it :D
-Sage
Changes
Various under-the-hood changes to improve player gun accuracy
The objective marker now becomes semi-transparent when the player gets close
Further hotspot adjustments to prevent enemies spawning in walls or infinitely falling off platforms
Handheld launchers now show the launcher icon when rolled as upgrades instead of the generic box icon
Balance
Doubled the projectile velocity of all player gun-like weapons
Increased projectile velocity for non patterned enemy gun-like weapons
Bug Fixes
Fixed flares appearing under the stage
Fixed the “For Safekeeping” achievement referring to the Cannon Ball as the Energy Revolver
Fixed a crash caused by rerolling your weapon augments with fewer than 6 options unbanned
Removed an optimization for enemy and gun tick rates that seems to have been causing guns to be less accurate at higher frame rates
Fixed the “Assault Attrition” achievement not unlocking in hard/riot mode raids
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
Current Release
Build 25373806
Uploaded Sep 18, 2026
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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.
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