Risk of Rain 2
by Hopoo Games · 11 Aug, 2020
178 downloads
About the Game
SURVIVE AN ALIEN PLANET
Over a dozen handcrafted locales await, each packed with challenging monsters and enormous bosses that oppose your continued existence. Fight your way to the final boss and escape or continue your run indefinitely to see just how long you can survive. A unique scaling system means both you and your foes limitlessly increase in power over the course of a game.
DISCOVER POWERFUL NEW ITEMS
More than 110 items keep each run fresh and full of new challenge. The more items you collect, the more their effects combine, the more surprising some of those combinations might be. The more items you encounter, the more lore (and strategy) you’ll discover through the logs.
UNLOCK NEW WAYS TO PLAY
Unlock a crew of eleven playable survivors, each with their own unique combat style and alternate skills to master. Learn the secrets of the Artifacts to toggle gameplay modifiers like friendly fire, random survivor spawns, item selection and more. With randomized stages, enemies, and items, no run will ever be the same.

PLAY SOLO OR CO-OP
Tackle the adventure solo or with up to three friends in online co-op, or compete in the rotating challenge of the Prismatic Trials. Brand new survivors like the Captain and MUL-T join classic survivors such as the Engineer, Huntress, and--of course--the Commando.

Screenshots
6 images
Version Information
Steam Patch Notes
Official update history
Hey Everyone!
We've released an update for Risk of Rain 2 today aimed specifically at the Steam Deck. Since the most recent update players have reported an issue with Steam Deck controls not working correctly. Today’s update has resolved this issue and players on Steam Deck should no longer have those controller issues.
Thanks for playing!
The Risk of Rain Team
Alloyed Collective 1.4.1 Update Notes
Thanks again everyone for the amazing reception for Alloyed Collective, today we have a big ol’ update for Risk of Rain 2 which includes a bunch of fixes, updates and balance changes.
For our Nintendo Switch fans the changes in this patch will be built into the day 1 release of the Switch version which is due in Q1 2026 (we’ll get it to you as fast as possible!)
This is the only planned update to Alloyed Collective but that doesn't mean you shouldn't report any issues to us - we can always include any fixes into future releases… our plans for Risk of Rain 2 are far, far from over.
Note: There are Alloyed Collective spoilers in these notes!
Updates & Balance changes.
Solus Heart base health increased by 25% from 6000 -> 7500 and base damage increased (from 10 to 11.)
Alloy Hunter base health increased by 20% from 3000 -> 3600.
Solus Wing weak points take 25% less damage from proc chains.
Solus Wing weak points now have half the adaptive armor (we fixed an issue where they unintentionally had 2x adaptive armor.)
Damage shared from Networked Suffering reduced from 50% - > 45%
Best Buddy will now ignore the ally cap and always spawn when collecting the Orphaned Core.
A Drifter repossessing another Drifter in multiplayer who is encumbered by having already repossessed a heavy object will now correctly inherit being encumbered.
Solus Wing’s logbook no longer drops from the boss - can you find it??
Community Manager Note: HUGE NERF - Players failing to grab it under dying Wing was the best thing in the DLC.
Warbonds now work with Pocket ICBM (but is intentionally not as large an increase as stacking multiple Warbonds.)
Repossess no longer generates scrap when damaging a Junk Cube.
Increased Tornado Slam’s damage from 170% -> 220% and increased final hit damage from 400% -> 600%, and greatly increased junk production.
Ending Tornado Slam early by jumping no longer consumes a jump.
Solus Distributor spawning cooldown increased from 10 -> 11 and mine health 60 -> 20
Added custom pickup highlights for Boss, Void, and Food items.
Shrine of the Mountain will correctly spawn on Conduit Canyon when the Artifact of Prestige is active.
When Artifact of Prestige is active the visual indicator on the Mountain Shrine and Teleporter is now pink.
Community Manager Note: As it was written, so shall it be done.
Equipment (Regular and Lunar) now get highlights when picked up.
"Follower" type item displays now get highlighted when picked up (for example Focused Convergence, Tricorn's ghostly gun etc.)
Mithrix now has item displays for Boss tier and DLC items (he only had the little spikes in him for base game items.)
Mithrix can use Meal Items (except Sautéed Worms, that would be insane.)
Gold obtained by Solus Extractor while holding a Roll of Pennies will no longer transfer to the player.
Solus Heart loot pool has been updated to include Hardlight Afterburner, Orphaned Core and Spare Drone Parts.
Conduit Canyon's "Intrusion Detected" line is now pink to match with other world event messages.
Alloy Hunter's message when spawning is correctly labeled as her speaking.
Collective Elites now have their shield bubble temporarily disabled after being dealt damage, and damage against the shield is labelled as “Immune” to better communicate the lack of damage. We have also updated the visuals of the bubble to reduce visual clutter.
Solus Scorchers now have a glassy material on their tank.
Pocket ICBM now affects Missile Drones when Operator uses Admin-Override.
Fixes
Prison Matrix and Longstanding Solitude are now properly disabled when hit with an item-disabling attack.
Umbra of MUL-T event on Solutional Haunt can now only be triggered by a live player and not any Remote Operated drones by dead players.
Fixed Solus Wing’s corpse being cleaned up by Cleanup Drones, soft-locking the run.
Multiple instances of brief framerate “hitches” fixed across all platforms.
Fixed rare instances of Repossess splitting multi-option interactables (such as Multi-Shops) into separate parts.
Repossess will now correctly only highlight the base of a targeted Multi-Shop. Additionally some objects with tiny or seemingly missing highlights should now correctly display the targeting highlight.
Certain purchased Drones should no longer get stuck when thrown off cliffs using Repossess.
Tougher Times, Mired Urn & Meal-Tier items can now be placed in the Shrine of Rebirth.
Removed instances of Drifter’s Junk Cube VFX remaining after being destroyed, primarily on XBOX.
On XBOX Solus Amalgamators that are killed almost instantly on spawning will correctly despawn during multiplayer
Drifter will now correctly knock back enemies when using Tornado Slam in multiplayer.
Voidsent Flame will correctly proc itself when the explosion hits full health enemies.
Hiker’s Boots on hit bonus is now guaranteed when hitting enemies from a higher elevation and is no longer affected by proc coefficient.
The additional COMMAND text when buying a Drone as Operator will no longer display when using alt-secondary ability CMD-SWARM.
Solus Amalgamator can now spawn as a teleporter boss on Iron Aroras (loop variant) without requiring a Node to be activated.
Missile and Strike Drone propellers are correctly animated in both gameplay and when viewed in the Logbook.
There are no longer any incorrect fight-starting triggers on Solutional Haunt outside of entering the tunnel.
Longstanding Solitude should no longer increase the amount of Lunar Coins required to interact with Lunar Buds.
Price of a chest will no longer appear when pinged while holding Longstanding Solitude.
Operator no longer gains extra stacks of Bolstering Lantern when using ADMIN-OVERRIDE.
Bolstering Lantern will now correctly give its buff when collected while enemies/allies are already within the buff zone.
Engi Turrets now correctly display the cute antennae when holding the Collective Elite aspect “Of One Mind.”
Best Buddy and Solus Invalidator’s hanging cables should have the correct degree of floppyness now.
False Son’s Club of the Forsaken now has the correct description.
Xi Construct should no longer become unaligned with its various parts when playing at high FPS levels.
Networked Suffering gives kill credit to the character that applied the debuff, correctly granting money and exp, as well as activating on kill effects
Fixed issue where picking up a single temporary item would sometimes incorrectly state that the player collected 2 items
Item displays are no longer removed when your items are disabled (you still have them, they just don't work!)
Functional Coupler no longer drops all extra equipments when your items are disabled.
Functional Coupler’s equipment slots no longer have their cooldown reset when your items are disabled.
Fixed the equipment cooldown timer briefly being incorrect when being un-Item Disabled
Consumable equipments are correctly consumed when used with an empty bonus equipment slot from Functional Coupler (no more infinity Engi turrets, exploit enjoyers.)
Fixed certain items (H3AD-5T v2, Resonance Disk, Mired Urn, and Neutronium Weight) not working on Operator after stage transition
Added item displays for Box of Dynamite and Spare Drone Parts to Best Buddy and Empathy Cores.
Drifter's Bludgeon (Primary while an object is in her bag) no longer occasionally misses damaging objects in the bag with high attack speed.
Tweaked the slam animation of Drifter's Bludgeon to no longer have the bag phase through her.
Tweaked Drifter's jump animation to fix her arms suddenly lurching forward.
Fixed Repossess not being able to throw characters correctly in Solutional Haunt.
Fixed some of Operator's queued drones not being Repossess-able.
Fixed Droneboy's hat appearing when Repossessed, along with several other visual bugs with other objects being held in the sack.
Temporary Item Distributor's smoke VFX remains attached to the model when thrown via Repossess.
Fixed a bug where Drifter's Junk Cube wouldn't always spawn a cube if too close to some objects.
Void and Food “Command” pickups had their VFX updated to better match items of their tier.
Many items, equipment, enemies, drones, and stages had their logbook previews adjusted to better frame them.
Fixed some missing periods, spaces, as well as extra periods and spaces across several item descriptions in the logbook.
Fixed some phrasing inconsistencies related to health regeneration - all effects that scale with level are now written as "base health regeneration."
Fixed Railgunner's M99 Sniper’s Active Reload description incorrectly describing the bonus damage on a perfect reload as 100%, instead of 500%.
Fixed False Son’s Club of the Forsaken having incorrect damage values for Xbox.
Reduced the recoil of Operator’s H3-11 OCR Custom when fired at non-full stocks.
Objectives are given more space depending on the length of their text, fixing overlapping and squished text in Conduit Canyon's objectives.
Fixed Safer Spaces' shield being wasted when hit while invulnerable (for example during Mercenary's Eviscerate.)
Ultimate Meal's buff disappears 3s after falling under full health instead of instantly, which significantly reduces the negative interaction between reduced healing effects, Ultimate Meal, and Growth Nectar.
Computational Exchange no longer has printers while Artifact of Command is enabled.
Wandering Chef can no longer be used to "duplicate" items that are corrupted into void items while the menu is open, due to exploits by Australian YouTubers - yet again.
Printers can no longer be used while items are disabled, fixing an issue that led to item duping.
Fixes an item duplication glitch relating to rescaling a disabled hud on console.
Fixed False Son’s Lunar Ruin and Networked Suffering causing Solus Wing to die extremely quickly after a weak point is defeated.
Alpha Constructs are correctly killed when thrown out of the map via Drifter's Repossess.
Amalgamator's broken hatches no longer have extremely bright internals.
Fixed Scrapper UI including temporary items in displayed item counts.
Fixed Collective Elites not having an elite icon.
Fixed Remote Caffeinator’s flare VFX being oversized.
Added an extra jump pad to Conduit Canyon’s first section.
False Son (Boss) should be better at targeting players.
Fireworks should no longer clip into Best Buddy when interacted with.
Fixed many items and equipment not being dithered when near the camera.
Now only gold-orb Halcyon Shrines spawn after killing False Son when looping.
Prismatic Trials will now start with the correct player spawn animation. Cabbage is over the moon.
Made slight alteration to the Sautéed Worms log entry as to not contradict existing lore. Grovetender is over the moon.
Under rare circumstances you could die during the “decompiling scene” when you’ve accepted Solus Heart’s offer - this no longer occurs.
Alloyed Collective is available now!
[dynamiclink href="https://store.steampowered.com/app/2781620/Risk_of_Rain_2_Alloyed_Collective/"]
Alloyed Collective Notes
Added purchasable DLC3 “Alloyed Collective” Content: (more specifics at bottom of the page)
2 New Survivors: Operator (unlocked by default) and Drifter (unlockable)
6 New Enemies.
7 New Drones.
18 New Items.
7 New Stages (plus 1 night/loop variant.)
New Interactables.
2 New Teleporter Bosses.
New Final Boss.
& New Secrets!
[img src="{STEAM_CLAN_IMAGE}/33906904/b871dce941ab55bb89b70f1454348b7bbee88ec4.png"]
A more detailed breakdown of the new content is in the spoiler section of these update notes down below - however we have been careful to hide some very cool stuff during the promotion of this DLC and I highly recommend you just jump in and discover the new content yourself!
Other Updates:
These changes are for all versions of Risk of Rain 2 and are not dependent on owning Alloyed Collective!
Remote Operation Added - When you die in multiplayer you can take control of an Ally Drone until you are revived by stage transition (or by other means such as Seeker’s Meditate.)
Drone AI has been significantly improved making them focus fire on your target & follow you closely when not attacking. They have also had their base health regen increased & now have damage reduction against Void Fog & Grandparent's AOE attack.
The TC-280 Prototype, along with the above benefits, has also had its damage, armor & health increased.
Drones are now 33% cheaper to repair when destroyed.
Strike Drones (summoned from The Back-up equipment) now scale with level like the other Drones, as well as having their speed and regen increased.
Survivors of the Void Item “Spare Drone Parts” stats reduced by 50%
Developer Note: Spare Drone Parts (SDP) was initially balanced around the fact that drones used to be pretty ineffective combat allies - even so SDP was considered to be one of the strongest items in the game. With the new drones, increased drone acquisition and new drone AI in DLC3, SDP would essentially play the game for you and almost always guarantee a (pretty boring) win, so we have decided to reduce its effectiveness by 50% - SDP is still an extremely powerful item and we’ll keep a close eye on community feedback and sentiment regarding this change.
Barrier now decays exponentially rather than flat, meaning the lower the amount of Barrier you have, the slower it will tick down.
Community Manager note: Aegis buff in the big ‘25 wtf??
Chests and Printers now use their previous ping icon.
Reduced the spawn cost of Shrine of Shaping to lessen the impact it has on spawning other interactables on the stage.
Reduced the spawn cost of Geeps and Gips so they should be more common on the stages they naturally spawn on.
Void Seeds can no longer spawn Voidtouched Solus Monsters.
Bug Fixes
CHEF’s returning cleavers no longer have a higher than intended proc rate (but Boosted / Yes Chef Cleavers have retained the higher proc rate.)
Fixed rare issue where stages could infinitely repeat.
You will now be able to obtain the Treeborn Colony/Golden Dieback log if you have already obtained the Aphelian Sanctuary log.
The audio for THE FINAL BOSS’S pizza attack is now properly synced.
Xi Construct mega laser will now correctly cause an explosion when it ends.
Re-added dithering to characters when very close to the camera.
Artificer’s Nano-Spear will no longer push enemies around.
Mercenary no longer sometimes takes fall damage when using Whirlwind.
Scrappers now play correct audio (and not only when MUL-T is in the session.)
Added missing Void Item drop sound.
Added missing Royal Capacitor and Charged Perforator sound.
H3AD-5T v2 is no longer able to multiply velocity in unintended ways (such as pressing jump on a Geyser launching you into the sky.)
Elite On Death effects now occur when Ghosts from Happiest Mask expire.
War Bond Missiles now “cost” the correct amount of gold.
Alpha Constructs from Defense Nucleus now use the proper skin.
Seeker’s Unseen Hand now correctly highlights Void Enemies.
Removed False Son being in the logbook for non DLC2 owners.
Returned the Bazaar Diorama to the Logbook.
Known Issues
We have at least one patch planned post-release for DLC3 which will address bugs that we’ve identified after we submitted our release builds, as well as any bugs and balance changes needed following community feedback.
If you have feedback you’d like considered for this patch, please let us know on our Discord.
Drifter’s ability “Repossess” can sometimes (however, quite rarely) allow you to push yourself through terrain.
Various minor issues with Repossess (such as Lt Droneboy’s hat being visible outside of the bag once you grab it) to be addressed. Repossess is probably the most complex ability ever added to the game and as such requires a little post-release fine tuning. Let us know what weird stuff you find!
We may have fixed the Scrapper audio... but we broke the animation (oops.) Fix inbound in the next patch!
Various platform-specific performance optimizations are planned for the next patch.
Full Alloyed Collective Content
ːsteammockingːːsteammockingːːsteammockingː Ok, final warning, this section will spoil all the new content in Alloyed Collective, YOU HAVE BEEN WARNED. ːsteammockingːːsteammockingːːsteammockingː
2 new Survivors
Operator
Drifter
6 new enemies
Solus Transporter
Solus Invalidator
Solus Scorcher
Solus Prospector
Solus Extractor
Solus Distributor
2 New Teleporter Bosses
Solus Amalgamator
Alloy Hunter
1 New Elite Type
Collective Elite
1 New Family Event
Solus Family Event
7 New Drones (and new Drone entries in the Log Book)
Bombardment Drone
Cleanup Drone
Freeze Drone
Jailer Drone
Barrier Drone
Junk Drone
Transport Drone
1 New Multiplayer Drone Mechanic - Remote Operation
Control an Ally Drone if you die in multiplayer.
7 New Stages
Pretenders Precipice
Iron Illuvium (& Iron Auroras night/loop variant)
Repurposed Crater
Conduit Canyon
Solutional Haunt
Computational Exchange (Hidden Realm)
\[̶̱̒̌E̵̦̥̕R̶̰̳͝R̵̥̝̽O̴̟̭̒́R̶̮͆͝]̵̺̱̅ ̸̯̃̀-̸̙̹̐ ̸̭̖̑Ǔ̶͍͖N̸̯̉̅ͅḀ̶͍̚B̵̼̔L̷̨̘͝E̸̢̋͊͜ ̸̥̫̌̆T̷͓̑Ọ̸͗ ̸̮̬̇̋T̸̬̥̏͠Ŕ̸̫̤̈À̵̡̠̚N̵̜̔́S̸̃͆ͅL̶̮͍̿A̷̞͛̈Ṱ̸̠͗͠Ē̷ͅ
New Artifact
Artifact of Prestige
5 New Interactables
Drone Scrapper
Drone Combiner
Temporary Item Distributor
Triple Drone Shop
Access Node
1 New Item Mechanic
Wandering CHEF Item Combining
2 new item types
Temporary Items
Meal Items
18 new items
Deus Ex Machina (Equipment)
Neutronium Weight (Lunar)
Faulty Conductor (Boss)
Functional Coupler (Boss)
Eclipse Lite (White)
Hiker’s Boots (White)
Box of Dynamite (Green)
Collectors Compulsion (Green)
Faraday Spurs (Green)
Kinetic Dampener (Green)
Substandard Duplicator (Red)
Orphaned Core (Red)
Networked Suffering (Red)
Seared Steak (Meal Item)
Quick Fix (Meal Item)
Hearty Stew (Meal Item)
Sauteed Worms (Meal Item)
Ultimate Meal (Meal Item)
New Final Boss
\[̶̱̒̌E̵̦̥̕R̶̰̳͝R̵̥̝̽O̴̟̭̒́R̶̮͆͝]̵̺̱̅ ̸̯̃̀-̸̙̹̐ ̸̭̖̑Ǔ̶͍͖N̸̯̉̅ͅḀ̶͍̚B̵̼̔L̷̨̘͝E̸̢̋͊͜ ̸̥̫̌̆T̷͓̑Ọ̸͗ ̸̮̬̇̋T̸̬̥̏͠Ŕ̸̫̤̈À̵̡̠̚N̵̜̔́S̸̃͆ͅL̶̮͍̿A̷̞͛̈Ṱ̸̠͗͠Ē̷ͅ
Memory Optimization
Today we have pushed an update to all platforms focused on optimizing memory usage - this should have a significant positive impact on low-end PCs and consoles, the most obvious of which will be vastly improved loading times, but all players should see some performance improvements.
Update Notes
While the memory optimization efforts should fix a multitude of bugs/crashes that were related to memory, we have also used this opportunity to address other issues and also added 28 new Steam achievements, mostly tied to Seekers of the Storm content.
- Enemies are now significantly less likely to be forced through terrain with survivor attacks.
- Fixed issue on XBOX (when using non-official controllers) where an input delay would occur on high refresh-rate settings.
- The Anti-Aliasing setting will now function correctly (AA is no longer forced on.)
- Stunned enemies will no longer stack the duration of stun when it is reapplied, they now have the duration of stun reset.
- The SSAO, Sobel Lighting & Gamma Boost options should now function correctly.
- Fixed multiple instances of SFX & ambient sounds not playing.
- Fixed issue with CHEF's momentum being reduced once Oil Spill had been used.
- Seeker’s Reprieve and False Son’s Meridian’s Will can now perform critical strikes.
- Changed proc rate on CHEF’s Dice to the correct 1 (1.5 on charged/boosted.)
- Changed proc rate of the 3rd projectile of Seeker’s Spirit Punch from 0.75 to 1.
- As a client in multiplayer CHEF’s Dice couldn't crit with the first Cleaver throw (only on the return journey) - this has been fixed.
- Seeker’s Palm Blast damage will now correctly scale with level.
- Shaped Glass’s damage increase will now contribute towards Seeker’s Scorched Earth unlock.
- The intro Gearbox/Hopoo Games logos will now display for the correct amount of time.
- The Colossus Laser during the False Son Boss Fight will no longer target invisible players.
- Clarified Seeker’s Clear Mind unlock to specify that the 20 Meditate inputs need to be in a row.
- CHEF’s “You’ve Always Been Crazy” unlock is now an achievable on Commencement.
- Chests (and Chest-like interactables such as Void Cradles) will now correctly show the Chest Icon when using the Radar Scanner equipment.
- Fixed issue where the Disturbed Impact stage logbook was unobtainable if you had already collected the Titanic Plains logbook.
- Changed “Mithrix” to “The Final Boss” in the description of CHEF and False Son’s new skill unlocks to avoid spoilers for a 6 year old game.
- The Lunar Wisp that would sometimes spawn inside a pillar during “The Final Boss” phase 2 leading to a probable soft-lock scenario will now correctly spawn outside of the pillar.
- Void Infestors will once again burst out of Void Cradles rather than just plopping into the ground.
- Fixed issue on Nintendo Switch where the Teleporter Portal Orbs would not appear (only their trails were visible.)
- Common Tri-Shops (with white items) will no longer spawn on Helminth Hatchery and will be replaced with Uncommon (green item) Tri-Shops.
- Halcyon Shrines and Lunar Pods can now spawn on Aphelian Sanctuary.
- The Bazaar Shopkeeper’s voice will now emanate from the shopkeeper itself, not the exit portal.
- Elite Beetles on Nintendo Switch will display the correct visual effects.
False Son (Survivor)
- Added alternate abilities Lunar Stakes and Meridian’s Will, including Unlock Challenges.
- Step of the Brothers dash can now be used while using & charging both Laser of the Father and Club Slam.
- Primary (Club of the Forsaken) changes:
* Normal swing damage increased to 450%, Charged Slam damage reduced to 1000%
* Knockback reduced.
* Charged Slam proc coefficient reduced to 1 (was 3.)
* Air-to-Ground Charged Slam increased in speed, increased blast radius and proc coefficient increased from 1 to 1.5 after 0.5 seconds of airtime. - Lunar Spikes changes:
* Ability changed to Agile - can now be used while sprinting.
* Increased damage to 200%.
* Animation and Firing time reduced to enable faster Lunar Spike firing.. - Increased alternate special “Laser Burst” damage to 1250% (was 1000%) and increased the Lunar Spikes refill to 50% (was 30%)
- Laser Burst also has had its radius increased to be more accurate and impactful
- Laser Burst’s VFX have also been updated.
- False Son’s starting damage stat decreased from 13 to 12, but scaling stat increased from 2 to 2.4, meaning that at the very start of the game you’ll do slightly less damage, but you’ll get stronger faster as the game progresses.
- The cooldown for Laser Burst has slightly increased from 7 seconds to 8 seconds
Seeker
- Added alternate abilities Reprieve and Palm Blast, including Unlock Challenges.
- Any successful Meditate from the 7th stack onwards will now revive teammates in multiplayer (previously it was only the 7th stack.)
- Can now self-revive once 7 stacks of Tranquility are achieved.
- Increased range of Meditation Explosion by 2m per Tranquility Stack.
- Sojourn’s cooldown has been slightly reduced from 9 seconds to 8 seconds.
- Meditate’s cooldown has been slightly reduced from 15 seconds to 14 seconds.
- Overall, skill descriptions have been updated for better clarity.
- Spirit Punches 3rd now gains 50% more damage per Tranquility stack.
- Sojourn now increases by 500% damage per second (previously 400%). Damage over time has also been slightly increased.
- The explosion from Meditate now increases by 200% damage per Tranquility stack
CHEF
- Added alternate abilities Ice Box and Oil Spill including “Yes, CHEF!” Variants & Unlock Challenges.
- Updated character name from Chef to CHEF.
- Primary (Dice) changes:
* Changed behavior to have 3 stocks and for projectiles to auto-return if the attack button is not held.
* Single Dice cleaver damage reduced to 200% (Overall damage increased due to ability stocks.)
* Cleavers held out will now cause increased continuous damage to enemies that come into contact with them, and will do double damage when returning to CHEF. - Removed Sear's animation delay and and shortened its activation time while maintaining the same amount of damage
- Boosted Dice now does 400% damage
- Boosted Sear projectiles create pre-ignited oil pools when colliding with the ground
- Boosted Roll now adds more bleed on hit
- Covering enemies in oil now counts towards CHEF's passive
- Updated Roll to charge significantly faster.
- Jumping out of Roll now provides a super jump to CHEF
- Range of Sear has been significantly increased and is much easier to aim.
- Glaze (and the new ability Oil Spill) leave patches of Flammable (and freezable!) Oil on the ground.
- Sear’s cooldown has been slightly increased from 5 seconds to 6 seconds.
- Roll’s cooldown has been slightly reduced from 9 seconds to 8 seconds.
- Glaze’s cooldown has been increased from 10 seconds to 12 seconds.
- Yes Chef! Has had its cooldown reduced from 15 seconds to 10 seconds
Other Changes
- Mithrix and False Son now acknowledge imposters.
- In the Void Fields Items are now only added to the monster pool at the start of each cell event (previously they would gain extra items if an excessive amount of time was taken to complete each cell.)
- We have reduced the Void Fog damage of the Void fields and decreased the rate at which the Void Fog damage ramps up outside of the safe zones.
- The Void Fields no longer increments the stage counter on completion.
- Elusive Antlers now will spawn more orbs per stack (+1 per stack -> +3 per stack) and has had its minimum spawn time for orbs reduced from 5 seconds to 2 seconds.
- Bolstering Lantern’s scaling is now more focused on the item's utility rather than increasing its effective range. It now grants 10% (+ 3.5% per stack) attack speed (up from a flat 7.5%). That effect is granted per Monster or Ally in a 20 meter range up to 3 (+ 1 per stack). The range no longer scales with additional Lanterns.
- Unstable Transmitter now grants 60% barrier on activation (up from 35%). It has also had its internal cooldown changed from 45 seconds to 1.1 seconds, for those of you that choose to hoard several Transmitters at a time.
Known Issue
- Sometimes one or both logos will not appear during the splash screen 'boot-up'. This has a planned fix in an upcoming update.
Bug Fixes
- Players who have completed the “CHEF’s Wok” recipe but never received the “Order Up” achievement (and were therefore unable to unlock CHEF) will now be able to complete the achievement.
Developer note: If you are a player that completed the CHEF’s Wok’s recipe but never received Chef’s “Order Up” achievement, then just booting the game after this update and reaching the main menu should grant you the achievement. If you are an Xbox user and don’t get the achievement upon reaching the main menu when unlocking CHEF moving forward, this might be related to missing save data. The solution for this is just to start a run with any survivor and that should grant the “Order Up” achievement". We are going to continue looking out for any save related issues so keep the reports coming. - Issue with missing music and sound when many other sounds are playing (primarily on Nintendo Switch) should now be resolved - Many other smaller scale audio issues should also now be resolved across all platforms.
- The False Son (Boss) Colossus laser damage ramp-up no longer carries over between runs.
- When playing as CHEF in multiplayer, other players will no longer see or hear you charge Boosted Roll after the ability should have ended.
- Carried Warbanner will no longer clip through Captain’s model
- Mercenary’s swing/slash animation will now properly play when performing a primary attack just after performing Blinding Assault.
- Missing healing orbs from Monster Tooth should now appear again on console.
- Model/Environment wireframe should no longer be visible when the camera is dipped below water on PS4.
- Stage will correctly lose saturation when False Son (boss) uses Prime Devastator on Xbox.
- Dying as Seeker during Meditate will now correctly allow you to spectate other players in multiplayer.
- Leaves on Treeborn Colony have had correct collisions added to prevent players getting stuck.
- Multiple small out-of-bounds gaps which could lead to players falling through the map have been patched up.
- Removed/Replaced several instances of incorrect dev-text being visible to players.
- Gaining Twisted Elite effect via Wake of Vultures should now function correctly as a player.
- War Bonds now correctly triggers when encountering Mithrix within the Simulacrum.
- Mithrix will correctly drop a red-tier item when defeated in Simulacrum while holding Sonorous Whispers.
- Chance Doll can no longer drop when using Artifact of Sacrifice (as no Chance Shrines spawn.)
- Character shadows no longer cause visual issues with the Ready button on the Survivor select screen.
- MUL-T can no longer charge & trigger Luminous Shot from its Alt Primary during Power Mode (it now only charges Luminous Shot.)
- CHEF’s Goobo Jr clones are now considered mechanical and are thus immune to Void Infestors (but now benefit from Spare Drone Parts!)
- When Mithrix is boosted into the air with Breaching Fin he will now correctly display the visual indicators of his Forbidden Pizza attack. Yes, that is the official name.
Developer Note: No, it isn't.
Community Manager Note: Yes, it is. - Fixed issue where False Son (Survivor) Laser Burst would not do damage in multiplayer.
- Fixed visual issue with Seeker’s barrier when benefiting from the Warped Echo effect.
- Players will no longer retain a charge of Unstable Transmitter if revived after being killed during the active-effect.
- In multiplayer clients will correctly have their equipment disabled during the False Son Boss Fight when affected by Prime Devastator.
- Fixed multiplayer Prime Devastator issue where players could have locked equipment remain locked if revived during the fight.
- War Bond’s model in the logbook has grown out of its emo phase and decided to remove its black make-up.
- Seeker’s Sojourn will no longer consume all charges when used while benefiting from Hardlight Afterburner.
- False Son Boss’s hitbox has been extended below the knees. Rejoice, short kings!
{STEAM_CLAN_IMAGE}/33906904/5ac4e8a5e254f8b22c21bde778692065a3177c26.png
You can see the detailed update notes HERE but I'll give you a quick rundown too. The changes go beyond just simple cosmetic improvements so I'd highly recommend just jumping in and giving it a try.
For those of you who want to know what we’ve changed, read on!
{STEAM_CLAN_IMAGE}/33906904/03999dea810940e8c92006bfd896c6158135dfbf.png
False Son Boss Fight
We’ve made significant improvements to every aspect of the False Son encounter. While we have changed the fight so there are (hopefully) no more “what just happened??” moments - the fight is far from a pushover. So players should still find False Son quite a challenge; but a fairer one.
One of the biggest updates we have made is improving the False Son’s Laser and arena cover significantly. The laser damage has also been re-balanced to ramp up quickly but still give you time to either get to - or move between - cover.
{STEAM_CLAN_IMAGE}/33906904/39d01eaf7cbdba5b25df9b348f44d3cd0c4fcb26.gif
The difficulty scaling of False Son has been changed so that the fight is an appropriate level of challenge regardless of when you decide to travel to Prime Meridian. This includes (but isn't limited to) giving him Adaptive Armor, similar to Mithrix and Voidling, so he should still be challenging pre-loop, but will no longer be one-shot-able after looping!
On top of those mechanical changes, we’ve also improved False Son’s animations and transitions. These will now better telegraph attacks across every phase of the fight. The goal of this change is to make his attacks a tad more predictable. You should now run into far fewer attacks that are a complete surprise and have more time to react to difficult situations.
{STEAM_CLAN_IMAGE}/33906904/579998c4e3b37cddfa5224e79c8301da4b1e9421.gif
Audio and Visual effects have been added to every different False Son ability. Again this is to better communicate to players which of his abilities he has just used or is about to use.
We’ve improved his AI so he will smoothly navigate around the arena. This should lead to far less… unexpected behavior 👀
{STEAM_CLAN_IMAGE}/33906904/66b3fd98d6af9d933e49a0372e698c8628e8dbff.gif
We have reduced the amount of Golem spawns during the fight (now capped at 5 maximum active at a time). During longer encounters you should no longer start getting overwhelmed with extra enemies. But, you’ll still have enough golems to take advantage of the on-kill items you’ve collected on your run.
Last but by no means least, we have added a secret way of entering the Path of the Colossus. This puts entering the path back in your control so you don't feel pressured to make this choice on stage one. This will allow players to gear up a bit more before taking on the challenge of the False Son Boss. I won't spoil this secret entry here - happy hunting!
{STEAM_CLAN_IMAGE}/33906904/03999dea810940e8c92006bfd896c6158135dfbf.png
Seekers of the Storm Item Balancing
I wanted to say a quick thank you to everyone who has given us feedback following the Phase One item changes, and especially all of you that filled in the feedback survey for this update! This has allowed us to make some informed balance changes to these items.
Based on your feedback, it sounds like most of the item changes landed in a good place. But, for some items, perhaps we went a little too far with buffing them. While strong items are undoubtedly fun, getting high level player-power every single run ultimately takes away from some of the fun and unpredictability in the game. With this in mind, we’ve made some targeted balances to the most powerful items for the full breakdown please check the update notes HERE. I'll summarise a couple of the biggest changes below:
Unstable Transmitter was probably the biggest jump in power, giving both one-shot protection and massive defensive utility on a relatively short cool-down. We’ve made this a once-per-stage effect – similar to items like Sale Star – and reduced the amount of barrier gained when triggered. We’ve also removed the one-shot protection so it no longer acts like an infinite Dios Best Friend anymore.
{STEAM_CLAN_IMAGE}/33906904/9b361e5d506580287151cbb1418036851d94bde3.gif
Elusive Antlers quickly became a fan favorite item. Everyone seemed to enjoy how it added some much needed movement speed into the item pool. However, the double-boost of speed from the passive increase, as well as collecting antler orbs for an easily maintained extra boost, made it way stronger than other speed items. To balance this we’ve removed the passive speed bonus. This should make it more of an actual choice against something like Goat Hoof. Players will now need to go orb-collecting to take advantage of this item.
There have been a few more balancing updates to some of the other SotS items - take a look at the update notes linked above to see all the changes.
{STEAM_CLAN_IMAGE}/33906904/03999dea810940e8c92006bfd896c6158135dfbf.png
Thank you all very much for sticking with us while we make these updates! Work is already underway on Phase Three, which is an update to each of the three playable survivors added with the DLC: Seeker, False Son & Chef. As always we will let you know when that update is ready to play!
All of these changes would not be possible without your feedback, so please keep it coming! The best place for that is on the Risk of Rain Discord. Please let us know what you think of this update!
https://discord.com/invite/riskofrain2
Bye for now!
-The Risk of Rain Team
Today we’re kicking off our SOTS roadmap with our first phase. Our focus for this phase is on Items and Elite Monsters. If you’re looking for the Dev Diary, you can find that over here!
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
Major Changes
Antler Shield - Renamed to Elusive Antlers
- Old Functionality - 55% (+5% per stack) chance on being hit to reflect 10% (+10% per stack) damage back to the attacker.
- New Functionality - Increases movement speed by 7% (+7% per stack). Spawns orbs of energy nearby every 10 seconds (-10% per stack) giving +12% movement speed up to 3 times (+1 per stack) for 12 seconds.
{STEAM_CLAN_IMAGE}/33906904/e62991d365ba737369a682b55c5dab7eea3b5066.gif
Bolstering Lantern
- Old Functionality - When below 50% health, receive a damage increase of 20%
- New Functionality - Increase your attack speed by 10% for up to 4 (+2 per stack) enemies and allies within 20 (+5 per stack meters.)
Growth Nectar
- Old Functionality - While benefiting from 5+ unique buffs gain 20% (+20% per stack) bonus stats for 5 seconds.
- New Functionality - Grants 7% (+7% per stack) increase to ALL stats for each buff, up to a maximum of 4 (+4 per stack).
Warped Echo
- Old Functionality - On damage taken 50% of the damage is dealt immediately while the other 50% is delayed for 3 seconds. This effect has a cooldown of 10 seconds.
- New Functionality - The next source of damage is reduced by 30% and spread into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Recharges every 15s (-3% per stack.)
{STEAM_CLAN_IMAGE}/33906904/739e58a519df83c4a987ddab3d86e81fc9157884.gif
War Bonds
- Old Functionality - Yields 75 gold (+25 gold per item stack) based on current difficulty level and the survivor's level at the start of every stage.
- New Functionality - During boss events, 5 missiles bombard the area, dealing 2.5% of the bosses Max Health in damage (+2.5% per stack.) Before the boss event, gain additional missiles, up to a maximum of 20 (+5 per stack) per 25 gold gained. Gold requirement scales over time.
{STEAM_CLAN_IMAGE}/33906904/7b2123f8b0c1aeaf836386d41bc36fc10db1ca5d.gif
Runic Lens
- Old Functionality - Overspill. 5% chance (+1% per 100% done on initial hit plus 1% per item stack) on hit to summon a meteor on the target, dealing 2000% damage.
- New Functionality - 3% chance on hit to call a meteor strike, dealing 2000% base damage. Every 100% attack damage dealt increases the activation chance by 3% (+3% per stack) and damage by 150% (+50% per stack.)
Knockback Fin - Renamed to Breaching Fin
- Old Functionality - 7.5% (+7.5% per stack) chance on hit to knock enemies into the air. (height increases per stack).
- New Functionality - Grounded enemies hit with any skill are launched and stunned. Enemies hit while airborne are launched again up to 2 times (+1 per stack.) Launched enemies take increased damage by 20% from all sources per launch. Recharges after 10s. Increased to Uncommon (green) rarity.
Noxious Thorn
- Old Functionality - 25% chance on being hit to inflict nearby enemies with 2 (+1 per stack) stacks of bleed. If enemies are already inflicted with one or more stackable debuffs, add 1 (+1 per stack) to those debuffs instead.
- Updated Functionality - Gain 10% chance to bleed an enemy. On killing an enemy, transfer 33% of every debuff stack to 1 enemy (+1 per stack) within 20m (+5m per stack).
{STEAM_CLAN_IMAGE}/33906904/edcc2041482542d6437299bcecb74bd85cfb7343.gif
Unstable Transmitter
- Old Functionality - When reaching below 25% health the Survivor explodes, dealing 350% (+350% per item stack) damage to nearby enemies and teleporting to a random location. This effect has a cooldown of 2 minutes (-5% per item stack).
- Updated Functionality - Falling below 25% health gives you 75% of your maximum health as a temporary barrier. Gain a dimensional aura for 8s that bleeds and teleports away enemies. Enemies killed by the aura extend the duration by 1s. Recharges every 45s (-10% per stack.)
{STEAM_CLAN_IMAGE}/33906904/2c5ac3f282c413288e12d579e60b0e8e58f2316a.gif
Luminous Shot
- Old Functionality - Using the secondary skill charges the next primary attack, dealing +150% damage (+25% per item stack) per charge up to 5 times (+1 per item stack).
- New Functionality - Activating Secondary skill stores up to 5 charges (+1 per stack.) Requires 3 charges for your Primary skill to fire lightning strikes, dealing 175% TOTAL damage (+50% per stack) each. Reduces Secondary skill cooldown by 20%.
Chronic Expansion
- Old Functionality - Every 5 enemies slain grants a damage counter bonus increasing the players damage by 10% (+5% per item stack), lasting as long as the player stays in combat.
- Updated Functionality - Killing an enemy increases your damage by 3.5% (+1% per stack,) up to 10 (+5 per stack,) for 7s. Dealing damage refreshes the timer.
{STEAM_CLAN_IMAGE}/33906904/4c55586a8287859eed3ed189bd75063f24fe1418.gif
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
Minor Changes
Chance Doll - Functionality unchanged, updated the logbook entry to correctly display the 40% chance of increasing rarity of items from Shrines of Chance. When an item is successfully increased in rarity the text is now colored green in the chat log and green particles emit from the shrine.
{STEAM_CLAN_IMAGE}/33906904/9873c760180f60cf845792d24e96eab6364c8ee1.gif
Sonorous Whispers - reduced the item drop rate from elites to 4% but retained the guaranteed drop from large monsters.
Prayer Beads - Functionality unchanged, added text when removing the beads to better convey the buffs gained. It is also now blacklisted from Item Printers.
{STEAM_CLAN_IMAGE}/33906904/11c8cd7af3936bcb8b4c19ef996841a17e1624a3.gif
Longstanding Solitude - “free unlock” buff is now retained between stages. Gold cost for interactables (in multiplayer) now increased by 50% (down from being increased by 100%)
Seed of Life - Now works as expected when given to an equipment drone, and the consumed version can no longer teleport players out of bounds
Electric Boomerang - No longer applies bleed when carrying Sawmarang equipment.
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
Elite Updates:
Twisted Elites
- Old Functionality - Generated an aura that made all allies inside reflect damage to the player.
- New Functionality - Leashes itself to nearby enemies. When those leashed enemies take damage, this Elite begins to charge a Lunar Crystal. Once fully charged it’s unleashed and will track the player until it either hits them or impacts a surface. If a player fails to dodge that crystal, they’ll take a huge chunk of damage and become temporarily afflicted with Lunar Ruin.
Gilded Elites
- Old Functionality - Periodically steal gold from the player when attacked. Gold stolen increases the armor of the Elite.
- New Functionality - These elites attack the player with Golden Spikes that emerge from the ground after a short warning. Damage done to the player forces gold to be dropped by the player in the form of short-lived collectable Gold Nuggets.
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
1.3.6 Other Changes:
- Railgunner can no longer build stacks of Luminous Shot by repeatedly using the zoom scope while holding down her primary attack.
- Blacklisted Unstable Transmitter, Breaching Fin and Sonorous Whispers from situations where enemies can obtain items (such as Simulacrum.)
- Following player reports of Railgunner’s picky fashion sense, Kjaro’s Band now correctly displays on the character model once collected.
- Updated Wetland Aspect and Distant Roost (variant) to correctly allow DLC content to appear.
- Updated Golden Dieback to now spawn the correct monster pool (distinct from Treeborn Colony.)
- Both Magma Worms and Overloading Magma Worms now have functioning weak spots when playing as Railgunner.
- Updated multiple player reported instances of floating items (such as Defense Nucleus and Frost Relic) displaying strangely on Seeker/Chef/False Son.
- Players who have collected Plasma Shrimp during gameplay will no longer have a pink health bar when being affected by Lunar Ruin on Prime Meridian.
- On Prime Meridian Lunar Ruin will no longer slow players.
- Addressed issue where a Scavenger’s Thqwib attack was being blocked by the Scavenger itself.
- Geodes no longer spawn in the air around the False Son arena on Prime Meridian.
- Removed reference to False Son’s Lunar Spikes ability slowing enemies.
- Updated a spot on Siphoned Forest where players couldn’t escape without movement boosting abilities.
- Resolved player reported issue where survivors could dash/blink through certain stage geometry on Aphelian Sanctuary.
- Players can no longer clip into a specific pillar on Reformed Altar.
- Re-introduced some map features on Commencement that went missing with the launch of Seekers of the Storm, including one of the jump pads up to the final arena (personally, I blame Mithrix). We’ll keep monitoring reports in case anyone finds anything else he may have nabbed.
- Gilded Elites now correctly appear when using the Artifact of Honor.
- Fireworks no longer collide with the Halcyon Shrine they have been activated from.
- Following player reports when playing with a controller, players are no longer forced to jump when picking an item from Scrappers, Void Potentials and Command Essences. This has been corrected on all platforms.
Hey everyone,
Today, we’ve released an update that addresses more of the bugs you've reported to us. That includes tackling some of the larger reported issues like the overabundance of elites. Full notes are here . In addition to that update, we’d like to share our more wholistic plans for Seekers of the Storm. Our ultimate goal is to build Seekers of the Storm into something that can be celebrated by the community for years to come.
Over the next few months, significant changes will come to Seekers of the Storm. The updates that we’re exploring are expansive, so they won’t happen overnight. But the scope of the changes should underline the seriousness we’re approaching this challenge with.
We’ve divided the updates into three release phases:
Phase 1: Items & Elites
Phase 2: The False Son Boss Fight
Phase 3: Survivors
{STEAM_CLAN_IMAGE}/33906904/c9eeef3dc33ebd7206333b8c97b64a431b5643be.png
Some content, people already love. Stages, Survivor Skins, and Sale Star are all parts our team is particularly proud of. So, beyond bug fixes, those will remain largely unchanged. The rest of Seekers of the Storm is where we’re focusing.
{STEAM_CLAN_IMAGE}/33906904/26b035396a6a39d843c532699087e74cd6dba241.gif
The feedback that everyone has sent in so far has been a huge help. It’s already shaping the coming design updates and is helping us get a better grasp of the bugs we’re still facing. The fact that so many of you have reached out with thoughtful ideas has been humbling. As we move through these phases, please continue sending us your feedback. The best places for that are the Risk of Rain Discord, or our official support website.
As more feedback comes in, everything is subject to change. We want this to be a collaborative effort that you’re all part of. So, while the changes we’ll lay out are the improvements we’re planning right now, those plans may change in service of making more polished content.
With that, let’s take a second to look at each phase more closely.
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
Phase 1: Items & Elites
With the exception of Sale Star, all of the new items are being changed. In some cases, like with Sonorous Whispers, the items could simply use a tweak or a rebalance. For others, the uses were more limited...
{STEAM_CLAN_IMAGE}/33906904/818132c725dfba12a282200ccc1984fd26ee3931.gif
...so, they have been completely redesigned.
{STEAM_CLAN_IMAGE}/33906904/03936356eb86d3d3a200600ff26124b70b2e72d9.png
Overall, our goal is to:
- Redesign the items to feel more transformational
- Make the new items fit into the existing build synergies better
- Make some particularly weak items more powerful
- Re-establish a better balance within the item pool between defensive, movement, and damage items
- With the elites, the planned changes are every bit as significant.
{STEAM_CLAN_IMAGE}/33906904/55f3c49128c92aa19162bd5ebe065f21236bc9ae.png
Twisted Elites:
These could offer a lot more room for counterplay. Depending on the items you randomly receive on a run, it’s possible that you’re guaranteed to die if a Twisted Elite spawns. Risk of Rain 2 can be punishing. But when it is punishing, it should always be in ways that feel fair and provide space for players to overcome those challenges.
The core principle of encouraging players to focus fire a single monster is still really compelling. So, we’re rebuilding Twisted Elites to give players a chance to dodge that incoming damage.
{STEAM_CLAN_IMAGE}/33906904/d0f031591900a7340e961480f85a65842ee923d6.gif
Gilded Elites:
These things are, quite healthy 👀. When a Gilded Wisp decides to float over to you, it tends to just hang out stealing your gold while you go on a marathon to take it out.
{STEAM_CLAN_IMAGE}/33906904/96e1d1907e1e665bf8f4ddc9ef9395ed520aefa0.gif
The changes we’re working on will retain the ‘gold stealing’ mechanic of the Gilded Elites. But in ways that are more interesting and that provide space for counterplay. Their health multiplier is also being knocked down a few pegs.
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
Phase 2: The False Son Boss Fight
As we get closer to phases 2 and 3, we’ll have more details on our specific plans. For now, we just want to ensure you have an overview of our thinking.
Here’s our focus with the Boss Fight:
- Make boss abilities more clear & fair
- Prevent The False Son from attacking through obstacles
- Move the locations of pillars for better blocking and coverage
- Reign in some of the ancillary damage sources (like the number of Golems & lightning strikes)
- Rebalance the overall encounter, including damage & swapping flat armor for adaptive
We’re also planning on some changes to both Scorch Worm and Halcyonite during this roadmap phase. We’ll have more details as we get closer.
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
Phase 3: Survivors
All three Survivors will see large improvements; but Chef is getting a lot of attention.
Chef:
{STEAM_CLAN_IMAGE}/33906904/b5e3e6348627736584bb676cdbbdba4d9a0206d2.gif
Chef could be a lot more powerful and also feel more streamlined. So, while we’re rebuilding his kit to be more elegant, we also want to buff him overall.
All of Chef's abilities are being revisited but the two that stick out most are Chef's primary & secondary (Dice & Sear). With Dice, we want to allow players to throw cleavers with reckless abandon, like Chefs of yore. With Sear, we’re making the ability more agile so you can quickly use it and move on with your culinary adventures.
{STEAM_CLAN_IMAGE}/33906904/6151a962cd74ab6b3f179633ff3bf16ebe2cff5f.gif
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
The False Son:
{STEAM_CLAN_IMAGE}/33906904/25bff16c593dbf427a76d887401e71cf7cf1e882.gif
The False Son should feel like an unhinged construct creation. After all, that’s just who he is. But there’s still room for polish. On top of cleaning up the overall kit, we want to make a handful of design improvements.
All his abilities are changing, but a lot of focus will be on making Lunar Spikes and Laser of the Father feel more impactful. We’ll have more details as we get closer.
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
Seeker:
{STEAM_CLAN_IMAGE}/33906904/5471eeb392a65d0eaa4c65d0d572f39dc8b4f267.gif
Among the three, Seeker seems to be a clear favorite. So, while she’s receiving some changes, they’re more targeted than the other Survivors. Overall, we want to increase the value of her Tranquility stacks. Each one should be impactful.
We’re also keen on adapting the resurrection capability she delivers in multiplayer for singleplayer. We’ll let the team keep making improvements as we go through these phases and give you more details later.
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
Those are all the details we have for you today! This is a huge undertaking, but one that the team is excited about. We also want to thank everyone for giving us time to put together a wholistic plan. We know that you're eager to see what’s in store and we can’t wait for you to jump in. In the meantime, today’s bug fixes are live for PC! It will be rolling out to consoles in the coming week as they become available. You can find the update notes here.
Until next time,
The Risk of Rain Team
Hey Everyone!
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
This follow-up addresses a small handful of issues, including the two known issues we discussed in our previous update. More changes are on the way; we just wanted to resolve these quickly for everyone.
V1.3.4 Notes:
{STEAM_CLAN_IMAGE}/33906904/df020718d40cf821555aab53126797dd951a4714.png
We have addressed the following reported concerns from players:
- When the False Son used Club of the Forsaken (Primary – swing attack) while falling, he could become locked in his ‘diving attack’ state despite colliding with the ground.
{STEAM_CLAN_IMAGE}/33906904/57cc28c318b565e4fe1bd09c824a20df53d0ee8c.gif - The shader for the Halcyon Beacons in Gilded Coast would now wrap all the way around the beacon as expected.
{STEAM_CLAN_IMAGE}/33906904/eb1868df6bb3b1e74923484c531bf9d89ac9ee8a.png - Upon defeating Mithrix and escaping successfully, connected clients sometimes saw the final kill screen for a moment before the credits played.
{STEAM_CLAN_IMAGE}/33906904/cb05375b7ec111e7707d8ddbeef89819788f34e8.gif - The sun over Aphelian Sanctuary could sometimes be a tad ‘flashier’ than usual. The sun has been restored to its previous glory.
{STEAM_CLAN_IMAGE}/33906904/b49f9a0d14be025b3132f70192ca616f637ff1d1.gif - Quitting to the main menu immediately after hosting a four-player run could result in a soft lock.
- Upon defeating The False Son as Heretic, the line that plays in chat was incorrect. That string has been replaced with the intended line.
- Loader’s Thunderslam (Alt Special – downward slam) and False Son’s diving Club of the Forsaken attack (Primary – swing while falling) both failed to shake the player’s screen when used.
{STEAM_CLAN_IMAGE}/33906904/b2f73dbb4712c729e7a674358056dd37e405e7bc.gif - Sometimes changing the music audio slider would not actually change anything. We identified two potential causes and resolutions for this issue.
- In the Loadout tab of the Character Selection Screen, skins would sometimes not display their names when hovered.
This skipped from V1.3.2 to V1.3.4 because V1.3.3 was just an internal build. Don’t worry, there wasn’t a version you missed.
Latest on Steam
SteamDBBuild info restricted by publisher
Last Steam update Apr 09, 2026 — check SteamDB
Current Release
20516955
Uploaded Nov 19, 2025
Additional Files
DLC Unlockers (Legit Owners)
1 file · For legitimate game owners
System Requirements
How to Install
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
2.6 GB
20516955
You May Also Like
View AllDownload Risk of Rain 2 for PC with a direct link or via torrent. Get the full version of Risk of Rain 2 for free. Risk of Rain 2 is a Action released by Hopoo Games.