About the Game
Carefully designed, beautifully remastered, and loaded with new ways to play—Risk of Rain is back and better than ever! Dive into the iconic roguelike full of unique loot combinations, entirely new Survivors, overhauled multiplayer, and more!
Hone your skills and abilities, discover new Survivors, and dive into progressively stronger runs! Discover secrets of ancient design lying dormant beneath the surface of Petrichor V. Search under every log, stone, and Gup to find new ways to play!
Many Survivors fled the mysterious attack on your ship. Slice, dice, and serve justice cold with the return of Chef, hold the front line and shield your team as Enforcer, or lay down a path of toxic sludge as everybody’s favorite purple monster: Acrid! Forge new paths to explore with 15 unique Survivors, each with new abilities to master. Two entirely new Survivors are making their debut in Risk of Rain Returns.
Also introducing The Drifter! This resourceful brawler gathers scrap from conquered foes and can spawn items that temporarily empower teammates. She can also take them for herself and unleash an unbridled blaze of area-wide destruction. The Drifter is the perfect addition to any group of Survivors. Her ability to support the team while laying down her own brand of hurt will prove she’s more than just a stowaway.
Drop to the surface solo or with your crew! Choose Survivors that complement each other’s strengths and weaknesses, or go wild and choose whoever has the largest guns (spoiler: it’s Loader). With up to four-player online and couch co-op, you’re not alone in this fight.
Risk of Rain Returns features new and improved multiplayer services to ensure the only thing that gets between your crew’s survival are the ever-growing hordes on Petrichor V.
Fight your way to the surface while uncovering precious cargo. These items serve as your redemption, helping you move faster, deal more damage, or jump a little higher. Still others empower you in more dramatic ways—like the rare Ukulele, which empowers your attacks with electrifying music.
If explosions are what you’re after, hunt down the Brilliant Behemoth and watch as even your most mundane attacks erupt in a barrage of beautiful blasts. The magic comes in the unpredictable combinations you create. Exploding chain lightning is only the beginning of your frenetic masterpiece!
The denizens of Petrichor V are as diverse as the many planets they once called home. As these monsters approached extinction on their own worlds, a mysterious force brought them to Petrichor V. The planet quickly grew to be a menagerie of the most dangerous monsters in the galaxy, and they’re not thrilled by interlopers (aka YOU).
Variety is the spice of destruction. Select from more than 10 Artifacts that each mutate your run! Perhaps you’d like to start with a random equipment item that changes every time it’s used, or maybe you’d like to experience a rampant Imp invasion every 10 minutes. Play around with combinations of Artifacts and discover exciting new ways to play.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
V1.1.0 Update Notes
ːsteammockingː Spoilers ahead for new and existing content, you have been warned! ːsteammockingː
Multiple Updates to the experience on Steam Deck
The default windowed resolution on Steam Deck should now be 1280x800
Certain display-related settings (zoom scale, HUD scale, UI scale, alt UI font, pixel-perfect, lock HUD scale) are now saved per-resolution.
Changed the default game configuration when playing on the Steam Deck to be more optimized.
Some elements which previously rendered at zoom scale are now rendered using the HUD scale: Command Crate item selection menu, interactable prices, Teleporter "Stay Alive!" text, and player's overhead objective text.
Adds 'chat scale' setting, which defaults to the maximum value on Steam Deck.
Allows clicking in both left and right stick simultaneously if the game is detected to be running on Steam Deck or big picture mode to activate ingame chat.
Steam Deck will now have the keyboard properly appear upon text field opening.
New online co-op host lobby option: Player Limit. May be increased up to 32. A warning is displayed in-game when this is set to anything above 4 that it is not properly supported and there may be issues.
New online co-op host lobby option: Ban Hidden Survivor. When this option is enabled, players joining the lobby will not be allowed to play as ROBOMANDO. The name / description of this option will change depending on whether the survivor is unlocked, as to avoid spoilers.
New Emote System
If using mouse control: a radial selection menu will appear allowing the user to select an emote using their mouse cursor. Left click to select, right click to dismiss.
If not using mouse control: a selection menu will appear by the player character, allowing the user to use the movement inputs to select an emote.
If using keyboard you can press numbers 1 through 4 to quickly access each emote.
New Pinging System
When the user presses the 'Ping' key, an object will be 'pinged' and this will be displayed to other players. If there is no object to highlight, then a location will be 'pinged' instead.
When using mouse control: The highlighted object will be whatever object is nearest to the player's mouse position.
If not using mouse control: The highlighted object will be the first object considered 'in front' of the player's aiming or facing direction (though certain objects will be more highly prioritized in this process, so it may not always be the exact 'first' object.)
Pinging an object will show a message in chat. There is a new option in the options menu to disable this.
Items/Equipment may be pinged.
Monsters and Interactables may also be pinged and have unique sprites for when they appear in a ping.
The chat message when pinged also contains any relevant information such as cost or contents.
Attempting to ping a location or object which you had already placed a ping on, will remove that ping rather than creating a new one.
Pinging another object will retract any previous ping sent by the same user.
This system is disabled in Providence Trials.
ROBOMANDO now has an unlockable skin from completing the 'Judgement' Providence Trial, like all other Survivors.
New Drone: Young Jelly.
New Drone: Evolved Young Jelly.
New Item: Evolved Nematocyst.
New Item: Lost Pickaxe.
Damage inflicted by the Voltaic Mitt can now cause weaker enemies to flinch. Enemies climbing on ropes electrified by the Voltaic Mitt will receive reduced movement speed.
Several tweaks / additions to the player info screen (TAB button by default):
Will now list how many items the player has of a given tier on the right side of their item list. (This only counts white, green, red, and yellow items)
Added a more unifying backdrop to each player's info to make it more obvious which info belongs to which player.
Fixed incorrect appearance due to alpha blending when displayed with the game 'HUD Scale' and 'Zoom Scale' settings not having the same value.
When playing with player numbers above the usual supported limit, if there are more players to display than would fit on the screen, the player info screen will switch to a new 'condensed' view which allows for many more players to be seen at once BUT will not show the individual items of those players.
Pilot Changes
'Airstrike' can now "ledge cancel" ending animation when used in grounded form.
'Airstrike' will now properly use the aerial verison of the ability if the player jumped after executing the skill but before the attack came out.
Fixed Pilot's 'Aerobatics' frequently causing the player to erroneously disconnect from a climbed wall. Extended the skill's timer before the player begins slipping.
Fixed a bug with Pilot's 'Airstrike' object persisting as a ghost long after it should have been destroyed.
Mercenary Changes
'Whirlwind' will no longer consume horizontal velocity if used while grounded.
'Whirlwind' now accepts horizontal input while in use.
'Eviscerate' will now provide some base level of invincibility frames even if used at extremely high attack speeds.
'Skyward Assault' ending animation, when not using the slam ability, can now be cancelled into another skill.
Both Utility skills will now properly scale in distance travelled at high attack speed.
Loader Changes
'Hydraulic Gauntlet' can now be interrupted by other skills.
'Knuckleboom' animation ending lag can now be interrupted by other skills.
'Short Circuit' can no longer awkwardly slide off of ledges after hitting the ground.
Miner Changes
'Backblast' maintains more speed for the entire animation.
Fixed 'Backblast' not hitting enemies if used while directly facing a wall.
HAN-D Changes
'DRONE - BLAST' movement tech can now properly be performed when playing with mouse aim or otherwise using aiming inputs.
Commando Changes
Fixed Commando's 'Tactical Slide' frequently entirely failing to cast.
CHEF Changes
Fixed the CHEF's SEAR+GLAZE combo not properly applying stun to affected enemies.
Fixed the 'Scorching Shell Piece' item not functioning.
Fixed 'Prophet's Cape' never recharging at certain stack counts.
Fixed a bug where yellow-tier items would never drop from naturally spawning bosses.
Fixed networking of geysers frequently causing enemy position desyncs.
Fixed networking of Toxic Beast.
Fixed networking of Swift enemy frequently teleporting.
Hit detection of the Wandering Vagrant's projectiles is now handled client-side to make it more fair in online co-op.
Fixed elite Wandering Vagrant projectiles being incorrectly coloured for clients in online co-op.
Hit detection of Volatile enemy missiles is now handled client-side to make it more fair in online co-op.
Hit detection of the Magma Worm is now handled client-side to make it more fair in online co-op.
Magma Worm's attack hitbox and fire trail spawning should now less frequently spawn in unintended places.
Fixed erroneous damage calculations in online co-op, especially affecting use of the Sniper's Spotter drone.
Fixed an issue in online co-op where players would receive HP updates for themselves from the server when they shouldn't.
Adjusted client disconnection code to be much more lenient in an attempt to mitigate erroneous disconnections occuring.
Other tweaks to networking code to avoid a situation in which the lobby would enter an incorrect state and result in players being disconnected.
Fixed players not appearing to be immediately removed from a lobby for all players when they left it.
Fixed players not immediately being kicked from a lobby when the host player closed it.
Fixed an issue in online co-op where a player rapidly becoming disconnected from and then reconnecting to a lobby could cause a duplicate clone of that player to appear for connected clients.
Fixed player being able to teleport through walls when moving downwards at incredibly high horizontal speeds.
Improved sharpness of the game when rendering at a non-integer zoom/HUD/UI scale.
Fixed HUD elements receiving a dark haloing effect when the game was rendered at a non-integer HUD scale which differed from the selected zoom scale.
Rewrote how mouse tooltips are rendered, fixing several issues where they would be positioned or scaled incorrectly.
Fixed a bunch of issues on the character select screen where certain actions were not properly taking priority over the back button or its associated confirmation popup.
Fixed a bunch of alpha blending issues with certain UI. This will fix a variety of small issues, including text becoming muddy when using the 'Alternate UI Font' option.
Fixed online co-op spectating text not being properly centered.
Fixed several cases where display-related settings could be incorrectly reset or changed without user input.
Fixed an edge case where incorrect input icons would be displayed on the player's skill HUD.
Fixed an issue where the game could remain muted until the player changed the volume or tabbed back out of the game if the 'Mute When Unfocused' option was enabled and the game was started without the window in focus.
Tweaked hitbox size of the Archaic Wisp to better match their visual size.
Fixed unintended interaction between "Substandard Duplicator" and the Engineer's turrets.
Fixed the in-game item HUD sometimes overlapping the main HUD island, going off the right side of the screen, and at some scale settings having distorted rendering.
Fixed the in-game chat positioning being incorrect if the HUD scale and zoom scale didn't match.
Fixed an issue affecting mod developers in which different players having different languages installed could cause sprite ID desyncs.
Fixed a bug where attacks by clients against evolved lemurians could be dropped if they were attacked at the moment the evolved lemurian transitioned between grounded and flying
The windowed resolution dropdown is now disabled when in fullscreen mode to clarify that it will not be used
A quick note to our Switch players - as this is primarily a Steam Deck based patch we will not currently be updating the Nintendo Switch version of the game. If we plan on updating the Switch version in the future, we'll let you know!
- Fixed a crash relating to text rendering in certain languages. Thank you for your patience with this one, it was surprisingly difficult to identify what was causing this issue! A big thanks to GameMaker developers YoYo Games for helping us track this one down!
- Fixed a crash with Huntress's alternate Secondary that could occur online.
- Fixed a rendering issue with certain backgrounds in the Environment Log as of the previous patch.
- Fixed softlocks which could occur in certain circumstances in Judgement.
- Fixed a crash when Acrid's bubble touched the head of a friendly Bramble.
- Fixed Acrid's alternate Utility skill becoming unavailable for the rest of the stage if the projectile was launched into a pit.
- Fixed HAN-D's VENT Drone not interacting properly with aiming.
- Fixed HAN-D's VENT Drone sometimes failing to fire.
- Fixed Commando turning around while sliding.
- Fixed Commando "storing" the slide state if grabbing a rope while sliding.
- Fixed poor interaction of both of Pilot's primary skills with aiming.
- Pilot's Secondary skill now interacts with Brilliant Behemoth in a more expected way.
- Pilot no longer incurs slowdown from backing up while shooting while his parachute is active.
- Drifter's default Special skill no longer gets stuck when attack speed is really high.
- Drifter's alternate Utility skill now pushes cubes spawned by the alternate Secondary.
- Drifter's Primary skill no longer pulls the player forward if standing on a cube.
- Drifter's cubes now interact with geysers.
- Loader and Drifter can now turn while executing their Primary skill combos.
- Enforcer's alternate Primary skill now consistently knocks enemies back in the direction it was fired.
- Bandit's Ancient Scepter boosted alternate Special skill now fires for 2x500% damage like its default counterpart.
- Fixed skills affected by Ancient Scepter not resetting their cooldowns between stages.
- Fixed Substandard Duplicator incorrectly displaying an icon when collecting Food items, even though it didn't actually clone them.
- Fixed the interact input being able to activate multiple things in a single press.
- Fixed Pilot's Parachute physics change applying at the start of the next stage if the player died while it was active.
- Fixed the Toxin effect applying while the player was dead.
- Fixed certain item particle effects applying while the player is dead.
- Fixed Ceremonial Dagger projectiles not dealing damage if the actor that spawned them was destroyed before they dealt damage, most noticeable with the Engineer's laser turret.
- Red Whip's effect may now kick in while the player is climbing.
As always thanks for playing! If you've got any feedback/comments, or hell. if you just wanna hang out and chat about how much you are in love with Drifter - please swing by our Discord Server and let us know! Actually keep that last thing to yourself plz, thx.
Adios!
Jonathan
Community Manager
Hopoo Games
To be clear - this does not allow you to have full 360 degree aiming/shooting - it allows you to put the cursor to the left/right of your character to attack in that horizontal direction. This huge quality-of-life change, along with many of the below changes, was developed in response to player feedback and we would love to know what you think on the Risk of Rain Discord
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Patch 1.0.4 Changes
Horizontal Mouse Aim/Aiming Changes
- Added option to enable horizontal mouse aim, enabled by default with the "Risk of Rain 2" control scheme.
- Added first-time pop-up for mouse users about mouse aim.
- Added “Aim Left” and “Aim Right” keybinds for keyboard and controller users. This feature is optional and only adjusts your aiming direction while held.
- Added the ability to disable Huntress’s auto-aim within the accessibility settings.
- Added the ability to disable the aim-direction reticule within the accessibility settings.
- Added the ability to turn while using the Primary Skill if the fire button was briefly released. This change does not apply to Bandit or Artificer due to their skills already interacting uniquely with button mashing.
- Added the ability for Player Drones to fire while backing up.
Bug Fixes, Multiplayer Improvements & Balance Changes
- Most enemy attacks are now client authoritative.
- Improved feedback on client attacks in online multiplayer.
- Added some client prediction to certain online interactions to reduce networking overhead.
- Increased leniency of client disconnections in online multiplayer.
- Improved behavior of Lynx Archer, Lemurian Lancer, and Bramble projectiles online.
- Brilliant Behemoth interactions have been made more consistent online and offline.
- Decaying Sample now properly deals 100% damage and stacks correctly.
- Fixed behavior that extremely rarely allowed Nematocyst Nozzle to drop from anything.
- Slight tweak to Item/Equipment drop balance.
- Teleporter Bosses may no longer drop Equipment.
- Normalized survivor movement speed. All slower survivors now move faster.
- Fixed Bandit’s “Smokebomb” skill instantly cancelling itself if an attack was performed immediately before the ability was activated.
- Fixed Artificer’s “Frost Barrier” pushing enemies through walls.
- Fixed Sniper’s “Steady Aim” being forced to fire early under certain circumstances.
- Buffering for Sniper’s “Steady Aim” is now disabled to prevent chargeless ‘misfires’.
- Pilot may now cancel his primary skill into other abilities.
- Heaven Cracker now allows Miner to gain heat and Drifter to generate scrap.
- Miner’s Throwing Axe skill now properly interacts with the Heaven Cracker.
- CHEF’s "BUTCHER" (boosted alternate primary skill) now properly has a unique icon.
- Acrid’s "Toxic Bubble" skill damage now properly stacks with damage from Caustic Sludge.
- Acrid’s "Toxic Bubble" skill now damages nearby enemies when bounced on or hit by the player.
- Fixed Huntress bolts not striking enemies when colliding with a wall at the same time.
- Huntress’s “Strafe” ability is now cancellable into other abilities.
- Various utility skills may now be canceled into rope-climbing.
- Fixed some monster attacks bypassing player invincibility.
- Altered rope interactions. Players no longer ‘fall’ off of the top of ropes if climbed to the top. Players may no longer mash to increase speed on ropes.
- Added ledge detection to player movement to prevent near-misses during platforming.
- Rapid Fire accessibility option altered slightly to improve functionality.
- Added UI Scale option for menus.
- Added mouse-lock option.
- Added an exception to allow “Up” and “Jump” to be bound to the same input. This differs slightly from the behavior provided by the dedicated “Up to Jump” accessibility option.
- Various language-related fixes.
- Fixed profile menu name not appearing while being inputted.
- Fixed profile menu inputs being sent while typing in chat.
- Fixed descriptions being shown for achievements that aren’t yet unlockable.
- Fixed a crash relating to audio fading.
- Reduced the size of textures used by the game, this may help the performance on lower-end machines.
- Low graphics quality now also disables the most expensive shader effects, this may help the performance on lower-end machines.
- Offset ropes away from walls in Ancient Valley.
- Fixed collision errors on Ancient Valley variant 6.
- Adjusted spawnable tiles within tight tunnels in Hive Cluster.
- Raised roof slightly in Damp Caverns variants to support taller monsters.
- Adjusted some spawnable locations in Risk of Rain stages.
- Fixed gap in Ifrit’s walkable paths on Ancient Valley variant 2.
- Adjusted render order of Gilded Wurm segments.
- Reduced damage of Swifts.
- Reduced health of Archer Bugs.
- Removed dive-bombing Swifts’ ability to strike the player while time is stopped.
Providence Trials Changes
- Fixed ability for score to change after a trial has already ended.
- Fixed Umbras ignoring time stop effects in “Judgment.” (It was funny, RIP)
- Chef’s “The Right Ingredients” trial now properly only counts “Cook” kills for score.
- Han-D’s “Main Systems Offline” trial altered slightly to account for Decaying Sample change.
- Han-D’s “Routine Maintenance” trial significantly re-adjusted.
- Huntress’s “Blades in the Wind” trial significantly re-adjusted to allow for more diverse gameplay scaling as you progress.
- Cleaned up collision errors in Pilot’s “Emergency Ejection” trial. Removed an awkwardly placed scoring item.
- Increased visibility of some platforms in Pilot’s “Race to the Finish” trial.
- Engineer’s “Get Off My Lawn” trial now ends when you hit 5,000 points.
- Loader’s “Crash Landing” trial rebalanced slightly.
- Loader’s “Ruins of the Future” trial has had Hopoo Feathers relocated slightly.
- Miner’s “Scorching Heart” trial difficulty increased. Bosses now respawn appropriately.
Thanks again everyone!
Hopoo Games
A quick reminder that the new aiming feature mentioned in the previous patch notes (1.0.2) is still in development, we will update you on this feature as soon as possible.
Patch 1.0.3 Changes:
- Increased Teleporter particle visibility range.
- Fixed a crash that could occur when the game started while set to a display that is no longer connected.
- Fixed a high-pitched sound that would play for some users in certain circumstances when restarting a run.
- Added an additional safeguard that should allow the game to start if cutscene videos take too long to load.
- Fixed crashes related to unlocking a certain secret.
- Fixed a softlock relating to a certain secret.
- Fixed challenges relating to completing stage 3 (such as Bandit) not unlocking for multiplayer clients.
- Reduced the range of overloading enemies.
- Fixed a crash that can occur if Direseeker is instantly killed by the player.
- Fixed the Sniper's default Secondary Skill consuming all stocks at once.
- Increased the range of the Engineer's Utility Skill.
- Artificer's Primary Skill now deals damage more consistently.
- Fixed the Artificer's Primary Skill interacting poorly with Shattered Mirror.
- Artificer's alternate Utility Skill now requires a second input to execute multiple times.
- Fixed temporary Dio's Friend making the player unkillable when consumed.
- Fixed a softlock when using the Loader's alternate Secondary Skill into a pit.
- Fixed info for locked trials being openable by clicking.
- Corrected the Lynx Totem's killscreen icon.
- Fixed a crash when collecting Classified Access Codes in "Judgement".
- Removed player hitstun from the "Castle of Memories" Providence Trial.
- Fixed a possible softlock in the "Castle of Memories" Providence Trial.
- Decreased invincibility frames on Miner's default Secondary Skill.
- Fixed duplicate player join messages appearing during online play.
Thanks again everyone!
-Hopoo Games
Firstly, a huge thank you for everyone that has been enjoying Risk of Rain Returns! All of us at Hopoo Games have been watching the streams, videos, tweets (X's??) and messages and have been blown away by the response to our latest game.
Today we have an update on an upcoming control feature, and patch 1.0.2 - mainly focussed on bug/crash fixes. Here's a full list of changes:
- Fixed Cremator being allowed to spawn in certain locations which it was intended to be blacklisted from.
- Made HAN-D trial description correctly say 200 pts instead of 125 required.
- Changes the following stage variants to fix abnormalities: Ancientvalley 2, Desolate Forest 3 & 5, Hivecluster 1 & 3, Riskofrain 2, Temple of the Elders 1
- Fixed a crash when an unusual gamepad type device is connected.
- Fixed an obscure crash that can occur when viewing the command menu.
- Updated some files related to input extension which should better blacklist certain devices that behave poorly when detected as controllers.
- Fixed a crash that could occur at certain points if the game was closed.
- The game now appropriately responds to cutscene videos failing to load entirely. the intro will be skipped and ending will just be a black screen with text.
- Fixed a scenario in which the large healing chest could drop no item.
- Adjusted Highway Robbery trial to refer to Flashbang correctly.
- Fixed a frame-perfect crash when an Evolved Lemurian took flight and died at the same time.
- Introduced a save backup system independent of Steam Cloud.
- Fixed a possible crash with Miner's alt primary.
- Fixed skill descriptions being displayed incorrectly depending on your aspect ratio.
- Fixed a crash that could occur when making a server.
Known Issues (to be fixed in a future patch)
- Bandit, a Sniper challenge, and a HAN-D challenge currently do not unlock if you're a client in an online game.
- Permanent invincibility bug when losing a temporary Dios Friend.
- Certain users are experiencing a very loud sound when restarting the game in some scenarios / Providence Trials.
- If the game was set to fullscreen on a display that was disconnected, it may be unable to launch.
- Sniper's secondary skill not interacting properly with Backup Magazine.
- Overloading enemies' electricity has more range than intended.
Another massive thank you to everyone who has reported bugs; it's hugely valuable information and is massively appreciated! We've also heard your feedback on balance issues and will be addressing these in future patches. If you want to share feedback or have any other bug reports you can report them easily on our Discord.
We would like to also give you an update on one of the most popular pieces of feedback we have received over the last couple of days:
We will be implementing independent horizontal (not full 360) aim options in a future patch.
We will be writing this feature and implementing a version of horizontal-exclusive mouse aim that will function as follows:
Mouse Users
The game will have a setting to utilize your cursor position permanently as your horizontal aim direction. This can be disabled.
Controller/Keyboard Exclusive Users
The game will have two more mappable features so that controllers and keyboard users can also determine aiming direction independent of movement. This feature is also going to be optional.
We are developing this feature in direct response to community feedback - our hope is that it will provide a much smoother experience to players who prefer mouse input, without giving that option an advantage over keyboard/controller players.
As this is a brand new feature and is being developed alongside future bugfix/crash patches we cannot give a time estimate for this update, but we'll keep you informed as best we can!
Thanks again everyone!
- Hopoo Games
p.s. We've also launched an Official Wiki! The community is hard at work filling the pages - https://riskofrainreturns.wiki.gg/wiki/Risk_of_Rain_Returns_Wiki
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Uploaded Sep 08, 2025
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How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
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v1.1.0
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