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Risk of Rain Returns News

Risk of Rain Returns... returns! (V1.1.0)

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Rumors of Risk of Rain Returns’ death have been greatly exaggerated as we’ve just released an update! This patch includes improvements and optimisations tailored specifically for the Steam Deck.

We've also added some long overdue updates, including...[/p][p][/p]
  • [p]An “experimental” option to allow more than 4 players in multiplayer.[/p]
  • [p]A ping and emote system to improve communication during multiplayer.[/p]
  • [p]The multiplayer host can now prevent players from picking the hidden Survivor.[/p]
  • [p]The hidden Survivor's "Judgement" skin is now unlockable[/p]
  • [p]Added a tiny bit of new item content, including a new drone (no spoilers here - jump in and find them!)[/p]
[p][/p][p]If you want to “downpatch” to play the previous 1.0.5 release (the one which has been live on Steam since Jan ‘24) we’ve also made a Beta branch for that too with the following details:[/p][p][/p][p]Password: themacrobesdidnothingwrong[/p][p]Beta Name: 1.0.5 Legacy post-release build
[/p][p]You can also find the full patch notes which also includes multiple bug fixes HERE.[/p][p][/p][p][/p][p] For fans of the lesser-known sequel to Risk of Rain (a little game known as "Risk of Rain 2") we have just announced that the next Dev Diary for the upcoming DLC Alloyed Collective will be dropping in a live stream on the Gearbox Twitch a week today on Friday 5th Sept at 10am PT, during which the newest all-new Survivor will be revealed, along with the release date! the Gearbox Twitch can be found here
[/p][p]To be reminded when the event starts, and to join the hype train, you can join the Risk of Rain Discord here too!

Join the Risk of Rain Discord
[/p][p][/p]

Patch Notes 1.1.0

[h3] V1.1.0 Update Notes [/h3][h3][/h3][p]ːsteammockingː Spoilers ahead for new and existing content, you have been warned! ːsteammockingː[/p][p][/p]
  • [p]Multiple Updates to the experience on Steam Deck[/p]
    • [p]The default windowed resolution on Steam Deck should now be 1280x800[/p]
    • [p]Certain display-related settings (zoom scale, HUD scale, UI scale, alt UI font, pixel-perfect, lock HUD scale) are now saved per-resolution.[/p]
    • [p]Changed the default game configuration when playing on the Steam Deck to be more optimized.[/p]
    • [p]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.[/p]
    • [p]Adds 'chat scale' setting, which defaults to the maximum value on Steam Deck.[/p]
    • [p]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.[/p]
    • [p]Steam Deck will now have the keyboard properly appear upon text field opening. [/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]New Emote System[/p]
    • [p]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.[/p]
    • [p]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.[/p]
    • [p]If using keyboard you can press numbers 1 through 4 to quickly access each emote.[/p]
  • [p]New Pinging System[/p]
    • [p]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.[/p]
    • [p]When using mouse control: The highlighted object will be whatever object is nearest to the player's mouse position.[/p]
    • [p]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.)[/p]
    • [p]Pinging an object will show a message in chat. There is a new option in the options menu to disable this.[/p]
    • [p]Items/Equipment may be pinged.[/p]
    • [p]Monsters and Interactables may also be pinged and have unique sprites for when they appear in a ping.[/p]
    • [p]The chat message when pinged also contains any relevant information such as cost or contents. [/p]
    • [p]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.[/p]
    • [p]Pinging another object will retract any previous ping sent by the same user.[/p]
    • [p]This system is disabled in Providence Trials.[/p]
  • [p]ROBOMANDO now has an unlockable skin from completing the 'Judgement' Providence Trial, like all other Survivors.[/p]
  • [p]New Drone: Young Jelly.[/p]
  • [p]New Drone: Evolved Young Jelly.[/p]
  • [p]New Item: Evolved Nematocyst.[/p]
  • [p]New Item: Lost Pickaxe.[/p]
  • [p]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.[/p]
  • [p]Several tweaks / additions to the player info screen (TAB button by default):[/p]
    • [p]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)[/p]
    • [p]Added a more unifying backdrop to each player's info to make it more obvious which info belongs to which player.[/p]
    • [p]Fixed incorrect appearance due to alpha blending when displayed with the game 'HUD Scale' and 'Zoom Scale' settings not having the same value.[/p]
    • [p]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.[/p]
  • [p]Pilot Changes[/p]
    • [p]'Airstrike' can now "ledge cancel" ending animation when used in grounded form.[/p]
    • [p]'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.[/p]
    • [p]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.[/p]
    • [p]Fixed a bug with Pilot's 'Airstrike' object persisting as a ghost long after it should have been destroyed. [/p]
  • [p]Mercenary Changes[/p]
    • [p]'Whirlwind' will no longer consume horizontal velocity if used while grounded.[/p]
    • [p]'Whirlwind' now accepts horizontal input while in use.[/p]
    • [p]'Eviscerate' will now provide some base level of invincibility frames even if used at extremely high attack speeds.[/p]
    • [p]'Skyward Assault' ending animation, when not using the slam ability, can now be cancelled into another skill.[/p]
    • [p]Both Utility skills will now properly scale in distance travelled at high attack speed.[/p]
  • [p]Loader Changes[/p]
    • [p]'Hydraulic Gauntlet' can now be interrupted by other skills.[/p]
    • [p]'Knuckleboom' animation ending lag can now be interrupted by other skills.[/p]
    • [p]'Short Circuit' can no longer awkwardly slide off of ledges after hitting the ground.[/p]
  • [p]Miner Changes[/p]
    • [p]'Backblast' maintains more speed for the entire animation.[/p]
    • [p]Fixed 'Backblast' not hitting enemies if used while directly facing a wall.[/p]
  • [p]HAN-D Changes[/p]
    • [p]'DRONE - BLAST' movement tech can now properly be performed when playing with mouse aim or otherwise using aiming inputs.[/p]
  • [p]Commando Changes[/p]
    • [p]Fixed Commando's 'Tactical Slide' frequently entirely failing to cast.[/p]
  • [p]CHEF Changes[/p]
    • [p]Fixed the CHEF's SEAR+GLAZE combo not properly applying stun to affected enemies.[/p]
  • [p]Fixed the 'Scorching Shell Piece' item not functioning.[/p]
  • [p]Fixed 'Prophet's Cape' never recharging at certain stack counts.[/p]
  • [p]Fixed a bug where yellow-tier items would never drop from naturally spawning bosses.[/p]
  • [p]Fixed networking of geysers frequently causing enemy position desyncs.[/p]
  • [p]Fixed networking of Toxic Beast.[/p]
  • [p]Fixed networking of Swift enemy frequently teleporting.[/p]
  • [p]Hit detection of the Wandering Vagrant's projectiles is now handled client-side to make it more fair in online co-op.[/p]
  • [p]Fixed elite Wandering Vagrant projectiles being incorrectly coloured for clients in online co-op.[/p]
  • [p]Hit detection of Volatile enemy missiles is now handled client-side to make it more fair in online co-op.[/p]
  • [p]Hit detection of the Magma Worm is now handled client-side to make it more fair in online co-op.[/p]
  • [p]Magma Worm's attack hitbox and fire trail spawning should now less frequently spawn in unintended places. [/p]
  • [p]Fixed erroneous damage calculations in online co-op, especially affecting use of the Sniper's Spotter drone.[/p]
  • [p]Fixed an issue in online co-op where players would receive HP updates for themselves from the server when they shouldn't.[/p]
  • [p]Adjusted client disconnection code to be much more lenient in an attempt to mitigate erroneous disconnections occuring.[/p]
  • [p]Other tweaks to networking code to avoid a situation in which the lobby would enter an incorrect state and result in players being disconnected.[/p]
  • [p]Fixed players not appearing to be immediately removed from a lobby for all players when they left it.[/p]
  • [p]Fixed players not immediately being kicked from a lobby when the host player closed it. [/p]
  • [p]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.[/p]
  • [p]Fixed player being able to teleport through walls when moving downwards at incredibly high horizontal speeds.[/p]
  • [p]Improved sharpness of the game when rendering at a non-integer zoom/HUD/UI scale.[/p]
  • [p]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.[/p]
  • [p]Rewrote how mouse tooltips are rendered, fixing several issues where they would be positioned or scaled incorrectly.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Fixed online co-op spectating text not being properly centered.[/p]
  • [p]Fixed several cases where display-related settings could be incorrectly reset or changed without user input.[/p]
  • [p]Fixed an edge case where incorrect input icons would be displayed on the player's skill HUD.[/p]
  • [p]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.[/p]
  • [p]Tweaked hitbox size of the Archaic Wisp to better match their visual size.[/p]
  • [p]Fixed unintended interaction between "Substandard Duplicator" and the Engineer's turrets.[/p]
  • [p]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.[/p]
  • [p]Fixed the in-game chat positioning being incorrect if the HUD scale and zoom scale didn't match. [/p]
  • [p]Fixed an issue affecting mod developers in which different players having different languages installed could cause sprite ID desyncs.[/p]
  • [p]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[/p]
  • [p]The windowed resolution dropdown is now disabled when in fullscreen mode to clarify that it will not be used[/p]
[p]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! [/p]

Franchise Sale & DLC3 Devlog #3 ETA...

[p]Hello everyone! Today I have a couple of updates for the world of Risk of Rain, starting with..[/p][p][/p][h2]Franchise Sale[/h2][p][/p][p]The entire Risk of Rain franchise on Steam is on sale right now! With the third DLC on the horizon for Risk of Rain 2 there has never been a better time to grab a bargain and get caught up if you haven't gotten round to some of the past installments.[/p][p][/p][p]Franchise Sale[/p][p][/p][h2]Alloyed Collective Dev Diary #3 ETA…[/h2][p]There’s nothing gamers love more than the announcement of an announcement! I know you’re all patiently waiting for the 3rd Dev Diary, if you tune into Gearbox’s stage show at Pax West on 29th Aug at 1pm PT we’ll be letting you know when the next Dev Diary will be dropping which will show off the first new Survivor and will finally reveal the release date of the 3rd Risk of Rain 2 DLC: Alloyed Collective. You’ll be able to catch the show over on the Gearbox Twitch channel![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]And wishlist Alloyed Collective today! Right now![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p] [/p]

Patch Notes 1.0.5

Hi again everyone! Today we've got a bugfix patch for you, lets rundown the changes...

  • 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

Patch Notes 1.0.4

Hello everyone! Today we pushed a patch for Risk of Rain Returns! While this patch has a whole bunch of different balance changes and bug fixes, detailed below, its biggest feature is the inclusion of horizontal mouse aiming!

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



[h4]Patch 1.0.4 Changes
[/h4]

[h3]Horizontal Mouse Aim/Aiming Changes[/h3]
  • 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.


[h3]Bug Fixes, Multiplayer Improvements & Balance Changes[/h3]
  • 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.


[h3]Providence Trials Changes[/h3]
  • 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