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Update Notes V1.3.8

These are the notes for the third (and final) phase of the Seekers of the Storm roadmap. For more details about this phase you can check out the Dev Diary right here!

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!

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Dev Diary 8: Seekers of the Storm Roadmap Phase 2 - False Son Boss Fight

Hello again everyone! The second phase of our Seekers of the Storm improvement roadmap is here and ready to play on all platforms! With this one, we’re making some sweeping improvements to The False Son’s boss fight.



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!



[h3]False Son Boss Fight
[/h3]

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.



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.



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 👀



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!



[h3]Seekers of the Storm Item Balancing[/h3]

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.



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.



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


Update Notes V1.3.7

Hello! This is the update note page for Phase 2 of the Seekers of the Storm Roadmap (False Son Boss Fight) - for more details about this phase you can check out the Dev Diary right here!

[h3]False Son Boss Fight[/h3]

  • Improved attack, movement and transition animations across all phases of the encounter.
  • Altered health, scaling and damage dealt by False Son Boss to make the encounter an appropriate challenge depending on the length of your run, including giving him Adaptive Armor similar to the other end game bosses.
  • Improved telegraphing of all attacks during the fight to reduce unexpected deaths.
  • Improved visual cues to better communicate False Son/Encounter abilities and effects.
  • Improved False Son pathfinding around the arena.
  • Reduced Stone Golem spawns during the encounter.
  • Adjusted Lunar Pillar cover in the arena.


[h3]Void Fields[/h3]

We have made some changes to the Void Fields, such as increasing the challenge to better balance the massive boost in player-power this hidden realm represents, and also to reduce the viability of tactics that take advantage of infinitely spawning monsters while time is frozen.

  • While a Void Cell is active, time stops while you are inside the safe zone, however time resumes when any player is outside taking damage from the Void Fog. Time remains paused while you are moving from cell-to-cell between rounds.
  • Void Fog damage now very slowly ramps-up over time preventing excessive time chillin’ in the Void. It is a much slower increase than other versions of Void Fog (such as Simulacrum) giving you ample time moving from cell-to-cell between rounds.
  • Items are now added to the monster item pool sooner if players are taking an excessive amount of time to complete a Void Cell.


[h3]Item Changes
[/h3]
Based on community feedback since the previous Seekers of the Storm item update (thank you to everyone who completed the survey and gave us feedback in Discord) we have made some balance changes to the items introduced with the DLC.

  • Unstable Transmitter can now only be activated once per stage and barrier gain has been reduced to 35% of maximum health (was 75%.) Item regenerates at the start of each stage. One Shot Protection removed.



  • Rebalanced Gold to XP ratio of Longstanding Solitude.
  • The base speed benefit of Elusive Antlers has been removed. You can now only gain speed by collecting the orb drops.
  • Growth Nectar now grants 4% increase to all stats (down from 7%) for each buff, up to a maximum of 4 (+4 per stack.) No longer increases base stat increase with additional stacks.
  • Warped Echo first-hit damage reduction lowered to 20% (was 30%.) Delayed damage ticks can now benefit from items such as Planula and Razorwire (and others!)
  • Warbonds proc chance reduced to 0 (was 1) and increased base cost of additional missiles from 25 to 50 gold.
  • Base damage increase of Breaching Fin reduced to 10% (was 20%) however each additional juggle increases damage by 10% (with a single item the total bonus is 30% with a fully-juggled enemy, gaining further stacks of Breaching Fin gives you an extra juggle and a further +10% damage for each additional juggle.)
  • Attack speed bonus of Bolstering Lantern has been reduced from 10% to 7.5% per enemy within 20 meters.
  • Loot chance from Sonorous Whispers has been rebalanced to favour white items.
  • Reduced the audio volume of the Chronic Expansion beeps when the effect is due to fall-off.


[h3]Enemy Changes[/h3]

  • Revised Halcyonite Whirlwind attack to address odd pursuit behavior.
  • Improved Halcyonite hitbox to better match the visuals.
  • All 3 blasts of Halcyonite’s tri-laser now track the player.
  • Scorch Worm HP has been reduced.
  • Running over a buried Scorch Worm should now be more consistent in forcing them to come above ground.


[h3]Other Changes[/h3]
  • Added an alternate way to enter the Path of the Colossus.
  • If you choose to continue your run after Prime Meridian the stage count will no longer increment, for example if you enter the Path of the Colossus on stage 1, when you complete Prime Meridian you will enter a stage 4 variant (previously you would always be taken to Helminth Hatchery.)


[h3]Known Issue[/h3]

  • Completing the Void Fields will once again increment the stage counter - this is unintended and will be reverted in a future update.


[h3]Bug Fixes
[/h3]
  • Holding Sawmarang equipment will no longer apply bleed when using Electric Boomerang (for real this time!!)
  • Removed several instances where debug text would appear in place of the intended text.
  • Burn debuff no longer removes other DoT debuffs when it expires.
  • Debuffs will now correctly trigger the Death Mark effect when being transferred between enemies via Noxious Thorn.
  • The Bazaar shopkeeper has found their voice once again.
  • Eccentric Vase’s Tunnel no longer collides with the visual indicator of Bolstering Lantern.
  • Warbonds is now blacklisted from the Scavenger item pool.
  • Enemies introduced in SotS can now appear on stages when using Artifact of Dissonance.
  • Verdant Falls should now correctly be accessible when looping with SotS disabled.
  • Fixed issue where a client leaving and rejoining a multiplayer run after charging the TP with the Artifact of Delusion enabled would cause all reset chests to no longer be functional.
  • Environment Logs are now correctly considered in the “Collectables” line of the Profile Stats page.
  • Fixed multiple issues during split-screen play on next-gen consoles concerning permissions when the game is paused.
  • Fixed a couple of spots where the player could clip through terrain on Commencement and Siren’s Call.
  • Engineer will now display their walk animation correctly when using a controller and only very slightly moving the stick.


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