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Risk of Rain 2 News

Risk of Rain 2 will blast out of early access with a new final boss

After just over a year of early access, and a slight delay, Risk of Rain 2 is just about ready for an official, full release. The Launch Update arrives August 11, and with it comes a host of new content for the sci-fi survival game.


First up, there's a brand new survivor to unlock named the Captain. The tenth playable character in Risk of Rain 2, the Captain hefts a combination shotgun-rifle that has an adjustable projectile spread and can stun targets, and he can call in assistance from the survivors' orbiting dropship - the UES Safe Travels - in the form of armour or healing pods.


The launch build will also introduce Risk of Rain 2's final stage and its end boss. Hopoo Games hasn't provided any early info on the game's final enemy (because, hey, spoilers), but it'll be an encounter that takes place in a new, final stage set on the planet's moon. You'll be up against all new monsters on the lunar surface, all leading to the ultimate confrontation with the new final boss, and there will be new story cutscenes to fill out the narrative.


Read the rest of the story...


RELATED LINKS:

Risk of Rain 2's full release date delayed to August

Risk of Rain 2's Scorched Acres update arrives this week

Risk of Rain 2 has sold a million copies in its first month of Early Access


Risk of Rain 2 - 1.0 Launch Date Announcement



Hello gamers,

It’s finally time -we are super excited to announce that we are launching the 1.0 version of Risk of Rain 2 on Steam on August 11th.

Early Access has felt like a crazy ride through uncharted space, and we can’t thank you all enough for supporting us over the last year and a half. We’ve had great fun steering through Early Access together, and we will always be thankful for the patience and excitement our community has displayed. We will have more information on the Console launch of 1.0 in the future - but it should follow a very similar cadence to the previous console launches.

As always, thanks for the amazing support - and we can’t wait to share the 1.0 update with everyone. See you then!



-Hopoo Games Team

Hopoo Games Development Thoughts #15

Hey!

We have a variety of topics to cover in this Dev Thoughts so we gotta go fast NOW

Let's dive right in!

=== Hopoo Games is hiring! ===

As the title might suggest, we are hiring! This is big news for us, since we’ve always been an incredibly small company.

We’ve launched our new website https://hopoogames.com/, where we’re hoping to start adding job listings over time. We also have a new official twitter https://twitter.com/hopoogames for Hopoo Games, where we will tweet company-related stuff. Our first listing is for a Lead Pixel Artist on a non-disclosed game. Stay tuned for that :-)

=== Console Update ===



With the launch of the console update for CU4 in June, see above our updated console Forecast! All three platforms were updated on June 23rd with the Artifacts Update. A major shout out to the team at PlayEveryWare who took our most complex update and knocked it out of the park.

=== Pricing Increase for 1.0 ===





When we first launched Risk of Rain 2 on Early Access one of the initial questions was if we would be increasing the price on 1.0, and our initial answer was “Yes.”

We still plan on increasing the price at 1.0. The game has grown a tremendous amount, and we think the value of the game is increased. Our plan is to increase the game from $19.99 USD to $24.99 USD.

We’re also hoping to have another Dev Thoughts focusing more on our plans for Post Release, so be on the lookout for that!

=== Keywords + Survivor Updates ===

One of the curious things about game development is that you never know how a change in one area can completely alter the game in a different area.

Strangely enough, we’ve seen over time that the limited text size of the Survivor Select’s skill descriptions have subtly impacted the designs of Survivors. We can’t really add more effects to skills without the text getting tinier and tinier - some existing skills are already incredibly small to read.



One of the changes we’re making for 1.0 is the use of Keywords. This is just a UI change, but the idea is that common behaviors (like freezing, stunning, or attacking while sprinting) can be summarized as a Keyword, saving up precious text space for other behaviors. Hovering over skills in the Survivor Select will explain what the Keyword is.

An example of what this allows is our Mercenary changes we have for 1.0.

The Mercenary’s fantasy was always intended as the hardest-to-play survivor for sweaty nerds. However, the Merc is actually not that difficult to play; you have a set skill rotation that typically does not change.

Something we’re adding to the Merc for 1.0 is the ‘Expose’ debuff, which is consumed when an enemy with that debuff is hit. Consuming the debuff reduces all your cooldowns by 1 second and increases damage.




This allows for the Merc to have dynamic cooldowns, and for greedy players to get greater cooldown reduction at the cost of completing their M1 combo. To compensate, we’re reducing his base health - higher risk, higher reward.

Debuffs like ‘Expose’ would typically be contained inside of the Passive, but the Merc already has a passive. The Keyword system allowed us to add a new effect to the skill without making the text teeny tiny.

It’s not a super exciting system - and we’re not going to start overloading all character kits now that we can - but we’re hoping that it gives us a little more room to breathe when it comes to survivor designs, both new and old.

=== Looking Forward ===

As we mentioned in the previous Dev Thoughts, we are trying to do more frequent updates and shed more light into our development process. Let us know if there are any specific topics around tech, design, business questions or any other topics you would enjoy reading about!

As always, thanks for the amazing support during Early Access and we can’t wait to share the 1.0 update with everyone.

-Hopoo Games Team




Hopoo Games Development Thoughts #14: Road to 1.0

Hey!

As we all know, the next update is 1.0, the last update until we leave Early Access. Earlier this month, I ran a quick tweet to get some feedback on what RoR2 1.0 may look like to you.



From that tweet, we not only learned that there’s quite a few areas of improvement we could work on, but also that you guys are passionate about what RoR2 1.0 could be - with many fantastic suggestions and ideas of things that weren’t in the original roadmap.

=== Updated Roadmap ===



We don’t take 1.0 lightly - we know a lot of players have been waiting for the full release to play the game, or have joined us early on in EA and are now holding off for the full release.

What we wanted to make sure was that RoR2 1.0 was truly a complete game experience, and that means not only completing and fleshing out content, but improving and iterating on old features and content that’s been left behind. In order to meet goals of what a 1.0 version of RoR2 can be, we want to let everyone know we will be releasing 1.0 in August 2020.

To be explicit: the timing has not been altered because of COVID-19 - we’re incredibly lucky in that our business was mostly unaffected. The timing has changed because we’re expanding the scope of the 1.0 Update. We almost completed the entirety of Early Access without any date changes! That said, we are pushing forward and can’t wait for everyone to experience the changes we’re bringing with the 1.0 Update.

=== Server Browser ===



The first of new expanded features and QOL updates that we are now going to address with 1.0 is the online experience - and struggles with quickplay.

Feedback we hear a lot is that Quickplay is a bit of a mess - especially after the addition of Artifacts. People leave, you get random ping, and now you may get game settings you don’t even want to play in.

Quickplay served an important function at launch, especially because we didn’t know how popular the game may become - but the QP featureset is barebones. Not only that, but the game has evolved past needing to just find a match - you need to find the right match. We think a built-in Server Browser (and hosting) will still allow you to connect and find other players easily while providing a lot of the features and choices you want to make before connecting to a game.

Alongside the browser, the goal is that you can also now host public games (either via the Dedicated Server Tool or through the game itself as peer-to-peer) that are displayed in the browser. Then (hopefully!) people who want to play with the same settings and with similar ping will join your lobby.

While we still don’t have host migration, the hope is that if everyone is playing in a lobby with settings they like, people won’t be quitting for ping, difficulty, or any other fixable reasons. We’re also hoping that a built-in server browser can breathe some life into community-hosted Dedicated Servers.

=== Console Update===



For console players, the June update will still be arriving as promised and won’t be impacted. As expected, however, it will push the timeline of the 1.0 version for consoles as well.

=== Going Forward ===

Our hope is to be doing more frequent Dev Thoughts leading up to 1.0, highlighting any interesting features or additions we are adding that can really make 1.0 feel like a full release version of Risk of Rain 2. We truly do feel like this is the right choice for the game - and I hope you all agree when 1.0 rolls around.


-Hopoo Games Team

PC Early Access Patch (Build ID #4892828)



Hi!

This is a bug fix patch to address issues that came up in the first week of the Artifacts 2.0 Update most of which were reported by the community. As we mentioned in the Artifacts 2.0 Patch Notes, this was our biggest and most complex update so far and we are very happy to see so many players enjoying the new content. The number of new players joining in on Risk of Rain 2 and our community have been insane the last couple weeks, so thank you all so much.


  • Change the way Artifact of Sacrifice works with initial spawns
  • Remove Metamorphosis from being selected in Prismatic Trials
  • Change the amount of Hordes of Many that were spawning as the teleporter boss
  • Change the wording for challenge ‘Huntress: Finishing Touch’
  • Change challenge ‘Commando: Godspeed’ completion requirement from completing the first stage to charging the first teleporter
  • Recycler will no longer consume an equipment charge when activated without a target
  • Perform Swarms artifact max health reduction after all other max health calculations (elite monsters will have less health than before)


  • Fix the Recycler rolling the same item twice
  • Fix Artificer being able to hit herself with projectiles when backed up against a wall
  • Fix Artifact of Sacrifice working on allies
  • Remove Overgrown 3D Printers from Hidden Realm: Bulwark’s Ambry
  • Fix Focus Convergence from stacking with Engineer Turrets
  • Fix a couple stuck spots on the Sky Meadow
  • Fix some portals being tilted randomly
  • Fix Automation Activation Challenge progress carrying over between runs
  • Fix a typo in the Repulsion Armor log entry
  • Fix an issue that caused the Pressure/Spider Mines cooldown to restart when opening the Thermal Harpoons target menu
  • Fix an issue with Squid Polyps sometimes spawning underground
  • Fix an issue with the challenge ‘Cleanup Duty’ not properly working online
  • Fix the teleporter not instantly reaching full charge on killing the Prismatic Trials boss
  • Fix and cleanup some SFX issues that were causing performance degradation over time
  • Fix a floating Newt Altar spawn on the Stage Variant for Distant Roost
  • Fix challenge ‘MUL-T: Pest Control’ not being properly awarded
  • Fix enemies benefiting from Repulsion Armor more than players
  • Fix the initial monster spawn on Hidden Realm: Void Fields not populating the HUD
  • Fix the Hungering Gaze being reset by Thermal Harpoons
  • Fix the Huntress being able to target herself with Artifact of Chaos on
  • Fix the Artifact of Command drops not using the same collision behavior as pickups and getting stuck in walls/ceilings
  • Fix an issue preventing Stone Titan regional skins from being used
  • Fix MUL-T’s Power Saw skill not performing self-pull force on non-host clients
  • Fix Void Reaver’s attack proc coefficient not actually being updated


Thanks again for everyone's enthusiasm and feedback on our latest update. With this patch out in the wild we are now transitioning to working full time on our 1.0 launch update..!

-Hopoo Games