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Hopoo Games Development Thoughts #16



Hey! Being the final Dev Thoughts before 1.0 release, we thought it’d be fun if we got into a bit of the details of how we design stuff. This is a long one, so buckle up.

=== Player Agency===

‘Player Agency’ is a term that we use to describe how much influence a player has over the result of their game. Internally, we refer to player agency, or player choice, to be on a ‘micro’ or ‘macro’ level.

On a micro level (using abilities, dodging enemies, hitting attacks, etc), player agency is high in RoR2. You have many opportunities to land good hits, or to dodge powerful attacks.

On a macro level (what build you’re doing, how quickly you want to progress, etc), RoR2 has always been a little lacking - and we’ve received feedback on that. Although it is a roguelite - and therefore random to a degree - it always felt a bit that you’re along for the ride, and that you pick a similar pool of items every run.

For 1.0, we’ve tackled this issue in two different ways:

1: We’ve touched up a lot of items - and introduced new ones - in hopes that more meaningful build decisions can be made.
2. We’ve introduced new avenues to allow more player agency on a macro level - with the star being the new ‘Scrapper’ interactable, which we will touch later on.

=== New & Redesigned Items ===

We’ve carefully combed through items for 1.0, and we have a few fun examples to show our direction going forward when it comes to items.

Example #1 - New Items
For this update, we focused on making sure that all of our new items had interesting synergies with both items and survivors.

Not only that, but all new items in the 1.0 release are Lunar, Equipment, or Boss drops. We found that those item categories struck the right balance between being chase items and being core items. We also didn't want to pollute the standard item pool with a bunch more of synergy-dependent items. Boss drops for higher-level bosses makes some of the most difficult encounters the most exciting as well.



Example #2: Bleeds
Sometimes you can make great changes from small tweaks. For 1.0, we’ve updated bleeds so that when a new stack of bleed is applied, all existing stacks of bleed are refreshed in duration. This means that you can maintain way higher stacks of bleeds than before - and that at high bleed chance and attack speed, bleeds never fall off as long as you keep reapplying fast enough.



For the specific meta details of how bleeds work in RoR2, bleeds:
  • Bleeds do not scale from critical strikes
  • Bleeds do not scale from proc-chains
  • Bleeds do scale from damage boosts, such as Focus Crystals and Shattering Justice
  • Bleeds, specifically from Tri-Tip Dagger, do scale with attack speed, because it lets you apply more bleeds quicker.
  • Bleeds do need maintaining to keep at ludicrous stacks, which we have found is challenging in a fast-paced game like RoR2.


We’ve found that just that one change for bleeds dramatically improved the value of bleed items, attack speed items, and high proc-rate skills, and has added a new way to scale in the game that is also still fun and engaging. Bleeds require a different set of stats to maximize compared to stacked proc-chaining.

Example #3: Kjaro and Runald
A heavier change we made was to Kjaro and Runald’s elemental bands.

For 1.0, they no longer operate with a small chance-on-hit, but are always guaranteed to proc on any attack that deals “large” damage. After proccing, they undergo an internal cooldown before they can proc again. This allows for a bit of strategy for when you consume your rings, especially if you have heavy-hitting attacks like the Rebar Puncher, Frag Grenade, or Nano-Bomb.



Kjaro specifically has also been changed a bit, making the AoE of the tornado much larger but weaker, giving it a more defined niche as the AoE option.

Example #4 - Just ol’ Buffs
There were also some items that we just buffed because they underperformed. A few of these items are Monster Tooth, H3AD-5T v2, Effigy of Grief, and yes, the Interstellar Desk Plant. We don’t expect these items to become top-tier, but the gap should be smaller.

Example #5 - Doing Nothing At All
One of the biggest changes we noticed for 1.0 is that some underperforming items have improved simply because there is a proper final boss to prepare for. We’ve found that all items now have to be viewed through the lens of its viability in the final boss fight - items like Old Guillotine, Ukuleles, and Ceremonial Daggers, incredibly powerful items today, do little in the final boss.

Not all items will be the best, or the most “meta” - and we’re sure that there will still be a best build anyways - but we believe that at 1.0, more items will become more viable to use.

=== Scrapper ===

A small but influential piece of content we’re adding in 1.0 is the Scrapper.



The Scrapper allows you to select any number of items of your choosing, and convert them into Scrap. Scrap is prioritized first when using 3D Printers.

This adds a bunch of strategy to the game - when scrapping items, you become immediately weaker. However, it allows you to get rid of items that you know aren’t important for your build. Scrappers aren’t super common either, so you can’t always rely on being able to convert the scrap immediately. You may have to go through a few stages with scrap in your inventory instead of an item.

The goal of this interactable is for players to be able to identify what items are important to them right now, and to risk being weaker now for being stronger later.

There’s also been a few more supplemental changes aiming towards inventory management - 3D Printers are more common in general, and the Bazaar Between Time now has 5 pods instead of 4 to compensate for the significantly larger lunar item pool since release.

=== Eclipse ===

Well gee, that sounds like a lot of stuff. But I obliterate on Monsoon all the time, being the god gamer I am… so what can I use all these brand-new options for? In comes Eclipse.

Eclipse is a new game mode, similar to Prismatic Trials, that adds stacking challenge modifiers each time you beat the game, up to a maximum of 8. This is tracked separately per survivor.



In the same way that Artifacts are designed towards novel and fun experiences, Eclipse is designed entirely for challenge enthusiasts. Eclipse has no unlockables, achievements, or trophies. It’s purely for the challenge.

Eclipse was a bit of an experimental weekend project - and we’re considering the initial release of Eclipse as a test for whether or not this type of gamemode is any fun. Please let us know!

=== Here we go! ===

Having said all that… we’re very excited to see player reception for 1.0. This has been our most challenging update yet, and for so many reasons. We really hope you like it - and we’ll see you on the planet August 11th!

-Hopoo Games Team

Risk of Rain 2 will leave early access in August with a final boss update and a $5 PC price jump




The Risk of Rain 2 launch update will arrive on PC on August 11, finally pushing the rogue-like shooter out of Steam early access and into full release...
Read more.

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