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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

The Winner of the Survivor Vote is...



And the Winner of the Survivor Vote Is...

The votes have been cast, and you’ve made your voices heard! This past week, we tasked you with an important decision--Risk of Rain 2’s next survivor--and you came out in droves. Some of you even got creative with your own campaigning!
After a whopping 124,000+ votes, we’re happy to announce that the survivor making its way to the 1.0 launch is…

A Brand New Survivor!

It looks like you, the amazing community, want something completely different and new! Actually, we were caught by surprise with this choice as we assumed it would be either CHEF or Sniper, but love that the community continues to push us in new directions! This is certainly exciting, and something that allows us to think creatively, in new and innovative ways! With this in mind, we are going to go to the drawing board to further flesh out what a potential new survivor could be. It is a fun challenge for us and we cannot wait to bring it to the 1.0 launch.

We’re excited to get a new survivor in for 1.0 launch, but if your fave didn’t win, don’t despair! Just as we mentioned last week, just because a character didn’t win, it doesn’t mean they’re out for good. We have lots to share with you about post-launch support soon, so look forward to that and your brand new survivor in the future. Once again, thanks for a fantastic year of Early Access! You made this happen, gang.
-Hopoo

Development Thoughts #13 - Artifacts Update



Hello video gamers. We wanted to give an update on how things have been going since the launch of the Artifacts Update - spoiler alert, it's been one of our largest and most successful updates yet! It has been a ton of fun for us to watch players work together on finding the Artifact codes and testing new combinations to alter the way they play. Apparently we should’ve hidden the codes better, since the community as a whole has discovered them all in like 4 hours.

=== Artifact Designs ===

One of the biggest topics when we were working on Artifacts 2.0 was “how are we going to balance Artifacts?” They require no resource, the trials require no investment of in-game time, and have wildly varying power. We’ve also seen some discussion about the balance of Artifacts in the community.

In development, there were many recurring points:
  • How can we make the Command and Sacrifice Trial not always accessible, since it gives a bunch of items? Should time be running?
  • Won’t certain Artifacts trivialize unlocks?
  • How can we make Command balanced at all?

 
Each of these have legitimate solutions. Command COULD have reduced item spawn rate. Artifact Trials COULD be accessed only once per account. Unlocks COULD be blocked if an Artifact is enabled.

However, our final decision was that the design of Artifacts, and the systems around it, won’t prioritize balance.  For a system like Artifacts, it felt wrong to limit their strengths or reduce their access for the sake of the balance of a “normal” run. Unlocking them also requires reaching the 5th stage, which is not an easy task for all players.

The intent for Artifacts is to be fun and to add replayability, not to be balanced as a part of the core loop. Consider them almost like secrets or cheat codes: they make the game different. Sometimes harder, sometimes easier. Hopefully always fun.

=== Work In Progress ===

Since the release of Artifacts Update, we’ve been working and compiling the first patch. This is a collection of community responses and feedback from a variety of channels - keep 'em coming!

Some of the major things we’re working on right now are:
  • Reducing the number of ‘Horde of Many’ spawns from the Teleporter - we’re not entirely sure why there seems to be more, but there will be less.
  • Verify and improve Sacrifice’s drop spawn chance, especially at the beginning of the game, to make sure all enemies are properly dropping items. 
  • Remove Metamorphosis from Prismatic Trials.
  • Some users are experiencing crashes, semi-freezes, or the game not booting up properly. Output logs and crash dumps are super valuable to us so we can track it down and get it fixed.
Some minor things that we are working on are:
  • Fix Artificer’s projectiles hitting behind herself, resulting in her dying with Chaos on
  • Prevent the ‘Recycler’ from recycling the item into the same item again
  • Fix ‘Recycler’ being useable with no targets
  • Remove Boss 3D Printers in Bulwark’s Ambry
  • ‘Focus Convergence’ stacking from turrets
  • Huntress’ achievement requiring 7 Glaive Kills, despite it saying 6
  • Portals are slightly tilted?
  • ‘Automation Activation’ tracking of turrets purchased persisting between runs
  • ‘Cleanup Duty’ not working online
  • Some weird cooldown reset going on with Thermal Harpoons
  • Squid Turrets appearing in the ground
  • Prismatic Trials not letting you advance to the next stage after completing the boss
  • Fixing a variety of bugs with Dedicated Servers

If there’s things you feel we missed or should be looked at, please leave us a comment!

=== COVID-19 ===

Since the beginning of March, Hopoo Games has transitioned to be entirely all working from home. While it was a transition at the beginning, we don’t expect any issues going forward - but it’s worth mentioning. Stay home and wash your hands.

=== Survivor Vote ===

The Survivor Vote is in full swing, and we’re thrilled by the reception and participation from all the members of our community. If you’re not familiar with what the Survivor Vote is - go check out our previous blog post and vote for your favorite Survivor for 1.0! It ain't over till it’s over!
As always, we’re super excited with the enthusiasm of the community for the Content Update and the Vote alike. We’re always re-energized whenever we release a new update, and we’re super excited for the last home stretch to 1.0. Cheers!

-Hopoo Games