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Hopoo Games Development Thoughts #5

This week Scorched Acres went live, and we're thrilled with the reception of the update. This was a big nervous moment for us internally, since it essentially sets the pace for the rest of Early Access.

Overall we're very happy with the balance and design of the content we included, and we're glad the community feels that way too! There are a lot of moving parts with each Content Update, so we're keeping our ears to the ground for anything that felt like it moved too much.

With the release of Scorched Acres, our Roadmap has now progressed forward! Our next update lands in September - and it's loaded with content. Check it out below:




===**Major Points**===
• Very excited about REX's reception! We're seeing a lot of polarizing views, which is super awesome and exciting. We don't want everyone to feel like he's good or bad.
• Barrier as a concept seems well recieved. It will be a great tool going forward to help us design defensive items that don't give permanent sustain like healing does.
• We noticed a change in spawn frequency - and presumably the difficulty of the game. While this was unintended, we're going to wait to see how it all plays out to see if it's for the best - Monsoon in RoR2 always felt like it was a bit easier than Monsoon in RoR1. It is also possible the game is more difficult because of the fix on critical strikes dealing multiplicative stacking damage, resulting in more enemies piling up.
• People seem to think the Brooch is OP, which it might be, but that's OK
• Malachite enemies are scary - which is perfect. Whether or not the anti-heal debuff is on needs to be more clear, with maybe a screen overlay.
• We aren't planning on touching balance with the next patch. We want to see how things shake out, and to give players enough time to learn what enemies and items are strong before we change it all around again.


===**Minor Points**===
• Cave TP spawns in Abyssal Depths can be very difficult - keeping an eye on that
• The possibility of the permanent uptime on Spinel Tonic was intended by design - the combination seems difficult enough to assemble currently, and is thematically awesome enough to try to preserve
• People are starting to see how strong the new proc math is. Starting to feel that the visual cap of 9999 damage may be too low.
• Enemies are feeling a bit bullet-spongy, which most likey is a result of the crit fix. We don't really want things to ever be spongey, so we're watching to make sure the late-game experience is still enjoyable.
• Surprised not a lot of people are utilizing REX's Shift to shove things off the edge of maps
• Noticing some performance issues, possibly related to the higher spawn count


===**Stuff we are working on**===
• Mercenary's Blinding Assault having issues with double cooldowns
• Fuel Array behavior being mistaken for Sticky Bomb
• Everything turning Pink and Invisible
• Some other small bugs that we caught in the week of Scorched Acres' release


Thanks again for joining us on this journey. We'll see you around!
-Hopoo Games Team

Early Access Scorched Acres Content Update



This is the first content update for Risk of Rain 2. With this update there is a bunch of new content as well as other general changes and quality of life improvements.

Changes with the ‘☂’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the Official Risk of Rain 2 Discord.


==== Major Content and Changes ====

  • Added New Survivor: REX
  • Added New Stage: Scorched Acres
  • Added New Boss: Grovetender
  • Added New Elite: Malachite
    • Malachites are new high-tier elites that only spawns late. Possesses a number of unique abilities - including disabling your healing…
    • New unique visuals and SFX that signifies a Malachite elite has entered the stage
  • Added New Monster: Clay Templar
  • Added New Drone: Equipment Drone
  • Added New Drone: Incinerator Drone
  • Added New Chests: Category Chests
    • Category: Damage
    • Category: Healing
    • Category: Utility
  • Added 9 new items/equipment to the game
    • New Item: Topaz Brooch
    • New Item: Old Guillotine
    • New Item: Warhorn
    • New Item: Aegis
    • New Equipment: Eccentric Vase
    • New Equipment: Fuel Array
    • New Lunar Equipment: Spinel Tonic
    • New Boss Item: Little Disciple
    • New Boss Item: Halcyon Seed
  • Added 5 new challenges to the game
    • New Challenge: Cut Down
    • New Challenge: Warmonger
    • New Challenge: Cosmic Explorer
    • New Challenge: Blackout
    • New Challenge: Power Plant
  • Added 2 new environment logs to the game
    • New Environment Log: Scorched Acres
    • New Environment Log: Gilded Coast
  • Added 6 new lore entries to the game
    • New Lore Entry: Brittle Crown
    • New Lore Entry: Soldier’s Syringe
    • New Lore Entry: Firework
    • New Lore Entry: Rejuvenation Rack
    • New Lore Entry: War Horn
    • New Lore Entry: Abyssal Depths


==== Gameplay Changes ====

Survivors Artificer
  • New Passive: ENV-Suit
    • ☂ The Artificer now hovers while holding Jump.
  • Add new crosshair
  • Add new bloom effects for Firebolt
Mercenary
  • ☂ Add true invincibility during Eviscerate and Blinding Assault.
  • ☂ Add lingering invincibility for 0.6s after Eviscerate ends.
  • ☂ Blinding Assault deducts 1 from stock when timed out rather than resetting it all to 0.
  • ☂ Add “Safe Movement” during Eviscerate and Assaulter to reduce the chance of clipping through geometry
Engineer
  • Turret Base Damage: 19 ⇒ 16
MUL-T
  • ☂ Now comes down in a unique pod!
Huntress
  • ☂ Raise vertical height of Arrow Rain to be more cylindrical
  • Fix Huntress Arrow Rain jump not scaling its animation speed with attack speed
  • ☂ Add “Safe Movement” during Blink to reduce the chance of clipping through geometry
  • Clean up logic in Strafe to possibly prevent double firing
Items
  • ☂ Critical Strikes no longer double/triple/quadruple/etc “dip” through the proc chain
    • On-hit items have accidentally been benefiting multiple times from critical strikes, resulting in each proc doubling in damage for huge multipliers. While neat, this was ultimately unintentional and not sustainable for the game going forward - so we’re ripping the bandaid now and fixing it. On-hit items have been compensated for the removal of power from this fix.
Frost Relic
  • Has been reworked in functionality
    • Now grows in size for every kill, up to a limit that increases with stacking
    • Damage: 25% (+25% per stack) per kill ⇒ 150% (+150% per stack)
    • Proc Coefficient: 0.05 ⇒ 0.2
    • Update graphics to be ~cooler~
Ceremonial Dagger
  • ☂ Update AI to be more accurate and performant
  • Dagger Damage: 150% ⇒ 150% (+150% per stack)
  • Dagger Number: 3 daggers (+3 per stack) ⇒ 3 daggers
Monster Tooth
  • Healing Orb: 4 (+4 per stack) ⇒ 6 (+6 per stack)
AP Rounds
  • Bonus Damage: 20% (+10% per stack) ⇒ 20% (+20% per stack)
Chronobauble
  • Slow Duration: 1 (+1 per stack) ⇒ 2 (+2 per stack)
  • Update tier color outline to match other items
AtG Missile
  • Damage: 300% (+300% per stack) additive damage ⇒ 300% (+300% per stack) total damage
      To compensate for the Crit fix, we’ve moved over on-hit effects to deal a percentage of TOTAL damage. That is, if you have a proc that deals 300% damage from an attack that hits for 100, it will hit for 300. Previously it was a complicated additive formula - this change is either neutral or a buff for every character, and GREATLY benefits slow, high-damage attacks like the Artificer’s.
Ukulele
  • Damage: 80% additive damage ⇒ 80% total damage
Meat Hook
  • Damage: 100% additive damage ⇒ 100% total damage
Sticky Bomb
  • Damage: 250% (+125% per stack) additive damage ⇒ 180% total damage
Runald’s Band
  • Damage: 250% (+125% per stack) additive damage ⇒ 250% (+125% per stack) total damage
Kjaro’s Band
  • Damage: 500% (+250% per stack) additive damage ⇒ 500% (+250% per stack) total damage
Brilliant Behemoth
  • Damage: 60% additive damage ⇒ 60% total damage
Gesture Of the Drowned
  • Cooldown Reduction: 50%(+50% per stack) ⇒ 50% (+15% per stack)
    • GoTD, unlike most other Lunar items, doesn’t have stacking drawbacks, and should therefore stack more like a Tier 2 in power.
Brittle Crown
  • Update Brittle Crown’s item log description to now show stacking behavior
N’Kuhana’s Opinion
  • Fix item pickup not having both horns highlighted
Stage
  • All Stages
    • ☂ Can now spawn Legendary Chests post-loop
    • Can now spawn Category Chests
    • Enable more batched meshes to help performance
    • Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps
Distant Roost
  • Update grass texture
  • Add environmental particles
  • Titans on Distant Roost now properly have their ferns displayed
Abandoned Aqueduct
  • Fix a map hole that allowed the player to get out of bounds.
  • Can now spawn new monsters post-loop
Wetland Aspect
  • ☂ Now contains a few alternate routes for low-mobility characters.
  • Add new boss track
Abyssal Depths
  • Add new ambient sounds
  • Improve performance
  • Update Navigation Nodegraph to make it easier for flying monsters and drones to navigate
  • Fix basic Chests being heavily weighted to spawn
  • Chains now disable/enable as random map permutations
  • Cave section now properly spawns monsters and interactables
    • Brighten internals of cave section
    • Add boost to map interactable spawns if the cave is open
  • Can now spawn new Drones
  • Added collision to the Crystal Braziers
  • Add another out of bounds zone above the cave to prevent falling into the cave while the gates are closed
Gilded Coast
  • Update environment graphics and layout
  • Increase Halcyon Beacon size
  • Prevent Beacons from spawning in the giant gold rocks
  • Add unique boss drop to the guardian of Gilded Coast
  • Add an Environment Log drop
  • Reduce cost of Halcyon Beacons from 50 to 25
  • Chests now properly scale in cost with difficulty
Rallypoint Delta
  • Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside
Monsters
  • Jellyfish
    • Nova Proc Coefficient: 1 ⇒ 2
  • Wandering Vagrant
    • Nova Proc Coefficient: 1 ⇒ 3
  • Lemurian
    • Now slows down when close range to prevent them from missing and circle strafing while biting
  • Clay Dunestrider
    • Add standable platform on Clay Dunestrider’s pot body
    • Increase inner “mulch” radius from 5 to 10 to compensate for new collision
Misc
  • ☂ HUD now displays current stage count
  • Add support for new health-type: Barrier
    • Barrier is a health value that can exceed your maximum health, but degrades over time.
  • Add new stat: Curse
    • Curse is the old Shaped Glass functionality, which locks away a portion of your healthbar - it has been moved over to a generic stat so we can use it for other items in the future.
  • Disable Base Health Regeneration if on fire
==== Music & SFX ====
  • ☂ Fixed a major issue with sounds “warbling”
  • ☂ Remix HDR sounds for clarity
  • In-stage music no longer runs through the music system and just plays front-to-back
  • Add new boss track
  • Update some existing stage tracks
  • Assign Wandering Vagrant’s proper M2 sound
  • Assign Engineer Turret’s proper attack sound
  • ☂ Add new SFX for Commando’s M1
  • ☂ Add new SFX for MUL-T’s Rebar Puncher
  • Add fall damage sounds to all characters
  • Add Engineer sounds to Bubble Shield
  • A ton of other tweaks to SFX!
==== QOL ====
  • ☂ Update User Profile save procedure to perform the actual write-to-disk on the main thread instead of a worker thread to prevent profile corruption. This should reduce the chance of corrupted save-files - please let us know if we screwed this up somehow!
  • ☂ Add option in Settings to remove sprint sensitivity reduction
  • Remove unnecessary character logic from running on clients - this should lead to a large performance boost for clients in an online game!
  • ☂ Updated the Imp Overlords Hurtboxes to properly match the size of the model
  • ☂ Change post process of Overloading Worm to brighten instead of darken
  • ☂ Increased the Monster logs despawn timer from 1 minute to 5 minutes
  • ☂ Updated the packs from Bandolier and Monster Tooth to flash before despawning
  • ☂ Update the Cost Labels on Interactables to stand out more from the rest of the stage
  • ☂ Add 0.5s cooldown to repeatedly using The Backup equipment
  • ☂ Add Spectator Label to the HUD saying who you’re spectating online
  • ☂ Player healthbars now flash when at low health
  • Update shrine symbols to be non-additive to help clarity in certain maps
  • Add some damping to Wisp and Jellyfish bodies so they aren’t flung as far
  • Revisit Director AI to prevent stall cases when spawning monsters and bosses
  • ☂ Update cost strings to use language entries so they can be localized
  • Reduce shake amplitude of Beetle Guard sunder by 66%
  • Set soft player team character limit to 20 to prevent severe performance issues late in the game
  • Grant kill credit to last attacker for enemies that fall out the map
  • Increase size of Item Bar on the HUD to properly envelope 2 rows
  • Change pinging to use a raycast instead of old targetfinder to make it easier to ping enemies
  • Set up Wandering Vagrant, Clay Dunestrider, and Stone Titan corpses to properly disappear over time
  • Update graphics of Celestial Portal to be more noticeable
  • Add names to Portals
  • Change damage with no team assigned to be Grey
  • Increase matchmaking wait duration from 20s to 30s
==== Bug Fixes====

Early Access Patch (Build ID #3830295)

Early Access Patch (Build ID #3830295)



hey

Welcome to all the new players who have picked up RoR 2 in the last couple weeks, we are glad to have you join the community!

In this patch we are adding full localization support! We now have official translations for Brazilian Portuguese, Korean, Russian, French, German, Simplified Chinese, Italian, Spanish, Turkish, and Japanese.

These can be enabled by Right-clicking on "Risk of Rain 2" in your Steam Library and going to the language tab at the top. Select from the dropdown what language you want to start the game in and hit close.

There are also bug fixes associated with this patch below:

==== Bug Fixes ====
  • Director no longer stops spawning monsters late in the game
  • Director logic in selecting/skipping monsters to spawn has been cleaned up
  • Reorganize fall damage code to try to fix issues with the server reporting false fall damage hits
  • Fix an issue where every item pickup saved immediately to disk, causing a stutter
  • Picking up new equipment with Gesture of the Drowned no longer fires every frame
  • Fix bosses and monsters sometimes spawning behind closed gates on Wetland Aspect
  • Game now launches with 60 fps cap on by default to help with certain GPUs. This can be turned off in the settings.
  • Fix pings occasionally having weird scaling issues
  • Pinging monsters is now more precise
  • Fix Imp Overlord's void spikes not having their proc coefficient properly assigned. This means that you will bleed and burn for a longer duration from that attack.
  • Losing max shields now properly removes extra shield
  • Fix networking of objective panel display for clients on the Gilded Coast
  • Dramatically improve performance for specific canvases (Character Select, Main Menu, etc)
  • Revise UI texts to support localization efforts
    ○ Fix alignment issue in Game End Panel's class
    ○ Fix wrapping issue in Objective panel for long objectives
    ○ Add lots of missing token strings into files to aid translations
    ○ Fix wrapping issue in title screen buttons
    ○ Fix wrong style for Prismatic Trial buttons
    ○ Fix wrapping issues in settings buttons
    ○ Fix truncation issue in logbook names
    ○ Fix various other wrapping and styling issues prevalent in different languages


As a reminder, we have also been hard at work internally on our Content Update this June - we hope to share news with you soon!

Thank you!

Risk of Rain 2 Passed 1 Million Sales On Steam In The Month Following Launch


hey

We’ve got a cool milestone to announce - let us know if you can find it inside of this Word Search.



P L N Z C W G L D U N H 
T N  L P D I A O K E T 
D T L  Y G E S H U W I 
H L L C  D U O P L T V 
C S X Q I  P L X E Y W 
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I R K L C Y D C  I I M 
P M O N S O O N   R D 
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S N E K W  A F D T R P


First off, we are very excited to announce that Risk of Rain 2 passed over 1 million sales on Steam alone in a month since our Early Access launch! To give you guys a little bit of context, it took us almost 5 years to hit that same number on Steam for Risk of Rain 1. We are excited to see how many of you are jumping into RoR 2. Thank you all so much - we feel very lucky.

Last week we released our Content Roadmap, and the initial response has been overwhelmingly positive. As we get closer to the first content update we want to give more details on what's included beyond just the major features listed on the roadmap.

Internally, we have continued to work on the new content update since launch and are really happy with the way things are turning out. This update is particularly exciting for us because ALL of the content included in our first update will be new content to the Risk of Rain universe. Expect a brand-new survivor, map, and more. If you’re a RoR1 fan and you miss some RoR1 survivors - don’t give up yet. Future content updates will weave in some returning content from Risk 1; we hear your wishes!

We hope our first content update plants the seeds necessary to continue growing Risk of Rain 2 into an even better game for players.. This patch will also include quality of life updates and bug fixes! Again, as we get closer to launching this content update we will be sharing more details and even some teasers of what's to come.

As a reminder, we will still be shipping patches containing bug fixes, alongside full localization, before the first Content Update. You can read about that and more in our roadmap announcement post from last week.

We are hard at work on Content Update 1 and are so excited to share more details with you soon. Again, thank you all so much for the amazing support and helping us build this amazing community around Risk of Rain 2.

-Hopoo Games Team

Hopoo Games Development Thoughts #3

View Early Access Forecast Image

hi

It has been nearly 1 month since we launched Risk of Rain 2 in Early Access, and I think we can safely say it has been a crazy time for us. We have lots of exciting news that we will be sharing - lets dive in!

NOTE: Developer Thoughts is a way for us to touch base with the community - consider these to be candid thoughts from the development team. We will be breaking down our thoughts into Major and Minor Points, along with things we have been working on internally. A lot of these are community suggestions coming from emails, Discord, Twitter and other sources - thank you all again for being so active in the Risk of Rain 2 community!

===**Major Points**===

• Content Roadmap - players understandably wanted to know the cadence and size of content updates throughout Early Access, and we hope the “forecast” image matches those wants. We will provide details about specific updates as we get closer to their respective release.
• Official Localization - it has been inspiring to see community localization efforts and a playerbase around the world, so we’re working on adding official localization in the next patch
• Gilded Coast is unclear and unrewarding to most players.
• Game stutters when picking up items for the first time.
• Some players are still being affected by save file corruption, especially if the game shuts down unexpectedly via crash or power issues.
• Noting some players having trouble readying up in multiplayer and private games.
• Noting sometimes settings are reset after closing and relaunching the game.

===**Minor Points**===

• The changes made to blazing affixed monsters seem to be positive and feel more balanced.
• The changes made to freezing affixes are welcome - a good sign!
• Some users are still getting really low performance, while some are not.
• Noting the Mercenary sometimes launches Greater Wisps / Brass Contraptions into space.
• Noting players want the number of Stages Complete displayed on the HUD.
• Noting general feedback about drone / TC-280 AI needing to be improved.
• Noting players want to include the Engineer turret damage into the end report screen.
• The game should ideally keep the difficulty that was chosen in the character select for the next run.
• Noting player thoughts about specific white items (APR Rounds, Medkit, etc) feeling weak. Will have to make sure the game isn't slowly power creeped by continually buffing underperforming items.
• Specific controller setups are missing glyphs.

===**Stuff we are working on**===

• Our first content update!
• Official Language support for French, German, Italian, Japanese, Simplified Chinese, Korean, Portuguese, Russian, Spanish and Turkish.
• Updating the Director to make sure monsters don't stop spawning late into the game.
• Preventing monsters and bosses from spawning behind closed gates on certain stages.
• Pinging issues.
• Gesture of the Drowned firing equipment every frame.
• Wake of Vultures granting weird overshields.


As always, please let us know if we missed anything! We are really excited to support our international fans, and we hope that the localization efforts are a good start. We also hope the Roadmap matches everyone's expectations - please let us know if it missed the mark. We intend the Roadmap to be an active part of development, and will be updating it as we get closer to major milestones. Again, thank you all so much for the amazing support over the first month!

-Hopoo Games Team