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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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Risk of Rain 2 update makes key fixes to the roguelike's controversial DLC

It's been a troubling year for Risk of Rain 2 players. At first, it seemed like the Gearbox acquisition was going smoothly, but then the Seekers of the Storm DLC from August of this year was a rather large disappointment due to balancing issues, bugs and other problems. However, you can't keep a good live-action game down, and the first part of the recovery is now available.


Read the rest of the story...


RELATED LINKS:

Risk of Rain 2 roadmap details massive Seekers of the Storm gameplay fixes

New Risk of Rain 2 patch begins fixing Seekers of the Storm issues

Risk of Rain 2 Artifacts codes - all Artifacts and how to unlock them