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Risk of Rain 2 review





I fall for Risk of Rain 2's trick every time. An hour into a good run my character is plastered head-to-toe in bizarre power-ups, like a katamari rolled through a novelty shop. Yes, I have three teddy bears strapped to my thigh, but those are important, because teddy bears have a percentage chance of blocking all incoming damage. Obviously I have seven needles stuck into my head. How else am I going to massively increase my attack speed? When I'm loaded down with dozens of items, Risk of Rain 2 always fools me into feeling unstoppable. "I am a golden god" echoes through my mind. And then something hits me so hard it knocks the godhood right out of me, and whoosh. Dead in an instant, game over. How did I ever think three teddy bears would be enough? What is it? Clear skies, full loot, can't lose
Expect to pay $20/£15
Developer Hopoo Games
Publisher Gearbox Publishing
Reviewed on GTX 1080, Intel  i7-7700K , 16GB RAM
Multiplayer? 4-player co-op
Link Official site Risk of Rain 2 is a roguelike less concerned with where you're going than the loot you pick up along the way. For the last year it spent in Early Access, it actually didn't even have an ending, just an endless sequence of repeating levels that threw more and more enemies at you until you succumbed to the inevitability of math. This suited the game fine. It's nice that it has an ending now, a grand final stage and boss fight that gives me an out before I've accidentally gone two hours without blinking. But it doesn't really change what Risk of Rain 2 does so well. Like Slay the Spire, Risk of Rain 2 is a game about finding items that make you stronger in ways both obvious and unpredictable, stacking and stacking and stacking until you're perched on Olympus. On the screen you're shooting and slicing your way through a bizarre menagerie of creatures on alien worlds, but what you're really doing is compulsively climbing a finely tuned power curve again and again and again.  The idea here is as basic as videogames get, and yet Risk of Rain 2 does it far better than most similar games I've played. Part of that is its unwavering commitment to power creep. It does not try to reign in numbers, to make sure you can't do too much damage, to make sure no combination of its dozens of items is exploitable. This game knows that all the fun is in that exploitation, of shredding a boss to mincemeat in five seconds and howling with delight. Each character—there are 10 of them, with wildly different playstyles and items that suit them best—has its own satisfying exploits. One of my favorites is the Engineer, who moves around slowly and throws out a pile of explosive bouncy balls as his main attack (it makes me think of a McDonald's employee tripping and launching an armful of plastic ball pit balls into the air). The Engineer's real power comes from a pair of autonomous turrets he can put down. A good Engineer is always on the lookout for Bustling Fungus, an item that heals you and nearby allies if you don't move for two seconds. Guess what never moves? Turrets! Stack Bustling Fungus and stand still next to your turret to heal twice as fast. The turrets share your buffs, gaining other benefits like attack speed and crit chance. The last time I played as Engineer, I picked up a rare item that would revive me if I died, though it would only work once. I watched one of my turrets get destroyed by a boss, only to magically reappear three seconds later. It didn't really matter—I could've just put down a new turret—but I love that the game plays fair with its items, and allows for those sorts of discoveries.  Risk of Rain 2 isn't worried about giving you absurd abilities because it knows that it'll out-power creep you, eventually. The difficulty level ticks up and up the longer you play until it reaches the infinitely scaling challenge of HAHAHAHA, eventually spawning piles of boss enemies with six-figure health pools on top of you the second you load into a new stage. This game revels in damage numbers, not because you need to pay attention to them, but because it knows that the fun of power creep is seeing three hundred unreadable numbers layered on top of one another, habanero red crits peeking out. I'm bored by loot games that give me a sword with slightly better stats, but I love how Risk of Rain condenses an entire power curve down into an hour, and instead of getting better equipment, I'm stacking ukuleles that make all my attacks radiate electricity to nearby enemies, or feathers that let me jump five times without touching the ground. This all works because it feels so good to play, which may be surprising if you've only looked at screenshots. Risk of Rain 2's characters appear tiny against the vast landscapes you run through. Jumps are generously floaty. The graphics are simple, nothing that would've looked shocking on a PC 10 years ago.  But characters move and aim precisely as you whip the mouse around, and everything in the game has been built to scale up aggressively. The floaty jump is suddenly welcome when you've tripled your move speed. The vast, mostly empty levels take you minutes to cross in the beginning, but only seconds when you can quadruple jump across a gap or have an item that launches you forward out of a sprint. Risk of Rain 2 nailed all of these things on its first day in Early Access, but since then it's added several characters, and I've enjoyed learning all of them. My favorite of the new batch is the Loader, who's essentially Ripley in her exosuit in Aliens. Loader is all about heavy melee hits, with a charge-up super punch that sends you careening across the map. At first I found it clumsy, because it kept launching me away from the action. But then I learned to pair it with my utility ability, a grappling hook, tethering to enemies before smacking them and then bungeeing back to catch them on the rebound.  There is almost nothing to do in Risk of Rain 2 except focus on the action—you're not making decisions about level up points or collecting ammo or dealing with any resources except money. Its levels, which have some randomness to them but feel mostly familiar, are big but mostly empty, just dotted with item chests to find and a teleporter to activate to leave the stage. But they have a vibe. The emptiness is actually compelling. In the brief moments between the screen being covered in lasers and explosions and numbers, I feel like a marooned explorer in a strange land, and I want to know more about it. I promise I'm not just being whimsical. I can tell Risk of Rain 2's developers fostered this sensation with care. Despite being a game with no dialogue and no cutscenes except for when you boot up the game and after you slay the final boss, there is a story here, told in log entries you can hunt down and unlock for the items and enemies and environments. I don't care much about the story, but I adore the secrets, of which there are many. Many of the characters are unlocked in strange, opaque rituals that are trivialized by a walkthrough or wiki page, but magical to imagine stumbling open myself. There are stages you can only reach by performing some arcane procedures, opening alternate teleporters or jumping outside what appears to be the bounds of a stage. Most of these I experienced through friends who'd already unlocked them, which brought back the experience of leading someone to a hidden door in Wolfenstein 3D or being shown a secret exit in Super Mario World. There's a strong spirit of playground discovery in Risk of Rain 2 that I don't think I've felt in a game since I deliberately played Fez without a guide. Even if you look them all up, there's still fun to be had in discovering how much more there is to find in these stages than it first appears. I've spent most of my time with Risk of Rain 2 in co-op with two or three friends, and that's how I'd recommend it to most people. Singleplayer just doesn't deliver the scale I'm after, the madness of countless enemies and damage numbers on screen, and playing solo dilutes some things I like about the game. It's perfect for a Discord hangout. While you're searching for the teleporter in each stage and fighting smaller clusters of enemies, you chat about life, and what this item or that one does. You can half pay attention. And then you reunite and focus up to take down a boss. In multiplayer, there's a nice ebb and flow. Solo, I found the hunt for the teleporter and items grow tedious more quickly.  Still, ascending that power curve is hard to resist either way. There are still items I've never seen, and chests that I haven't unlocked, gated behind a timer that demands a speedrunner's pace to open. I'll open one someday—once I've unlocked the alternate abilities for every character, probably many months from now, on a random Sunday my friends and I all happen to be active in Discord at the same time with an hour or two to kill. Dabbling in godhood is an all-seasons sport.

Now Available on Steam - Risk of Rain 2

Risk of Rain 2 is Now Available on Steam!

Escape a chaotic alien planet by fighting through hordes of frenzied monsters – with your friends, or on your own. Combine loot in surprising ways and master each character until you become the havoc you feared upon your first crash landing.

Early Access Content Update 5 – August 11, 2020



This is the fifth major content update for Risk of Rain 2 on PC, marking the 1.0 version of the game. With this update we are focusing on the ending sequence of the game and promoting player agency + build diversity.

This Content Update will be coming to consoles in the near future - for details on how our Content Updates get ported to console versions, check out our previous Development Thoughts here: https://steamcommunity.com/games/632360/announcements/detail/1588003708938246571

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 discord at https://discord.gg/riskofrain2

  • [h3]Added System: Game Ending[/h3]
    • The game now includes a proper ending, with credits and cutscene.
  • [h3]Added System: Server Browser[/h3]
    • Quickplay served an important function at launch - 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 also providing a lot of the features and choices you want to make before connecting to a game.
  • [h3]Added System: Intro Cutscene[/h3]
    • The game now includes an intro cutscene!
  • [h3]Added New Survivor[/h3]
    • New Survivor: Captain

    [h3]
  • Added New Stage[/h3]
    • New Final Stage: ???

    [h3]
  • Added 4 New Music Tracks[/h3]
    • New Track: Through a Cloud, Darkly
    • New Track: ...con lentitud poderosa
    • New Track: You're Gonna Need a Bigger Ukulele
    • New Track: Lacrimosum

    [h3]
  • Added New Survivor Skin[/h3]
    • New Survivor Skin: Captain Skin

    [h3]
  • Added 2 New Monsters[/h3]
    • New Monster: ???
    • New Monster: ???

    [h3]
  • Added New Boss[/h3]
    • New Final Boss: ???

    [h3]
  • Added New Interactable[/h3]
    • New Interactable: Scrapper

    [h3]
  • Added 7 Items and 3 Equipment to the game[/h3]
    • New Item: Item Scrap (White, Green, Red, Yellow)
    • New Boss Item: Molten Perforator
    • New Boss Item: Shatterspleen
    • New Boss Item: Mired Urn
    • New Lunar Item: Defiant Gouge
    • New Lunar Item: Mercurial Rachis
    • New Lunar Item: Purity
    • New Equipment: Super Massive Leech
    • New Equipment: Gorag’s Opus
    • New Equipment: Forgive Me Please

    [h3]
  • Added 3 Character Challenges to the game[/h3]
    • New Captain Challenge: Captain Mastery
    • New Captain Challenge: Wanderlust
    • New Captain Challenge: Worth Every Penny

    [h3]
  • Added 3 Challenges to the game[/h3]
    • New Challenge: I Love Dying!
    • New Challenge: Washed Away
    • New Challenge: The Calm

    [h3]
  • Added 36 Lore Entries to the game[/h3]
    • New Item Lore Entry: Molten Perforator
    • New Item Lore Entry: Shatterspleen
    • New Item Lore Entry: Mired Urn
    • New Item Lore Entry: Super Massive Leech
    • New Item Lore Entry: Gorag’s Opus
    • New Item Lore Entry: Forgive Me Please
    • New Item Lore Entry: Soulbound Catalyst
    • New Item Lore Entry: Bandolier
    • New Item Lore Entry: The Crowdfunder
    • New Item Lore Entry: Old Guillotine
    • New Item Lore Entry: Jade Elephant
    • New Item Lore Entry: Blast Shower
    • New Item Lore Entry: Lepton Daisy
    • New Item Lore Entry: Shattering Justice
    • New Item Lore Entry: Topaz Brooch
    • New Item Lore Entry: Ocular HUD
    • New Item Lore Entry: Unstable Tesla Coil
    • New Item Lore Entry: Milky Chrysalis
    • New Item Lore Entry: Will-o’-the-wisp
    • New Item Lore Entry: Gnarled Woodsprite
    • New Item Lore Entry: Halcyon Seed
    • New Item Lore Entry: Purity
    • New Item Lore Entry: Glowing Meteorite
    • New Item Lore Entry: Preon Accumulator
    • New Item Lore Entry: Aegis
    • New Monster Lore Entry: Clay Dunestrider
    • New Monster Lore Entry: Alloy Vulture
    • New Monster Lore Entry: Imp
    • New Monster Lore Entry: Void Reaver
    • New Monster Lore Entry: ???
    • New Monster Lore Entry: ???
    • New Monster Lore Entry: ???
    • New Stage Lore Entry: ???
    • New Character Lore Entry: Huntress
    • New Character Lore Entry: Captain
    • New Character Lore Entry: MUL-T


    [h3]
  • General[/h3]
    • Bleeds now refresh all existing bleed durations on that target. This affects both enemies and players, and is a huge change for how bleeds will work.
    • Increase difficulty rate over time for all difficulties by +10%.
        Developer Notes: In this update, we’ve buffed a ton of items - and also given players way more agency over the way a run progresses. Our goal is for players to be more engaged with the game - what we don’t want is for the game to be suddenly much easier. This is a bit of a sanity check, and shouldn’t dramatically change the difficulty.
    • Slightly reworked OSP. The goal is to fix inconsistencies and make it actually protect you from one-shots - while also fixing some abuse cases with curse.
      • The threshold for OSP is now displayed on the healthbar with a faint graphic.
      • Now has a lingering 0.1s duration when activated.
      • 🌧 Now is subtracted via Curse (Shaped Glass, Artifact of Glass, etc), i.e a curse of 10% will remove OSP entirely.
      • 🌧 Update OSP logic so it still triggers if you receive multiple sources of damage in the same frame that go past OSP values, i.e Malachite Lesser Wisps

    [h3]
  • Elites[/h3]
    • Blazing, Overloading, Glacial
      • 🌧Health Bonus: 470% ⇒ 400%
    • Malachite, Celestine
      • 🌧Health Bonus: 2350% ⇒ 1800%
        Developer Notes: We’ve had a lot of feedback that elite health has always felt a bit bloated - and that subsequently, it makes the Old Guillotine feel required. Our intent is to make characters less reliant on the Old Guillotine, and to make it feel more like an elite hate item - and less of an overall DPS item.

    [h3]
  • Survivors[/h3]
      • 🌧🌧🌧 Mobility skills are now considered ‘sprinting’, scaling with sprint speed multipliers and also sprinting after use.
      • Melee Survivors
        • 🌧 Melee skills will now perform more consistently at high attack speeds.
        • Melee skills will now scale hitpause duration with attack speed - since the pause when hitting enemies were static, melee characters actually scaled poorly with attack speed.
        • Melee skills will now ‘hold’ you in the air better at high attack speeds.
      • Added a ‘Keyword’ system. Keywords are just words to describe common repeated behavior without explaining it every time. Added the following keywords:
        • Freezing
        • Stunning
        • Shocking
        • Poisonous
        • Regenerative
        • Agile
        • Percent HP
        • Sonic Boom
        • Weaken
        • Expose
        • Heavy
    • MUL-T Developer Notes: MUL-T has gotten some love from this patch to really push forward the idea that his weapons are strong in specific roles. Faster swap time and more responsive actions for the weapons will (hopefully) make weapon swapping feel better. We’ve also admittedly creeped cooldowns down over time, and MUL-T felt a bit left behind.
      • Base Acceleration: 25 ⇒ 30
      • Rebar Puncher
        • Now charges after firing, rather than before.
      • Scrap Launcher
        • Now behaves like a rocket instead of a grenade
        • Lifetime: 3s ⇒ 4s
        • Explosion Radius: 5m ⇒ 7m
        • Velocity: 70 m/s ⇒ 100 m/s
      • Nail Gun
        • No longer has an initial shotgun of 6 nails.
        • Now has a final shotgun of 12 nails.
        • Now fires in a consistent corkscrew pattern
        • Proc Coefficient: 0.4 ⇒ 0.6
        • Damage: 60% ⇒ 70%
        • Wind-down duration: 0s ⇒ 1.152s
      • Retool
        • Swap duration: 0.7s ⇒ 0.4s
      • Transport Mode
        • Cooldown: 8s ⇒ 6s
    • Mercenary Developer Notes: The Mercenary was always supposed to be the highest skill-cap survivor. However, in actual gameplay he became very flow-charty, using abilities directly off cooldown while holding down M1. The intent for all these changes is to allow skill expression, dynamic cooldowns, and higher risk vs reward in fight with the new ‘Exposed’ debuff. The hope is that the character will be stronger for advanced players, but weaker for new players.
      • Base Health: 140 (+42 per level) ⇒ 110 (+33 per level)
      • Base Regeneration: 2.5 health / second ⇒ 1 health / second
      • NEW Debuff: Exposed
        • Striking an Exposed target reduces all cooldowns by 1 second and deals an additional +350% base damage
      • Laser Sword
        • Third Strike Damage: 300% ⇒ 130%
        • Third hit now applies ‘Exposed’ debuff
        • The second and third hit of the combo can no longer be started in the middle of other attacks
      • Whirlwind
        • Ground Speed Multiplier: 6 ⇒ 8
      • Blinding Assault
        • Cooldown: 7s ⇒ 8s
        • Can now be canceled mid-attack by both Whirlwind and Rising Thunder
      • Slicing Winds
        • Last hit now applies ‘Exposed’ debuff
    • Acrid Developer Notes: Acrid has always been a melee-ranged hybrid. We want greater rewards for engaging in melee and completing your M1 combo for players who enjoy a more aggressive playstyle.
      • NEW Buff: Regenerate
        • Regenerate for 10% health over 0.5 seconds.
      • Vicious Wounds
        • Third hit of the combo now grants ‘Regenerate’ buff
      • Ravenous Bite
        • Now grants ‘Regenerate’ buff
      • Frenzied Leap
        • 🌧Now (properly) stuns
    • Artificer Developer Notes: We want to enforce the Artificer’s role as a high-damage, high AoE character. Nano-Bomb in general was core to the fantasy, but was pretty much inferior to Nano-Spear in every way.
      • Plasma Bolt
        • Blast Radius: 4m ⇒ 6m
      • Charged Nano-Bomb
        • Now has slight gravity
        • Blast Radius: 10m ⇒ 14m
        • Blast Damage, Max Charge: 1200% ⇒ 2000%
        • Blast Force: 1300 ⇒ 3000
        • Lifetime: 5s ⇒ 10s
        • Improved FX for clarity
      • Ion Surge
        • No longer has -75% damage falloff at the edge of the blast

    [h3]
  • Items[/h3]
    • Monster Tooth
      • Healing: 8 (+8 per stack) ⇒ 8
      • 🌧Now also heals for 2% (+2% per stack) of maximum health
    • Medkit
      • Healing: 24 (+24 per stack) ⇒ 20
      • 🌧Now also heals for 5% (+5% per stack) of maximum health
    • Repulsion Armor Plate
      • Now properly reduces damage from environmental effects
    • Warbanner
      • 🌧 Now also places a Warbanner when activating the Teleporter
      • Improve VFX to be less opaque, since it will always be near the Teleporter
    • Death Mark
      • Debuff Duration: 7s ⇒ 7s (+7s per stack)
      • 🌧Remove text stating that the damage bonus scaled with stacks
    • Old Guillotine
      • Execute Threshold: ~20% (+20% per stack) ⇒ 13% (+13% per stack)
        Developer Notes: Since we’ve re-tuned the health of elites across the board, the Guillotine should be appropriately re-tuned as well.
    • Runald’s/Kjaro’s Band Developer Notes: The two rings have undergone a bit of a rework, working off of an internal cooldown rather than a chance on-hit. We’re hoping that this can help diversify one of our “on-hit” items to be more than just attacking enemies and hoping things activate. We’ve also changed the behavior of Kjaro’s to be more of the AoE option, while Runald’s is the single target option.
      • Proc Chance: 8% ⇒ 100%
      • Now has an internal cooldown of 10 seconds
      • Now has a minimum threshold of only triggering on attacks that deal 400% or greater damage
      • Runald’s Band
        • Ice Blast Damage: 250% (+125% per stack) ⇒ 250% (+250% per stack)
        • Ice Debuff Duration: 3s ⇒ 3s (+3s per stack)
      • Kjaro's Band
        • Fire Tornado Damage: 500% (+250% per stack) ⇒ 300% (+300% per stack)
        • Fire Tornado Hitbox Width: 4.8m ⇒ 13m
        • No longer moves
    • H3AD-5T v2
      • Reworked logic for calculating fall speed so it scales better while falling farther. Now has the following behavior:
        • Damage Coefficient: 1000% - 10,000% at maximum speed
        • Explosion Radius: 5m - 100m at maximum speed
        • Improved FX
    • Interstellar Desk Plant
      • Healing Radius: 3m (+1.5m per stack) ⇒ 5m (+5m per stack)
      • Healing: 5% max health every 1 second ⇒ 5% max health every 0.5 second
    • Milky Chrysalis
      • Now grants true flight and antigravity instead of jump-to-hover.
      • Pressing jump now performs a short dash in the direction of movement with a 0.5s cooldown.
    • Strides of Heresy
      • No longer puts you in combat
    • Helfire Tincture
      • Helfire Radius: 10m ⇒ 15m
      • Helfire Duration: 8s ⇒ 12s
      • Improve VFX and SFX
    • Effigy of Grief
      • Now placed at where you’re aiming, rather than at your feet
      • No longer is consumed on use.
      • Now limited to 5 per map per character.
    • Little Disciple
      • Fire Rate: 0.5s ⇒ 1.6s
      • Damage Coefficient: 100% (+100% per stack) ⇒ 300% (+300% per stack)
      • 🌧Fire Rate now scales with movement speed

    [h3]
  • Stages[/h3]
    • 3D Printers will appear more often on all stages, ~50% more
    • 3D Printers will cost less to spawn on all stages, ~50% less
    • The new interactable, the Scrapper, can now appear on all stages
    • Titanic Plains
      • 🌧 Update with new visuals to make it depressing
    • Sky Meadow
      • Update with new visuals and functionality that leads to the final stage
    • Bazaar Between Time
      • Base Portal Chance: 25% for the first portal ⇒ 37.5% for the first portal
      • Lunar Buds: 4 ⇒ 5

    [h3]
  • Monsters & Bosses[/h3]
    • Mini Mushrum
      • 🌧 Base Health: 360 (+108 per level) ⇒ 290 (+87 per level)
    • Parent
      • 🌧 Base Health: 1200 (+360 per level) ⇒ 900 (+270 per level)
    • Lesser Wisp
      • Now properly stops charging attack sound when interrupted
    • Imp Overlord
      • 🌧Maximum Blink Distance: 600m ⇒ 300m
      • Now throws Void Spikes in a staggered fashion, rather than all at once
    • Magma Worm
      • 🌧Maximum “Blink” Distance: 600m ⇒ 300m
      • Now considerably more aggressive and better able to hit targets
        Developer Notes: The blink behavior of both the Imp Overlord and the Magma Worm allows it to follow players between platforms, but it leads a lot of the times to the bosses blinking across the map to attack drones and turrets. While they may still do that, it’ll be a bit less pronounced.
    • Void Reaver
      • Now attempts to lead its Void Bombs in a straight line against its target
      • Updated AI to fire more aggressively and backpedal when its target is too close
      • AI now has 360° vision
    • Bison
      • 🌧 Add spawn effect and animation (finally!)


  • 🌧 Added a language dropdown menu to the Main Menu
  • Audio has received an overall mix pass
  • Reduced the audio levels of the Magma Worm, Imp Overlord, and Clay Dunestrider
  • Updated the Teleporter model
  • Updated the Ukulele model
  • Improved Infusion VFX to be more noticeable
  • Reduced brightness of some Mercenary effects to they are less white and have more color
  • Fixed dithering for several on-character item displays
  • Updated the kick system to be able to supply detailed messages and enforce version matching when connecting to a server
  • Added functionality for servers and lobbies to provide mod info and reject players for mismatches
  • Servers can now define behavior to run upon entering character select by supplying a "server_pregame.cfg" config file
  • Updated “MUL-T: Gotcha!” challenge to allow Preon tendrils to count toward completion
  • A bunch of other stuff we probably forgot!


  • Fixed an issue with spread from bloom being applied to both minimum and maximum spread (ie you could never have a bullet travel dead-center when your spread bloom is at maximum) for Commando’s Phase Blast, Huntress’ Ballista, and MUL-T’s Rebar Puncher
  • Fixed potential physics crash that could occur if a character attempts to use a melee attack after crossfading into a new animation from a paused animation
  • Fixed immobilization from Void Reavers and REX’s Tangling Growth becoming permanent if using Wax Quail while affected, which would also sometimes lead to a crash upon getting killed
  • Fixed Repulsion Armor Plate not applying against posthumously dealt damage
  • Fixed Visions of Heresy allowing Huntress’ Ballista to exceed three shots
  • All gameplay stats are now forced to update before generating the final run report to make sure all values are up-to-date at the end screen
  • Fixed MUL-T’s Nailgun not properly animating over the network
  • Fixed some projectiles not playing their pre-expiration sounds over the network
  • Fixed several sounds not being played over the network
  • Fixed a timing issue in which lobby player count would not update immediately after a player leaves the lobby
  • Fixed a variety of other bugs we also probably forgot!


  • There are none, this game is perfect


And… scene. This patch is enormous for us, and we really tried hard - I hope you all like it. As always, we’re listening to feedback and tracking any bugs that we find for 1.0 release. We’ll do a Dev Thoughts later this week to compile everyone’s feedback. See you on the planet.

Risk of Rain 2 Artifacts codes: how to get all 16 Artifacts

Wondering how to get Risk of Rain 2 Artifacts? Risk of Rain 2 is built upon a procedurally generated foundation, but you can set your own rules by using Artifacts. There are 16 Risk of Rain 2 Artifacts to hunt down and discover in the game, portrayed as a combination of symbols scattered throughout the levels.


Once found, they can be activated in a terminal found in the Sky Meadow realm, where you will have to manually input the symbols and activate the Artifact from a laptop. A portal will open moments later, leading you to a boss fight in Bulwark's Ambry, which is a hidden realm. If you succeed, the modifier will become available in your following runs, which can then be toggled in the lobby.


Whether you want to know what a combination you just found does or save yourself some time and energy, you can find the Risk of Rain 2 Artifacts codes list below, as well as a breakdown of what to expect in the fight.


Read the rest of the story...


RELATED LINKS:

Risk of Rain 2 leaves early access with a tenth character, the Captain

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

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


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