Version History



Risk of Rain 2 is developed by Hopoo Games and published by Gearbox Publishing. The console version is supported by PlayEveryWare.

It is currently available for Windows on Steam, and on Nintendo Switch, Sony PlayStation 4, Microsoft Xbox One and Google Stadia.

According to the developers, new content will be added in the upcoming 5 major updates before leaving early access.

Releases on console devices arrive after bugs and issues are addressed in the Steam release. Console updates arrive on all devices simultaneously.

Version History
'' The below release dates are for the Steam version. Future release names and dates are subject to change. All typos are preserved. ''

Anniversary Update




Our goal with this update is to upgrade and round out the game as a whole, and also be a ‘thanks!’ to all our fans that supported us through Early Access. This patch includes both new content and updated old content. Let us know if you like it!

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


 * Added System: Morgue + Account Stats
 * Browse past runs and all of your account stats - like favorite survivors, progress to completion, or your favorite equipment - now in the Logbook!
 * Added New Survivor
 * New Survivor:
 * Added New Survivor Skin
 * New Survivor Skin: Bandit Skin
 * Added 5 New Items
 * New Lunar Item:
 * New Lunar Item:
 * New Boss Item:
 * New Boss Item:
 * New Boss Item:
 * Added 5 New Skill Variants
 * New Skill Variant:
 * New Skill Variant:
 * New Skill Variant:
 * New Skill Variant:
 * New Skill Variant:
 * Added 1 New Monster
 * New Monster:
 * Added 1 New Elite
 * New Elite:
 * Added 1 New Boss
 * New Boss:
 * Added New Interactable
 * New Interactable: Lunar Shop Refresher
 * Added 9 New Challenges
 * New Class Challenge: Bandit: Sadist
 * New Class Challenge: Bandit: Classic Man
 * New Class Challenge: Bandit: B&E
 * New Class Challenge: Bandit: Mastery
 * New Class Challenge: MUL-T: Seventh Day
 * New Class Challenge: Mercenary: Flash of Blades
 * New Class Challenge: REX: Full of Life
 * New Class Challenge: Loader: The Thunderdome
 * New Class Challenge: Captain: Smushed
 * Added 93 New Lore Entries
 * New Lore Entry: Monster Tooth
 * New Lore Entry: Lens-Maker's Glasses
 * New Lore Entry: Paul's Goat Hoof
 * New Lore Entry: Bustling Fungus
 * New Lore Entry: Crowbar
 * New Lore Entry: Tri-Tip Dagger
 * New Lore Entry: Warbanner
 * New Lore Entry: Cautious Slug
 * New Lore Entry: Stun Grenade
 * New Lore Entry: Backup Magazine
 * New Lore Entry: Armor-Piercing Rounds
 * New Lore Entry: Bison Steak
 * New Lore Entry: Focus Crystal
 * New Lore Entry: Item Scrap, White
 * New Lore Entry: AtG Missile Mk. 1
 * New Lore Entry: Infusion
 * New Lore Entry: Hopoo Feather
 * New Lore Entry: Ukulele
 * New Lore Entry: Leeching Seed
 * New Lore Entry: Red Whip
 * New Lore Entry: Harvester's Scythe
 * New Lore Entry: Berzerker's Pauldron
 * New Lore Entry: Razorwire
 * New Lore Entry: Brilliant Behemoth
 * New Lore Entry: Frost Relic
 * New Lore Entry: Happiest Mask
 * New Lore Entry: 57 Leaf Clover
 * New Lore Entry: Dio's Best Friend
 * New Lore Entry: Wake of Vultures
 * New Lore Entry: Resonance Disc
 * New Lore Entry: Defensive Microbots
 * New Lore Entry: Titanic Knurl
 * New Lore Entry: Pearl
 * New Lore Entry: Irradiant Pearl
 * New Lore Entry: Genesis Loop
 * New Lore Entry: Artifact Key
 * New Lore Entry: Corpsebloom
 * New Lore Entry: Gesture of the Drowned
 * New Lore Entry: Beads of Fealty
 * New Lore Entry: Defiant Gouge
 * New Lore Entry: Mercurial Rachis
 * New Lore Entry: Empathy Cores
 * New Lore Entry: Essence of Heresy
 * New Lore Entry: Effigy of Grief
 * New Lore Entry: Spinel Tonic
 * New Lore Entry: Disposable Missile Launcher
 * New Lore Entry: Foreign Fruit
 * New Lore Entry: Primordial Cube
 * New Lore Entry: Royal Capacitor
 * New Lore Entry: Radar Scanner
 * New Lore Entry: Eccentric Vase
 * New Lore Entry: Volcanic Egg
 * New Lore Item: Hooks of Heresy
 * New Lore Item: Essence of Heresy
 * New Lore Item: Empathy Cores
 * New Lore Item: Charged Perforator
 * New Lore Item: Planula
 * New Lore Entry: Lesser Wisp
 * New Lore Entry: Lemurian
 * New Lore Entry: Hermit Crab
 * New Lore Entry: Solus Probe
 * New Lore Entry: Brass Contraption
 * New Lore Entry: Bighorn Bison
 * New Lore Entry: Stone Golem
 * New Lore Entry: Clay Templar
 * New Lore Entry: Greater Wisp
 * New Lore Entry: Elder Lemurian
 * New Lore Entry: Lunar Chimera (Exploder)
 * New Lore Entry: Beetle Queen
 * New Lore Entry: Stone Titan
 * New Lore Entry: Aurelionite
 * New Lore Entry: Wandering Vagrant
 * New Lore Entry: Magma Worm
 * New Lore Entry: Grovetender
 * New Lore Entry: Imp Overlord
 * New Lore Entry: Scavenger
 * New Lore Entry: Overloading Worm
 * New Lore Entry: Grandparent
 * New Lore Entry: Distant Roost
 * New Lore Entry: Rallypoint Delta
 * New Lore Entry: Scorched Acres
 * New Lore Entry: Siren's Call
 * New Lore Entry: Hidden Realm: Gilded Coast
 * New Lore Entry: Hidden Realm: Void Fields
 * New Lore Entry: Hidden Realm: Bazaar Between Time
 * New Lore Entry: Hidden Realm: A Moment, Whole
 * New Lore Entry: Sundered Grove
 * New Lore Entry: Commando
 * New Lore Entry: Engineer
 * New Lore Entry: Acrid
 * New Lore Entry: Loader
 * New Lore Entry: Mercenary
 * New Lore Entry: Bandit


 * General
 * Final Stage
 * 🌧 The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won’t spoil it. Please let us know how you feel!
 * Low Health Threshold
 * 20% ⇒ 25%
 * NPC AI
 * All AI now have dramatically improved pathfinding
 * All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
 * Minions
 * Drones no longer have resistance to AOE attacks
 * 🌧 All minions now teleport to their owner if they stray past 400m
 * 🌧 All Minions now scale to the ‘ambient level’ of the run Developer’s Notes: The ‘ambient level’ is the level of the run that grows over time. Previously, the enemy team used the ‘ambient level’ to set their level. Now, all enemies AND minions are at ambient level. The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes - the Squid Polyp - will scale much better over time. This matches drone scaling in RoR1.
 * Survivor
 * Update VFX of Double Tap, Phase Round, and Suppressive Fire
 * Now fires a single bullet per click
 * Bloom Reset Time: 1s ⇒0.7s
 * Damage: 90% ⇒ 100%
 * Duration: 0.2s ⇒ 0.15s
 * Duration: 0.5s ⇒ 0.4s
 * Now deals 40% more damage every time it passes through an enemy
 * Now unlocked by default alongside the Commando! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.
 * Both Gauss Auto-Turret and Carbonizer Turret now also inherit your equipment. They won’t activate it, but they will hold it.
 * Grenades now have slight anti-gravity.
 * Tendril Damage: 20% of explosion ⇒ 10% of explosion
 * Tendril Fire Frequency: 0.25s ⇒ 0.125s
 * Tendril Same Target Frequency: 2s ⇒ 1s Developer Notes: This change is made specifically to avoid the Artificer’s Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
 * 🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
 * Items
 * Start Delay: 2s ⇒ 1s
 * Now heals at a higher tick rate - overall healing is the same, but the healing is smoother over time
 * 🌧 Now has small visual mushrooms that grow over the area
 * 🌧 Speed Boost: 30% (+20% per stack) ⇒ 25% (+25% per stack) Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it’ll at least make a bit more sense now.
 * Improve visual effects to be more noticeable
 * Damage Boost: 15% (+15% per stack) ⇒ 20% (+20% per stack)
 * Now shows radius for ‘nearby’ distance
 * Now causes numbers to be pink when active Developer Notes: There are many characters and builds where the Focus Crystal should shine through - however, it never seems to be quite high priority enough for the effort required. We’re hoping that by making it both flashier and stronger, players will prioritize it.
 * 🌧 Now subtly glows and pulses
 * Now grants items at the same rarity as a Large Chest
 * Now spawns a Lockbox per player with a Rusted Key
 * Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
 * No longer scales reward chance with the number of Keys in your inventory Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives ‘infinite’ items, we can also make it a bit stronger and make the lockbox more noticeable.
 * Damage Boost: +50%(+50% per stack) ⇒ +75% (+75% per stack)
 * Improve visual effects to be more noticeable
 * Update pickup text to include the damage threshold Developer Notes: Same reasoning as Focus Crystal - there are many heavy-hitter builds and characters, but Crowbars aren’t prioritized.
 * Now deals 150% base damage on detonation alongside the burn effect
 * Added visual effect when the item procs
 * Replaced ‘Fresh Meat’ item
 * No longer grants regeneration on kill
 * Now grants 25 (+25 per stack) max health
 * Bleed Chance: 15% (+15% per stack) ⇒ 10% (+10% per stack) Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for ‘infinite’ bleed to match the number of Glasses required for 100% crit.
 * 🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
 * Now activates when falling to low health, rather than as a chance when hurt
 * Stealth Duration: 3s (+1.5s per stack) ⇒ 5s
 * Stealth Cooldown: 0s ⇒ 30s (-50% per stack)
 * 🌧 Packs now restocks skills by the amount a full cooldown would
 * 🌧 Packs now also apply to stashed skills, like MUL-T's second primary
 * 🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
 * 🌧 Now applies ice slow debuff
 * 🌧 Now has a softer visual
 * Damage Coefficient: 150% ⇒ 300%
 * Radius: 3m (+1.5m per kill) ⇒ 6m (+3m per kill)
 * 🌧 Now calculates damage from distance traveled, not speed on impact Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
 * Redo firing logic to be more understandable
 * Now grants 1 stacking buff per kill, lasting 5 seconds
 * Now fires the Disk at 4 stacks, resetting all stacks
 * 🌧 Monster Spawn Points: 100 (+100 per stack) ⇒ 40 (+40 per stack) Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
 * 🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
 * Limit of deployed Beetle Guards now doubles for Artifact of Swarms
 * Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
 * Summoned Aurelionite attention span: 5s ⇒ 15s Developer Notes: Aurelionite’s raised attention span should make it less likely to get distracted by weaker monsters attacking it so it’s more likely to spend its time fighting stronger monsters.
 * No longer capable of targeting and healing from allies
 * Monster
 * Base Damage: 4 (+0.8 per level) ⇒ 12 (+2.4 per level)
 * Mortar Projectile Count: 3 ⇒ 1
 * Mortar Projectile now has more visible trail Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
 * Health: 900(+270 per level) ⇒ 585 (+176 per level)
 * Update visuals to match closer to RoR1 design
 * Update animations
 * 🌧 Can now be stunned and frozen
 * Health: 1900 (+570 per level) ⇒ 1615 (+485 per level)
 * Twinshot Attack
 * Total Shots: 4 ⇒ 10
 * Damage Coefficient: 2 ⇒ 1
 * Force: 8000 ⇒ 1000
 * Now fires in series, rather than all at once
 * Update visuals to be less noisy
 * Raised the aim origin to be closer to its cannons so it can fire more accurately
 * Tracking Bomb
 * Damage Coefficient: 6 ⇒ 5
 * Speed: 90 m/s ⇒ 60 m/s
 * Update visuals to be less noisy
 * Summon Beetles
 * Beetle Count: 5 ⇒ 2
 * 🌧 Now summons instead of
 * Now properly spawn as elites Developer Notes: Apparently, Scavengers were already spawning as elites - with their health and damage buff - but did not have their elite equipment (Burning, Glacial, etc). Now they will.
 * Added a minimum distance between bombs
 * SPOILERS! Final Boss, Last Phase. SPOILERS!
 * Base Health: 1000 (+300 per level) ⇒ 1400 (+420 per level)
 * Added stagger state triggered by taking high damage
 * Item Steal
 * Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
 * Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
 * Now returns items in the order that you found them, rather than in reverse order
 * Now utilizes
 * Stages
 * Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
 * Altered stage layout to add more identifiable landmark areas
 * Reduce initial map monster spawns by -24%
 * Health: 900(+270 per level) ⇒ 585 (+176 per level)
 * Update visuals to match closer to RoR1 design
 * Update animations
 * 🌧 Can now be stunned and frozen
 * Health: 1900 (+570 per level) ⇒ 1615 (+485 per level)
 * Twinshot Attack
 * Total Shots: 4 ⇒ 10
 * Damage Coefficient: 2 ⇒ 1
 * Force: 8000 ⇒ 1000
 * Now fires in series, rather than all at once
 * Update visuals to be less noisy
 * Raised the aim origin to be closer to its cannons so it can fire more accurately
 * Tracking Bomb
 * Damage Coefficient: 6 ⇒ 5
 * Speed: 90 m/s ⇒ 60 m/s
 * Update visuals to be less noisy
 * Summon Beetles
 * Beetle Count: 5 ⇒ 2
 * 🌧 Now summons instead of
 * Now properly spawn as elites Developer Notes: Apparently, Scavengers were already spawning as elites - with their health and damage buff - but did not have their elite equipment (Burning, Glacial, etc). Now they will.
 * Added a minimum distance between bombs
 * SPOILERS! Final Boss, Last Phase. SPOILERS!
 * Base Health: 1000 (+300 per level) ⇒ 1400 (+420 per level)
 * Added stagger state triggered by taking high damage
 * Item Steal
 * Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
 * Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
 * Now returns items in the order that you found them, rather than in reverse order
 * Now utilizes
 * Stages
 * Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
 * Altered stage layout to add more identifiable landmark areas
 * Reduce initial map monster spawns by -24%
 * Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
 * Now returns items in the order that you found them, rather than in reverse order
 * Now utilizes
 * Stages
 * Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
 * Altered stage layout to add more identifiable landmark areas
 * Reduce initial map monster spawns by -24%
 * Altered stage layout to add more identifiable landmark areas
 * Reduce initial map monster spawns by -24%
 * Reduce initial map monster spawns by -24%


 * Various optimizations, both small and big! Let us know if the game is running better (or worse...)
 * 🌧 Added an option in settings to disable Screen Distortion, like from using, since many users reported motion sickness from the effect.
 * 🌧 Added an team-colored area indicators for attacks from, Elites, , , , and . Remove area indicators for attacks from.
 * Graphics Updates
 * Update visuals for, , , and to match other assets
 * Update visuals for Chests, Large Chests, Category Chests, Barrels, and Equipment Barrels to match other assets
 * Update visuals for, , , , , , , and to match other assets
 * Update visuals for all broken drones to be easier to see
 * Update visuals for missiles
 * Update damage numbers to be more legible
 * Update skin visuals for, , , and
 * 🌧 Fire trail hitboxes from elites are no longer spherical and properly match the visuals
 * 🌧 Reduced screen shake and post-process brightness on . Clean up projectiles to be less opaque.
 * Survivor Logs now require you to beat the game at least once with that survivor
 * 🌧 Updated the visuals when they spawn from a  to stand out more
 * 🌧 Improved logic for sticking to enemies
 * Now display ambient level on the HUD
 * Ambient level cap raised from 94 to 99
 * Allow for scripted combat encounters, like or, to spawn as elites if  is enabled
 * 🌧 Add invincibility earlier into player spawning to reduce chance of dying instantly on entering a map
 * 🌧 Update  on controllers having non-intuitive reversed controls


 * Fixed boss items spawning more frequently than intended, especially when more items drop from multiplayer or Mountain Shrine bonuses
 * Fixed large rocks in clipping into the camera
 * Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
 * now has defensive tar fully circling outside of the play area
 * Fixed korean language characters missing in certain cases
 * Fixed some animation issues on the Loader
 * Fixed physics issues with
 * Fixed certain drones not having 360° vision, causing them to attack or heal less
 * Fixed Lunar Chimera’s death animations not matching the sound timings
 * Fixed more occlusion issues in and other maps that cause objects to disappear at certain camera angles
 * Fixed certain survivors not removing their limbs when picking up or the
 * Fixed burning effect being offset
 * Fixed Chain Lightning and making trail renderers that were not being cleaned up, potentially causing infinite objects in the scene
 * Fixed making hitboxes that were not being cleaned up, potentially causing infinite objects in the scene
 * Fixed certain effects incorrectly rendering while the player has invisibility
 * Fixed enemy not appearing in  or with
 * Fixed having base health regeneration
 * Fixed the ending sequence explosions missing an authority check, causing it to fire additional projectiles for every client in the game
 * Fixed and  missing an authority check, causing them to fire an additional projectile for every client in the game
 * Fixed broken drones spawning underground
 * Fixed several monsters playing death sounds and creating the usual visual effects when vanished by
 * Engi Grenades now properly play impact sounds
 * Fixed particles not being affected by invisibility
 * Fixed laser lock-on only being calculated once, rather than continuously re-evaluating
 * Fixed laser lock-on not respecting invisibility
 * Fixed clients not being able to use the exit portal in
 * Fixed 3840x1080 resolutions being unable to navigate the Server Browser
 * Fixed the final boss’s crystals not being correctly colored
 * Enemies who are stunned, frozen, or shocked no longer continue to turn
 * Fixed dedicated server sometimes capturing the mouse cursor
 * Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players
 * Fixed game browser not filtering out lobbies and servers running on a different version of the game
 * 🌧 Fixed not being selected as a boss due to a misconfigured spawn card


 * Bandit’s doppelganger can still be located by its halo while invisible
 * dont make me say it again

1.0 Launch Update
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:

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


 * Added System: Game Ending
 * The game now includes a proper ending, with credits and cutscene.


 * Added System: Server Browser
 * 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.


 * Added System: Intro Cutscene
 * The game now includes an intro cutscene!


 * Added New Survivor
 * New Survivor:


 * Added New Stage
 * New Final Stage: ???


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


 * Added New Survivor Skin
 * New Survivor Skin: Captain Skin
 * Added 2 New Monsters
 * New Monster: ???
 * New Monster: ???
 * New Monster: ???


 * Added New Boss
 * New Final Boss: ???
 * Added New Interactable
 * New Interactable: Scrapper
 * New Interactable: Scrapper


 * Added 7 Items and 3 Equipment to the game
 * New Item: Item Scrap
 * New Boss Item:
 * New Boss Item:
 * New Boss Item:
 * New Lunar Item:
 * New Lunar Item:
 * New Lunar Item:
 * New Equipment:
 * New Equipment:
 * New Equipment:


 * Added 3 Character Challenges to the game
 * New Captain Challenge: Captain Mastery
 * New Captain Challenge: Wanderlust
 * New Captain Challenge: Worth Every Penny


 * Added 3 Challenges to the game
 * New Challenge: I Love Dying!
 * New Challenge: Washed Away
 * New Challenge: The Calm


 * Added 36 Lore Entries to the game
 * 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


 * General
 * 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


 * Elites
 * 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.
 * Survivors
 * 🌧🌧🌧 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:
 *  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
 * Now charges after firing, rather than before.
 * Now behaves like a rocket instead of a grenade
 * Lifetime: 3s ⇒ 4s
 * Explosion Radius: 5m ⇒ 7m
 * Velocity: 70 m/s ⇒ 100 m/s
 * 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
 * Swap duration: 0.7s ⇒ 0.4s
 * Cooldown: 8s ⇒ 6s
 *  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:
 * Striking an Exposed target reduces all cooldowns by 1 second and deals an additional +350% base damage
 * 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
 * Ground Speed Multiplier: 6 ⇒ 8
 * Cooldown: 7s ⇒ 8s
 * Can now be canceled mid-attack by both Whirlwind and Rising Thunder
 * Last hit now applies ‘Exposed’ debuff
 *  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 for 10% health over 0.5 seconds.
 * Third hit of the combo now grants ‘Regenerate’ buff
 * Now grants ‘Regenerate’ buff
 * 🌧Now (properly) stuns
 *  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.
 * Blast Radius: 4m ⇒ 6m
 * 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
 * No longer has -75% damage falloff at the edge of the blast
 * Items
 * Healing: 8 (+8 per stack) ⇒ 8
 * 🌧Now also heals for 2% (+2% per stack) of maximum health
 * Healing: 24 (+24 per stack) ⇒ 20
 * 🌧Now also heals for 5% (+5% per stack) of maximum health
 * Now properly reduces damage from environmental effects
 * 🌧 Now also places a Warbanner when activating the Teleporter
 * Improve VFX to be less opaque, since it will always be near the Teleporter
 * Debuff Duration: 7s ⇒ 7s (+7s per stack)
 * 🌧Remove text stating that the damage bonus scaled with stacks
 * 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
 * Ice Blast Damage: 250% (+125% per stack) ⇒ 250% (+250% per stack)
 * Ice Debuff Duration: 3s ⇒ 3s (+3s per stack)
 * Fire Tornado Damage: 500% (+250% per stack) ⇒ 300% (+300% per stack)
 * Fire Tornado Hitbox Width: 4.8m ⇒ 13m
 * No longer moves
 * 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
 * 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
 * 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.
 * No longer puts you in combat
 * Helfire Radius: 10m ⇒ 15m
 * Helfire Duration: 8s ⇒ 12s
 * Improve VFX and SFX
 * 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.
 * Fire Rate: 0.5s ⇒ 1.6s
 * Damage Coefficient: 100% (+100% per stack) ⇒ 300% (+300% per stack)
 * 🌧Fire Rate now scales with movement speed
 * Stages
 * 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
 * Monsters & Bosses
 * 🌧 Base Health: 360 (+108 per level) ⇒ 290 (+87 per level)
 * Parent
 * 🌧 Base Health: 1200 (+360 per level) ⇒ 900 (+270 per level)
 * Now properly stops charging attack sound when interrupted
 * 🌧Maximum Blink Distance: 600m ⇒ 300m
 * Now throws Void Spikes in a staggered fashion, rather than all at once
 * 🌧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.
 * 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
 * 🌧 Add spawn effect and animation (finally!)
 * 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.
 * No longer puts you in combat
 * Helfire Radius: 10m ⇒ 15m
 * Helfire Duration: 8s ⇒ 12s
 * Improve VFX and SFX
 * 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.
 * Fire Rate: 0.5s ⇒ 1.6s
 * Damage Coefficient: 100% (+100% per stack) ⇒ 300% (+300% per stack)
 * 🌧Fire Rate now scales with movement speed
 * Stages
 * 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
 * Monsters & Bosses
 * 🌧 Base Health: 360 (+108 per level) ⇒ 290 (+87 per level)
 * Parent
 * 🌧 Base Health: 1200 (+360 per level) ⇒ 900 (+270 per level)
 * Now properly stops charging attack sound when interrupted
 * 🌧Maximum Blink Distance: 600m ⇒ 300m
 * Now throws Void Spikes in a staggered fashion, rather than all at once
 * 🌧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.
 * 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
 * 🌧 Add spawn effect and animation (finally!)
 * 🌧Maximum Blink Distance: 600m ⇒ 300m
 * Now throws Void Spikes in a staggered fashion, rather than all at once
 * 🌧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.
 * 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
 * 🌧 Add spawn effect and animation (finally!)
 * AI now has 360° vision
 * 🌧 Add spawn effect and animation (finally!)
 * 🌧 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.

Artifacts Update




This is the fourth major content update for Risk of Rain 2 on PC. With this update we are focusing on long-term content, replayability, and flexibility in the way you play.

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


 * Added System: Artifacts
 * The hunt is on! Be the first to explore the planet and find the secret to unlock 16 powerful and mysterious Artifacts that will dramatically change the way you play. We expect Artifacts to be the biggest feature to date in terms of replayability to all players.
 * Added 16 Artifacts
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * Added System: UI Overhaul
 * This is something we have been looking forward to doing since the launch of Early Access. We primarily wanted to improve the visuals of the UI and finally get rid of the on-screen cursor for gamepad users. There are about a million changes with this change. Did anyone ask for this? No. Did it take a bunch of time? Yes. Was it worth it? No. Am I writing the patch notes? Yes. Is it at the top so you have to read it? Yes.
 * Updated System: Unity 2018.4.16f1
 * Update project to Unity 2018.4.16f1. This will help with a bunch of things, but the major reason for upgrading was to fix late game crashes. It may also be our imagination, but we’ve also noticed general performance improvements.
 * Added New Stage
 * New Stage:
 * Added 2 New Music Tracks
 * New Stage Track: The Rain Previously Known as Purple
 * New Boss Track: Antarctic Oscillation
 * Added New Hidden Realm
 * New Hidden Realm: ???
 * Added 5 Skill Variants
 * New Skill Variant:
 * New Skill Variant:
 * New Skill Variant:
 * New Skill Variant:
 * New Skill Variant:
 * Added New Skin
 * New Skin: Engineer Skin
 * Added 2 New Monsters
 * New Monster:
 * New Monster:
 * Added New Boss
 * New Boss: ???
 * Added 6 Items and 2 Equipment to the game
 * New Item:
 * New Item:
 * New Item:
 * New Item:
 * New Equipment:
 * New Equipment:
 * New Lunar Item:
 * New Boss Item: ???
 * Added New Chest
 * New Chest: Equipment Triple Shop
 * Added 5 Character Challenges to the game
 * New Commando Challenge: Godspeed
 * New Huntress Challenge: Finishing Touch
 * New Engineer Challenge: Zero Sum
 * New Engineer Challenge: Engineer Mastery
 * New Acrid Challenge: Easy Prey
 * New Acrid Challenge: Bad Medicine
 * Added 3 Challenges to the game
 * New Challenge: Automation Activation
 * New Challenge: Cleanup Duty
 * New Challenge: Never Back Down
 * Added 3 New Environment Logs
 * New Environment Log: Sky Meadow
 * New Environment Log: A Moment, Fractured
 * New Environment Log: ???
 * Added 8 Lore Entries to the game
 * New Item Lore Entry: Repulsion Armor Plate
 * New Item Lore Entry: Squid Polyp
 * New Item Lore Entry: Death Mark
 * New Item Lore Entry: Interstellar Desk Plant
 * New Item Lore Entry: Sawmerang
 * New Item Lore Entry: Recycler
 * New Item Lore Entry: Focused Convergence
 * New Item Lore Entry: Ghor’s Tome
 * General
 * Initial Monster Spawns
 * 🌧 Allow initial monster spawns on the first stage
 * Update spawn logic so initial monsters spawns aren’t nearby players
 * Update spawn logic to allow elite monsters
 * 🌧 Update how AOE falloff is calculated to be more accurate
 * Developer Notes: This affects AOE attacks that did less damage at the edges, like Commando’s Grenade and MUL-T’s Scrap Launcher. They should now do full damage with a direct impact - however, this also affects enemies as well!
 * Characters with damage interrupt thresholds like and  now use total damage received instead of incoming damage with a crit modifier when determining whether or not they should be interrupted when hit. This makes these interrupts more likely when using items that modify damage like  and.
 * Survivors
 * Add 1 New
 * Improve Huntress tracker visuals to be a bit more clear
 * 🌧 Cooldown: 17s ⇒ 12s
 * Fire Rate: 0.6s ⇒ 0.5s
 * Travel Speed: 60m/s ⇒ 120m/s
 * Improve VFX
 * Add 1 New
 * 🌧 Damage: 200% ⇒ 300%
 * Cooldown: 2.0s ⇒ 5.0s
 * Proc Coefficient: 0 ⇒ 0.5
 * Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance Skill Variants
 * Cooldown: 7.0s ⇒ 6.0s
 * Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance similar Skill Variants
 * Add 2 New Skill Variants
 * Improve Acrid’s poison VFX
 * The damage from the acid pool is no longer non-lethal
 * Add 1 new
 * Add 1 new Skin
 * 🌧 Update animations on falling, landing, sprinting, walking and jumping
 * Increase shield warning flash by 0.5 second and tweak visuals to be softer
 * Now displays selected mine and turret variants in the Character Select screen
 * Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance similar Skill Variants
 * Add 2 New Skill Variants
 * Improve Acrid’s poison VFX
 * The damage from the acid pool is no longer non-lethal
 * Add 1 new
 * Add 1 new Skin
 * 🌧 Update animations on falling, landing, sprinting, walking and jumping
 * Increase shield warning flash by 0.5 second and tweak visuals to be softer
 * Now displays selected mine and turret variants in the Character Select screen
 * 🌧 Update animations on falling, landing, sprinting, walking and jumping
 * Increase shield warning flash by 0.5 second and tweak visuals to be softer
 * Now displays selected mine and turret variants in the Character Select screen
 * Now displays selected mine and turret variants in the Character Select screen
 * Items
 * Max Health per kill: 1 hp ⇒ 1 hp (+1 per stack)
 * Developer Notes: The cap remains unchanged, but it will fill up faster.
 * Heal: 15 hp (+15 per stack) ⇒ 25 hp (+25 per stack)
 * Heal delay: 2.0s ⇒ 3.0s
 * Lightning now strikes where the target was 0.3s before the strike lands, instead of where they currently are.
 * Add new visuals warning before lightning strikes
 * Add glow and improve visuals so it’s more noticeable (hmm…)
 * 🌧 Is no longer invisible and missing an icon
 * Chance to trigger now scales by proc coefficient
 * Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often
 * 🌧 Is no longer invisible and missing an icon
 * Chance to trigger now scales by proc coefficient
 * Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often
 * Chance to trigger now scales by proc coefficient
 * Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often
 * Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often


 * Stages
 * 🌧’Radar Towers’ will now properly appear
 * Can now spawn ‘Equipment Triple Shop’
 * 🌧’Radar Towers’ will now properly appear
 * Improve overall stage performance
 * Update rock formations in certain caves
 * Stage Variant:
 * Improve overall stage performance and monster pathfinding
 * Stage Variant:
 * Improve overall stage performance and monster pathfinding
 * Hidden Realm:
 * 🌧 Time is now stopped in ‘Void Fields’
 * 🌧 Update ‘Cell Vents’ to only charge while the player remains inside the bubble
 * 🌧 Fix health degeneration not running on the final round of Cells
 * Enemy item indicator on the HUD now displays the number of item stacks
 * 🌧 Disable Ice & Fire Elder Lemurians from spawning if the gate isn’t legitimately opened. We see you, Mr Streamer.
 * Enemy item indicator on the HUD now displays the number of item stacks
 * 🌧 Disable Ice & Fire Elder Lemurians from spawning if the gate isn’t legitimately opened. We see you, Mr Streamer.
 * 🌧 Disable Ice & Fire Elder Lemurians from spawning if the gate isn’t legitimately opened. We see you, Mr Streamer.


 * Monsters & Bosses
 * Improve performance
 * Increase size of fire effect so they look fuller
 * Update mesh and textures
 * Improve performance
 * 🌧Base Armor: 1 ⇒ 0
 * Max Health: 600 (+180 per level) ⇒ 480 (+144 per level)
 * Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers
 * Max Health: 600 (+180 per level) ⇒ 480 (+144 per level
 * Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
 * Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
 * Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
 * Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
 * Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
 * 🌧Change bullseye hurtbox from the chest to the head so can attack earlier during the spawn animation
 * Nullifier Bomb
 * 🌧Proc Coefficient: 0 ⇒ 1
 * Delay Time: 2s ⇒ 1s
 * Add missing animations and elite displays
 * Change AI movement behavior
 * 🌧 Improve accuracy of hurtboxes
 * 🌧 Fix corpse continuing to play idle sound loop after death
 * 🌧Improve accuracy of hurtboxes
 * 🌧 Can no longer spawn with
 * Developer Notes: We’re comfortable with Scavengers being a bit BS at times - as long as it’s fun. Preon Accumulator, Capacitor, Disposable Missile Launchers, etc are crazy strong but still fun and have moments of cooldown. Ceremonial Daggers had no downtime, had infinite range, and had no cooldown.
 * Max Health: 3800 (+1140 per level) ⇒ 3230 (+969 per level)
 * Now properly spawns with unique boss health and damage scaling (Aurelionite, Alloy Worship Unit)
 * Developer Notes: This is an enormous change, but was always intended. Expect the Twisted Scavengers to be SIGNIFICANTLY more challenging - Beads of Fealty should now be a significant risk vs reward. They should be treated as a powerful optional boss.
 * Remove 3 ‘’
 * Remove 3 ‘’
 * Add 2 ‘’
 * Add 3 ‘’
 * Add 3 ‘’
 *  Prismatic Trials 
 * 🌧 Now spawns with a random selection of Artifacts!
 * 🌧 Fix stage object rotation randomization not being seeded
 *  Achievements 
 * : Piercing Wind can now also be achieved on
 * Max Health: 3800 (+1140 per level) ⇒ 3230 (+969 per level)
 * Now properly spawns with unique boss health and damage scaling (Aurelionite, Alloy Worship Unit)
 * Developer Notes: This is an enormous change, but was always intended. Expect the Twisted Scavengers to be SIGNIFICANTLY more challenging - Beads of Fealty should now be a significant risk vs reward. They should be treated as a powerful optional boss.
 * Remove 3 ‘’
 * Remove 3 ‘’
 * Add 2 ‘’
 * Add 3 ‘’
 * Add 3 ‘’
 *  Prismatic Trials 
 * 🌧 Now spawns with a random selection of Artifacts!
 * 🌧 Fix stage object rotation randomization not being seeded
 *  Achievements 
 * : Piercing Wind can now also be achieved on
 *  Achievements 
 * : Piercing Wind can now also be achieved on


 * Fix not playing its activation SFX correctly over the network
 * Fix equipment not playing activation SFX correctly over the network
 * Fix  firing SFX and effects not playing for anyone but the client playing as the
 * Fix  not playing SFX for anyone but the client playing as Mercenary and not applying forward self-force when playing as a non-host client
 * Clean up explosion sound setups for several projectiles allowing them to play their explosion SFX correctly over the network
 * Update SFX setup for several effects that could fail to play if the VFX budget is exceeded
 * 🌧 Update AI so they don’t strafe off cliffs as much
 * Update AI pathfinding so they are less likely to backtrack to positions along their path that they overshot
 * 🌧 Move ‘Unlimited’ option to far right of FPS limit in settings
 * Add optional MSAA (Default to 2x) in Options menu for UI ‘jaggies’
 * Add a new death visual effect for players so it’s clearer when they die
 * Update Quickplay icon
 * Update Ally Indicator to make it more useful when trying to find allies
 * Update Boss position indicators to show a fading marker when reentering the center of the screen to help locate bosses behind objects
 * 🌧 Update ‘Time Crystals’ and ‘Explosive Pots’ to have proper character model setup and proper strings so they are highlighted and named when pinged
 * 🌧 Update ‘Cell Vent’ safe icon to a shield so it's not the same as the debuff
 * 🌧 Add new glyphs for DualShock controller from PEW's PS4 Port (woo!)
 * 🌧 Update Game End Report to use special strings and icon if no killer is found
 * 🌧 Update Fusion Cells and Explosive Pots so they can detonate each other
 * Add portrait icon for
 * 🌧 Change mouse sensitivity from 1-10 instead of 0.01-1
 * Change 'Steam Build ID' string to 'ver' string so its smaller
 * Change "Killed by" text to be right-aligned so it can fit longer names
 * Change 'Exit' in Title Menu to 'Quit to Desktop'
 * Update ping functionality to use the same method of raycast modification used for object interaction to make it more likely to hit what you’re looking at
 * 🌧 Fix for "black screen" issue by preventing a host player from trying to connect to itself when lobby ownership is somehow lost
 * 🌧 Fix ‘’ boss event not beginning if multiple eggs are destroyed in 1 frame
 * 🌧 Fix 1-frame flash when changing loadout panels from different survivors
 * 🌧 Fix inverted checkmark/no checkmark on Fullscreen setting in SettingsPanel
 * 🌧 Fix issue which caused blast attacks to calculate hit distance based on the center of the hit hurtbox instead of the closest point. The overall effect of this is that blast attacks with falloff will do more damage since objects will now be considered closer than they were, especially against monsters with large hurtboxes like the Stone Titan.
 * 🌧 Fix ‘Cosmic Explorer’ not counting the portal to the
 * 🌧 Fix ‘’ item not checking if the victim body is immune to executes (no more instantly killing yourself with, , and /)
 * 🌧 Remove stray backslash from Lunar Dagger description English string
 * Fix issue where running up against walls would cause the camerato get extremely close
 * Fix some sprites being on the wrong z-plane in the Game End Report causing weird distortions
 * Fix ‘Disable HUD’ setting not saving when closing the game
 * 🌧 Fix gaining a permanent armor buff if interrupted while searching its bag for an item, like when activating
 * Unhook window flashing on dedicated servers, which causes a weird window to be created
 * 🌧 Fix spectators earning achievements
 * 🌧 Fix dash impact with heavy enemies not stunning and dealing bonus damage for clients
 * Fix dash impact with heavy enemies not triggering on-hit effects
 * 🌧 Fix Backpack not dropping items if it’s activated too quickly
 * Fix Loadouts being lost when reconnecting to an online game
 * Fix missing borders on some skill icons
 * 🌧 Fix REX: Mastery achievement icon using old Smoothie skin colors
 * 🌧 Clarify description of to be a bit more accurate
 * 🌧 Clarify passive description to be a bit more accurate
 * Fix dithering on a variety of materials so it fades if the camera gets very close
 * Fix wrong death sound on
 * 🌧 Fix a variety of effects still showing when using and
 * 🌧 Fix Chunked! challenge granting on non-teleporter boss kills
 * Fix Teleporters not using the correct decal layer
 * 🌧 Fix and similar monsters from spawning as an elite version in Prismatic Trials. Goodbye.
 * 🌧 Fix a variety of typos in logbook descriptions
 * Fix area indicator being half the actual size of the blast
 * Ghosts with curse no longer have shortened lifespans
 * Fix monsters always spawning facing the same direction
 * Interactables that spawn outside the Teleporter radius after it begins charging (like destroyed drones) now become locked until the end of the Teleporter event
 * Fix being able to stun certain characters with stun immunity (mainly survivors)
 * Fix non-Teleporter boss encounters counting toward the Keyed Up achievement
 * Fix characters hidden by still being visible to AI
 * Fix being able to ping the sky
 * Fix description of incorrectly providing the effect duration as 15 seconds instead of the 20 seconds it is in-game
 * Fix a variety of other bugs we probably forgot…
 * Votes on difficulty and artifacts are reset for non-host players when returning from a run to the character select screen
 * 'MUL-T: Pest Control' doesn’t grant the achievement despite completing the requirements
 * The first monster chosen for will not be shown on the HUD until starting the second cell
 * may not work if too many monsters are on the map

If you made it this far into the patch notes... congratulations! This update was our most challenging yet, for so many reasons. We truly hope you all enjoy the update - and good luck!