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. ''

PC Patch v1.0.3.1


The goal of this minor patch is to address bugs.




 * Fixed outer bounds being inconsistent and super far
 * Fixed geometry having a hole
 * Fixed floating pink mushrooms
 * Fixed boss spawns being extra far for  and
 * Fixed having locations where the map disappears if you move the camera into nooks and crannies
 * Fixed the Environmental Log of not spawning if you had  Environmental Log unlocked
 * Mitigated additional causes of corpses still causing endless hitstop on melee attacks
 * Properly synchronize open-and-closed doors and other permutations on, , and

PC Patch v1.0.2.0


The goal of this minor patch is to add Sundered Grove into the game, and fix a few bugs.




 * New Stage:




 * Fixed modifiers applying to enemies
 * Fixed the shockwaves being fired an extra time for each remote client in the game
 * Fixed some floating nodes in
 * Restored the cursor for gamepad users while in the info/scoreboard menu
 * Updated all music tracks to be more similar to the OST version
 * Updated a lot of localization strings
 * Fixed throwing off a cliff causing it to not release its deployable slot until the next stage
 * Fixed monsters revived via potentially respawning into out-of-bounds kill zones that make them miss the trigger, never die again, and potentially cause a softlock in this way if they are a boss
 * Added temporary safety mechanism that forces client bodies to reinitialize into valid states if they are still in an invalid state one second after spawning
 * Fixed ragdolling causing the hurtboxes of dead characters to become re-enabled (yes, the ragdoll + melee bug is finally dead!)

PC Patch v1.0.1.1


The goal of this quality of life + bugfix patch is to address a variety of bugs, fix a few unintended changes to Merc, and to make the final fight a bit more engaging and a bit less cheesy.




 * now presses the buttons on
 * Now recharges equipment much faster, approximately 5x as often. We don’t expect Equipment Drones to suddenly become super strong, but there may be a few cases where it is now worthwhile.
 * SPOILERS! Final Boss, Last Phase. SPOILERS!
 * Developer Notes: The goal with these changes is to make the final phase of the fight more consistent, fix a few softlock scenarios, and to remove a few cheeses. The expectation is that with these changes, the final phase (and only the final phase) will be much easier. We want this to be a fun phase, not a frustrating conclusion
 * Remove “unique” scaling on health and damage. This has a significant reduction on the way his health and damage scales over time, especially later into the run. Expect him to have less than half of the current live build, depending on time.
 * Lunar Shard Attack
 * Projectile Cone: 20° ⇒ 0.5°
 * Developer Notes: The intent for this change is to reduce the cone that the attacks come out of, reducing the chance you randomly get hit by a stray shot.
 * Energy Ball Attack
 * Damage Coefficient: 1000% ⇒ 700%
 * Knockback Force: 400 ⇒ 4000%
 * Projectile Radius: 3m ⇒ 2m
 * Now glows with a stronger effect to make it more visually noticeable, especially when swinging around corners
 * Item Steal
 * Add immunity while channeling.
 * Can no longer use and . He will take them, but will be unable to use them. This is a mechanic we already have in place for a few key items  that can cause softlocks or impossible scenarios.
 * Now steals items from minions, like . He won’t use the items he takes from minions.
 * Minions can now retrieve items for their owner.
 * Add visual effect to being active
 * Minions can now retrieve items for their owner.
 * Add visual effect to being active




 * Fix certain network prediction projectiles appearing to bounce off targets instead of disappearing as intended
 * Fix  duration scaling from attack speed
 * Fix  having missing iframes on startup
 * Reduce  hitpause duration to 0.1 from 0.15 to match pre-1.0 hitpause values
 * Fix not working on, , or
 * Fix the fog on the last stage being entirely opaque if soft particles are disabled
 * Fix  dealing 1500%/500%/500% damage into dealing 1000%/1000%/1000% damage
 * Fix portrait having a double red outline
 * Fix not triggering
 * Fix not triggering
 * Fix  not bouncing
 * Remove luck from drop calculation since it can cause soft-locks with
 * Consumed is now considered unremovable, and the scrapper no longer gets clogged if somehow there is an untiered item inserted
 * Update some missing people in special thanks
 * Fix dedicated servers not showing in game browser
 * Fix game browser trying to connect to dedicated servers via steam p2p instead of ip
 * Fix incorrect boss track on
 * Fix eye glow and foliage missing
 * Fix shocking beacon missing name when pinged
 * Fix unchecking "Show Started Games" in the Games Browser still showing started games
 * Fix scrap interaction with cauldrons
 * Fix interacting with  orbital drop
 * Fix getting a new defense drone every time he scraps
 * Fix being executed by freezes
 * Fix Prismatic Trials counting your run in leaderboards when you die
 * Fix causing a cascade of issues, preventing certain on-hit effects from working when it would trigger
 * Fix Shadowfade not being usable by in hidden realms
 * Fix “Killed by: The Planet” for players who weren’t dead at the end of the run
 * Fix  mechanic not awarding cooldown reduction to non-host players over the network
 * Fix umbra only spawning one  with
 * Fix showing up in logbook before commando
 * Fix health bar not showing for clients (including phase 2)
 * Fix fight sometimes not triggering
 * Fix always triggering once as soon as it’s picked up, regardless of sprint state
 * Fix void spike fan firing sound not playing on non-host machines
 * Fix void spike fan chosen animation not being the same over the network
 * Fix missing out-of-bound floor under the starting room for the final stage
 * Fix sound loop still playing after death
 * Fix a floating node in
 * Fix a gap in the final boss arena causing you to get stuck
 * Fix the ceiling in the final boss arena not being solid for projectiles and
 * Fix safe zones on  being larger than the actual charging radius
 * Fix Server Browser not refreshing by default, only shows 1 person when you click it for the first time
 * Fix custom languages from appearing in the main menu dropdown if they are missing essential files
 * Fix  effect leaving behind objects that aren’t cleaned up until scene exit
 * Fix flight not being refreshed if used while in exhaustion descent
 * Fix death chain reactions
 * Fix not animating or playing effects on non-host machines
 * Healing numbers are properly green

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: Admiral.png 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:
 * 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!