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

Major Content

 * 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:
 * 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:
 * New Class Challenge:
 * New Class Challenge:
 * New Class Challenge:
 * New Class Challenge:
 * New Class Challenge:
 * New Class Challenge:
 * New Class Challenge:
 * New Class Challenge:
 * 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

Gameplay Changes

 * 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 ! Her previous unlock condition (beat the 3rd stage) now unlocks the.
 * Both and  now also inherit your equipment. They won’t activate it, but they will hold it.
 * 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, 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 second primary
 * 🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
 * 🌧 Now applies
 * 🌧 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, and not just during the Teleporter Event
 * Limit of deployed Beetle Guards now doubles for
 * 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 and
 * 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 and
 * 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%

Quality of Life

 * 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 earlier into player spawning to reduce chance of dying instantly on entering a map
 * 🌧 Update  on controllers having non-intuitive reversed controls

Bug Fixes

 * 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
 * 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
 * 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 crystals not being correctly colored
 * Enemies who are, , or 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

Known Issues

 * Bandit’s Umbra can still be located by its halo while invisible