The Developer Console is a UI window which provides a history of the most recent event logs and also allows the player to issue commands or toggle some setting variables.
It is disabled by default, but can be enabled on PC by pressing:
Ctrl + Alt + `
for US/UK keyboardsCtrl + Alt + Ö
for German keyboardCtrl + Alt + Ñ
for Spanish keyboardCtrl + Alt + ò
for Italian keyboardCtrl + Alt + ù
for French keyboard
After enabling, pressing the relevant key, e.g., `
, will toggle the window.
Console platforms can access the console using an external keyboard.
Each command/variable may have various flags dictating in what context it can be used:
- None: no restrictions.
- ExecuteOnServer: the command will be executed by the game host, regardless of who invokes it. This is important for networking/syncing issues and may affect the output of the command, as the caller will be the host and not whoever issued the command.
- SenderMustBeServer: the command will be executed only if issued by the host.
- Archive: this saves the value of the variable in
/Config/config.cfg
in the Risk of Rain 2 data folder, from where it can be loaded next time. - Cheat: cheats must be enabled.
- Engine: sets the current value to the default value. Only relevant for some internal mechanism.
Some useful commands are:
help
: see a full list of commands.help {command_name}
: print the description of the specified command.
find {substring}
: find all commands matching the substring.clear
: clear the console output.max_messages
: increase the max lines of console log in case some output exceeds it and is effectively cropped.
Mods can also add their own commands.
Commands[]
Name | Description | Default Setting | Flags |
---|---|---|---|
activate_teleporter |
Activates teleporter | N/A | None |
ai_draw_path |
Enables or disables the drawing of the specified AI's broad navigation path. Format: ai_draw_path <CharacterMaster selector> <0/1> | N/A | Cheat |
ai_update_interval |
Frequency that the local navigator refreshes. | 0.2 | Cheat |
aim_stick_assist_max_delta |
The MAX amount in radians the aim assist will turn towards | 1.57 | None |
aim_stick_assist_max_input_help |
The amount, from 0-1, that the aim assist will actually ADD magnitude towards. Helps you keep target while strafing. CURRENTLY UNUSED. | 0.2 | None |
aim_stick_assist_max_size |
The size, as a coefficient, of the aim assist 'white' zone. | 3 | None |
aim_stick_assist_max_slowdown_scale |
The MAX amount the sensitivity scales down when passing over an enemy. | 0.4 | None |
aim_stick_assist_min_delta |
The MIN amount in radians the aim assist will turn towards | 0 | None |
aim_stick_assist_min_size |
The minimum size, as a percentage of the GUI, of the aim assist 'red' zone. | 1 | None |
aim_stick_assist_min_slowdown_scale |
The MAX amount the sensitivity scales down when passing over an enemy. | 1 | None |
aim_stick_dual_zone_slope |
The slope value for stick dual zone behavior. | 0.4 | None |
aim_stick_dual_zone_threshold |
The threshold for stick dual zone behavior. | 0.9 | None |
aim_stick_exponent |
The exponent for stick input used for aiming. | 1 | None |
aim_stick_global_scale |
The global sensitivity scale for stick aiming. | 1 | Archive |
aim_stick_smoothing |
The smoothing value for stick aiming. | 0.05 | None |
aim_trajectory_assist_distance_scale |
When using trajectory aim assist for a projectile, max distance will be set to speed scaled by this value | 0.5 | None |
aim_trajectory_assist_max_change_threshold |
Controls maximum adjustment. If the dot product between original and adjusted aim vectors is less than this, the result will be discarded | 0.8 | None |
aim_trajectory_assist_max_radius |
When mapping from the user's sensitivity setting to the actual spherecast radius, this will be the maximum value used. | 3 | None |
aim_trajectory_assist_min_projectile_speed |
Trajectory aim assist will only be applied to projectiles which have speed greater than this value | 60 | None |
anisotropic_filtering |
The anisotropic filtering mode. Can be "Disable", "Enable" or "ForceEnable". | Disable | Archive |
app_info |
Get information about the application, including build and version info. | N/A | None |
audio_focused_only |
Whether or not audio should mute when focus is lost. | 0 | Archive, Engine |
auto_simulate_physics |
Enable/disables Physics autosimulate. | 1 | None |
ban_steam |
Bans the user with the specified steam id from the server. | N/A | SenderMustBeServer |
benchmark |
Load first argument as scene, disables baddies, and spawns test prefab for baddies. | N/A | ExecuteOnServer, Cheat |
body_generate_portraits
|
Generates portraits for all bodies that are currently using the default. | N/A | None |
body_list |
Prints a list of all character bodies in the game. | N/A | None |
body_reload_all |
Reloads all bodies and repopulates the BodyCatalog. | N/A | Cheat |
character_speech_debug |
Enables/disables debug logging for CharacterSpeechController | 0 | None |
chat_debug
|
Enables logging of chat network messages. | 0 | None |
chat_max_messages |
Maximum number of chat messages to store. | 30 | None |
cheats |
Enable cheats. Achievements, unlock progression, and stat tracking will be disabled until the application is restarted. | 0 | ExecuteOnServer |
cl_password |
The password to use when joining a passworded server. | <empty string> | None |
clear |
Clears the console output. | N/A | None |
client_set_players |
Adds network players for all local players. Debug only | N/A | None |
cmotor_safe_collision_step_threshold |
How large of a movement in meters/fixedTimeStep is needed to trigger more expensive "safe" collisions to prevent tunneling | 1.083333 | Cheat |
connect |
Connect to a server. | N/A | None |
console_enabled |
Enables/Disables the console. | 0 | None |
contact_damage_update_interval |
Frequency that the contact damage fires. | 0.1 | Cheat |
corpses_disposal |
The corpse disposal mode. Choices are Hard and OutOfSight. | OutOfSight | Archive, Engine |
corpses_max |
The maximum number of corpses allowed. | 25 | Archive, Engine |
create_corrupted_profiles |
Creates corrupted user profiles. | N/A | None |
create_object_from_resources |
Instantiates an object from the Resources folder where the sender is looking. | N/A | ExecuteOnServer, Cheat |
credits_start |
Begins the credits sequence. | N/A | None |
cvarlist |
Prints all the available convars and concommands. | N/A | None |
cyclesortmode |
togggle occlusion culling. | N/A | None |
debug_aim_assist_visual_coefficient |
Magic for debug visuals. Don't touch. | 2 | None |
debug_scene_draw_nodegraph |
Enables/disables overlay drawing of the specified nodegraph. Format: {shouldDraw} {graphType} {hullClassification, ...} | N/A | Cheat |
director_combat_disable |
Disables all combat directors. | 0 | SenderMustBeSender, Cheat |
director_combat_enable_internal_logs
|
Enables all combat directors to print internal logging. | 0 | None |
disconnect |
Disconnect from a server or shut down the current server. | N/A | None |
dump_lobbies |
- | N/A | None |
dump_network_ids |
Lists the network ids of all currently networked game objects. | N/A | None |
dump_object_info |
Prints debug info about the object with the provided instance ID. | N/A | None |
dump_projectile_map |
Dumps the map between indices and projectile prefabs. | N/A | None |
ea_message_skip |
Whether or not to skip the early access splash screen. | 0 | None |
echo |
Echos the given text to the console. | N/A | None |
effects_reload |
Reloads the effects catalog. | N/A | Cheat |
egsToggle |
If EGS is used. If false, use Steam. | 0 | Engine |
elites_migrate |
Generates EliteDef assets from the existing catalog entries. | N/A | None |
empty_rebirth_items |
Empties rebirth items stored in user's profile. | N/A | Cheat |
enable_damage_numbers |
Whether or not damage and healing numbers spawn. | 1 | Archive |
enable_screen_distortion |
Screen distortion, like from Spinel Tonic. 0 = disabled 1 = enabled | 1 | Archive |
enable_sprint_sensitivity_slowdown |
Enables sensitivity reduction while sprinting. | 0 | Archive |
enable_tutorial |
Enables the tutorial. | 0 | None |
enemies_are_gods |
EnemiesAreGods | N/A | None |
entitlement_check_local |
Displays the availability of all entitlements for the sender. | N/A | None |
entitlement_force_refresh |
Forces the entitlement trackers to refresh. | N/A | None |
entitlements_list |
Displays all registered entitlements. | N/A | None |
eos_link_account |
trigger the account linking process | 0 | None |
equipment_list |
Lists internal names of all equipment registered to the equipment catalog. | N/A | None |
equipment_migrate |
Generates EquipmentDef assets from the existing catalog entries. | N/A | None |
exec
|
Executes a named config from the "Config/" folder. | N/A | None |
exp_and_money_effects |
Whether or not to create effects for experience and money from defeating monsters. | 1 | Archive |
export_controller_maps |
Prints all Rewired ControllerMaps of the first player as xml. | N/A | None |
export_default_controller_maps |
Prints all default Rewired ControllerMaps. | N/A | None |
find |
Find all concommands and convars with the specified substring. | N/A | None |
fps_max |
Maximum FPS. -1 is unlimited. | 60 | Archive |
gamemode |
Sets the specified game mode as the one to use in the next run. | ClassicRun | None |
gamma |
Gamma boost, from -inf to inf. | 0 | Archive |
getpos |
Prints the current position of the sender's body. | N/A | None |
give_rebirth_reward |
gives rebirth items | N/A | Cheat |
graphy_fps |
Graphy testing. | N/A | None |
graphy_init |
Graphy testing. | N/A | None |
graphy_specs |
Graphy testing. | N/A | None |
help |
Show help text for the named convar or concommand. | N/A | None |
host |
Host a server. First argument is whether or not to listen for incoming connections. | N/A | None |
hud_enable |
Enable/disable the HUD. | 1 | Archive |
hud_scale |
Scales the size of HUD elements in-game. Defaults to 100. | 100 | Archive |
intro_skip |
Whether or not to skip the opening cutscene. | 0 | Archive |
item_list |
Lists internal names of all items registered to the item catalog. | N/A | None |
items_migrate |
Generates ItemDef assets from the existing catalog entries. | N/A | None |
kick_steam |
Kicks the user with the specified steam id from the server. | N/A | SenderMustBeServer |
language |
Which language to use. | "platform" | Archive |
language_debug_strings |
Toggles use of debug strings for all text | N/A | None |
language_dummy_strings |
Toggles use of a dummy string for all text | N/A | None |
language_dump_to_json |
Combines all files for the given language into a single JSON file. | N/A | None |
language_generate_tokens |
Generates default token definitions to be inserted into a JSON language file. | N/A | None |
language_reload |
Reloads the current language. | N/A | None |
loadout_set_skill_variant |
loadout_set_skill_variant [body_name] [skill_slot_index] [skill_variant_index] Sets the skill variant for the sender's user profile. | N/A | ExecuteOnServer, Cheat |
lobby_open_invite_overlay |
Opens the platform overlay to the friend invite dialog. | N/A | |
local_navigator_debug_draw
|
Enables debug drawing of LocalNavigator (drawing visible in editor only).
Orange Line: Current position to target position Yellow Line: Raycasts Red Point: Raycast hit position Green Line: Final chosen move vector |
0 | None |
loccmd |
Redirects a command to be run for a certain local user. | N/A | None |
logbook_list_unfinished_lore |
Prints all logbook entries which still have undefined lore. | N/A | None |
master_texture_limit |
Reduction in texture quality. 0 is highest quality textures, 1 is half, 2 is quarter, etc. | 0 | Archive, Engine |
max_messages |
Maximum number of messages that can be held in the console log. | 25 | Archive |
migrate_death_rewards_unlockables |
Migrates CharacterDeath component .logUnlockableName to .LogUnlockableDef for all instances. | N/A | Cheat |
minimal_pause |
Toggles game pause state. | N/A | None |
minion_dump |
Prints debug information about all active minion groups. | N/A | None |
morgue_history_limit |
How many non-favorited entries we can store in the morgue before old ones are deleted. | 30 | Archive |
net_loglevel |
Network log verbosity. | 2 | Engine |
net_p2p_debug_transport |
Allows p2p transport information to print to the console. | 0 | None |
net_p2p_log_messages |
Enables logging of network messages. | 0 | None |
net_rtt_smooth_duration |
The smoothing duration for round-trip time values. | 0.1 | None |
net_time_smooth_rate |
The smoothing rate for the network time. | 1.05 | None |
override_run_seed |
Forces a default seed for benchmarking. | -1 | None |
parent_volume_music |
The parent music volume, from 0 to 100. | 100 | None |
pause |
Toggles game pause state. | N/A | None |
pickup_print_all |
Prints all pickup definitions. | N/A | None |
ping |
Prints the current round trip time from this client to the server and back. | N/A | None |
platformstore_showall |
Shows the platform store page for all purchasable items | N/A | None |
platformstore_showitem |
Shows the platform store page for a single Entitlement/DLC | N/A | None |
pointsoundmanager_timeout |
Timeout value in seconds to use for sound emitters dispatched by PointSoundManager. -1 for end-of-playback callbacks instead, which we suspect may have thread-safety issues. | 3 | None |
position_indicators_enable |
Enables/Disables position indicators for allies, bosses, pings, etc. | 1 | None |
pp_ao |
SSAO postprocessing. 0 = disabled 1 = enabled | 0 | Archive, Engine |
pp_bloom |
Bloom postprocessing. 0 = disabled 1 = enabled | 1 | Archive, Engine |
pp_motionblur |
Motion blur. 0 = disabled 1 = enabled | 0 | Archive |
pp_screendistortion |
Screen distortion, like from Spinel Tonic. 0 = disabled 1 = enabled | 1 | Archive, Engine |
pp_sobel_outline |
Whether or not to use the sobel rim light effect. | 1 | Archive |
pregame_set_rule_choice |
Sets the specified choice during pregame. See the command "rule_list_choices" for possible options. | N/A | SenderMustBeServer |
pregame_start_run |
Begins a run out of pregame. | N/A | SenderMustBeServer |
print_local_users |
Prints a list of all local users. | N/A | None |
print_stats |
Prints all current stats of the sender. | N/A | None |
processor_affinity |
The processor affinity mask. | 255 | Engine |
quit |
Close the application. | N/A | None |
quit_confirmed_command |
Runs the command provided in the argument only if the user confirms they want to quit the current game via dialog UI. | N/A | None |
r_foliagewind |
Whether or not foliage has wind. | 1 | Archive |
r_lod_bias |
LOD bias. | 2 | Archive, Engine |
r_lod_max |
The maximum allowed LOD level. | 0 | Archive, Engine |
r_shadows |
Shadow quality. Can be "All" "HardOnly" or "Disable" | All | Archive, Engine |
r_softparticles |
Whether or not soft particles are enabled. | 1 | Archive, Engine |
r_ui_msaa |
Whether or not MSAA for the UI is enabled. | 0 | Archive |
remove_all_local_users |
Removes all local users. | N/A | None |
remove_all_local_users_menu |
Removes all local users. (invoked via the profile button on applicable platforms) | N/A | None |
resolution |
The resolution of the game window. Format example: 1920x1080x60 | <current resolution> | Archive, Engine |
resolution_list
|
Prints a list of all possible resolutions for the current display. | N/A | None |
resolution_scale |
Resolution scale. Currently nonfunctional. | 1 | Archive |
resources_load_async_test |
Tests Resources.LoadAsync. Loads the asset at the specified path and prints out the results of the operation. | N/A | None |
revert_chef_achievement_tracking_bools |
Reverts the bools associated with the chef achievement ingredient tracking. | N/A | Cheat |
rng_test_roll |
Tests the RNG. First argument is a percent chance, second argument is a number of rolls to perform. Result is the average number of rolls that passed. | N/A | None |
rule_show_items |
Whether or not to allow voting on items in the pregame rules. | 0 | Cheat |
rules_dump |
Dump information about the rules system. | N/A | None |
rules_list_choices |
Lists all rule choices. | N/A | None |
run_end |
Ends the current run. | N/A | SenderMustBeServer |
run_print_seed |
Prints the seed of the current run. | N/A | None |
run_print_unlockables |
Prints all unlockables available in this run. | N/A | SenderMustBeServer |
run_scene_override |
Overrides the first scene to enter in a run. | <empty_string> | Cheat |
run_set_stages_cleared |
Sets the current number of stages cleared in the run. | N/A | ExecuteOnServer, Cheat |
say |
Sends a chat message. | N/A | ExecuteOnServer |
scene_list |
Prints a list of all available scene names. | N/A | None |
set_scene |
Changes to the named scene. | N/A | None |
set_vstr |
Sets the specified vstr to the specified value. | N/A | None |
setpos |
Teleports the sender's body to the specified position. | N/A | Cheat |
shadow_cascades |
The number of cascades to use for directional light shadows. low=0 high=4 | 2 | Archive, Engine |
shadow_distance |
The distance in meters to draw shadows. | 200 | Archive |
shadow_resolution |
Default shadow resolution. Can be "Low", "Medium", "High" or "VeryHigh". | Medium | Archive, Engine |
spite_bomb_coefficient |
Multiplier for number of spite bombs. | 0.5 | Cheat |
splash_skip |
Whether or not to skip startup splash screens. | 0 | Archive |
stage1_pod |
Whether or not to use the pod when spawning on the first stage. | 1 | Cheat |
steam_get_p2p_session_state |
- | N/A | None |
steam_id |
Displays your steam id. | N/A | None |
steam_lobby_allow_persistence |
Whether or not the application should attempt to reestablish an active game session's Steamworks lobby if it's been lost. | 1 | None |
steam_lobby_assign_owner |
- | N/A | None |
steam_lobby_copy_to_clipboard |
Copies the currently active lobby to the clipboard if applicable. | N/A | None |
steam_lobby_create |
- | N/A | None |
steam_lobby_create_if_none |
- | N/A | None |
steam_lobby_data_regenerate |
Forces the current Steamworks lobby data to be regenerated. | N/A | None |
steam_lobby_id |
Displays the steam id of the current lobby. | N/A | None |
steam_lobby_invite |
Invites the player with the specified steam id to the current lobby. | N/A | None |
steam_lobby_join |
- | N/A | None |
steam_lobby_leave |
- | N/A | None |
steam_lobby_max_members |
Sets the maximum number of players allowed in steam lobbies created by this machine. | 4 | None |
steam_lobby_open_invite_overlay |
Opens the steam overlay to the friend invite dialog. | N/A | None |
steam_lobby_print_list |
Displays a list of lobbies from the last search. | N/A | None |
steam_lobby_print_members |
Displays the members current lobby. | N/A | None |
steam_lobby_type |
The type of the current Steamworks lobby. Cannot be set if not the owner of a lobby. | N/A | Engine |
steam_lobby_update_player_count |
Forces a refresh of the steam lobby player count. | N/A | None |
steam_p2p_use_steam_server |
Whether or not to use the Steam server interface to receive network traffic. Setting to false will cause the traffic to be handled by the Steam client interface instead. Only takes effect on server startup. | 0 | None |
steam_quickplay_start |
- | N/A | None |
steam_quickplay_stop |
- | N/A | None |
steam_remote_storage_list_files |
Lists the files currently being managed by Steamworks remote storage. | N/A | None |
steam_server_force_heartbeat |
Forces the server to issue a heartbeat to the master server. | N/A | None |
steam_server_heartbeat_enabled |
Whether or not this server issues any heartbeats to the Steam master server and effectively advertises it in the master server list. Default is 1 for dedicated servers, 0 for client builds. | 0 | Engine |
steam_server_print_info |
Prints debug info about the currently hosted Steamworks server. | N/A | None |
steam_server_query_port |
The port for queries. | 0 | Engine |
steam_server_steam_port |
The port for steam. 0 for a random port in the range 10000-60000. | 0 | Engine |
steamworks_client_print_p2p_connection_status |
Prints debug information for any established P2P connection to the specified Steam ID. | N/A | None |
sv_allow_multiplayer_pause |
sv_allow_multiplayer_pause | 0 | None |
sv_allow_rule_voting |
Whether or not players are allowed to vote on rules. | 1 | None |
sv_custom_tags |
Comma-delimited custom tags to report to the server browser. | <empty_string> | None |
sv_hostname |
The public name to use for the server if hosting. | <empty_string> | None |
sv_ip |
The IP for the server to bind to if hosting. | <empty_string> | Engine |
sv_listen |
Whether or not the server will accept connections from other players. | 1 | Engine |
sv_maxplayers |
Maximum number of players allowed. | 4 | Engine |
sv_net_log_object_ids |
Logs objects associated with each network id to net_id_log.txt as encountered by the server. | 0 | None |
sv_password |
The password to use for the server if hosting. | <empty_string> | None |
sv_port |
The port to use for the server if hosting. | 7777 | Engine |
sv_time_transmit_interval |
How long it takes for the server to issue a time update to clients. | 0.01666667 | Cheat |
sync_physics |
Enable/disables Physics 'autosyncing' between moves. | 0 | None |
team_give_item |
First argument is team index. Second argument is item. Third argument specifies stack. | N/A | ExecuteOnServer, Cheat |
team_give_money |
Gives the team specified by first argument the amount of money set by the second argument | N/A | ExecuteOnServer, Cheat |
team_set_level |
Sets the team specified by the first argument to the level specified by the second argument. | N/A | ExecuteOnServer, Cheat |
test_splitscreen |
Logs in the specified number of guest users, or two by default. | N/A | None |
timer_resolution |
The Windows timer resolution. | 9973 | Engine |
timescale |
The timescale of the game. | 1 | ExecuteOnServer, Cheat |
timestep |
The timestep of the game. | 0.01666667 | ExecuteOnServer, Cheat |
toggleculling |
togggle occlusion culling. | N/A | None |
transition_command |
Fade out and execute a command at the end of the fadeout. | N/A | None |
unlockable_migrate |
Generates UnlockableDef assets from the existing catalog entries. | N/A | None |
user_profile_copy |
Copies the profile named by the first argument to a new profile named by the second argument. This does not save the profile. | N/A | None |
user_profile_delete |
Unloads the named user profile and deletes it from the disk if it exists. | N/A | None |
user_profile_main |
The current user profile. | <current profile name> | Archive |
user_profile_save |
Saves the named profile to disk, if it exists. | N/A | None |
user_profile_set_pickup_discovered |
Sets the pickup discovery state for the sender's profile. | N/A | None |
user_profile_stats_stress_test |
Sets the stats of the sender's user profile to the maximum their datatypes support for stress-testing purposes. | N/A | Cheat |
userprofile_test_buffer_overflow |
- | N/A | None |
UseSocialIconFlag |
A per-platform flag that indicates whether we display user icons or not. | 1 | Archive |
vehicle_seat_debug |
Enables debug logging for VehicleSeat. | 0 | None |
vfxbudget_low_priority_cost_threshold |
- | 50 | None |
vfxbudget_medium_priority_cost_threshold |
- | 200 | None |
vfxbudget_particle_cost_bias |
- | 0 | Archive |
viewables_clear_viewed |
Clears all viewed viewables | N/A | None |
viewables_list |
Displays the full names of all viewables. | N/A | None |
viewables_list_unviewed |
Displays the full names of all unviewed viewables. | N/A | None |
viewables_warn_undefined |
Issues a warning in the console if a viewable is not defined. | 0 | None |
volume_master |
The master volume of the game audio, from 0 to 100. | 100 | Archive, Engine |
volume_music |
The music volume, from 0 to 100. | 100 | Archive, Engine |
volume_sfx |
The volume of sound effects, from 0 to 100. | 100 | Archive, Engine |
vsync_count |
Vsync count. | 0 | Archive, Engine |
wait_ms |
How many milliseconds to sleep between each frame. -1 for no sleeping between frames. | -1 | None |
window_mode |
The window mode. Choices are Fullscreen and Window. | Fullscreen | Archive, Engine |
wwise_log_enabled |
Wwise logging. 0 = disabled 1 = enabled | 1 | Archive, Engine |
Notes[]
- As of version 1.3.2 various commands that dump information to the console, e.g.,
help
help andfind
, do not print anything. This is expected to be fixed eventually as the developers are aware of this. - The
cheats
variable does not internally update its value and is therefore permanently stuck to disabled. DebugToolkit is a mod which overrides the query for the variable value, effectively unlocking all commands. - Even though
set_scene
has no flags, it does internally check if cheats are enabled to proceed. ai_update_interval
refers to the minimum duration before the Enemy AI chooses a new behavior.ai_draw_path
can give an insight into the pathing taken by an entity controlled by AI. The "CharacterMaster selector" can either be "me" or "nearest", but the former is pointless as the player is not controlled by AI. While the next argument is supposed to enable or disable the path drawing, the command actually ignores its value and simply toggles the setting for the selected target. However, the argument still needs to be provided.- The arguments of
debug_draw_scene_nodegraph
are not described clearly for those without intimate knowledge of the game's internal mechanics.shouldDraw
takes the values {0, 1} and means whether the specified nodegraph type will be shown or hidden. ThegraphType
takes the values {0/Ground, 1/Air}, andhullClassification
takes the values {0/Human, 1/Golem, 2/BeetleQueen} and refers to the size of the entity the node graph can accommodate. Whatever value is chosen, it will show all nodes that have a value equal or greater than the one provided. For example, to draw all ground nodes in an Environment use the arguments1 0 0
and to disable them0 0 0
. create_object_from_resources
can spawn an object from the "Prefabs" directory, e.g.,create_object_from_resources "Prefabs/CharacterBodies/MagmaWormBody"
. Do note that not all objects will behave properly, as in the previous example the Magma WormMagma Worm
Ancient Lava SwimmerHP: 2400 (+720 per level)
Damage: 10 (+2 per level)
Class: Melee
Speed: 20 m/s
Armor: 15 spawns without its accompanied AI object and will therefore not go after the player. Any object that has no visible world model or visual effect will be invisible.dump_object_info
is a fairly useless command. It requires the Instance ID of the relevant object, which can be obtained only from fetching the relevant object with modding. The info it provides is also very minimal, compared to what one can query once the object has been fetched.print_stats
prints stats of the current run, e.g., which survivor is chosen, how long they have been alive, how many kills they have, how much damage they have taken from each enemy, etc. The output is very long but mostly superfluous, since it lists every single character (survivor and monster alike) that can be chosen. Changingmax_messages
is necessary to see the full output and the player is advised to thenclear
the console to avoid any lag while it is open.set_vstr
does not work. "vstr" stands for variable string and is supposed to set aliases for commands, but the code always ignores them.gamemode
can take the following inputs: ClassicRun, WeeklyRun, EclipseRun, and InfiniteTowerRun. The value is set accordingly when the player enters the respective game mode lobby and can effectively be overriden after entering the lobby and before starting the run. There are some game-breaking sequences involved here. For example, if the player enters a normal run lobby and then sets the gamemode to WeeklyRun, the run will behave like a Prismatic Trials run, but since the Artifacts are only selected when entering the lobby, there will be none. Similarly, entering the Eclipse lobby and then setting the gamemode to InfiniteTowerRun, will result to a Simulacrum run with the Eclipse difficulty of the selected survivor, since the selected "difficulty" is locked in when entering the lobby.exec
can be used to compile a list of settings in a .cfg file for quick execution, but can also be used for a set of commands that the player may wish to invoke during a run repeatedly.- `graphy_fps` and `graphy_specs` toggle visual information about the machine's performance and specs respectively, however, `graphy_init` must be called first for them to work.
- Some commands which are related to testing during development, i.e., `activate_teleporter`, `enemies_are_gods`, and `override_run_seed`, most likely do not have the Cheat flag by oversight.
Risk of Rain 2 Wiki |
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Main |
Artifacts • Challenges • Chests • Difficulty • Drones • Equipment • Interactables • Items • Item Stacking • Lore • Mechanics • Monsters • Newt Altars • Prismatic Trial • Shrines • Status Effects |
Survivors |
AcridAcridAcrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies. Class: Melee / Ranged HP: 160 (+48 per level) Damage: 15 (+3 per level) Armor: 20 Umbra: Test Subject • ArtificerArtificerThe Artificer is a high burst damage survivor who excels in fighting large groups and bosses alike. Class: Ranged HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Herald of the House Beyond • BanditBanditThe Bandit is a high-skill combo character that can dish out devastating backstabs while weaving in and out of stealth. Class: Ranged HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Desperate Outlaw • CaptainCaptainThe Captain is a unique survivor that can control the battlefield with utility and damage - with help from the UES Safe Travels. Class: Ranged HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Tired Veteran • Seekers of the Storm - DLC Content Chef is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. ChefSeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.ChefA survivor of high class, Chef specializes in only the most exquisite meals and combos. As a culinary master, Chef uses a variety of practiced skills in tandem for additional benefits. Class: Ranged HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Culinarian Adept • CommandoCommandoThe Commando is a jack-of-all-trades character that is reliable in all situations of the game. Class: Ranged HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Cornered Gunslinger • EngineerEngineerThe Engineer is a unique class that requires planning and positioning to be successful. Class: Ranged HP: 130 (+39 per level) Damage: 14 (+2.8 per level) Armor: 0 Umbra: Fortification Expert • Seekers of the Storm - DLC Content False Son is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. False SonSeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.False SonThe False Son is a slow but stalwart close-range warrior. With extreme health and defense, False Son can weather any storm. Use False Son's durability to stay in the fray and capitalize on his slow but deadly skills. Class: Melee HP: 180 (+54 per level) Damage: 13 (+2 per level) Armor: 0 Umbra: The False Son • HereticHereticThe Heretic is a powerful character who can only be accessed through extraordinary means. Class: Ranged HP: 440 (+132 per level) Damage: 18 (+3.6 per level) Armor: 0 Umbra: Unorthodoxy Risen • HuntressHuntressThe Huntress is an extremely mobile but fragile survivor with a high damage output. Class: Ranged HP: 90 (+27 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Judge, Jury, Executioner • LoaderLoaderThe Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment. Class: Melee HP: 160 (+48 per level) Damage: 12 (+2.4 per level) Armor: 20 Umbra: Bionic Powerhouse • MercenaryMercenaryThe Mercenary is a high skill melee survivor that uses his many dodges to weave in and out of combat. Class: Melee HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 20 Umbra: Hired Blade • MUL-TMUL-TMUL-T is an aggressive survivor who has the tools necessary for any job! Class: Melee / Ranged HP: 200 (+60 per level) Damage: 11 (+2.2 per level) Armor: 12 Umbra: Right Tool for the Wrong Job • Survivors of the Void - DLC Content Railgunner is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. RailgunnerSurvivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.RailgunnerThe Railgunner is a long-range, single target survivor that can instantly kill any high priority target - and from any range. Class: Ranged HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Forgotten Nomad • REXREXREX is a half robot / half plant that uses HP to cast devastating skills from a distance. The plant nor the robot could survive this planet alone – but thankfully they have each other. Class: Ranged HP: 130 (+39 per level) Damage: 12 (+2.4 per level) Armor: 20 Umbra: Symbiotes • Seekers of the Storm - DLC Content Seeker is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. SeekerSeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.SeekerAs a meditative mid-range brawler, Seeker utilizes powerful healing to sustain herself and her team. Class: Ranged HP: 115 (+34 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Diviner of House Beyond • Survivors of the Void - DLC Content Void Fiend is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Void FiendSurvivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Void FiendThe Void Fiend is a corrupted survivor that fluctuates between a controlled and corrupted form, each with different strengths and weaknesses. Managing this curse has become its fate. Class: Ranged HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Corrupted Amnesiac |
Environments |
Abandoned AqueductAbandoned Aqueduct (Stage 2) Origin of Tar You dream of sand beneath your feet. Massive skeletons and pools of tar are littered around, and a towering aqueduct pouring down tar dominates the area. • Abyssal DepthsAbyssal Depths (Stage 4) Tectonic Relics You dream of fire. A hellfire-forged zone of blazing heat, the Abyssal Depths are believed to be a continuation and adaptation of the Magma Barracks from Risk of Rain. • Survivors of the Void - DLC Content Aphelian Sanctuary is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Aphelian SanctuarySurvivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Aphelian Sanctuary (Stage 2) Cleansing Center You dream of clarity. • CommencementCommencement (Final) Moon of Petrichor V You dream of glass and dirt. Large domain located above the shattered breach of Petrichor V's moon. It is made up of the shattered remains of four individual sections, emblematic of MithrixMithrix King of NothingHP: 1000 (+300 per level) Damage: 16 (+3.2 per level) Class: Melee / Ranged Speed: 15 m/s Armor: 20 and Providence's tools of creation. • Distant RoostDistant Roost (Stage 1) Ground Zero You dream of waves, crashing on cliffsides. Spires of earth jut through the fog and unknown avian creatures circle far peaks guarding their broods. • Seekers of the Storm - DLC Content Disturbed Impact is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Disturbed ImpactSeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Disturbed Impact (Stage 1) Meter of the Restless You dream of stabbing shards. • Seekers of the Storm - DLC Content Golden Dieback is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Golden DiebackSeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Golden Dieback (Stage 3) March of the Fallen You dream of golden leaves. • Seekers of the Storm - DLC Content Helminth Hatchery is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Helminth HatcherySeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Helminth Hatchery (Stage 5) Shadow of the Savior You dream of wurms. • Seekers of the Storm - DLC Content Prime Meridian is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Prime MeridianSeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Prime Meridian (Stage 4) Relic of the False Son - - • Rallypoint DeltaRallypoint Delta (Stage 3) 'Contact Light' Survivor Camp You dream of quiet snowfall. Rallypoint Delta is the remains of a makeshift camp constructed by a group of scattered crew members from the UES Contact Light, somewhere in the frigid tundra of Petrichor V. • Seekers of the Storm - DLC Content Reformed Altar is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Reformed AltarSeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Reformed Altar (Stage 2) Shadow of the Savior You dream of refuge. • Scorched AcresScorched Acres (Stage 3) Wisp Installation You dream of wind, blowing through trees. Large, circular platforms make up the majority of the stage, and embers float through the air. • Survivors of the Void - DLC Content Siphoned Forest is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Siphoned ForestSurvivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Siphoned Forest (Stage 1) Ground Zero You dream of fire and ice. The map is blanketed in a layer of snow, with large trees surrounded by platforms spanning multiple levels. • Siren's CallSiren's Call (Stage 4) Ship Graveyard You dream of wind. • Sky MeadowSky Meadow (Stage 5) Sprite Fields You dream of serenity. • Seekers of the Storm - DLC Content Shattered Adobes is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Shattered AdobesSeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Shattered Adobes (Stage 1) Ground Zero You dream of lost poetry. • Survivors of the Void - DLC Content Sulfur Pools is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Sulfur PoolsSurvivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Sulfur Pools (Stage 3) Pungent Spring You dream of brimstone. Tiered lakes of shallow sulfur pools. Arcing bridges and underground caves connect the map together. • Sundered GroveSundered Grove (Stage 4) Dormant Locus You dream of violent growth. Ancient flora has risen up to reclaim this once sacred refuge. Mazes of roots and overgrown fungus have twisted the landscape, leaving only ruins. • Titanic PlainsTitanic Plains (Stage 1) Ground Zero You dream of rolling hills. Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland. • Seekers of the Storm - DLC Content Treeborn Colony is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Treeborn ColonySeekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Treeborn Colony (Stage 3) Path of the Protector You dream of vines, cutting through the sky. • Verdant FallsVerdant Falls (Stage 1) Ground Zero You dream of sweet fruits, and bitter promises. Gigantic plants with vines and roots. Water running down their massive leaves fills the ground with pools of water. • Viscous FallsViscous Falls (Stage 1) Ground Zero You dream of falls, erupting from the flora. Gigantic plants with vines and roots. Water running down their massive leaves fills the ground with pools of water. • Wetland AspectWetland Aspect (Stage 2) Rehabilitation Zone You dream of twisting roots. Full of ruined stone structures and swampy areas filled with water. |
Hidden Realms |
A Moment, FracturedA Moment, Fractured (Hidden Realm) Hidden Realm: A Moment, Fractured Multiple floating islands in a void, with sharp blue crystals embedded in them. The Obelisk can be found on top of the last island. • A Moment, WholeA Moment, Whole (Hidden Realm) Hidden Realm: A Moment, Whole A bleak and desolate realm. The refuge of the Twisted Scavengers, safe from Mithrix'sMithrix King of NothingHP: 1000 (+300 per level) Damage: 16 (+3.2 per level) Class: Melee / Ranged Speed: 15 m/s Armor: 20 vengeance and destruction. • Bazaar Between TimeBazaar Between Time (Hidden Realm) Hidden Realm: Bazaar Between Time This stage serves as the shop in Risk of Rain 2. Players can purchase various Items with Lunar Coins or exchange items for higher-rarity ones in two crucibles. • Bulwark's AmbryBulwark's Ambry (Hidden Realm) Hidden Realm: Bulwark's Ambry The area consists of block-shaped platforms, with the Artifact Reliquary in the center. • Gilded CoastGilded Coast (Hidden Realm) Hidden Realm: Gilded Coast You dream of wealth. This area is where the player fights the boss Aurelionite, the Titanic Goldweaver. • Survivors of the Void - DLC Content The Planetarium is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. The PlanetariumSurvivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.The Planetarium (Final) Cell V The Planetarium is an area somewhere within the Void, housing a collection of planets detained by the Void's denizens. It is inhabited primarily by the Voidling, the guard of the Planetarium or potentially the controller of the Void itself. • Void FieldsVoid Fields (Hidden Realm) Cosmic Prison Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health. • Survivors of the Void - DLC Content Void Locus is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Void LocusSurvivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Void Locus (Hidden Realm) Cell IIIVIIIIIILVIIIVLVILIVLLLVVVILIVLI You dream of potential. The Void Locus contains many Void Potentials and Cradles in place of chests, and is inhabited by Void monsters. |
Expansions |
Survivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Survivors of the Void • Seekers of the Storm - DLC Content This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Seekers of the Storm |
Alternate Game Modes |
Eclipse • Prismatic Trials • Survivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Simulacrum |
Mechanics |
Armor • Damage • Directors • Enemy AI • Family Events • Gold • Health • Item Stacking • Lunar Coins • Movement Speed • Proc Coefficient • Survivors of the Void - DLC Content This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Void Fog |
Other |
Developer Console • Development Team • Languages • Modding • Soundtrack • Unreleased Items • Version History |