The classic multiplayer roguelike, Risk of Rain, returns with an extra dimension and more challenging action. Play solo, or team up with up to three friends to fight your way through hordes of monsters, unlock new loot, and find a way to escape the planet.
All Reviews:
Overwhelmingly Positive (13,293) - 95% of the 13,293 user reviews for this game are positive.
Release Date:
Mar 28, 2019

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“For Early Access, we're focused on three big goals: Building a community - We're building a Discord ( where we can keep in contact with you and foster a constructive community focused on playing and improving the game. We want to tell you about all the latest updates and hear and discuss your feedback. Whether you found a bug, have some design feedback, or came up with your own great idea, we want to hang out and talk about it. We also love the idea of you finding new co-op buddies in Discord!

Consistent, meaningful content - We believe our experience with beta phases of development in the past means we can thoughtfully and consistently support Risk of Rain 2 during Early Access. We know it's a big deal to ask for your money for an unfinished project, so we want to consistently deliver great updates like new characters, items, enemies, bosses, and environments.

A great feedback loop - While we have a vision for the game, players often have fantastic ideas to propel a game from good to great. This is also our first 3D title, so we want to make sure we're meeting (and beating) everyone's expectations of the game. For players that give especially useful feedback, we want to find a way to recognize them.”

Approximately how long will this game be in Early Access?

“We are planning to stay in Early Access for around 12 months. We want to make sure the game launches in a state we are happy with and don’t want to rush it.”

How is the full version planned to differ from the Early Access version?

“We look at 1.0 in three parts—first, delivering more content (10 characters, 10 stages, 12 bosses, and over 100 items). Then, delivering a true ending and boss fight to match. Finally, we want to make sure the game is super polished by the time we go 1.0. This includes game features as well as localization beyond just English.”

What is the current state of the Early Access version?

“The core game loop and multiplayer suite is fully implemented but will continue being polished throughout Early Access. At Early Access launch, Risk of Rain 2 features over 75 items and equipment, 6 playable classes and 6 bosses to keep the game fresh for many, many hours. ”

Will the game be priced differently during and after Early Access?

“Yes. We don’t have a firm price for 1.0 yet, but given all the content that we’ll be adding and the added polish the game will receive, you should expect the price to increase at launch. We’ll definitely be talking about it ahead of time!”

How are you planning on involving the Community in your development process?

“We are planning on involving the community as much as possible as we develop and design Risk of Rain 2. We are particularity interested in:
  • Gameplay Balance
  • Suggestions and ideas
  • Bug finding
  • Supporting Test branches

We also plan to highlight specific users of the community who help us track down bugs or have great ideas.”
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Recent updates View all (4)

April 16

Early Access Patch (Build ID #3743353)

**Early Access Hotfix Patch (Build ID #3743353)**

This hotfix patch is to address a bug added in Build ID #3731106.

==== **Bug Fixes** ====
• Fixed an issue where enemies executed from freezing didn't call the correct events, leading to no money, on-kill procs, and potentially a stalled Teleporter event.


**Early Access Patch (Build ID #3731106)**

This patch is to address a ton of the more severe bugs we couldn't safely patch in the first week, especially associated with connection or desync issues. It also comes alongside some balancing, and also a slight reworking of some Elite affix behaviors to try to make them all equally threatening.

==== **Gameplay Changes** ====
• **Fire Elites**
[Community Suggestion] Rework burning calculation with unique new burning damage type
○ Number of stacks of Burning on the player are now visible in the buff bar.
○ Burning is now capped at 5% of your health a second PER stack. Just to be clear - this is a nerf. It'll always hit for less this patch.
○ Now ticks at twice the frequency (but same overall damage).
○ This damage type has also now been applied to the Magma Worm's impact and fireball damage, alongside Elder Lemurian's fire breath
The intent here is to make it clear to the player what exactly a burn DOES, regardless of how it's applied. Players never were told by the game that burning actually stacks. If you have a certain number of burn stacks, you will now be aware of exactly how much that will hit for. Overall this should make the burns way less bursty and way more consistent, also allowing heal over time effects to help counteract the damage. The intent is NOT to make the entire game easier, or to make burns never kill you. Fire elites are the only purely offensive elite-type, so they should be causing deaths. It should just feel less BS now.

• **Ice Elites**
○ Rework ice bomb
○ Improve graphics for ice bomb left when killed to be more clear.
○ Ice bomb damage reduced from 350% to 150%
○ Ice bomb damage is no longer reduced at the edge of the radius
○ Ice bomb now FREEZES characters in the radius for 1.5s
*Fire elites have always been the most threatening type, with the other 2 being pretty easy. The hope here is that after the nerf of the Fire affix, the Ice affix can now also be respected as a serious threat. The improved visuals should help clarify what the ice affix actually does - most players don't seem to notice it drops a bomb at all. We're starting with a low freeze duration to test how it feels.*

• **Lightning Elites**
○ Lightning bombs from Lightning Elites now properly attach to players.
○ Lightning elites now always spawn at full shields
○ Improve lightning bomb graphics

• **Magma Worm**
[Community Suggestion] Now switches between two modes of movement.
○ Leaping: goes high in the air, raining fireballs when it impacts the ground. This was the Magma worm's only previous stance.
○ Grounded: Snakes low but fast around on the ground.
○ *The intent is to give a break from the Worm's constant leaping and to give short range characters a chance to attack. The Worm should also be an intense fight, not a slog.*
[Community Suggestion] Reduced armor from 20 to 15 to make it less tanky.
[Community Suggestion] Can now jump off of platforms so it doesn't get stuck on certain ledges.

• **A Moment, Fractured**
[Community Suggestion] Obliteration now grants all participating players 5 lunar coins.
○ *People want a legit way to get more lunar coins, and there's currently no purpose on obliterating past the first time. This should help alleviate both.*

• **Helfire Tincture**
○ Increase radius from 6m to 9m.

• **Stone Titan**
[Community Suggestion] Reduce proc coefficient per tick of his laser from 1 to 0.15.
○ *This primarily affects the duration of burning effects.*

• **Hermit Crab**
[Community Suggestion] Reduce proc coefficient of mortar attack from 3 to 0.5.
○ *This primarily affects the duration of burning effects.
[Community Suggestion] Reduce base health from 150 to 100.

• **Imp**
[Community Suggestion] Reduce base health from 250 to 200.

• **Artificer**
[Community Suggestion] Increase Artificer proc coefficient on Flame Bolt from 0.2 to 1.
[Community Suggestion] Increase Artificer proc coefficient on Snap Freeze pillars from 0 to 1.
[Community Suggestion] Increase Artificer's Snap Freeze explosion radius from 1.5m to 2.5m to alleviate it not always freezing enemies who trigger it
○ *Artificer mistakenly had very low proc coefficients. Consider these bug fixes.*

• **Huntress**
○ Arrow Rain proc coefficient raised from 0.1 to 0.2 per tick.
○ *Arrow Rain had a very low proc coefficient because of its AoE dot status, but it was unnecessarily low.*

• **Mercenary**
○ Extend timeout duration to recast Blinding Assault from 2s to 3s
○ *Small QoL. Allows Merc to be able to cast his other abilities between recasts of Blinding Assault without losing his recasts.*

• **Commando**
○ Improve FMJ impact graphics
○ *We think that a majority of the Commando's problems are actually VFX and SFX making him feel weak and boring. This is a small first step towards that. A full pass will be done in a later patch.*

• **Misc**
[Community Suggestion] Time now pauses in intermission stages (A Moment, Bazaar, etc)
[Community Suggestion] Add 3 second invincibility period when first spawning into a map.
[Community Suggestion] Add localized formatting for numbers in the scoreboard (i.e it will now say 1,234,567 instead of 1234567.)

==== **Bug Fixes** ====
• Fixed a MAJOR issue with preplaced networked objects. This issue was especially frequent for clients with better performance specs than their host. This should fix at least the following bugs:
[Community Found] Map assets (portals, shop contents, Teleporters) will no longer sometimes be missing for clients
[Community Found] Clients will no longer be stuck in the pod when entering a stage
[Community Found] Clients will no longer be stuck mid-air when entering a stage
[Community Found] Clients will no longer be unable to select a character if joining from one networked session to another
[Community Found] Clients will no longer be missing out-of-bound zones, causing them to fall forever
[Community Found] Allow changes in maximum health/shield to instantly fill that missing amount. This means that Wake of Vultures / Transcendence will no longer give you empty shield.
[Community Found] Improve spawn logic to reduce chances of spawning through the floor
[Community Found] Clean up Engineer Turret skill drivers to fix their AI not working sometimes
[Community Found] MUL-T's secondary Equipment will no longer inherit the cooldown of the first when picking up Equipment off the floor
• Improve collision detection of Helfire aura
• Update Elite naming for localization and appearance in pings
• Prevent pre-placed map objects spawning into dynamically spawned ones
[Community Found] Clean up Save procedures to reduce chance of save corruption
[Community Found] Names for reconnected players will now appear correctly instead of ???
[Community Found] Bloom can now be turned off in the settings
• Frozen material overlay now properly always display
• Update Huntress strafing animation to blend properly. Fix incorrect normal textures. Add missing jump animation.
[Community Found] Fix Artificer's Snap Freeze explosion radius not being large enough to always freeze enemies who trigger it
• Fix AI sometimes considering itself as a target for friendly searches
[Community Found] Fix Engi being able to sometimes get more than 2 turrets
[Community Found] Fix Merc being able to take major fall damage during dashing attacks. **This is actually a significant portion of blazing deaths - you dash in, get set to 1, and then get ticked for that last point of health.**
[Community Found] Remove typo in Engineer description
[Community Found] Fix slider value text scrolling past the mask in the options menu
• Imp Overlords no longer blink off into the distance if no viable target is found
[Community Found] Brass Contraption bodies can no longer be targetted by clients
• Radar Scanner now properly identifies teleporters and barrels
• Correct some typos
• Reducing screenshake no longer reduces controller vibrations
• Controller vibration no longer persists into the main menu after quitting a run

==== **QOL** ====
• Reduce particle system noise quality to improve performance.
• Allow use of the Pause menu in character select
• Slightly increase bloom threshold in Abyssal Depths to be less glowy.
323 comments Read more

April 8

Hopoo Games Development Thoughts #2


With our first week of Early Access in the bag we thought we would share some more of our thoughts we have gatherd over the week. We also want to thank everyone again for all of the support, emails, tweets, and feedback in such a short amount of time. Thank you all.

Similar to our first Developer Thoughts we wanted to break things down into Major and Minor Points, along with some things we have been working on.

===Major Points===
• We want to get our content roadmap available to users as soon as possible - we will be working on that this week.
• Noting a LOT of people are dying very suddenty to blazing affixes and not enjoying it, and it will be tuned down. We do have concerns that the fire affix is artifically gating the difficulty and the game will be much easier once it's been normalized, but we will have to address that as it comes.
• Noting people want a legitimate way to actively pursue lunar coins
• Fighting Worm isn't fun, even though it is one of our higher effort bosses.
• People have gotten far enough into the game that things just... stop spawning. For context, the game skips spawns that it deems is too easy for the number of "spawn credits" it has. If you've gotten to that point congrats, the game thinks Overloading Worms are a bit too easy for you. This will naturally be fixed once higher tier monsters and affixes are added to the game. For now... it means that you terrified the whole planet.
• Some players falling through the floor on level startup
• Noting a large amount of players whose primary language isn't English who we want to support with localized text

===Minor Points===
• No one seems to notice Ice affix explosion on death
• Some users are still getting really low performance, while some are not.
• Prismatic Trials leaderboard change seems to be positive!
• Noting a lot of concerns that characters will continually get nerfed in a PvE game
• Engineer's weird dependency on Bustling Fungus to be viable has always been a concern for once we add more items - he will have a smaller percentage fungii in the pool. How will we make sure every item patch doesn't make Engi worse?
• Noting the Mercenary sometimes launching Greater Wisps into space
• MUL-T seems to have issues going up specific slopes with his lower speed
• Noting players want the number of Stages Complete displayed on the HUD
• Noting some Equipment are activating multiple times repeatedly over the network

===Stuff we are working on===
• Content/Early Access roadmap
• Improving the way we save data to further prevent save file corruption or the game not saving at all
• Players falling through the floor on entering a new stage
• Wake of Vultures taking half your health
• Improve MUL-T equipment swapping logic
• Changing burning calculation
• Improve the other elites (Ice, Lightning) to be threatening as well
• Improve Worm fight to be fun
• Changing the way some languages handle specific characters and fonts to make sure they are consistent
• Some inconsistent proc coefficients for certain survivor abilities (Artificer is very very low for no reason)
• Lots of bug fixes and quality of life improvements
• Adding in some Community Suggestions we have gathered from tweets, emails, and the official Discord

Please let us know if we missed anything - there is lots more going on behind the scenes but we wanted to make sure we get some of this information shared with the community. Again, thank you all so much for the amazing first week. We are so excited for the future of RoR 2 and what's to come!

-Hopoo Games Team
557 comments Read more
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About This Game

Co-op roguelike action
The classic multiplayer roguelike, Risk of Rain, returns with an extra dimension and more challenging action. No run will ever be the same with randomized stages, enemies, bosses, and items. Play solo, or team up with up to four friends to fight your way through hordes of monsters, unlock new loot, and find a way to escape the planet.

Constant battles and incredible bosses
With each run, you'll learn the patterns of your foes, and even the longest odds can be overcome with enough skill. A unique scaling system means both you and your foes limitlessly increase in power over the course of a game--what once was a bossfight will in time become a common enemy.

Old favorites return and undiscovered challenges await
Myriad survivors, items, enemies, and bosses return to Risk 2, and many new ones are joining the fight. Brand new survivors like the Artificer and MUL-T debut alongside classic survivors such as the Engineer, Huntress, and--of course--the Commando. With over 75 items to unlock and exploit, each run will keep you cleverly strategizing your way out of sticky situations.

Key Features

  • Play four player co-op seamlessly through Steam — no more port forwarding
  • Unlock over 75 items over time, keeping each run fresh and full of new challenges
  • Play and unlock new and returning survivors, each with their own abilities to master
  • Theorycraft and exploit endless item and character combos
  • Encounter challenging monsters and enormous bosses
  • Explore massive, handcrafted 3D levels
  • Discover lore through the collection of Monster, Item, and Environment Logs
  • Challenge your friends—and the world—in all-new Prismatic Trials, a unique seeded run where everyone can race up a global leaderboard

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer, 64-bit
    • Processor: Intel Core i3-6100 / AMD FX-8350
    • Memory: 4 GB RAM
    • Graphics: GTX 580 / AMD HD 7870
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Risk of Rain 2 is an Early Access game, and the minimum specifications may change during development.
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer, 64-bit
    • Processor: Intel Core i5-4670K / AMD Ryzen 5 1500X
    • Memory: 4 GB RAM
    • Graphics: GTX 680 / AMD HD 7970
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Risk of Rain 2 is an Early Access game, and the recommended specifications may change during development.

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