Risk of Rain 2 - Antler Shield

Seekers of the Storm - Thank You

We want to give a huge thank you to everyone who’s taken the time to leave a review for Seekers of the Storm following the completion of our overhaul roadmap. Seeing the shift in reception has been incredibly motivating for the entire team. The recent reviews are now sitting at Very Positive, and it’s been a joy reading your thoughts and feedback after all the changes we’ve made.

Even more exciting, the overall rating for the DLC has climbed up to Mixed, which is a major step forward from where we started. We know we had a lot to prove, and your support means the world as we keep pushing to make Risk of Rain 2 even better. We’re not slowing down - and your voices are helping us shape what’s next.

If you haven't had the chance to review Seekers of the Storm yet, we really want to know what you think! You can do so on the DLC page here:

[dynamiclink href="https://store.steampowered.com/app/2306620/Risk_of_Rain_2_Seekers_of_the_Storm/"][/dynamiclink]

Alloyed Collective Dev Diary #2

We’re excited to reveal that the second Dev Diary for our upcoming DLC, Alloyed Collective, will be dropping on June 12th. This first look will introduce you to some of the new people helping us develop the DLC, and we’ll also be showing off some of the early features coming down the pipeline. Expect glimpses of new stages, items, enemies, and some wild new drones we’ve been having a blast testing internally.

This devlog is just the beginning of our pre-release rollout for Alloyed Collective, and we can’t wait to show you more over the coming months. We’ve been listening closely to the community while shaping this DLC, and we think it’s going to bring a fresh twist to the chaos you know and love.

[dynamiclink href="https://store.steampowered.com/app/2781620/Risk_of_Rain_2_Alloyed_Collective/"][/dynamiclink]

Dev Team vs. Creators - Bingo Races Live Event

To celebrate the devlog launch, we’re throwing down in a special event you won’t want to miss. On June 12th at 10am yeehaw time (8AM PT/11AM EST) Some of our devs will be facing off against a few of your favorite content creators in a game of Scavenger Bingo - live on the Risk of Resources Twitch channel. It’s going to be a fun mix of mayhem and developer humility (especially if we let Preston play), so don’t miss it.

We’ll be dropping links to the stream across all our social platforms on the day, and you can always catch the action at https://www.twitch.tv/riskofresources

Risk of Rain 2 - Antler Shield
Memory Optimization

Today we have pushed an update to all platforms focused on optimizing memory usage - this should have a significant positive impact on low-end PCs and consoles, the most obvious of which will be vastly improved loading times, but all players should see some performance improvements.

Update Notes

While the memory optimization efforts should fix a multitude of bugs/crashes that were related to memory, we have also used this opportunity to address other issues and also added 28 new Steam achievements, mostly tied to Seekers of the Storm content.

  • Enemies are now significantly less likely to be forced through terrain with survivor attacks.
  • Fixed issue on XBOX (when using non-official controllers) where an input delay would occur on high refresh-rate settings.
  • The Anti-Aliasing setting will now function correctly (AA is no longer forced on.)
  • Stunned enemies will no longer stack the duration of stun when it is reapplied, they now have the duration of stun reset.
  • The SSAO, Sobel Lighting & Gamma Boost options should now function correctly.
  • Fixed multiple instances of SFX & ambient sounds not playing.
  • Fixed issue with CHEF's momentum being reduced once Oil Spill had been used.
  • Seeker’s Reprieve and False Son’s Meridian’s Will can now perform critical strikes.
  • Changed proc rate on CHEF’s Dice to the correct 1 (1.5 on charged/boosted.)
  • Changed proc rate of the 3rd projectile of Seeker’s Spirit Punch from 0.75 to 1.
  • As a client in multiplayer CHEF’s Dice couldn't crit with the first Cleaver throw (only on the return journey) - this has been fixed.
  • Seeker’s Palm Blast damage will now correctly scale with level.
  • Shaped Glass’s damage increase will now contribute towards Seeker’s Scorched Earth unlock.
  • The intro Gearbox/Hopoo Games logos will now display for the correct amount of time.
  • The Colossus Laser during the False Son Boss Fight will no longer target invisible players.
  • Clarified Seeker’s Clear Mind unlock to specify that the 20 Meditate inputs need to be in a row.
  • CHEF’s “You’ve Always Been Crazy” unlock is now an achievable on Commencement.
  • Chests (and Chest-like interactables such as Void Cradles) will now correctly show the Chest Icon when using the Radar Scanner equipment.
  • Fixed issue where the Disturbed Impact stage logbook was unobtainable if you had already collected the Titanic Plains logbook.
  • Changed “Mithrix” to “The Final Boss” in the description of CHEF and False Son’s new skill unlocks to avoid spoilers for a 6 year old game.
  • The Lunar Wisp that would sometimes spawn inside a pillar during “The Final Boss” phase 2 leading to a probable soft-lock scenario will now correctly spawn outside of the pillar.
  • Void Infestors will once again burst out of Void Cradles rather than just plopping into the ground.
  • Fixed issue on Nintendo Switch where the Teleporter Portal Orbs would not appear (only their trails were visible.)
  • Common Tri-Shops (with white items) will no longer spawn on Helminth Hatchery and will be replaced with Uncommon (green item) Tri-Shops.
  • Halcyon Shrines and Lunar Pods can now spawn on Aphelian Sanctuary.
  • The Bazaar Shopkeeper’s voice will now emanate from the shopkeeper itself, not the exit portal.
  • Elite Beetles on Nintendo Switch will display the correct visual effects.
Risk of Rain 2 - preston.weiler
Hey everyone!
So, what’s next? Even before we wrapped up the SOTS redevelopment roadmap, a lot of folks were asking what our plans are for the future of Risk of Rain 2. That’s a fair question. So now that Seekers of the Storm has officially relaunched (if you missed it, you should absolutely go try out bouncy CHEF), we want to give you an even more holistic view of what’s to come.



Let’s start out with the most exciting news. Introducing Risk of Rain 2: Alloyed Collective! While we’ve been releasing updates for Seekers of the Storm, we’ve also brought in some additional folks that are familiar with Risk of Rain to help us build out the next DLC. We’re still a ways out from launch, but we wanted to bring everyone in early. In the coming months, as we reveal new parts of the DLC, we’re excited to hear all your thoughts and feedback on where we’re going.

https://store.steampowered.com/app/2781620/

In case you missed it, here’s the announcement trailer for Alloyed Collective:

In Alloyed Collective, we’re traversing deep into the Solus-controlled territory of Petrichor V. That means scores of new Stages, and terrifying Solus constructs. Well, one of them is pretty cute, but we’ll get to all that later.



Here’s a sneak peek at what’s to come:
  • Explore 6 All-New Stages — From cliffside scrapyards to machinery-choked fortresses and buried caverns, each biome pushes deeper into Solus territory with dynamic layouts and environmental threats.
  • Master 2 Survivors — One returns. One debuts. Both are built to survive the escalating storm.
  • Command 7 Drones — New Drone types let you augment your playstyle with some wild abilities. With the help of a new station, you can even modify your Drones to suit your needs.
  • Fight 7 Enemies — The Solus have been gathering — and building — as they perfect their plan. Now their creations are hunting you.
  • Challenge Massive Bosses — Face a brutal new Teleporter encounter — and a final boss that reshapes the endgame.
  • Loot 15 New Items — Expand your arsenal with a new haul of mislaid UES property.



Our Next Update
While much of the team is now working on Alloyed Collective, that doesn’t mean we’re totally finished with SOTS updates. Overall, we’re really happy with where DLC2’s quality has landed after all these updates/patches, but there are still a few more things the team would like to plug away at. And, like we mentioned on Monday, we’ve also been working on an optimization update for the game’s system memory.

DLC1 & DLC2 were already pretty chunky pieces of content. DLC3 promises to be similarly sized. When we add more content to the game, the last thing we want is for someone’s experience to be degraded because there’s just more ‘game’ to load. That’s why we’re taking on this challenge. We expect the most significant impacts of this to be felt on low-spec PCs and Nintendo Switch, but it’s laying good groundwork for when Alloyed Collective arrives.


And that’s a wrap. We’ll be back soon with more info on Alloyed Collective. In the meantime, enjoy the new skills that just showed up for Seeker, False Son, and CHEF <3.

Thanks!The Risk of Rain Team

Join the Discord: https://discord.com/invite/riskofrain2

Wishlist Today:
https://store.steampowered.com/app/2781620/


Risk of Rain 2 - preston.weiler
Hello and welcome to the third and final phase of the Seekers of the Storm Roadmap! In Phase One we overhauled all of the DLC Items, in Phase Two we revamped the False Son Boss Fight and in this final phase we have updated and improved each of the DLC Survivors: Seeker, False Son and CHEF.



If you’re looking for the notes for this update, you can find those here!

Although this is the last phase in the SotS improvement roadmap we have some big plans in store for the future of Risk of Rain 2, a sneak peek of which is later in this very Devlog! Before we get ahead of ourselves, let's talk about those big improvements to the Survivors…



Survivor Improvements
Not only have all three Survivors had their base kits improved and rebalanced, they have all been given TWO more unique alternate skills! These new and improved abilities give you a multitude of skill combinations to choose from to customize your runs.


For a full detailed list of the changes please check out the Update Notes HERE - But I wanted to give you a quick tour of the most exciting changes: new unlockable skills for each of the Survivors - First up: Seeker!



Seeker
The biggest change to Seeker’s kit is that she’ll now have the ability to Self-Revive. Previously, this ability only affected your teammates. Now, once you’ve made the significant investment during a stage to max out your stacks of Tranquility you’re given the ability to Self-Revive once per stage. Don’t worry, as long as you have the stacks, it will trigger automatically if you die.

Once you’ve reached max Tranquility you can now revive your teammates (once per stage) with any subsequent successful Meditation, it no longer has to be the 7th stack.



Speaking of Tranquility - Seeker has a brand new alternate Special ability that will help you stack it up if Meditate isn’t your speed… it’s okay to admit if you have trouble with the button combos, there’s no shame in it.



This new ability gives you a more aggressive way to gain stacks of Tranquility…Introducing: Palm Blast.

Palm Blast is a huge chargeable piercing projectile that deals 400%-700% damage to enemies. In keeping with Seeker’s support function, it also heals allies it impacts.



With a well timed Palm Blast that hits three enemies and/or allies in a single hit you will gain a stack of Tranquility. This is a great option for those who want to keep the flow of combat rolling.

Now let’s take a look at Seeker’s new alternate utility Reprieve. This one will come in handy when you’re trying to bunch a group of enemies together to make the most of your toolkit both old and new.

With Reprieve, similar to Sojourn, you take flight to take the fight to your enemies. But that's where the similarities between these abilities ends - Reprieve grants you a small amount of barrier and your flight duration is limited by the duration of that barrier. You also accelerate rapidly over time which allows you to traverse the stage much faster, but at the trade-off of aerial control.



But that isn't always a bad thing. The impact of Reprieve where the ability really shines. When you hit an enemy or surface a huge swirling vortex is created which pulls in and damages enemies; while also healing nearby allies.



This gives you the perfect setup to dunk on trapped monsters with the rest of Seeker’s kit making her a true force to be reckoned with.



Similar to her base abilities, each of the new attacks is greatly enhanced with each stack of Tranquility you gain, increasing in both damage and healing output as your stacks creep higher.



False Son
While False Son has had several of his abilities tweaked in damage output, we’ve made two significant upgrades to his base kit in direct response to community feedback…

Firstly, we’ve made it so that you can use his dash Step of the Brothers while using Club Slam OR Laser of the Father, giving you far better maneuverability using these charged attacks.



The second community-driven change to his existing kit is making his Lunar Spikes Agile. That makes this one of the very few abilities in the game which can be fired while sprinting.



While this does give False Son a great quality-of-life update, you might find it hard to pick between Lunar Spikes and the new secondary ability Lunar Stakes.



Lunar Stakes shoots a powerful piercing lunar-infused shard for 300% damage. Each time the Lunar Stake hits an enemy or impacts a surface a blast of lightning strikes dealing 150% AOE damage.



Each Lunar Stake impact applies Lunar Ruin to enemies, with an additional Ruin stack being inflicted by the following lightning strike. The available stacks of Lunar Stakes can also be increased by Growth. But, with this alternate ability it takes twice as many HP increasing items to increase your stacks!

Lunar Stakes adds a new option for taking out your foes at range - but what about if you like getting up close and personal with his Melee attacks? The new alternate utility ability Meridian’s Will should satisfy your lust for carnage!



With Meridian’s Will you teleport to your target inflicting 150% damage and stunning any nearby monsters. This also gives you a temporary attack speed and armor boost with your passive ability Lunar Tampering. Enjoy swinging your club slightly faster at those unsuspecting Gups.





CHEF
One of our top goals for this phase is to rescue CHEF from the bottom of the tier list rankings - so they have undergone the most dramatic changes of the three. Every single one of its existing abilities has had significant changes. CHEF’s Dice now allows you to throw out three separate cleavers at once. You can opt to let those auto-return or you can hold down the Dice ability, holding them in place and massively boosting their damage for the return back to CHEF. This ought to allow for far more culinary carnage with far fewer button presses!



Sear now has significantly greater range allowing you to scorch your enemies without forcing you into melee range.



Roll now charges much faster making it a far more viable mobility ability. Glaze has also had a huge improvement - but more on that in a minute…



Let’s get to the fun part: the new alternate abilities we’re adding to CHEF! With a lot of these CHEF is returning to its roots with some time-honored staples.

But let's start with a brand new one, CHEF’s alternate secondary ability Ice Box. This adds some crowd-control to CHEF’s arsenal.

Ice Box fires ice cubes which deal 3x150% damage to enemies and applies Frost to them. Enemies inflicted with Frost are slowed and with 6 stacks you’ll completely Freeze your enemies instantly killing them below 30% health, just like Artificer's Snap Freeze and Railgunner’s Cryocharge.



Personally, my favorite alternate ability we cooked up is CHEF’s new utility - Oil Spill. Twirl into the air spewing oil below you dealing damage to enemies as you land and coating them in oil which makes them vulnerable to your other attacks.



If you tap the Oil Spill button just as you land you can re-activate the ability 3 times in a row allowing you to spread Oil patches over a huge area or if you’re just trying to get up to the Newt Shrine, you can just tap it for a single launch.



What possible use could you have for enemies and an environment absolutely covered in flammable liquid?

That’s right, when you use Oil Spill or Glaze you’ll now leave large patches of oil soaked on the ground. Follow this up with a blast of Sear to ignite these patches dealing huge fire damage to your foes.



Ooooooooor, freeze the oil using Ice Box to make whole packs of enemies rapidly gain stacks of Frost until they are eventually Frozen.

Ahh yes…. delicious lemuriancicles.



And yes, each of these new abilities can be enhanced with Yes, Chef! But we’ll let you discover those exciting new combos for yourself!





The Future
So what’s next? A lot of folks have been asking what our plans are once this roadmap wraps up, and it’s a fair question. So today, we want to give you a little window into everything else we’ve been working on.

Overall, we’re really happy with where DLC2’s quality has landed after all these updates/patches, but there are still a few more things the team would like to plug away at. We’ve also been working on an optimization update for the game’s system memory. It will improve some parts of the experience, but will have the largest impact on lower spec PCs/Switch.

After the memory optimisation patch we have even more content to come, I’ll be keeping that a closely guarded secret today however, rumour has it that if you want to be the first to hear about the exciting future of Risk of Rain 2 you probably shouldn't miss out on the Gearbox section of PAX East on Friday 9th May… just sayin’ (make sure you’re following our socials too!)

As we have more to share on all these fronts we’ll let you know. As always we encourage you to give us your feedback, the best place to do so is on the Risk of Rain Discord.



The last few months have been an insane ride for the team. With Phase One they rebuilt (nearly) all of the items added with DLC2. With Phase Two False Son had his boss fight reworked and we made Halcyonite fly (amongst other things). And with Phase Three, the team made some much needed improvements to the Survivors while also adding six new Alternate Abilities.



Through it all we’ve had this community to celebrate our successes with and, almost more importantly, to tell us when something didn’t measure up. We can’t promise to always be perfect. But, I hope what we’ve shown is that we’re always working to make Risk of Rain the best possible version of itself - and that we’ll dedicate the time that’s needed to do that.

You have all driven us to explore new ideas, to keep challenging ourselves, and to keep listening. So thank you, truly, for being here every step of the way.

Over the last few months the entire team has been overwhelmed to see the recent reviews slowly climb up with each phase we’ve released. We just want you to know that has not gone unnoticed and we deeply appreciate everyone’s support and love for the game.

Bye for now,

- The Risk of Rain Team

https://store.steampowered.com/app/2306620/Risk_of_Rain_2_Seekers_of_the_Storm/




Risk of Rain 2 - preston.weiler
These are the notes for the third (and final) phase of the Seekers of the Storm roadmap. For more details about this phase you can check out the Dev Diary right here!

False Son (Survivor)
  • Added alternate abilities Lunar Stakes and Meridian’s Will, including Unlock Challenges.
  • Step of the Brothers dash can now be used while using & charging both Laser of the Father and Club Slam.
  • Primary (Club of the Forsaken) changes:
    * Normal swing damage increased to 450%, Charged Slam damage reduced to 1000%
    * Knockback reduced.
    * Charged Slam proc coefficient reduced to 1 (was 3.)
    * Air-to-Ground Charged Slam increased in speed, increased blast radius and proc coefficient increased from 1 to 1.5 after 0.5 seconds of airtime.
  • Lunar Spikes changes:
    * Ability changed to Agile - can now be used while sprinting.
    * Increased damage to 200%.
    * Animation and Firing time reduced to enable faster Lunar Spike firing..
  • Increased alternate special “Laser Burst” damage to 1250% (was 1000%) and increased the Lunar Spikes refill to 50% (was 30%)
  • Laser Burst also has had its radius increased to be more accurate and impactful
  • Laser Burst’s VFX have also been updated.
  • False Son’s starting damage stat decreased from 13 to 12, but scaling stat increased from 2 to 2.4, meaning that at the very start of the game you’ll do slightly less damage, but you’ll get stronger faster as the game progresses.
  • The cooldown for Laser Burst has slightly increased from 7 seconds to 8 seconds
Seeker
  • Added alternate abilities Reprieve and Palm Blast, including Unlock Challenges.
  • Any successful Meditate from the 7th stack onwards will now revive teammates in multiplayer (previously it was only the 7th stack.)
  • Can now self-revive once 7 stacks of Tranquility are achieved.
  • Increased range of Meditation Explosion by 2m per Tranquility Stack.
  • Sojourn’s cooldown has been slightly reduced from 9 seconds to 8 seconds.
  • Meditate’s cooldown has been slightly reduced from 15 seconds to 14 seconds.
  • Overall, skill descriptions have been updated for better clarity.
  • Spirit Punches 3rd now gains 50% more damage per Tranquility stack.
  • Sojourn now increases by 500% damage per second (previously 400%). Damage over time has also been slightly increased.
  • The explosion from Meditate now increases by 200% damage per Tranquility stack
CHEF
  • Added alternate abilities Ice Box and Oil Spill including “Yes, CHEF!” Variants & Unlock Challenges.
  • Updated character name from Chef to CHEF.
  • Primary (Dice) changes:
    * Changed behavior to have 3 stocks and for projectiles to auto-return if the attack button is not held.
    * Single Dice cleaver damage reduced to 200% (Overall damage increased due to ability stocks.)
    * Cleavers held out will now cause increased continuous damage to enemies that come into contact with them, and will do double damage when returning to CHEF.
  • Removed Sear's animation delay and and shortened its activation time while maintaining the same amount of damage
  • Boosted Dice now does 400% damage
  • Boosted Sear projectiles create pre-ignited oil pools when colliding with the ground
  • Boosted Roll now adds more bleed on hit
  • Covering enemies in oil now counts towards CHEF's passive
  • Updated Roll to charge significantly faster.
  • Jumping out of Roll now provides a super jump to CHEF
  • Range of Sear has been significantly increased and is much easier to aim.
  • Glaze (and the new ability Oil Spill) leave patches of Flammable (and freezable!) Oil on the ground.
  • Sear’s cooldown has been slightly increased from 5 seconds to 6 seconds.
  • Roll’s cooldown has been slightly reduced from 9 seconds to 8 seconds.
  • Glaze’s cooldown has been increased from 10 seconds to 12 seconds.
  • Yes Chef! Has had its cooldown reduced from 15 seconds to 10 seconds
Other Changes
  • Mithrix and False Son now acknowledge imposters.
  • In the Void Fields Items are now only added to the monster pool at the start of each cell event (previously they would gain extra items if an excessive amount of time was taken to complete each cell.)
  • We have reduced the Void Fog damage of the Void fields and decreased the rate at which the Void Fog damage ramps up outside of the safe zones.
  • The Void Fields no longer increments the stage counter on completion.
  • Elusive Antlers now will spawn more orbs per stack (+1 per stack -> +3 per stack) and has had its minimum spawn time for orbs reduced from 5 seconds to 2 seconds.
  • Bolstering Lantern’s scaling is now more focused on the item's utility rather than increasing its effective range. It now grants 10% (+ 3.5% per stack) attack speed (up from a flat 7.5%). That effect is granted per Monster or Ally in a 20 meter range up to 3 (+ 1 per stack). The range no longer scales with additional Lanterns.
  • Unstable Transmitter now grants 60% barrier on activation (up from 35%). It has also had its internal cooldown changed from 45 seconds to 1.1 seconds, for those of you that choose to hoard several Transmitters at a time.
Known Issue
  • Sometimes one or both logos will not appear during the splash screen 'boot-up'. This has a planned fix in an upcoming update.
Bug Fixes
  • Players who have completed the “CHEF’s Wok” recipe but never received the “Order Up” achievement (and were therefore unable to unlock CHEF) will now be able to complete the achievement.

    Developer note: If you are a player that completed the CHEF’s Wok’s recipe but never received Chef’s “Order Up” achievement, then just booting the game after this update and reaching the main menu should grant you the achievement. If you are an Xbox user and don’t get the achievement upon reaching the main menu when unlocking CHEF moving forward, this might be related to missing save data. The solution for this is just to start a run with any survivor and that should grant the “Order Up” achievement". We are going to continue looking out for any save related issues so keep the reports coming.

  • Issue with missing music and sound when many other sounds are playing (primarily on Nintendo Switch) should now be resolved - Many other smaller scale audio issues should also now be resolved across all platforms.
  • The False Son (Boss) Colossus laser damage ramp-up no longer carries over between runs.
  • When playing as CHEF in multiplayer, other players will no longer see or hear you charge Boosted Roll after the ability should have ended.
  • Carried Warbanner will no longer clip through Captain’s model
  • Mercenary’s swing/slash animation will now properly play when performing a primary attack just after performing Blinding Assault.
  • Missing healing orbs from Monster Tooth should now appear again on console.
  • Model/Environment wireframe should no longer be visible when the camera is dipped below water on PS4.
  • Stage will correctly lose saturation when False Son (boss) uses Prime Devastator on Xbox.
  • Dying as Seeker during Meditate will now correctly allow you to spectate other players in multiplayer.
  • Leaves on Treeborn Colony have had correct collisions added to prevent players getting stuck.
  • Multiple small out-of-bounds gaps which could lead to players falling through the map have been patched up.
  • Removed/Replaced several instances of incorrect dev-text being visible to players.
  • Gaining Twisted Elite effect via Wake of Vultures should now function correctly as a player.
  • War Bonds now correctly triggers when encountering Mithrix within the Simulacrum.
  • Mithrix will correctly drop a red-tier item when defeated in Simulacrum while holding Sonorous Whispers.
  • Chance Doll can no longer drop when using Artifact of Sacrifice (as no Chance Shrines spawn.)
  • Character shadows no longer cause visual issues with the Ready button on the Survivor select screen.
  • MUL-T can no longer charge & trigger Luminous Shot from its Alt Primary during Power Mode (it now only charges Luminous Shot.)
  • CHEF’s Goobo Jr clones are now considered mechanical and are thus immune to Void Infestors (but now benefit from Spare Drone Parts!)
  • When Mithrix is boosted into the air with Breaching Fin he will now correctly display the visual indicators of his Forbidden Pizza attack. Yes, that is the official name.
    Developer Note: No, it isn't.
    Community Manager Note: Yes, it is.

  • Fixed issue where False Son (Survivor) Laser Burst would not do damage in multiplayer.
  • Fixed visual issue with Seeker’s barrier when benefiting from the Warped Echo effect.
  • Players will no longer retain a charge of Unstable Transmitter if revived after being killed during the active-effect.
  • In multiplayer clients will correctly have their equipment disabled during the False Son Boss Fight when affected by Prime Devastator.
  • Fixed multiplayer Prime Devastator issue where players could have locked equipment remain locked if revived during the fight.
  • War Bond’s model in the logbook has grown out of its emo phase and decided to remove its black make-up.
  • Seeker’s Sojourn will no longer consume all charges when used while benefiting from Hardlight Afterburner.
  • False Son Boss’s hitbox has been extended below the knees. Rejoice, short kings!
Risk of Rain 2 - 2K J
Through April 10, during our Gearbox Software Sale on Steam, browse big discounts on a variety of Gearbox titles including the Borderlands series, Risk of Rain 2, Homeworld 3, Blanc, and more —then don't forget to wishlist Borderlands 4 on Steam while you're there!

Not sure where to start shopping? Check out these bundles for some great deals on great Gearbox games!

Bundle 1: MONSOON MAYHEM
- Borderlands 3
- Risk of Rain 2

Bundle 2: THE ULTIMATE CO-OP
- Godfall
- Blanc
- Homeworld 3
- Risk of Rain Returns
- Borderlands 2

Gearbox Software Sale

https://store.steampowered.com/app/1285190/Borderlands_4/

Risk of Rain 2 - jonathan.cheetham
Hello again everyone! The second phase of our Seekers of the Storm improvement roadmap is here and ready to play on all platforms! With this one, we’re making some sweeping improvements to The False Son’s boss fight.



You can see the detailed update notes HERE but I'll give you a quick rundown too. The changes go beyond just simple cosmetic improvements so I'd highly recommend just jumping in and giving it a try.

For those of you who want to know what we’ve changed, read on!



False Son Boss Fight

We’ve made significant improvements to every aspect of the False Son encounter. While we have changed the fight so there are (hopefully) no more “what just happened??” moments - the fight is far from a pushover. So players should still find False Son quite a challenge; but a fairer one.

One of the biggest updates we have made is improving the False Son’s Laser and arena cover significantly. The laser damage has also been re-balanced to ramp up quickly but still give you time to either get to - or move between - cover.



The difficulty scaling of False Son has been changed so that the fight is an appropriate level of challenge regardless of when you decide to travel to Prime Meridian. This includes (but isn't limited to) giving him Adaptive Armor, similar to Mithrix and Voidling, so he should still be challenging pre-loop, but will no longer be one-shot-able after looping!

On top of those mechanical changes, we’ve also improved False Son’s animations and transitions. These will now better telegraph attacks across every phase of the fight. The goal of this change is to make his attacks a tad more predictable. You should now run into far fewer attacks that are a complete surprise and have more time to react to difficult situations.



Audio and Visual effects have been added to every different False Son ability. Again this is to better communicate to players which of his abilities he has just used or is about to use.

We’ve improved his AI so he will smoothly navigate around the arena. This should lead to far less… unexpected behavior 👀



We have reduced the amount of Golem spawns during the fight (now capped at 5 maximum active at a time). During longer encounters you should no longer start getting overwhelmed with extra enemies. But, you’ll still have enough golems to take advantage of the on-kill items you’ve collected on your run.

Last but by no means least, we have added a secret way of entering the Path of the Colossus. This puts entering the path back in your control so you don't feel pressured to make this choice on stage one. This will allow players to gear up a bit more before taking on the challenge of the False Son Boss. I won't spoil this secret entry here - happy hunting!



Seekers of the Storm Item Balancing

I wanted to say a quick thank you to everyone who has given us feedback following the Phase One item changes, and especially all of you that filled in the feedback survey for this update! This has allowed us to make some informed balance changes to these items.

Based on your feedback, it sounds like most of the item changes landed in a good place. But, for some items, perhaps we went a little too far with buffing them. While strong items are undoubtedly fun, getting high level player-power every single run ultimately takes away from some of the fun and unpredictability in the game. With this in mind, we’ve made some targeted balances to the most powerful items for the full breakdown please check the update notes HERE. I'll summarise a couple of the biggest changes below:

Unstable Transmitter was probably the biggest jump in power, giving both one-shot protection and massive defensive utility on a relatively short cool-down. We’ve made this a once-per-stage effect – similar to items like Sale Star – and reduced the amount of barrier gained when triggered. We’ve also removed the one-shot protection so it no longer acts like an infinite Dios Best Friend anymore.



Elusive Antlers quickly became a fan favorite item. Everyone seemed to enjoy how it added some much needed movement speed into the item pool. However, the double-boost of speed from the passive increase, as well as collecting antler orbs for an easily maintained extra boost, made it way stronger than other speed items. To balance this we’ve removed the passive speed bonus. This should make it more of an actual choice against something like Goat Hoof. Players will now need to go orb-collecting to take advantage of this item.

There have been a few more balancing updates to some of the other SotS items - take a look at the update notes linked above to see all the changes.



Thank you all very much for sticking with us while we make these updates! Work is already underway on Phase Three, which is an update to each of the three playable survivors added with the DLC: Seeker, False Son & Chef. As always we will let you know when that update is ready to play!

All of these changes would not be possible without your feedback, so please keep it coming! The best place for that is on the Risk of Rain Discord. Please let us know what you think of this update!

https://discord.com/invite/riskofrain2

Bye for now!

-The Risk of Rain Team


Risk of Rain 2 - jonathan.cheetham
Hello! This is the update note page for Phase 2 of the Seekers of the Storm Roadmap (False Son Boss Fight) - for more details about this phase you can check out the Dev Diary right here!

False Son Boss Fight

  • Improved attack, movement and transition animations across all phases of the encounter.
  • Altered health, scaling and damage dealt by False Son Boss to make the encounter an appropriate challenge depending on the length of your run, including giving him Adaptive Armor similar to the other end game bosses.
  • Improved telegraphing of all attacks during the fight to reduce unexpected deaths.
  • Improved visual cues to better communicate False Son/Encounter abilities and effects.
  • Improved False Son pathfinding around the arena.
  • Reduced Stone Golem spawns during the encounter.
  • Adjusted Lunar Pillar cover in the arena.

Void Fields

We have made some changes to the Void Fields, such as increasing the challenge to better balance the massive boost in player-power this hidden realm represents, and also to reduce the viability of tactics that take advantage of infinitely spawning monsters while time is frozen.

  • While a Void Cell is active, time stops while you are inside the safe zone, however time resumes when any player is outside taking damage from the Void Fog. Time remains paused while you are moving from cell-to-cell between rounds.
  • Void Fog damage now very slowly ramps-up over time preventing excessive time chillin’ in the Void. It is a much slower increase than other versions of Void Fog (such as Simulacrum) giving you ample time moving from cell-to-cell between rounds.
  • Items are now added to the monster item pool sooner if players are taking an excessive amount of time to complete a Void Cell.

Item Changes
Based on community feedback since the previous Seekers of the Storm item update (thank you to everyone who completed the survey and gave us feedback in Discord) we have made some balance changes to the items introduced with the DLC.

  • Unstable Transmitter can now only be activated once per stage and barrier gain has been reduced to 35% of maximum health (was 75%.) Item regenerates at the start of each stage. One Shot Protection removed.



  • Rebalanced Gold to XP ratio of Longstanding Solitude.
  • The base speed benefit of Elusive Antlers has been removed. You can now only gain speed by collecting the orb drops.
  • Growth Nectar now grants 4% increase to all stats (down from 7%) for each buff, up to a maximum of 4 (+4 per stack.) No longer increases base stat increase with additional stacks.
  • Warped Echo first-hit damage reduction lowered to 20% (was 30%.) Delayed damage ticks can now benefit from items such as Planula and Razorwire (and others!)
  • Warbonds proc chance reduced to 0 (was 1) and increased base cost of additional missiles from 25 to 50 gold.
  • Base damage increase of Breaching Fin reduced to 10% (was 20%) however each additional juggle increases damage by 10% (with a single item the total bonus is 30% with a fully-juggled enemy, gaining further stacks of Breaching Fin gives you an extra juggle and a further +10% damage for each additional juggle.)
  • Attack speed bonus of Bolstering Lantern has been reduced from 10% to 7.5% per enemy within 20 meters.
  • Loot chance from Sonorous Whispers has been rebalanced to favour white items.
  • Reduced the audio volume of the Chronic Expansion beeps when the effect is due to fall-off.

Enemy Changes

  • Revised Halcyonite Whirlwind attack to address odd pursuit behavior.
  • Improved Halcyonite hitbox to better match the visuals.
  • All 3 blasts of Halcyonite’s tri-laser now track the player.
  • Scorch Worm HP has been reduced.
  • Running over a buried Scorch Worm should now be more consistent in forcing them to come above ground.

Other Changes
  • Added an alternate way to enter the Path of the Colossus.
  • If you choose to continue your run after Prime Meridian the stage count will no longer increment, for example if you enter the Path of the Colossus on stage 1, when you complete Prime Meridian you will enter a stage 4 variant (previously you would always be taken to Helminth Hatchery.)

Known Issue

  • Completing the Void Fields will once again increment the stage counter - this is unintended and will be reverted in a future update.

Bug Fixes
  • Holding Sawmarang equipment will no longer apply bleed when using Electric Boomerang (for real this time!!)
  • Removed several instances where debug text would appear in place of the intended text.
  • Burn debuff no longer removes other DoT debuffs when it expires.
  • Debuffs will now correctly trigger the Death Mark effect when being transferred between enemies via Noxious Thorn.
  • The Bazaar shopkeeper has found their voice once again.
  • Eccentric Vase’s Tunnel no longer collides with the visual indicator of Bolstering Lantern.
  • Warbonds is now blacklisted from the Scavenger item pool.
  • Enemies introduced in SotS can now appear on stages when using Artifact of Dissonance.
  • Verdant Falls should now correctly be accessible when looping with SotS disabled.
  • Fixed issue where a client leaving and rejoining a multiplayer run after charging the TP with the Artifact of Delusion enabled would cause all reset chests to no longer be functional.
  • Environment Logs are now correctly considered in the “Collectables” line of the Profile Stats page.
  • Fixed multiple issues during split-screen play on next-gen consoles concerning permissions when the game is paused.
  • Fixed a couple of spots where the player could clip through terrain on Commencement and Siren’s Call.
  • Engineer will now display their walk animation correctly when using a controller and only very slightly moving the stick.


Risk of Rain 2 - 2K J
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Risk of Rain 2 - preston.weiler
Video Version Here:


Welcome back! It’s great to be speaking to you all again so soon! Following the reveal of the Seekers of the Storm Roadmap last month, I'm happy to announce that Phase 1 - Items and Elites - is here and ready to play on all platforms!



You can see a full breakdown of all the changes and bug fixes in the update notes here!

Some Items are completely overhauled, while others have had significant balance changes. Most items have had impactful quality-of-life updates too. Those updates range from just addressing reported issues to new visual or audio cues that better communicate their effects.

You can read the update notes or jump in right now to experience these improvements. But I'd like to show off some of my personal favorite changes in this update.


Elusive Antlers


First off, let's look at Antler Shield. On top of a ground up overhaul, it’s also received a new name. Introducing the Elusive Antlers. Elusive Antlers grants a small permanent speed bonus. But, it has an additional twist. Upon picking this item up, small floating orbs will spawn throughout the stage. Collecting these will grant you an even larger speed boost, but only for a short amount of time.



One of our larger goals for this phase was to reintroduce items that could improve some of the scarcer parts of the item pool. With Elusive Antlers we’re hoping to give players another powerful way to gain movement speed; but in a way that feels more fun than just boosting flat stats.


Breaching Fin


Breaching Fin (formerly the Knockback Fin) was called out as having a lack of synergies with other items in the game. We liked the ability to launch enemies into the air - throwing a Hermit Crab up in the air is objectively hilarious - but we wanted this to be an exciting moment for players to take advantage of.

In pursuit of that goal, we’ve greatly increased the impact Breaching Fin has. Not only does it retain the chance to launch grounded enemies into the air, they are now stunned for the duration, and take an additional 20% damage from all sources while airborne.

Players who decide to take advantage of this airborne monster can relaunch it an additional 2 times. Gathering more stacks of the item will reward you with an extra launch per stack. Those extra seconds can give you a valuable chance to exploit their vulnerable state! Stacking Breaching Fin high enough allows you to send enemies high into the skies of Petrichor V.



Due to this massive power boost we’ve upgraded this item from common (white) to uncommon (green.)


War Bonds


While War Bonds could be useful if you obtained one very early in a run, the bonus gold was quickly outpaced by the ease at which you can collect large sums of money quickly in the mid and late game. So it can feel like a somewhat disappointing item - especially considering its rarity.

We’ve upgraded War Bonds to give it a new effect worthy of a red item - now when you trigger the teleporter event a barrage of missiles bombard any boss monsters that are foolish enough to appear…



…That ought to give you a bit of a head start.

Sticking with the “War Bond” theme, the amount of missiles that appear are increased by the amount of gold you’ve collected during the stage. Our goal is that this creates some much-needed synergy with gold-producing items like Ghor’s Tome and Roll of Pennies.


Noxious Thorn


Noxious Thorn has had an almost full rework. Its effect now makes it one of the strongest items in the uncommon pool. Previously this item had a chance to apply bleed to enemies that attacked you. It also had a chance to increase the stacks of other existing debuffs. This mechanic was a little unclear to players. It was often challenging to tell when this item had taken effect.

Now the Noxious Thorn has a 10% chance to inflict bleed onto an enemy. Upon dispatching your enemy 33% of its debuffs are transferred to another monster within a 20m range.



Each stack of Noxious Thorn makes these debuffs jump to an additional enemy. With a small stack of this item, and some other debuff-themed items like Gasoline and Symbiotic Scorpion, you can spread destruction to huge groups of enemies like never before.





The other item changes in Phase 1 include:
  • Chance Doll has had its item log changed to accurately represent its chance of effect. It’s also received visual improvements to let you know it’s successfully upgraded an item

  • Unstable Transmitter now turns the tables on your foes. Upon falling below 25% health, a glowing radius will appear around the player. Charge into enemies to have them teleported away. It’ll also apply bleed, just for good measure. Foes that die to this effect also extend the duration of the aura.

  • Sonorous Whispers was still a little too strong. So it had its item drop rate from elites reduced to 4% while retaining its guaranteed drop from large monsters. Don’t worry - it’s still a very strong item!
  • Growth Nectar has had a buff to better reflect its legendary status. It now gives a 7% increase to ALL stats for each buff you have, up to a maximum of 4. The stat increase, and maximum number of stacks, will both increase with each additional Growth Nectar you acquire.
  • Electric Boomerang has had the interaction removed where it would apply bleed if you were carrying the Sawmarang equipment.
  • Runic Lens, which was always a very strong red item, has had its visuals and sound effects improved to better display when it has taken effect. It’s also had its logbook entry updated to make its effect a bit clearer..
  • Prayer Beads has remained the same but now makes the effect a little more obvious by telling you the buffs you’ve gained. We’ve also blacklisted it from printers (it was being exploited by certain Australian YouTubers.)

  • Chronic Expansion has been given a much clearer “combo meter” mechanic. Now, it gives you a temporary stacking damage buff which can be increased and maintained with each kill that you get. This has been paired with a distinct audio warning when you’re about to lose the effect.

  • Luminous Shot now requires 3 stacks (still granted when using your secondary attack) before being unleashed by your primary attack - but the damage output has been significantly boosted - and as an extra bonus the first stack of this item reduces your secondary ability cooldown by 20%!
  • Longstanding Solitude has had its experience gain increased slightly and happens whenever gold would have been gained. The "free unlocks" buff is now retained between stages. Previously, when one person in a lobby picked this item up, all interactable prices for other players would be increased by 100%. That has now been dialed back to 50%.
  • Warped Echo will now reduce the next source of damage you take by 30% while spreading it into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Your Echo recharges every 15s(-3% per stack). We’ve also added a visual indication for when it’s available to be used.
  • Bolstering Lantern now gives an attack speed bonus for every enemy and ally in close range (displayed with a new blue outline surrounding the player). Gather additional stacks of this item to increase its range and also increase the maximum number of enemies & allies it will count.
  • Seed of Life now works as expected when given to an equipment drone, and the consumed version can no longer teleport players out of bounds
  • Sale Star is unchanged (my beloved.)

Elites
Both the Twisted and Halcyon Elites added in Seekers of the Storm have had massive improvements in this update -

Halcyon elites now have lower health and armor multipliers. That should put them in-line with the other elites in their tier. They’ve also been given a brand new gold-stealing attack. If you don't avoid these Golden Spikes you’ll be forced to drop some of your money as a gold nugget which will eventually vanish if you choose to ignore it!



We wanted to keep the “priority target” intention of Twisted Elites but give the player much more room for counterplay. Now, a Twisted Elite will charge up a distinct spiked ball of lunar energy above its head when you deal damage to its nearby allies. If you don’t deal with this situation by killing the elite it will unleash this Lunar Crystal against you. This attack will track the player until it either hits you or a surface. This should give you a good chance to avoid its considerable damage. If you want my advice, you should just quickly deal with the Twisted Elite as soon as you see it!





We have been able to get this first phase out relatively quickly due to much of the work being done prior to the initial roadmap announcement. The team is hard at work on Phase 2, but we’ll need a bit more time to get that one in your hands. We’ll be able to update you again in the new year.

We’d love to hear all of your feedback on the changes we’ve made so far! The best place to send us your thoughts is on our Discord:
https://discord.com/invite/riskofrain2[/url] Thanks again for all the feedback and your continued patience while we get these updates out to you. Everyone here on the Risk of Rain team wishes you a fantastic festive season. We’ll see you early next year for the next phase of Seekers of the Storm updates. [img]{STEAM_CLAN_IMAGE}/33906904/62708506f7a657815a5a64b1c13fa3725a3d99b3.gif[/img] [b]Bye for now! [/b][i]-The Risk of Rain Team[/i
Thanks again for all the feedback and your continued patience while we get these updates out to you. Everyone here on the Risk of Rain team wishes you a fantastic festive season. We’ll see you early next year for the next phase of Seekers of the Storm updates.



Bye for now!-The Risk of Rain Team
...

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