Your initial choice out of the Risk of Rain 2 characters roster plays a very important role in the length and flavour of your run. From the Mercenary to the Commando, from the Huntress to the Engineer, each character comes equipped with a different series of attacks, skills, stats, and viable builds and strategies – all of which we’ll go over in our Risk of Rain 2 characters guide. Below you’ll find detailed information on each of the six survivors currently in the game, along with practical tips on how to get the most out of each character.
Risk Of Rain 2 is the second roguelikelike shooter that falsely declares itself to be about weather when it s really about firing innumerable bullets at hellish demons. This one is in 3D, and some players have been frowning and muttering about various shortcomings, like bosses being too grindy . An update yesterday hopes to turn those frowns rightside-around, making one fiery baddie in particular a little more interesting to fight. The gargantuan magma worm is getting a small but important change in his snakey behaviour. Let’s see what that means below the jump. But because I’m quite nosey, I’ve also asked developers Hopoo Games about other possible features, such as the ability to revive your mates when they die, which is something I want right now, wah wah wah, but a feature they re still undecided about.
It’d be doing a disservice to the myriad Environments and stages of Risk of Rain 2 to say that they’re simply the backdrop to your journey of survival and inevitable death. Each of these levels plays an important role in shaping your run – but to use them to your advantage, you’ll need to learn everything about them; their layout, their passageways, their secrets. Our Risk of Rain 2 levels and stages guide will walk you through each Environment in turn and explore all their hidden depths, leaving no stone, tree root, or pile of snow unturned.
In the true fashion of a modern-day roguelite, Risk of Rain 2 locks a significant portion of its content behind numerous challenges which must be completed during your runs. Everything from powerful items and equipment to new characters must be unlocked by completing a specific challenge or achievement, and some of them are far from easy to obtain. But if you’re ready to try your hand at 100%-ing this already difficult game, our Risk of Rain 2 challenges guide will show you everything that is locked behind these achievements, and how to obtain everything on the list.
Risk of Rain 2 would have fallen rather short of the expectations set by its predecessor if it didn’t feature a colourful and expansive cast of horrible monsters to contend with. From tiny wisps that hover in the sky and zap you from above to roaring bison that charge at you from the other side of the map, each enemy presents a unique set of stats and behaviours which you must learn if you are to defeat them. Our Risk of Rain 2 enemies guide will walk you through these enemies one at a time, explaining how they work and how to deal with them. We’ll also give you some handy info regarding the Elite variants that you can come across and why you should be wary of these deadly upgraded monsters.
I've been playing a lot of Risk of Rain 2 this week. So have a few other people, apparently—in just seven days, the indie roguelike has hit 500,000 players in Early Access, which means at least 250,000 copies sold (it had a buy-one-get-one-free deal going for its first couple days on sale). Developers Hopoo Games were, I think it's fair to say, surprised. This is the opening to their first update on the game's Steam page:HOLYMOLYOLYMOLY
Risk of Rain 2 does a remarkably good job of re-imagining a 2D action roguelike in 3D, retaining the same feel despite the new perspective. I wanted to know more about that process and about what's coming next for Risk of Rain 2 in Early Access, so I asked Hopoo Games co-founders Paul Morse and Duncan Drummond. Here's what I learned.
The levels in the game so far definitely have the vibe of Risk of Rain 1, but notably there's no Temple of Elders or Contact Light. Are you planning to add similar stages (or totally different later-game stages) during Early Access?
Returning players wanted to come back to something familiar, so a lot of the early access launch content was updated and returning favorites. Looking forward, we’re really excited to start bringing fresh and unique content for players new and old, so we’re going to focus more on that. Maybe we’ll sprinkle in some returning content, as well, depending on our community.
Which character proved the hardest to translate to 3D? And which do you think is most improved in 3D, compared to how fun they were to play in the original?
Melee characters, like the Mercenary, were tough since we had to not only bring the character and their abilities to a 3D space, but also had to think about balance regarding large bosses and flying monsters. By working on his mobility kit more, we feel really good now about the Mercenary’s playstyle in 3D. As for the most fun, it’s hard for us to pick our favorite child but we’re really excited to see what our community shows an affinity to.
As of today, how many copies of Risk of Rain 2 have you sold so far?
Over the opening weekend for Early Access, the Risk of Rain 2 community has grown to over 500K players. It’s absolutely surreal, and we’re so happy and grateful to our dedicated community who got us to this size so far.
Can you lay out your broad plans for what will be added to the game during Early Access? Artifacts and at least 4 more characters are the obvious ones, just from playing the game!
With the first patch having addressed initial community feedback, we’re now turning our sights to aligning on the early access roadmap. The plan is to deliver more content (characters, stages, bosses, and items) and to make sure the game is super polished by the time it officially launches. This will include additional game features, platforms, and localization. We expect this to be a mixture of larger content updates interspersed with patches and hotfixes—the cadence and amount of these will be announced at a later time.
Has the popularity of the game so far made you change the scope of your plans for what you want to add to it?
We entered Early Access with a plan and outline until 1.0 launch. We’re planning to stick to the plan we’ve thought out at the moment.
Are you planning to support modding and/or Steam Workshop?
This currently is not in our scope or priority but that doesn’t mean it’s off the table! A part of early access is listening to what the community wants and seeing if, when, and where we can implement it.
My friends (who spent a good chunk of the weekend playing) want to know if you plan to beef up the ping system to allow for permanent pings to better keep tabs on items, the teleporter, etc.
After seeing the great ideas implemented in Apex Legends, we implemented a new ping system and wanted to see how people utilized before beefing it up. A lot of people like it and we have plans to improve upon it based on the community feedback.