Risk of Rain 2 is dive-rolling out of early access today. Grasped in its hands is a massive wad of paper, patch notes for content update 5, which finishes the game, turning it into version 1.0 and officially releasing Hopoo Games’ developers from their desks.

There are, frankly, too many changes to highlight just a few, but the patch contains a plethora of new content, bug fixes, quality of life changes, and a lot of balancing.

You can find the full patch notes below.

Major Content

  • Added System: Game EndingThe game now includes a proper ending, with credits and cutscene.Added System: Server BrowserQuickplay served an important function at launch – but the QP featureset is barebones. Not only that, but the game has evolved past needing to just find a match – you need to find the right match. We think a built-in Server Browser (and hosting) will still allow you to connect and find other players easily while also providing a lot of the features and choices you want to make before connecting to a game.Added System: Intro CutsceneThe game now includes an intro cutscene!Added New SurvivorNew Survivor: CaptainAdded New StageNew Final Stage: ???Added 4 New Music TracksNew Track: Through a Cloud, DarklyNew Track: …con lentitud poderosaNew Track: You’re Gonna Need a Bigger UkuleleNew Track: LacrimosumAdded New Survivor SkinNew Survivor Skin: Captain SkinAdded 2 New MonstersNew Monster: ???New Monster: ???Added New BossNew Final Boss: ???Added New InteractableNew Interactable: ScrapperAdded 7 Items and 3 Equipment to the gameNew Item: Item Scrap (White, Green, Red, Yellow)New Boss Item: Molten PerforatorNew Boss Item: ShatterspleenNew Boss Item: Mired UrnNew Lunar Item: Defiant GougeNew Lunar Item: Mercurial RachisNew Lunar Item: PurityNew Equipment: Super Massive LeechNew Equipment: Gorag’s OpusNew Equipment: Forgive Me PleaseAdded 3 Character Challenges to the gameNew Captain Challenge: Captain MasteryNew Captain Challenge: WanderlustNew Captain Challenge: Worth Every PennyAdded 3 Challenges to the gameNew Challenge: I Love Dying!New Challenge: Washed AwayNew Challenge: The CalmAdded 36 Lore Entries to the gameNew Item Lore Entry: Molten PerforatorNew Item Lore Entry: ShatterspleenNew Item Lore Entry: Mired UrnNew Item Lore Entry: Super Massive LeechNew Item Lore Entry: Gorag’s OpusNew Item Lore Entry: Forgive Me PleaseNew Item Lore Entry: Soulbound CatalystNew Item Lore Entry: BandolierNew Item Lore Entry: The CrowdfunderNew Item Lore Entry: Old GuillotineNew Item Lore Entry: Jade ElephantNew Item Lore Entry: Blast ShowerNew Item Lore Entry: Lepton DaisyNew Item Lore Entry: Shattering JusticeNew Item Lore Entry: Topaz BroochNew Item Lore Entry: Ocular HUDNew Item Lore Entry: Unstable Tesla CoilNew Item Lore Entry: Milky ChrysalisNew Item Lore Entry: Will-o’-the-wispNew Item Lore Entry: Gnarled WoodspriteNew Item Lore Entry: Halcyon SeedNew Item Lore Entry: PurityNew Item Lore Entry: Glowing MeteoriteNew Item Lore Entry: Preon AccumulatorNew Item Lore Entry: AegisNew Monster Lore Entry: Clay DunestriderNew Monster Lore Entry: Alloy VultureNew Monster Lore Entry: ImpNew Monster Lore Entry: Void ReaverNew Monster Lore Entry: ???New Monster Lore Entry: ???New Monster Lore Entry: ???New Stage Lore Entry: ???New Character Lore Entry: HuntressNew Character Lore Entry: CaptainNew Character Lore Entry: MUL-T

Gameplay Changes

  • GeneralBleeds now refresh all existing bleed durations on that target. This affects both enemies and players, and is a huge change for how bleeds will work.Increase difficulty rate over time for all difficulties by +10%.Slightly reworked OSP. The goal is to fix inconsistencies and make it actually protect you from one-shots – while also fixing some abuse cases with curse.The threshold for OSP is now displayed on the healthbar with a faint graphic.Now has a lingering 0.1s duration when activated.? Now is subtracted via Curse (Shaped Glass, Artifact of Glass, etc), i.e a curse of 10% will remove OSP entirely.? Update OSP logic so it still triggers if you receive multiple sources of damage in the same frame that go past OSP values, i.e Malachite Lesser WispsElitesBlazing, Overloading, Glacial?Health Bonus: 470% ⇒ 400%Malachite, Celestine?Health Bonus: 2350% ⇒ 1800%Developer Notes: We’ve had a lot of feedback that elite health has always felt a bit bloated – and that subsequently, it makes the Old Guillotine feel required. Our intent is to make characters less reliant on the Old Guillotine, and to make it feel more like an elite hate item – and less of an overall DPS item.Survivors??? Mobility skills are now considered ‘sprinting’, scaling with sprint speed multipliers and also sprinting after use.Melee Survivors? Melee skills will now perform more consistently at high attack speeds.Melee skills will now scale hitpause duration with attack speed – since the pause when hitting enemies were static, melee characters actually scaled poorly with attack speed.Melee skills will now ‘hold’ you in the air better at high attack speeds.Added a ‘Keyword’ system. Keywords are just words to describe common repeated behavior without explaining it every time. Added the following keywords:FreezingStunningShockingPoisonousRegenerativeAgilePercent HPSonic BoomWeakenExposeHeavyMUL-TDeveloper Notes: MUL-T has gotten some love from this patch to really push forward the idea that his weapons are strong in specific roles. Faster swap time and more responsive actions for the weapons will (hopefully) make weapon swapping feel better. We’ve also admittedly creeped cooldowns down over time, and MUL-T felt a bit left behind.Base Acceleration: 25 ⇒ 30Rebar PuncherNow charges after firing, rather than before.Scrap LauncherNow behaves like a rocket instead of a grenadeLifetime: 3s ⇒ 4sExplosion Radius: 5m ⇒ 7mVelocity: 70 m/s ⇒ 100 m/sNail GunNo longer has an initial shotgun of 6 nails.Now has a final shotgun of 12 nails.Now fires in a consistent corkscrew patternProc Coefficient: 0.4 ⇒ 0.6Damage: 60% ⇒ 70%Wind-down duration: 0s ⇒ 1.152sRetoolSwap duration: 0.7s ⇒ 0.4sTransport ModeCooldown: 8s ⇒ 6sMercenaryDeveloper Notes: The Mercenary was always supposed to be the highest skill-cap survivor. However, in actual gameplay he became very flow-charty, using abilities directly off cooldown while holding down M1. The intent for all these changes is to allow skill expression, dynamic cooldowns, and higher risk vs reward in fight with the new ‘Exposed’ debuff. The hope is that the character will be stronger for advanced players, but weaker for new players.Base Health: 140 (+42 per level) ⇒ 110 (+33 per level)Base Regeneration: 2.5 health / second ⇒ 1 health / secondNEW Debuff: ExposedStriking an Exposed target reduces all cooldowns by 1 second and deals an additional +350% base damageLaser SwordThird Strike Damage: 300% ⇒ 130%Third hit now applies ‘Exposed’ debuffThe second and third hit of the combo can no longer be started in the middle of other attacksWhirlwindGround Speed Multiplier: 6 ⇒ 8Blinding AssaultCooldown: 7s ⇒ 8sCan now be canceled mid-attack by both Whirlwind and Rising ThunderSlicing WindsLast hit now applies ‘Exposed’ debuffAcridDeveloper Notes: Acrid has always been a melee-ranged hybrid. We want greater rewards for engaging in melee and completing your M1 combo for players who enjoy a more aggressive playstyle.NEW Buff: RegenerateRegenerate for 10% health over 0.5 seconds.Vicious WoundsThird hit of the combo now grants ‘Regenerate’ buffRavenous BiteNow grants ‘Regenerate’ buffFrenzied Leap?Now (properly) stunsArtificerDeveloper Notes: We want to enforce the Artificer’s role as a high-damage, high AoE character. Nano-Bomb in general was core to the fantasy, but was pretty much inferior to Nano-Spear in every way.Plasma BoltBlast Radius: 4m ⇒ 6mCharged Nano-BombNow has slight gravityBlast Radius: 10m ⇒ 14mBlast Damage, Max Charge: 1200% ⇒ 2000%Blast Force: 1300 ⇒ 3000Lifetime: 5s ⇒ 10sImproved FX for clarityIon SurgeNo longer has -75% damage falloff at the edge of the blastItemsMonster ToothHealing: 8 (+8 per stack) ⇒ 8?Now also heals for 2% (+2% per stack) of maximum healthMedkitHealing: 24 (+24 per stack) ⇒ 20?Now also heals for 5% (+5% per stack) of maximum healthRepulsion Armor PlateNow properly reduces damage from environmental effectsWarbanner? Now also places a Warbanner when activating the TeleporterImprove VFX to be less opaque, since it will always be near the TeleporterDeath MarkDebuff Duration: 7s ⇒ 7s (+7s per stack)?Remove text stating that the damage bonus scaled with stacksOld GuillotineExecute Threshold: ~20% (+20% per stack) ⇒ 13% (+13% per stack)Developer Notes: Since we’ve re-tuned the health of elites across the board, the Guillotine should be appropriately re-tuned as well.Runald’s/Kjaro’s BandDeveloper Notes: The two rings have undergone a bit of a rework, working off of an internal cooldown rather than a chance on-hit. We’re hoping that this can help diversify one of our “on-hit” items to be more than just attacking enemies and hoping things activate. We’ve also changed the behavior of Kjaro’s to be more of the AoE option, while Runald’s is the single target option.Proc Chance: 8% ⇒ 100%Now has an internal cooldown of 10 secondsNow has a minimum threshold of only triggering on attacks that deal 400% or greater damageRunald’s BandIce Blast Damage: 250% (+125% per stack) ⇒ 250% (+250% per stack)Ice Debuff Duration: 3s ⇒ 3s (+3s per stack)Kjaro’s BandFire Tornado Damage: 500% (+250% per stack) ⇒ 300% (+300% per stack)Fire Tornado Hitbox Width: 4.8m ⇒ 13mNo longer movesH3AD-5T v2Reworked logic for calculating fall speed so it scales better while falling farther. Now has the following behavior:Damage Coefficient: 1000% – 10,000% at maximum speedExplosion Radius: 5m – 100m at maximum speedImproved FXInterstellar Desk PlantHealing Radius: 3m (+1.5m per stack) ⇒ 5m (+5m per stack)Healing: 5% max health every 1 second ⇒ 5% max health every 0.5 secondMilky ChrysalisNow grants true flight and antigravity instead of jump-to-hover.Pressing jump now performs a short dash in the direction of movement with a 0.5s cooldown.Strides of HeresyNo longer puts you in combatHelfire TinctureHelfire Radius: 10m ⇒ 15mHelfire Duration: 8s ⇒ 12sImprove VFX and SFXEffigy of GriefNow placed at where you’re aiming, rather than at your feetNo longer is consumed on use.Now limited to 5 per map per character.Little DiscipleFire Rate: 0.5s ⇒ 1.6sDamage Coefficient: 100% (+100% per stack) ⇒ 300% (+300% per stack)?Fire Rate now scales with movement speedStages3D Printers will appear more often on all stages, ~50% more3D Printers will cost less to spawn on all stages, ~50% lessThe new interactable, the Scrapper, can now appear on all stagesTitanic Plains? Update with new visuals to make it depressingSky MeadowUpdate with new visuals and functionality that leads to the final stageBazaar Between TimeBase Portal Chance: 25% for the first portal ⇒ 37.5% for the first portalLunar Buds: 4 ⇒ 5Monsters & BossesMini Mushrum? Base Health: 360 (+108 per level) ⇒ 290 (+87 per level)Parent? Base Health: 1200 (+360 per level) ⇒ 900 (+270 per level)Lesser WispNow properly stops charging attack sound when interruptedImp Overlord?Maximum Blink Distance: 600m ⇒ 300mNow throws Void Spikes in a staggered fashion, rather than all at onceMagma Worm?Maximum “Blink” Distance: 600m ⇒ 300mNow considerably more aggressive and better able to hit targetsDeveloper Notes: The blink behavior of both the Imp Overlord and the Magma Worm allows it to follow players between platforms, but it leads a lot of the times to the bosses blinking across the map to attack drones and turrets. While they may still do that, it’ll be a bit less pronounced.Void ReaverNow attempts to lead its Void Bombs in a straight line against its targetUpdated AI to fire more aggressively and backpedal when its target is too closeAI now has 360° visionBison? Add spawn effect and animation (finally!)

Quality of Life

  • ? Added a language dropdown menu to the Main MenuAudio has received an overall mix passReduced the audio levels of the Magma Worm, Imp Overlord, and Clay DunestriderUpdated the Teleporter modelUpdated the Ukulele modelImproved Infusion VFX to be more noticeableReduced brightness of some Mercenary effects to they are less white and have more colorFixed dithering for several on-character item displaysUpdated the kick system to be able to supply detailed messages and enforce version matching when connecting to a serverAdded functionality for servers and lobbies to provide mod info and reject players for mismatchesServers can now define behavior to run upon entering character select by supplying a “server_pregame.cfg” config fileUpdated “MUL-T: Gotcha!” challenge to allow Preon tendrils to count toward completionA bunch of other stuff we probably forgot!

Bug Fixes

  • Fixed an issue with spread from bloom being applied to both minimum and maximum spread (ie you could never have a bullet travel dead-center when your spread bloom is at maximum) for Commando’s Phase Blast, Huntress’ Ballista, and MUL-T’s Rebar PuncherFixed potential physics crash that could occur if a character attempts to use a melee attack after crossfading into a new animation from a paused animationFixed immobilization from Void Reavers and REX’s Tangling Growth becoming permanent if using Wax Quail while affected, which would also sometimes lead to a crash upon getting killedFixed Repulsion Armor Plate not applying against posthumously dealt damageFixed Visions of Heresy allowing Huntress’ Ballista to exceed three shotsAll gameplay stats are now forced to update before generating the final run report to make sure all values are up-to-date at the end screenFixed MUL-T’s Nailgun not properly animating over the networkFixed some projectiles not playing their pre-expiration sounds over the networkFixed several sounds not being played over the networkFixed a timing issue in which lobby player count would not update immediately after a player leaves the lobbyFixed a variety of other bugs we also probably forgot!

Known Issues

  • There are none, this game is perfect

  • The game now includes a proper ending, with credits and cutscene.

  • Quickplay served an important function at launch – but the QP featureset is barebones. Not only that, but the game has evolved past needing to just find a match – you need to find the right match. We think a built-in Server Browser (and hosting) will still allow you to connect and find other players easily while also providing a lot of the features and choices you want to make before connecting to a game.

  • The game now includes an intro cutscene!

  • New Survivor: Captain

  • New Final Stage: ???

  • The threshold for OSP is now displayed on the healthbar with a faint graphic.Now has a lingering 0.1s duration when activated.? Now is subtracted via Curse (Shaped Glass, Artifact of Glass, etc), i.e a curse of 10% will remove OSP entirely.? Update OSP logic so it still triggers if you receive multiple sources of damage in the same frame that go past OSP values, i.e Malachite Lesser Wisps

  • ? Melee skills will now perform more consistently at high attack speeds.Melee skills will now scale hitpause duration with attack speed – since the pause when hitting enemies were static, melee characters actually scaled poorly with attack speed.Melee skills will now ‘hold’ you in the air better at high attack speeds.

  • FreezingStunningShockingPoisonousRegenerativeAgilePercent HPSonic BoomWeakenExposeHeavy

  • Now charges after firing, rather than before.

  • Now behaves like a rocket instead of a grenadeLifetime: 3s ⇒ 4sExplosion Radius: 5m ⇒ 7mVelocity: 70 m/s ⇒ 100 m/s

  • No longer has an initial shotgun of 6 nails.Now has a final shotgun of 12 nails.Now fires in a consistent corkscrew patternProc Coefficient: 0.4 ⇒ 0.6Damage: 60% ⇒ 70%Wind-down duration: 0s ⇒ 1.152s

  • Swap duration: 0.7s ⇒ 0.4s

  • Cooldown: 8s ⇒ 6s

  • Striking an Exposed target reduces all cooldowns by 1 second and deals an additional +350% base damage

  • Third Strike Damage: 300% ⇒ 130%Third hit now applies ‘Exposed’ debuffThe second and third hit of the combo can no longer be started in the middle of other attacks

  • Ground Speed Multiplier: 6 ⇒ 8

  • Cooldown: 7s ⇒ 8sCan now be canceled mid-attack by both Whirlwind and Rising Thunder

  • Last hit now applies ‘Exposed’ debuff

  • Regenerate for 10% health over 0.5 seconds.

  • Third hit of the combo now grants ‘Regenerate’ buff

  • Now grants ‘Regenerate’ buff

  • ?Now (properly) stuns

  • Blast Radius: 4m ⇒ 6m

  • Now has slight gravityBlast Radius: 10m ⇒ 14mBlast Damage, Max Charge: 1200% ⇒ 2000%Blast Force: 1300 ⇒ 3000Lifetime: 5s ⇒ 10sImproved FX for clarity

  • No longer has -75% damage falloff at the edge of the blast

  • Damage Coefficient: 1000% – 10,000% at maximum speedExplosion Radius: 5m – 100m at maximum speedImproved FX