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Dev Diary 7: Seekers of the Storm Roadmap Phase 1 - Items & Elites
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
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
Update Notes V1.3.6
Hey Everyone! Today we’re kicking off our SOTS roadmap with our first phase. Our focus for this phase is on Items and Elite Monsters. If you’re looking for the Dev Diary, you can find that over here!
Major Changes
Antler Shield - Renamed to Elusive Antlers
Old Functionality - 55% (+5% per stack) chance on being hit to reflect 10% (+10% per stack) damage back to the attacker.
New Functionality - Increases movement speed by 7% (+7% per stack). Spawns orbs of energy nearby every 10 seconds (-10% per stack) giving +12% movement speed up to 3 times (+1 per stack) for 12 seconds.
Bolstering Lantern
Old Functionality - When below 50% health, receive a damage increase of 20%
New Functionality - Increase your attack speed by 10% for up to 4 (+2 per stack) enemies and allies within 20 (+5 per stack meters.)
Growth Nectar
Old Functionality - While benefiting from 5+ unique buffs gain 20% (+20% per stack) bonus stats for 5 seconds.
New Functionality - Grants 7% (+7% per stack) increase to ALL stats for each buff, up to a maximum of 4 (+4 per stack).
Warped Echo
Old Functionality - On damage taken 50% of the damage is dealt immediately while the other 50% is delayed for 3 seconds. This effect has a cooldown of 10 seconds.
New Functionality - The next source of damage is reduced by 30% and spread into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Recharges every 15s (-3% per stack.)
War Bonds
Old Functionality - Yields 75 gold (+25 gold per item stack) based on current difficulty level and the survivor's level at the start of every stage.
New Functionality - During boss events, 5 missiles bombard the area, dealing 2.5% of the bosses Max Health in damage (+2.5% per stack.) Before the boss event, gain additional missiles, up to a maximum of 20 (+5 per stack) per 25 gold gained. Gold requirement scales over time.
Runic Lens
Old Functionality - Overspill. 5% chance (+1% per 100% done on initial hit plus 1% per item stack) on hit to summon a meteor on the target, dealing 2000% damage.
New Functionality - 3% chance on hit to call a meteor strike, dealing 2000% base damage. Every 100% attack damage dealt increases the activation chance by 3% (+3% per stack) and damage by 150% (+50% per stack.)
Knockback Fin - Renamed to Breaching Fin
Old Functionality - 7.5% (+7.5% per stack) chance on hit to knock enemies into the air. (height increases per stack).
New Functionality - Grounded enemies hit with any skill are launched and stunned. Enemies hit while airborne are launched again up to 2 times (+1 per stack.) Launched enemies take increased damage by 20% from all sources per launch. Recharges after 10s. Increased to Uncommon (green) rarity.
Noxious Thorn
Old Functionality - 25% chance on being hit to inflict nearby enemies with 2 (+1 per stack) stacks of bleed. If enemies are already inflicted with one or more stackable debuffs, add 1 (+1 per stack) to those debuffs instead.
Updated Functionality - Gain 10% chance to bleed an enemy. On killing an enemy, transfer 33% of every debuff stack to 1 enemy (+1 per stack) within 20m (+5m per stack).
Unstable Transmitter
Old Functionality - When reaching below 25% health the Survivor explodes, dealing 350% (+350% per item stack) damage to nearby enemies and teleporting to a random location. This effect has a cooldown of 2 minutes (-5% per item stack).
Updated Functionality - Falling below 25% health gives you 75% of your maximum health as a temporary barrier. Gain a dimensional aura for 8s that bleeds and teleports away enemies. Enemies killed by the aura extend the duration by 1s. Recharges every 45s (-10% per stack.)
Luminous Shot
Old Functionality - Using the secondary skill charges the next primary attack, dealing +150% damage (+25% per item stack) per charge up to 5 times (+1 per item stack).
New Functionality - Activating Secondary skill stores up to 5 charges (+1 per stack.) Requires 3 charges for your Primary skill to fire lightning strikes, dealing 175% TOTAL damage (+50% per stack) each. Reduces Secondary skill cooldown by 20%.
Chronic Expansion
Old Functionality - Every 5 enemies slain grants a damage counter bonus increasing the players damage by 10% (+5% per item stack), lasting as long as the player stays in combat.
Updated Functionality - Killing an enemy increases your damage by 3.5% (+1% per stack,) up to 10 (+5 per stack,) for 7s. Dealing damage refreshes the timer.
Minor Changes
Chance Doll - Functionality unchanged, updated the logbook entry to correctly display the 40% chance of increasing rarity of items from Shrines of Chance. When an item is successfully increased in rarity the text is now colored green in the chat log and green particles emit from the shrine. Sonorous Whispers - reduced the item drop rate from elites to 4% but retained the guaranteed drop from large monsters. Prayer Beads - Functionality unchanged, added text when removing the beads to better convey the buffs gained. It is also now blacklisted from Item Printers. Longstanding Solitude - “free unlock” buff is now retained between stages. Gold cost for interactables (in multiplayer) now increased by 50% (down from being increased by 100%) 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 Electric Boomerang - No longer applies bleed when carrying Sawmarang equipment.
Elite Updates:
Twisted Elites
Old Functionality - Generated an aura that made all allies inside reflect damage to the player.
New Functionality - Leashes itself to nearby enemies. When those leashed enemies take damage, this Elite begins to charge a Lunar Crystal. Once fully charged it’s unleashed and will track the player until it either hits them or impacts a surface. If a player fails to dodge that crystal, they’ll take a huge chunk of damage and become temporarily afflicted with Lunar Ruin.
Gilded Elites
Old Functionality - Periodically steal gold from the player when attacked. Gold stolen increases the armor of the Elite.
New Functionality - These elites attack the player with Golden Spikes that emerge from the ground after a short warning. Damage done to the player forces gold to be dropped by the player in the form of short-lived collectable Gold Nuggets.
1.3.6 Other Changes:
Railgunner can no longer build stacks of Luminous Shot by repeatedly using the zoom scope while holding down her primary attack.
Blacklisted Unstable Transmitter, Breaching Fin and Sonorous Whispers from situations where enemies can obtain items (such as Simulacrum.)
Following player reports of Railgunner’s picky fashion sense, Kjaro’s Band now correctly displays on the character model once collected.
Updated Wetland Aspect and Distant Roost (variant) to correctly allow DLC content to appear.
Updated Golden Dieback to now spawn the correct monster pool (distinct from Treeborn Colony.)
Both Magma Worms and Overloading Magma Worms now have functioning weak spots when playing as Railgunner.
Updated multiple player reported instances of floating items (such as Defense Nucleus and Frost Relic) displaying strangely on Seeker/Chef/False Son.
Players who have collected Plasma Shrimp during gameplay will no longer have a pink health bar when being affected by Lunar Ruin on Prime Meridian.
On Prime Meridian Lunar Ruin will no longer slow players.
Addressed issue where a Scavenger’s Thqwib attack was being blocked by the Scavenger itself.
Geodes no longer spawn in the air around the False Son arena on Prime Meridian.
Removed reference to False Son’s Lunar Spikes ability slowing enemies.
Updated a spot on Siphoned Forest where players couldn’t escape without movement boosting abilities.
Resolved player reported issue where survivors could dash/blink through certain stage geometry on Aphelian Sanctuary.
Players can no longer clip into a specific pillar on Reformed Altar.
Re-introduced some map features on Commencement that went missing with the launch of Seekers of the Storm, including one of the jump pads up to the final arena (personally, I blame Mithrix). We’ll keep monitoring reports in case anyone finds anything else he may have nabbed.
Gilded Elites now correctly appear when using the Artifact of Honor.
Fireworks no longer collide with the Halcyon Shrine they have been activated from.
Following player reports when playing with a controller, players are no longer forced to jump when picking an item from Scrappers, Void Potentials and Command Essences. This has been corrected on all platforms.
Seekers of the Storm 2.0 Roadmap
Video Version Here:
Hey everyone,
Today, we’ve released an update that addresses more of the bugs you've reported to us. That includes tackling some of the larger reported issues like the overabundance of elites. Full notes are here . In addition to that update, we’d like to share our more wholistic plans for Seekers of the Storm. Our ultimate goal is to build Seekers of the Storm into something that can be celebrated by the community for years to come.
Over the next few months, significant changes will come to Seekers of the Storm. The updates that we’re exploring are expansive, so they won’t happen overnight. But the scope of the changes should underline the seriousness we’re approaching this challenge with.
We’ve divided the updates into three release phases:
Phase 1: Items & Elites
Phase 2: The False Son Boss Fight
Phase 3: Survivors
Some content, people already love. Stages, Survivor Skins, and Sale Star are all parts our team is particularly proud of. So, beyond bug fixes, those will remain largely unchanged. The rest of Seekers of the Storm is where we’re focusing.
The feedback that everyone has sent in so far has been a huge help. It’s already shaping the coming design updates and is helping us get a better grasp of the bugs we’re still facing. The fact that so many of you have reached out with thoughtful ideas has been humbling. As we move through these phases, please continue sending us your feedback. The best places for that are the Risk of Rain Discord, or our official support website.
As more feedback comes in, everything is subject to change. We want this to be a collaborative effort that you’re all part of. So, while the changes we’ll lay out are the improvements we’re planning right now, those plans may change in service of making more polished content.
With that, let’s take a second to look at each phase more closely.
Phase 1: Items & Elites
With the exception of Sale Star, all of the new items are being changed. In some cases, like with Sonorous Whispers, the items could simply use a tweak or a rebalance. For others, the uses were more limited...
...so, they have been completely redesigned.
Overall, our goal is to:
Redesign the items to feel more transformational
Make the new items fit into the existing build synergies better
Make some particularly weak items more powerful
Re-establish a better balance within the item pool between defensive, movement, and damage items
With the elites, the planned changes are every bit as significant.
Twisted Elites:
These could offer a lot more room for counterplay. Depending on the items you randomly receive on a run, it’s possible that you’re guaranteed to die if a Twisted Elite spawns. Risk of Rain 2 can be punishing. But when it is punishing, it should always be in ways that feel fair and provide space for players to overcome those challenges.
The core principle of encouraging players to focus fire a single monster is still really compelling. So, we’re rebuilding Twisted Elites to give players a chance to dodge that incoming damage.
Gilded Elites:
These things are, quite healthy 👀. When a Gilded Wisp decides to float over to you, it tends to just hang out stealing your gold while you go on a marathon to take it out.
The changes we’re working on will retain the ‘gold stealing’ mechanic of the Gilded Elites. But in ways that are more interesting and that provide space for counterplay. Their health multiplier is also being knocked down a few pegs.
Phase 2: The False Son Boss Fight
As we get closer to phases 2 and 3, we’ll have more details on our specific plans. For now, we just want to ensure you have an overview of our thinking.
Here’s our focus with the Boss Fight:
Make boss abilities more clear & fair
Prevent The False Son from attacking through obstacles
Move the locations of pillars for better blocking and coverage
Reign in some of the ancillary damage sources (like the number of Golems & lightning strikes)
Rebalance the overall encounter, including damage & swapping flat armor for adaptive
We’re also planning on some changes to both Scorch Worm and Halcyonite during this roadmap phase. We’ll have more details as we get closer.
Phase 3: Survivors
All three Survivors will see large improvements; but Chef is getting a lot of attention.
Chef:
Chef could be a lot more powerful and also feel more streamlined. So, while we’re rebuilding his kit to be more elegant, we also want to buff him overall.
All of Chef's abilities are being revisited but the two that stick out most are Chef's primary & secondary (Dice & Sear). With Dice, we want to allow players to throw cleavers with reckless abandon, like Chefs of yore. With Sear, we’re making the ability more agile so you can quickly use it and move on with your culinary adventures.
The False Son:
The False Son should feel like an unhinged construct creation. After all, that’s just who he is. But there’s still room for polish. On top of cleaning up the overall kit, we want to make a handful of design improvements.
All his abilities are changing, but a lot of focus will be on making Lunar Spikes and Laser of the Father feel more impactful. We’ll have more details as we get closer.
Seeker:
Among the three, Seeker seems to be a clear favorite. So, while she’s receiving some changes, they’re more targeted than the other Survivors. Overall, we want to increase the value of her Tranquility stacks. Each one should be impactful.
We’re also keen on adapting the resurrection capability she delivers in multiplayer for singleplayer. We’ll let the team keep making improvements as we go through these phases and give you more details later.
Those are all the details we have for you today! This is a huge undertaking, but one that the team is excited about. We also want to thank everyone for giving us time to put together a wholistic plan. We know that you're eager to see what’s in store and we can’t wait for you to jump in. In the meantime, today’s bug fixes are live for PC! It will be rolling out to consoles in the coming week as they become available. You can find the update notes here.
Until next time,
The Risk of Rain Team
V1.3.5 Bug Fix Update
Hey everybody!
Today we're revealing our roadmap for the overhaul of Seekers of the Storm. You can find that over here. But if you're looking for the changelog for V1.3.5, you've come to the right place.
V1.3.5 Notes:
Resolved a player reported issue that resulted in the spawn rate of elites being too high after stage 2.
The Mul-T Sentry skin has been tweaked to eliminate a small spike seen and reported by some players
Resolved a reported issue where the Voidling would not re-appear upon starting the second phase of its fight.
False Son would have trouble using his ‘charged’ attack if your attack speed became extremely high. This has been resolved, so resume printing syringes at your leisure.
As a connected client, some players reported that Seeker’s Spirit Punch had a chance to collide twice with the enemy and deal double damage. That has now been addressed.
As a connected client, players reported that The False Son’s Boss fight would sometimes not show certain animations. He’s back to using those abilities properly.
Players reported that on a certain version of Aphelian Sanctuary, a mysterious floating tree would spawn. The tree has been returned to the ground where it belongs.
Players reported that the lightning on Prime Meridian would only ever target the Host in multiplayer sessions. The lightning will now attack everyone equally.
Platforms for The False Son’s arena on Prime Meridian would sometimes not change for clients when moving between phases. They will now appear/disappear just as they would to the host.
Resolved a reported issue that led to players sometimes not properly spawning in when entering cross play sessions.
Players that use PlayStation controllers on PC reported to us that Xbox glyphs were being displayed instead. The correct glyphs will now be displayed.
As a connected client, players reported that sometimes The False Son’s large boss health bar would not reappear after changing phases. It will now show back up for all players.
Resolved a reported issue with the Prismatic Trial leaderboard not displaying any times.
Players have reported a mysterious Xi Construct creature appearing in the new Aphelian Bulwark Ambry Variant. That monster has now been removed from the monster pool.
Addressed a reported issue where the affliction stacks that Tonic gave you would display a place-holder description.
Resolved an issue where - when fighting the False Son Boss with Artifact of Swarms - the Prime Meridian event achievement would unlock after only killing one of the bosses.
Players who attempted to join lobbies reported to us that sometimes it would just not allow them to join and not tell them why. An issue has been resolved that made certain error messages not appear when joining lobbies. The most common of those was not receiving a message when a crossplay-enabled user attempted to join one without crossplay enabled.
Resolved an issue that could sometimes trap players outside of The False Son’s boss room upon being resurrected by Seeker.
When playing as Mul-T and using the Sentry skin, sometimes players would not receive the visual effect when frozen. You are once again able to turn Mul-T into an ice cube.
Resolved an issue players reported where applying bleed with Noxious Thorns could make monsters turn on each other and ignore the player.
Addressed another reported issue with Noxious Thorn where it would not correctly apply + 1 stack of another active debuff. It had sometimes only been applying its bleed stack.
Resolved an issue where using Sojourn, Eccentric Vase, or Volcanic Egg could lock you out of viewing the False Son fight into or teleporting up to the platform.
Players reported that the Wandering Vagrant’s homing orbs could sometimes turn invincible. That issue should now be addressed.
Seekers of the Storm – Minor Update Follow-up
Hey Everyone!
This follow-up addresses a small handful of issues, including the two known issues we discussed in our previous update. More changes are on the way; we just wanted to resolve these quickly for everyone.
V1.3.4 Notes:
We have addressed the following reported concerns from players:
When the False Son used Club of the Forsaken (Primary – swing attack) while falling, he could become locked in his ‘diving attack’ state despite colliding with the ground.
The shader for the Halcyon Beacons in Gilded Coast would now wrap all the way around the beacon as expected.
Upon defeating Mithrix and escaping successfully, connected clients sometimes saw the final kill screen for a moment before the credits played.
The sun over Aphelian Sanctuary could sometimes be a tad ‘flashier’ than usual. The sun has been restored to its previous glory.
Quitting to the main menu immediately after hosting a four-player run could result in a soft lock.
Upon defeating The False Son as Heretic, the line that plays in chat was incorrect. That string has been replaced with the intended line.
Loader’s Thunderslam (Alt Special – downward slam) and False Son’s diving Club of the Forsaken attack (Primary – swing while falling) both failed to shake the player’s screen when used.
Sometimes changing the music audio slider would not actually change anything. We identified two potential causes and resolutions for this issue.
In the Loadout tab of the Character Selection Screen, skins would sometimes not display their names when hovered.
This skipped from V1.3.2 to V1.3.4 because V1.3.3 was just an internal build. Don’t worry, there wasn’t a version you missed.
Seekers of the Storm - First Patch
Hey Everyone,
We want to start off by mentioning how much we appreciate folks jumping in and giving Seekers of the Storm a swing – we’ve never had so many people playing Risk of Rain 2. We also hear you loud and clear—this DLC fell short of your expectations. That feedback is fair. We’d like to take a moment and walk everyone through our plan to make it right.
First, to be clear, we're committed to making the DLC everything that you expected and deserve. The team already jumped in and knocked out solutions for a BUNCH of the bugs some users are reporting. The full patch notes can be found below. Here are a few highlights:
Resolved a bug with the way builds are compiled that occasionally led to behaviors being erroneously tied to FPS.
Addressed an issue that some users reported with items not being picked up when interacted with.
Mithrix will no longer become (nearly) invincible upon stealing a player’s Warped Echo.
This is the first step. These patches will continue to roll out on a regular basis as we work on additional fixes.
Beyond bugs, the team is also looking closely at your gameplay feedback. We want Seekers of the Storm to be the best possible version of itself, and that involves listening to the community. While we’re focused on bugs for now, we’ll be looking to implement more of those gameplay updates in future patches.
Lastly, we are going to post notes with the release of every patch, starting today. That way, it will be clearer which fixes are arriving. Sometimes, we’ll fix a bug that inadvertently changes something else, and we appreciate you continuing to share feedback when those issues arise.
This is a game that countless people love; anything that jeopardizes that experience is something we take very seriously. We hope that in the coming days and weeks, we can earn back your trust, and we know that’s going to take time and action.
Resolved a bug with the way builds are compiled that led to many behaviors being erroneously tied to FPS. These elements included physics, attack speed, and movement. This was not the result of any significant architecture changes to the game. The bug that created this issue has been addressed.
Addressed an issue some players reported where Mithrix would become invincible upon stealing your Warped Echo.
The Teleporter will no longer spawn inside geometry on Rallypoint Delta.
Acrid's Utility Skills, both Caustic Leap & Frenzied Leap were not dealing damage or colliding properly. Acrid should now be back in action.
Resolved an issue reported by some users with items not being picked up when interacted with. Despite not being picked up, some players would receive a large number of item stacks anyway. Both parts of this issue are now resolved.
Item highlights have now returned to various shops & adaptive chests.
You’ll now no longer be able to escape Shattered Abodes, at least in the ways we didn't intend.
We've restored the full screen damage indicator and low health feedback.
An issue that caused some players to get stuck while smelling the flowers on Reformed Altar has been resolved.
Longstanding Solitude will no longer sometimes show pinged interactables at 2x cost.
The portal will no longer spawn inside geometry in Bulwark’s Ambry.
Healthbars were updating very slowly. That has now been resolved.
Halcyonite's spawn animation was playing at lower than expected framerates. He won’t be jittery anymore when spawning in.
We’ve resolved a bug with Seeker's Sojourn ability that sometimes blocked non-host players from using it.
Players are now able to pick up CHEF’s food drops from farther away.
We’ve rolled out a change to the Halcyon Beacon’s texture on Gilded Coast. The team is going to continue monitoring this one. There may be more changes coming on this front.
Loader's Knuckleboom VFX has been realigned.
We’ve resolved an issue some players reported that Survivor VFX in the character select screen overlapped with the Ready button.
Fixed an issue with Bolstering Lantern where the logbook ‘unlock’ highlighting no longer was clearing after viewing the unlock.
Solved an issue where the ‘item count’ displayed on the tab menu in multiplayer sessions would show 1 for some players despite not having any items.
Resolved an issue where Sojourn would sometimes fail to trigger when colliding with monsters or geometry.
Changed the visual effects of the initial jump pads on Meridian to convey better to players from a distance.
Resolved an issue that led to the Imp Overlord’s Void Spike ability sometimes not dealing damage.
Addressed an issue reported by some players on Prime Meridian where lighting would spawn on top of players during the False Son cutscene.
Resolved an issue where the Scorch Worm would snap 90 degrees right before attacking.
Gaining multiple Warped Echos on Heretic led to infinite stacks of the item buff being added to the player. This has been resolved.
Sonorous Whispers had an issue where the drop chance of items could become extremely high, especially later into runs. This has been re-balanced to be more realistic. Elite item drop chance: 15% (+5% per stack) -> 4% (+1% per stack). Logbook change is still pending.
Solved an issue where the music would stop if a player opened the logbook and clicked on an item during a run.
Addressed an issue reported by some players where entering the Prime Meridian cutscene with >4 players resulted in a softlock. To make it clear, >4 player co-op is still not officially supported. We just wanted to address this anyway because we know many players still opt to unlock max lobby size with convars.
Teleporters should no longer be able to spawn within Halcyonite Shrines
Resolved an issue where some players without SOTS could become soft locked by not being able to interact with the Shrine of Rebirth upon defeating False Son.
CHEF has had some item placements moved (where items are displayed on his character model when picked up) to avoid clipping with other items and parts of his model.
Addressed an issue with Railgunner’s Concussion Device (utility - mine) where it would not detonate on its own. It will now detonate after a few seconds like normal.
Resolved an issue reported by some players where sometimes skills wouldn’t activate when pressed. This ended up being a bi-product of the FPS-related issues we outlined above. Both are now resolved.
Addressed a bug that allowed players to permanently fire False Son’s Laser of the Father ability (special – head laser). It will now go on cooldown after fired for up to 4 seconds.
Increased the intensity of the VFX for CHEF’s Dice ability (primary – cleaver). This should make it easier to spot when thrown a far distance out.
Addressed an issue where players would be unable to input actions for Seeker’s Meditate ability while having both mouse/keyboard and a controller plugged in at the same time.
Resolved an issue where sometimes Chef’s Dice (primary – cleavers) couldn’t be recalled while at either unlimited or under 30 FPS. That issue was part of the FPS-tied-mechanics issue above. Both have been solved.
Addressed an issue where Acrid was no longer able to hit enemies or spread his poison using Epidemic (special – poison blob attack)
Solved an issue where The Crowdfunder would stop firing if framerate fell under 30FPS. This was also part of the FPS-tied-mechanics issue above. Both issues have been resolved.
Acrid’s Frenzied Leap (utility – jump) now properly negates fall damage when falling from large heights.
Addressed an issue where standing behind Mithrix, while entering phase 4, results in him losing aggression towards you temporarily.
Parents had an issue where they would attempt to navigate to the player but get stuck on a navigation node, that issue has now been fixed. We are tracking broadly similar behavior with some other monsters, but none were nearly as severe as Parents were.
We are aware of False Son's downward plunge attack not behaving as intended. We're currently working to address this issue, but did not want it to hinder the release of additional changes.
Seekers of the Storm Dev Diary #5 - Post-Launch Progress Report
Hey everyone,
Over the past few days we’ve been reviewing feedback surrounding the launch of Risk of Rain 2: Seekers of the Storm. Thank you as always to the incredible community of players who have come out to support us and provide insights which are helping to resolve some unexpected issues with the deployment of the latest DLC.
We’re working on a PC patch
First, we want to share our plan for how we're addressing these concerns. We’ve been able to reproduce many of the bugs you’ve brought to our attention. We’re working as swiftly as possible to get fixes delivered to you. These will be shipped on PC first with consoles to follow as quickly as we can. While this patch won't solve every issue you’re running into, we’re prioritizing the community reported issues as best we can. Please continue to submit bug reports on Discord, with video if possible. Reach out to our customer support team if you need help.
With that, here's the initial list of bugs we're targeting for a PC patch. Keep an eye out for more info!
Many elements of the game are affected by a bug that leads to their behaviors changing depending on a player’s FPS. These elements included physics, attack speed, and movement. This issue has a planned fix with the upcoming patch.
Final bosses are meant to be difficult, but Mithrix becoming invincible when stealing your Warped Echo or Chronic Expansion was definitely not intentional. We plan to fix this issue.
We plan to fix Item highlights failing in various shops & adaptive chests.
With a planned change you’ll no longer be able to escape Shattered Abodes, at least in the ways we didn't intend, in the next patch.
We plan to restore the visual indicators of taking damage on HUDs.
An issue that allowed players to get stuck while smelling the flowers on Reformed Altar has a planned fix.
We plan to fix an issue where Longstanding Solitude would sometimes show pinged interactables at 2x cost.
We plan to fix an issue with the Teleporter spawning inside geometry on Rallypoint Delta.
Acrid's Utility Skills, both Caustic Leap & Frenzied Leap were not dealing damage properly. Acrid should be fully back in action with the next patch.
We plan to fix an issue with a portal spawning inside geometry in Bulwark’s Ambry.
We plan to fix healthbars being slow to update.
We plan to fix the low framerate in Halcyonite's spawn animation.
We plan to fix an issue where Seeker's Sojourn ability would not work for non-host players in a multiplayer game.
We plan to extend the pickup radius on Chef's food.
We plan to fix a visual issue with Halcyon Beacon’s texture upon activation on Gilded Coast.
We plan to realign Loader's Knuckleboom VFX.
We plan to fix an issue where Survivor VFX in the character select screen overlapped with the Ready button.
Regional pricing adjusted on Steam
We've worked with our partners at Steam to adjust the pricing of Seekers of the Storm in select markets. The new pricing more closely matches prices from Survivors of the Void. This change is already in effect. Those who have already purchased the content should request a refund through Steam and repurchase at the updated price once they see it has been adjusted.
We deeply appreciate your feedback and support. As soon as we have more info we’ll make sure everyone gets another update.
Seekers of the Storm Steam Regional Pricing Update
We've worked with our partners at Steam to adjust the pricing of Seekers of the Storm in select markets. The new pricing more closely matches prices from Survivors of the Void. This change has begun and will continue to take effect over the next few hours. Those who have already purchased the content should request a refund through Steam and repurchase at the updated price once they see it has been adjusted.
[Patch Notes V1.3.1] Risk of Rain 2: Seekers of the Storm is Available Now!
Building an expansion that we think you will all love has been the main goal of our team for a long time now. Having the opportunity to see everyone finally experience everything we’ve been working on is a dream come true. We hope you all enjoy it as much as we loved getting to make it.
This expansion brings a LOT of content! We wanted to ensure that the new content adds to the experience without overshadowing the incredible work done in Survivors of the Void and the base game. In pursuit of this, much of the content contained within Seekers of the Storm can be found while traversing what we’re calling the Path of the Colossus. Survivors that are intrepid enough to take on this challenge will need to uncover how to start down this path.
On TOOOP of the new DLC2 content, we’ve rolled out some bug fixes and added a handful of quality-of-life features aimed at improving the overall experience and making the game a bit more accessible. More details on those at the bottom!
Without further ado, here are the patch notes for Risk of Rain 2: Seekers of the Storm!
[Patch Notes V1.3.1]
==== Seekers of the Storm Additions ====
Added 3 Survivors:
Seeker
Chef
[SECRET]
Added 5 Stages/Environments:
Shattered Abodes
Reformed Altar
Treeborn Colony
Helminth Hatchery
[SECRET]
Added 3 Stage Variants:
Viscous Falls
Golden Dieback
Disturbed Impact
Added 3 Bulwark’s Ambry Variants:
Tar Research
Aphelian Research
Wisp Research
Added 5 Interactables
Halcyon Shrine
Gilded Blessing
Aurelionite Geode
[SECRET]
[SECRET]
Added 3 Monsters
Scorch Wurm
Child
Halcyonite
Added Boss:
False Son
Added 2 Affixes:
[SECRET]
[SECRET]
Added 18 Pickups
White
Knockback Fin
Bolstering Lantern
Antler Shield
Chronic Expansion
Warped Echo
Green
Noxious Thorn
Sale Star
Chance Doll
Luminous Shot
Prayer Beads
Unstable Transmitter
Red
Sonorous Whispers
Growth Nectar
Electric Boomerang
Runic Lens
War Bonds
Lunar
Longstanding Solitude
Boss (Yellow)
[SECRET]
Added 16 Alternate Skins
Seeker: [SECRET]
[SECRET]: [SECRET]
Chef: [SECRET]
Commando: [SECRET]
Huntress: [SECRET]
Bandit: [SECRET]
Mul-T: [SECRET]
Engineer: [SECRET]
Artificer: [SECRET]
Mercenary: [SECRET]
Rex: [SECRET]
Loader: [SECRET]
Acrid: [SECRET]
Captain: [SECRET]
Railgunner: [SECRET]
Void Fiend: [SECRET]
==== Quality of Life Updates ====
Aim assist improvements
Directional UI damage indicators added
Enemy behavior update - The Blind Pest and Brass Contraption will miss first shot if they are off screen
Menu umbrella settings added to turn off/on all settings entries underneath a subsection when that section's header is ticked/unticked
Menus have been made clearer through unifying how players navigate them
Item/Interactable Inspection feature added
3D Printer/Scrapper UI rework
In-game logbook access and logbook controller navigation support update
Added support for Multiplayer Pausing
Teleporter visuals improved to aid in locating and pinging the teleporter once located
Tutorial support added for Drizzle difficulty, with object highlights and other audio-visual cues
==== Notable Bug Fixes ====
Fixed an issue that prevented Artifact of Devotion Lemurians from evolving sometimes
Fixed an issue that allowed Engineer's Turret to be deployed more than once per charge; you can still have up to two Turrets at a time
Fixed an edge case where some maps would not spawn interactables or the teleporter
Fixed an issue with Prismatic Trials where players would sometimes get stuck on a black screen upon completion
Fixed an edge case that led to Fireworks not properly triggering upon opening a chest
Tweaked interactable spawning on Aphelian Sanctuary to solve an issue where interactables were spawning below the ground
Void Fiend Trespass ability now correctly clears the Overheat debuff
Players cannot open the TAB menu from the pause menu anymore
Fixed an issue that prevented button prompts/glyphs from correctly switching when changing between a mouse and keyboard
Added several fixes for audio (Sorry Loader mains, your loud Thunderslam was too beautiful for this world)
Fixed several visual and performance issues throughout the game
[Switch] Eclipse game mode is available again for Switch players
[Switch] The pots are now pushable on Abandoned Aqueducts
If folks encounter any bugs or have questions/comments/concerns, please don't hesitate to reach out to our wonderful support team here: https://support.gearboxsoftware.com/hc/en-us/categories/360001615171-Risk-of-Rain-2
Or post to our DLC2 bug report Discord thread: https://discord.com/channels/417739215355510784/1278019180154851358