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Risk of Rain 2 is an upcoming Science Fiction Roguelike Third-Person Shooter developed by Hopoo Games and published by Gearbox Software. The game is is a sequel to Risk of Rain. It was released on Steam Early Access on March 28th, 2019.

The game is mechanically similar to the first game, with the goal of locating a teleporter in a level and activating it as the difficulty increases every 5 minutes. The game sets itself apart by being in 3D, rebalancing various mechanics to adjust, and contains a vastly improved Co-Op Multiplayer with up to 4 players.


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The game provides examples of:

  • Action Bomb: Rather than shocking you like in the first game, the Jellyfish now violently explode when they get close to you.
  • And Your Reward Is Clothes: As of the Skills 2.0 update, getting to the Celestial Portal on Monsoon unlocks an alternate skin for the character you were playing.
  • Apocalyptic Log: Some descriptions in the logbook detail notes from the survivors of the Contact Light crash who tried to hold out on the planet, especially at Rallypoint Delta. Given that it's crawling with monsters by the time the player characters reach it, they didn't hold out long.
  • Auto-Revive: Dio's Best Friend, a teddy bear of sorts, restores the holder's health after dying. The item is destroyed in the process. It can be especially powerful on the Engineer since each of your turrets get their own Dio's Best Friend.
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  • Attack Drone: The player can use gold to repair robot drones that will fly around the player and shoot any enemy in range.
  • Body Horror: Played for Laughs, but some of the items that show up on your character include syringes stuck in their thigh, a dagger sticking out of their neck and various parasites growing on their body.
  • Boring, but Practical: Some of the items, especially the common whites, are very useful, despite being basic. To whit:
    • Soldier's Syringes boost attack speed and scales pretty well, making them a top-tier item on everyone except Artificer since her basic attacks have a cooldown and she can only keep 4 of them stocked up at a time.
    • Tougher Times offers a small chance to negate damage entirely. It has pretty severe diminishing returns, but even a few will let you shrug off a not-insignificant number of hits. Literally no one WON'T benefit from it. Better yet, it can block any sort of damage, including Cast from Hit Points skills and the health sacrifice shrines!
    • Crowbars offer an Alpha Strike bonus for damaging a healthy enemy. The bonus is nothing to sneeze at, especially when stacked; pair it with a high-damage attack (like the Royal Capacitor, Preon Accumulator, Loader's dash, etc.) and it's possible to One-Hit Kill nearly anything, up to and including bosses!
    • Speaking of bosses, Armor Piercing Ammo. A flat 20% damage buff against bosses, no frills, no nonsense. Each stack adds 20% more. A few of them can let you chew through bosses with ease, especially if stacked with the above Crowbar and a suitably-high damage opening attack.
    • Paul's Goat Hoof and Energy Drinks improve base movement speed and sprint speed, respectively. In a game where Dynamic Difficulty is based on time, every second counts, and while they may seem weak initially, they WILL start to add up over time, especially if stacked.
      • Related, though it's an uncommon, Hopoo Feathers. Adds an extra jump; doesn't help you with killing things, but outstanding for quick, efficient map traversal. One is a big boon, two or three pretty much eliminate mobility as a concern, and any more beyond that are just gravy.
    • Backup Magazines are another common, this time adding an extra charge to your Secondary power. Depending on the class, this can range from merely decent (Engineer, Commando) to good (Mercenary, Loader) to outstanding (Artificer, Huntress). Again, they're whites, so you're sure to see them often.
    • This is also present amongst the flashier tier 3 items with examples including Rejuvenation Rack and Dio's Best Friend. Rejuvenation Rack flat out doubles all healing received, something that all characters can really appreciate, especially REX who is heavily reliant on their healing skills to pump out damage. Meanwhile, Dio's Best Friend acts as a one-time revive, which on Engineer has the added bonus of also resurrecting your turrets when they go down.
  • Cap: Some items have a hard cap such as Lens-Maker's Glasses once you achieve 100% Critical Strike Chance or 10 Stacks. Played With for other items which can stack indefinitely but have significantly diminished returns to the point where collecting more than 10 sees very little stat increases. Just as many other items Avert it and can stack their multipliers and benefits (theoretically) infinitely.
  • Cast From Hitpoints: The Hellfire Tincture deals constant damage to yourself and allies, and deals 24 times that to enemies in an area around you for a short time.
    • One of the two main gimmicks of the survivor Rex, who has two abilities that cost HP to use but has potential to do massive damage to enemies. Fittingly, ways to keep himself healed up is vital to an effective run.
  • Cast from Money: Crowdfunder, which spends gold in order to do damage. Bad early on, where every coin counts, but by your third or fourth loop, Money for Nothing becomes a big thing, so it can be a reliable source of damage.
  • Costume Evolution: Played for Laughs. This time around items are not only displayed on your HUD but also attached to your character model in some way such as Lens-Maker's Glasses being worn as properly on your face or several Soldier's Syringes haphazardly jammed into the side of your character's thigh. By the time you've looped the game once your character will be unrecognizable due to the sheer amount of items they are wearing.
  • Derelict Graveyard: Siren's Call, which is filled with crashed spaceships.
  • Difficult, but Awesome: Some of the survivors and lunar items fall under this.
    • Shaped Glass turns you into a literal glass cannon - doubled damage, halved health. With the right build (and skill at not getting hit), this can let you mow down enemies with ease, but death will always be one or two good hits away. You can even take it Up to Eleven and stack the effects.
  • Double Jump:
    • The Mercenary starts the game with a double jump.
    • The Hopoo Feather returns, granting an extra jump per stack.
  • Double Unlock: Just like the first game, there are several items and skills that can only be unlocked using items or characters that also need to be unlocked.
  • Easter Egg:
    • There are three floating islands in A Moment, Fractured that are so far away that they can't even be seen from the main islands. If you manage to reach them with some combination of Hopoo Feathers, the Milky Chrysalis, and/or the Artificer's glide and Ion Surge, you will find several massive, literal easter eggs.
    • There's a light in Siren's Call that is blinking UP DOG in Morse code.
  • Eldritch Location:
    • The Contact Light itself is noted by some of the item logs from survivors to be an extremely strange ship with millions of artifacts that have been in transit for decades. There's also the logs that imply that the events of the first game did happen, and the ship's already crashed once before.
    • The environments themselves are full of mysterious artifacts from an unknown civilization and as detailed in environmental logs, are quite strange. The mysterious rings on the Titanic Plains recreate rocks already weathered and old whenever they're removed from the plains, and the tar seeping through the Abandoned Aqueducts is contagious.
    • The Bazaar Between Time and A Moment, Fractured are probably the most straightforward examples, being outside of time. The former has small floating rocks and a giant, salamander-like creature that trades in strange coins and lets you "dream" to choose which area you'll get next, and the latter is a bunch of floating islands with wooden planks sticking out of them at odd angles, glowing rocks that suddenly appear when you stand in certain places, and a massive obelisk that allows you to wipe yourself from existence.
  • For Want of a Nail: The game still centers around the crash of the Contact Light on an unknown planet, but the events are very different this time.
  • God of Evil: The logbook descriptions of the Wetlands Aspect, Ceremonial Dagger, and N'Kuhana's Opinion mention a being known as N'Kuhana, who seems to be some sort of death goddess and whose worshipers practice Human Sacrifice.
  • Goomba Stomp: The H3AD-5T v2 lets you jump higher and gives you the ability to slam down on top of enemies to damage them. It scales with height, so if you go up far enough you can easily one-shot bosses with it.
  • Heart Is an Awesome Power: The Bustling Fungus item gives you a potent health regenerating aura for you and allies provided you stand still for at least 2 seconds. On most characters, this is pretty useless, since standing still is pretty much a death sentence. However, it turns out to be fantastic on the Engineer, since his stationary turrets get copies of all of his items. The effects of overlapping fields do stack with each other, so you can have your turrets heal one another and anyone else who gets cozy with them in your Beehive Barrier. Turned Up to Eleven if you also manage to get your hands on N'Kuhana's Opinion.
  • Herd-Hitting Attack: All of the characters have at least one attack that either pierces enemies or has an area-of-effect, which is very important in a game that likes sending massive hordes at the player in the later areas.
  • Hold the Line: Teleporters have been changed so that you have to stay within a certain radius from it to power it up, leading to the player having to survive the ensuing waves.
  • Hyperspace Arsenal: Since there's no limit on the number of items you can carry at the same time, you can easily find yourself carrying ridiculous amounts of gear if you make it a point to open every chest you come across. It's entirely possible to end up carrying multiple copies of every item in the game if you keep replaying the levels long enough.
  • Idiosyncratic Difficulty Levels: Much like the first game, players get to choose between Drizzle, Rainstorm, and Monsoon difficulties when starting a run. The difficulty levels within a run remain mostly the same, although Very Easy has been excised, Medium has been renamed to Normal, and HAHAHAHA's name just keeps on going to fit the new scrolling horizontal design of the difficulty bar.
  • Improbable Accessory Effect: While it's established that many items are magical, cursed, alien, or otherwise modified in a way, there's some that just don't make sense. A specific goat hoof that makes you move faster? Par for the course.
  • Jetpack: The Milky Chrysalis grants limited flight. The Artificier innately has one that functions like the Rusty Jetpack from the first game, offering a slowed descent rather than actual flight.
  • Lighter and Softer: Compared to the gloomy skies and backgrounds of the first game, the second game is definitely brighter. This is also reflected (somewhat, since the game is still WIP) in the lore: the first game all-but-stated that the planet was peaceful before the crash, the crash somehow drove every living thing on the planet into a murderous frenzy, and by the time they escaped, the "survivors" were experiencing serious Heroic B So D. This game has none of that, at least so far.
  • Luck-Based Mission: Many of the game's challenges are inherently luck based, ranging from finding and using certain objects to activating a Newt Altar in 8 different spawnpoints to reaching statistical threshholds that require large amounts of a handful of specific items to achieve. The Skills 2.0 update takes this to an extreme with two of the loadout challenges, one to as the engineer gain fourteen allies, and another as the huntress to find twelve crowbars. Depending on how complete your challenge list is, it might just be easier to reset the first level looking for a crowbar 3D printer than to actually try to fish all of them out of chests.
  • Macrogame: Completing various tasks like finishing stages quickly or killing a certain number of enemies unlocks new items for you to acquire during further playthroughs, as well as alternative skills, skins, and characters.
  • Macross Missile Massacre: The Disposable Missile Launcher causes a large number of homing missiles to shoot out of you when used. Collecting several Bundles of Fireworks will also cause this to happen every time you interact with an object. The AT-1 Missile Launcher Subverts it, as it only has a chance to fire a single, powerful missle, and stacks just make the missile bulkier, rather than adding more of them.
  • Mechanically Unusual Class: The Artificer is the only class whose basic attack has a cooldown (albeit a short one and with multiple charges); the end result is they can spam it only slightly less than everyone else.
    • The Engineer has his turrets, who inherit all of his items; while the Engy himself will usually only have middling damage output, the turrets are where the bulk of his power will come from.
    • Nearly all of the Huntress's attacks are aimed automatically, meaning the player can focus full-time on mobility and evasion while plinking away at enemies.
  • Money Spider: Just like the first game, every enemy gives you money when killed.
  • Necessary Drawback: Lunar items, because they can be purchased with Lunar coins earned across any run and have really good effects, also come with hefty penalties to balance them out. For some, this makes them Difficult, but Awesome, but others end up a Power Up Let Down.
  • No-Damage Run: The Ethereal achievement, which requires you to finish a Prismatic Trial as the Mercenary without falling below 100% health.
  • Non-Standard Game Over: Ordinarily, the game doesn't have an ending as of yet, but reaching Rallypoint Delta or Siren's Call after looping at least once and going through the celestial portal at the end leads to an obelisk that the players can interact with to obliterate themselves, which is necessary to unlock the Mercenary and nets an achievement the first time it's done. A later update also added a reward of 5 lunar coins for each obliteration.
  • Overly Long Gag: Since the difficulty is now measured on a scrolling slider, any difficulty beyond I'M COMING FOR YOU NOW is represented as an endlessly long HAHAHAHA.
  • Place Beyond Time: Places beyond portals lead to locations outside of time, and there's a mysterious alien who runs a bazaar in one of them.
  • Regenerating Health: All characters are given this at the beginning to compensate for the inability to see every enemy and incoming attack in a 3D space. The Mercenary and Loader both start with the highest regeneration rate as well since they're currently the only dedicated melee survivors. Cautious Slug strengthens it while out of combat, and the Bustling Fungus takes it a step further and offers significant regen in a small aura as long as you're standing still (or are one of Engineer's turrets.)
  • Shout-Out:
    • The Preon Accumulator functions near-identically to the BFG from DOOM 2016. There's even an achievement for MUL-T to kill an Imp Overlord (the closest thing this game has to a demon) with it.
  • Shock and Awe: Blue enemies have an electrical aura which causes damage to the survivor if they're close enough. The Tesla Coil gives this power to the survivor, and the Ukulele makes their shots do the same.
  • Speed Run: Generally encouraged due to the constantly rising difficulty, but there are also a few challenges that specifically require you to reach a certain point within a set time limit. Likewise, there's a bonus chest on Rallypoint Delta that can only be opened if you reach it in under ten minutes.
  • Timey-Wimey Ball: Only hinted at as of yet, but the Predatory Instincts item has a description that implies that the events of Risk of Rain happened a long time ago, long enough that stories about the survivor who slew Providence became a monster in legends, which implies that the repetition of the events in Risk of Rain 2 are more than the direct retelling they appear to be.
  • Turns Red: Bosses can gain an extra attack once their health drops low, like the Wandering Vagrant's telegraphed explosion.
  • Victor Gains Loser's Powers: Some of the rarer item drops you can get off of defeated bosses appear to be actual chunks or organs from the bosses themselves. Naturally, these give you abilities similar to the respective boss it was acquired from. There's also an item that makes it so that the player briefly gains the powers of any elites they kill.
  • Video Game 3D Leap: A modern example. As a result, Huntress' previous niche, being able to move and shoot, is now a universal mechanic for all survivors. To compensate, she's the only ranged survivor that can sprint and shoot, and her Blink ability can be used in all directions, preserving her trademark mobility from the first game; her attacks also autoaim unlike everyone else, so her player doesn't need to worry about aiming and can just focus on mobility.

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