The demo is out! This marks the last free version to be released and also doubles as a demo of our game. Outside of major bug fixes, any release from...
Risk of Rain is an action platformer/adventure game with roguelike elements.While we don’t want to spoil the story, we can let a few things through! The game is set in the distant future, where space transportation is common. Space trains carry passengers and goods all across space. A particular space train, however, had some very special cargo. Through a series of unfortunate events, this space train gets shot out of orbit and crash lands on a mysterious planet.. with one survivor.
The big feature of our game is the randomized elements. The position you spawn on the map, which map you spawn on, the location of chests, enemy spawns, item spawns and more are all randomly chosen by the AI Director! We also have a massive amount of content in our game: we have 100 unique items planned, all with interesting effects. No +HP or +DAMAGE, but chance to spawn missiles and stop time. You have the option of choosing between 10 characters, all with their own different moveset.
Another thing that’s important in our game is that as time increases, so does difficulty. Represented in a bar on the HUD, every minute increases the enemies’ power and spawn count, developing a great sense of urgency.
Through the Item Log you can see what kind of cargo the space train was carrying, along with a variety of information of the items you’ll be using in your journey. The Monster Log is similar to Olimar’s Log in Pikmin or a Pokedex; after collecting logs from monsters, you can read all about their behavior, health, damage, and more, along with an accompanying picture.
The game is run by a hidden Director, who has a ‘deck of cards’ of monsters he can spawn. The Director will randomly draw a card, and then spawn as many of those monsters as it has points available to it. If the Director has sufficient points, he can spawn a boss onto the field! Not only that, but the Director can upgrade his spawns to elites with enough points, giving them random abilities such as faster speed, electric elements, or permanently leaving a fire trail. Elite bosses all have their own custom abilities unique to each boss.
Drones, like chests, are randomly distributed throughout the map. The unique thing about drones, however, is that they have their own healthbar and can be lost, unlike items. They float around you and are, in my opinion, quite adorable! At the moment we have a basic drone, who floats and shoots nearby enemies, a healing drone, an assault drone, a missile drone, and a laser drone. These all have their own unique models, sounds, and behaviors!
There are two different kinds of items; passive items and use items. Passive items, which are split up into 3 categories of power, are always active.Some examples of passive items are the ‘Fireshield’, ‘Infusion’, and ‘Brilliant Behemoth’. The Fireshield causes your player to detonate when receiving heavy damage, hurting nearby enemies and knocking them away. Infusion causes your maximum health to grow for every enemy killed, and the Behemoth causes every single one of your attacks to explode! All passive items stack, so if you had all 3 of those items, getting hit would result in an explosion, which then explodes further, then gives you health.Use items are a different kind of item; you can only hold one at a time, and it goes on cooldown when used. Some examples of use items are the ‘Missile Box’, which sends out 16 missiles to hunt down enemies, and the ‘Jar of Souls’, which duplicates all enemies on the screen as a ghost to fight on your side.
Most games have very non-intuitive controls and game rules. You shouldn’t have to read through the wikipedia to learn all the hidden rules of a game! The game in its current iteration is very easy to understand; you shouldn’t have to fight against the game design. We intend on making the game playable by anyone, but only master-able by a few. Intuitive does NOT mean casual or easy! Most of our fanbase will attest that the game is quite hard.
It’s finally done. Risk of Rain launched on both Steam and Humble Store on November 8th, 2013.
Risk of Rain is an action platformer with roguelike elements. With permanent death as a primary feature, players will have to play their best to get as far as possible. Fight on a mysterious planet with randomly spawning enemies and bosses, either alone or with 3 friends in online co-op. With over 100 items at your disposal, you will find the tools you need to find the teleporter back home. Discover a myriad of randomly chosen stages, from the desolate forest to the frozen tundra.
The three main goals for our game are simple:
1. Design a game that is randomly generated every play-through, to keep replayability high and fresh.
2. Time = difficulty. The higher the in-game time gets, the harder the difficulty gets. Keeping a sense of urgency keeps the game exciting!
3. Be enjoyable, regardless of whether you win or lose. No more fussing with complex and non-intuitive gameplay patterns. Players should not blame the game for their loss!
''Risk of Rain is definitely worth your time.'' - Northernlion
''When people do pixel art right, like this, it just looks gorgeous'' - Patrick Klepek via Giantbomb
"..a ridiculously compelling procedurally generated side-scrolling platform survivor-me-do, with multiple characters to play as, single and co-op play, and some of the hardest-hitting deaths I've experienced in such games" - John Walker via RockPaperShotgun
We are glad to finally be able to launch Risk of Rain on Steam and want to give a huge thank you to everyone who followed and helped us here on indiedb!
Latest tweets from @riskofrain
Risk of Rain v1.2.0: T.co
Oct 22 2014, 1:35pm
Sep 7 2014, 2:08pm
Yo. We will be selling Risk of Rain shirts at PAX this year. Be sure to stop by our booth and pick some up! T.co
Aug 27 2014, 5:22pm
@thatsmytrunks Yep, come say hi! We will be selling t-shirts as well :]
Aug 25 2014, 7:58pm
Aug 25 2014, 7:52pm
It is pleasant to wake up to positivity. See you all at PAX!
Aug 22 2014, 8:22pm
Aug 18 2014, 1:53pm
@dejawu_ Sadly, it's not really stable
Aug 14 2014, 10:30pm