Risk of Rain 2
Hopoo Games · Shooter, Action, Indie
Overview
Escape a chaotic alien planet by fighting through hordes of frenzied monsters – with your friends, or on your own. Combine loot in surprising ways and master each character until you become the havoc you feared upon your first crash landing.
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SURVIVE AN ALIEN PLANET
Over a dozen handcrafted locales await, each packed with challenging monsters and enormous bosses that oppose your continued existence. Fight your way to the final boss and escape or continue your run indefinitely to see just how long you can survive. A unique scaling system means both you and your foes limitlessly increase in power over the course of a game.
DISCOVER POWERFUL NEW ITEMS
More than 110 items keep each run fresh and full of new challenge. The more items you collect, the more their effects combine, the more surprising some of those combinations might be. The more items you encounter, the more lore (and strategy) you’ll discover through the logs.
UNLOCK NEW WAYS TO PLAY
Unlock a crew of eleven playable survivors, each with their own unique combat style and alternate skills to master. Learn the secrets of the Artifacts to toggle gameplay modifiers like friendly fire, random survivor spawns, item selection and more. With randomized stages, enemies, and items, no run will ever be the same.
PLAY SOLO OR CO-OP
Tackle the adventure solo or with up to three friends in online co-op, or compete in the rotating challenge of the Prismatic Trials. Brand new survivors like the Captain and MUL-T join classic survivors such as the Engineer, Huntress, and--of course--the Commando.
From the game's Steam store page.
THE GAMEQ VERDICT9,999 reviews analyzed
What players are actually saying
1. Summary
93% of the reviews in this slice recommend Risk of Rain 2, and the praise is consistent. Reviewers describe stacking items until a fragile survivor turns into something absurd within an hour, a roster where each character plays differently, a soundtrack that 13% of the longer reviews praise, and co-op runs that turn into chaos with friends. Hallowed Concepts, the fourth expansion, came out in the last week of the export, the busiest week in it; the early reviews that mention it are largely excited, about the Enforcer in particular, and a few report launch bugs. Some long-time players who turned negative after the Seekers of the Storm launch have since edited their reviews to say the game was fixed.
The complaints come from specific groups. Co-op players report disconnects mid-run with no way back in. Veterans with hundreds of hours say each paid expansion ships with bugs and that the total DLC price keeps climbing. Newcomers describe a game that explains almost nothing, hides the teleporter, and offers no way to save a run that can last an hour or more. Others find the randomness shallow and the runs repetitive.
2. What keeps coming up
What players praise
Co-op chaos, with solo still holding upHigh
Friends, co-op or multiplayer come up in 21% of the longer reviews. Much of it is praise: runs with friends get louder, stranger and funnier, and some reviewers mention buying a second copy for a child or getting the game as a gift from a friend. Players also like that expansion content follows the host: "as long as 1 party member has the DLCs, it's unlocked for the entire group". Solo players say the game stands on its own. Connection drops and a shared loot pool come up under the same topic and are covered in the frustrations below.
The core loop: stacking items into a "god run" and "one more run"High
12% of the longer reviews talk about replayability, addiction or the "one more run" pull, and 8% describe builds, item synergies and stacking. What they describe is the arc of a single run: start weak, grab items with no cap on stacks, and end up deleting the map, until something kills you anyway. One player said they "always feel like an invincible god for 45 minutes before being instantly vaporized by a single stray pixel"; another wrote that the game "turns 3 hours into what feels like 30 minutes". Reviewers often mention Artifacts (run modifiers), and the Artifact of Command in particular, which lets you pick items, as the way they tune runs to taste. Some players dislike this same randomness; see "Randomness" under the split topics.
The soundtrackHigh
13% of the longer reviews praise the music. Some name the composer, Chris Christodoulou, or single out tracks such as "The Rain Formerly Known as Purple" and "...con lentitud poderosa". The music also comes up in 6% of the longer negative reviews, many of them still praising it. The running joke is that the game is a bonus: "Wow, I can't believe this album came with a free game!" Others put it plainly: "Downloaded for the gameplay, stayed for the music." A few reviewers also thank Stavros Markonis, the second composer they credit.
A roster where every survivor plays differentlyMedium
Reviewers often name their favourite survivors (Loader, Railgunner, Mercenary, Acrid, Engineer, Seeker, Operator and the new Enforcer among them) and praise how much a character swap changes a run. Unlockable alternate skills and skins give each survivor a set of challenges to chase. Criticism here is about balance: Commando's "buff Commando" meme, Rex's unpopular unlock challenges, and DLC survivors that some find stronger than the base cast.
Mods that extend the gameMedium
6% of the longer reviews bring up modding, mostly as a plus. Reviewers say r2modman and Thunderstore make it easy, and they use mods for quality-of-life fixes (run saving, item stats, auto-sprint), rebalance packs, new survivors and joke characters. Some present mods as the answer to the game's gaps: "Fortunately mods exist to solve the countless myriad of issues". Big updates also break mod setups until authors catch up.
Runs on modest hardware, at least early in a runLow
Players on old laptops and Steam Decks say the game is small and runs well on weak machines: "Damn, my potato pc can handle this game!" Long looping runs are another matter, covered under the split topics, and strain even strong PCs.
Lore hidden in the logbookLow
A smaller group praises the item, monster and environment logs, which tell the story through letters, lab notes and court transcripts. Some say the lore changed how they see the final boss and the survivors. Others note the story is easy to miss entirely.
Where players are split
Update quality since the change of developerMedium
Reviewers who have followed the game since the original studio handed it to Gearbox describe a timeline. The 2024 Seekers of the Storm launch is the low point in their telling (broken systems, bugs, mechanics tied to frame rate), followed by months of patches, then a better-received Alloyed Collective and Hallowed Concepts. Some older reviews were edited along the way, with lines like "Gearbox fixed all the issues from Seekers of the Storm and it's fun again" and "Was good, then bad, now its good again." On the other side, 17% of the longer negative reviews tie their thumbs-down to the post-handover era, saying new content is less polished, the game "lost its soul", or every launch breaks something. About four in five of the reviews raising this come from players with 100+ hours in the game, so this is a veterans' debate more than a newcomer's concern.
Randomness: thrilling gamble or shallow designMedium
20% of the longer negative reviews call the game repetitive, boring, shallow or too dependent on RNG. They say the same few items win every run, choices are rare, and drops decide how a run ends: "wide as an ocean, shallow as a puddle." Fans answer that the gamble is the point, and that the Artifact of Command, printers and scrappers give control to players who want it. A few negative reviewers say the game is well made but not for them.
The DLC lineup and what it costsMedium
Reviewers rate the expansions differently. They call Survivors of the Void essential and remember Seekers of the Storm for a broken launch and later fixes. Alloyed Collective divides people: some call it the best expansion, others dislike its enemies, its Solus fights and how hard it is on melee survivors. Hallowed Concepts drew early excitement for the Enforcer ("ENFORCER GAMING WITH PARRY") and new boss content. Price is where opinion splits. 5% of the longer negative reviews are about money: they put the base game around $25 with expansions at $15 each, say there are no free content updates, and object to new achievements that undo a 100% completion. "If you want the full game now, its more like $85 not $25." Defenders point out that the DLC goes on sale often, can be toggled off, and is shared with the whole lobby when the host owns it.
Difficulty, one-shots and a few hated enemiesMedium
8% of the longer negative reviews complain about deaths they could not see coming: hitscan attacks, off-screen projectiles, explosions in a screen full of effects, a fall that kills through revives. Certain enemies come up by name, often as jokes: Blind Pests, Elder Lemurians, the Wandering Vagrant, the exploding jellyfish, Clay Dunestriders, the Solus Wing. Fans tend to treat the sudden deaths as part of the thrill. The objection grows when a run took an hour or more to build, and melee players say some Alloyed Collective enemies punish them in particular: "every enemy from the alloyed collective has a personal vendetta towards you having any fun playing melee characters".
Late-run chaos: frame drops and visual overloadMedium
Players enjoy pushing a build until the game buckles under its own particle effects, and several joke that crashing it is the goal: "The goal is to crash your game, if you get to that point your doing it right". Another wrote: "Game enjoyment is inversely proportional to the framerate. Would recommend". Others are less amused: frame rates dropping to single digits on capable PCs after a few loops, poor Linux performance for some since Alloyed Collective, and screens so full of effects that they cannot see what is attacking them. A handful warn photosensitive players directly.
What frustrates players
Bugs that arrive with each expansion launchMedium
17% of the longer negative reviews cite bugs or crashes. Players describe a launch that breaks things, followed by patches: "Full of bugs on DLC launch yet again, multiplayer doesnt work reliably after installing Hallowed Concepts" came in during that expansion's launch week. Specific reports include an Alloyed Collective transport drone that crashes the game, soft-locks in boss fights, an Artificer unlock that cannot be bought, and controller inputs that stop working. Lost or corrupted saves cost players the most: "I had to restart my eclipse completion runs multiple times due to my save files corrupting." Some positive reviews mention bugs too, as an irritation the developers eventually fix.
Nothing is explained, and the teleporter hidesMedium
11% of the longer negative reviews come from players who could not get into the game: no real tutorial, items that show no description before you pick them up, unlock conditions you need a wiki for, and stages where the teleporter is hard to find with no map or compass. "You'll still runaround aimlessly as you look for the nearly unmarked teleporter which could be anywhere." Players who stuck with it point to settings that help (a teleporter indicator, extra particles around it, item descriptions on pickup) but ask why they are off by default: "theres an option to make portals more visible but why is that not on by default". A few of these reviewers refunded the game, and even fans warn about it: "No tutorial, no hints, no guide, you're just dropped into the game and left to figure it out on your own".
Multiplayer disconnects with no way back inMedium
12% of the longer negative reviews are about multiplayer connections: hour-long runs ended by a disconnect, players kicked to the menu right before the final boss, desync on long runs, and no rejoin or host migration. "I keep losing game progress when playing with my friend we get an hour in and one of us will randomly get disconnected with no way to rejoin". These complaints appear in every month from April to October 2026. One long-time player reports that turning crossplay off made the drops stop: "Disabling crossplay fixed the problem". Others mention trouble finding public lobbies and needing workarounds to join friends.
Shared loot in co-op lets one player take everythingLow
In co-op, only one player can grab each item, so a fast or greedy teammate snowballs while others fall behind, and a player who dies loses that stage's rewards. "One person can hog all the legendary powerups... theres no sharing feature whatsoever". Some groups treat it as a joke and agree loot rules among themselves; others install item-sharing mods or quit.
No way to save a runLow
Runs can last from 45 minutes to several hours, and players without that much uninterrupted time ask for save-and-quit: "This game desperately needs a save function, since many runs can drag over an hour". Several note that mods add it, which makes its absence from the base game stand out.
The Karma system in EclipseLow
A handful of Eclipse players object to the Karma system, which they say is forced on in Eclipse, poorly explained in game, and can stall runs. "The core idea isn't bad, but the boss fight now soft locks some runs". Players who do not play Eclipse rarely mention it.
Accounts, crossplay and store issuesLow
A scattered set of complaints sit outside the game itself: an Epic account link required for multiplayer, no crossplay or save transfer with console versions, no split-screen on PC, a terms-of-service change a few players still object to, a DLC bundle that does not discount for owners of the base game, and DLC that is unavailable in Russia. Each comes from only a handful of reviewers, and some of them left a thumbs-down over it.
3. The player conversation
Most reviews are affectionate, and many of the shortest ones are in-jokes ("there was no rain", "risking my rain", "bungus", "you offer to the shrine, but gain nothing"). The longer reviews are detailed, and some come from people who bought the game on more than one platform.
The negative minority splits into groups with different complaints. Newcomers who quit in their first hours talk about confusion, the hidden teleporter and a slow start. Co-op groups talk about disconnects and loot hogging. Veterans with hundreds of hours, who write most of the reviews about the change of developer, talk about update quality, DLC cost and balance. Eclipse players object to the Karma system.
Weekly positive shares held between 92% and 98% from late March through early October 2026, and the Hallowed Concepts launch week was the largest week without moving that share. The edit histories of older reviews show opinion warming: a number of "don't buy until they fix this" reviews from the Seekers of the Storm period now end with "fixed" or "good again". The multiplayer complaint has not moved; it shows up month after month.
4. What the developers could do
- Stabilise multiplayer and add a way back into a run. Disconnects that end hour-long co-op runs make up 12% of the longer negative reviews, one player says disabling crossplay stopped them, and rejoin or host migration would save the runs that still drop.
- Hold expansion launches to a higher bug bar and protect save files. 17% of the longer negative reviews cite bugs, players describe a DLC launch breaking things "yet again", and corrupted saves that wipe Eclipse progress drive some long-time players away.
- Turn the teleporter helpers and item descriptions on by default. New players who bounce off the game complain about a hidden teleporter and unexplained items, while veterans point to existing settings that fix both but ship disabled.
- Add save-and-quit for runs. Players with limited time say hour-plus runs with no save are a reason to stop playing, and mods already show it can work.
- Rethink how DLC is priced and how it touches achievements. A total that reviewers put near $85, no free content updates, a bundle that does not credit owned items, and new achievements that undo a 100% are the money complaints reviewers raise.
- Offer an optional shared or instanced loot mode for co-op. One player grabbing every item, and dead players falling behind for good, is a co-op complaint that groups end up solving with house rules or mods.
- Revisit the Karma system's place in Eclipse. Eclipse players say it was forced into their progression ladder with little in-game explanation and can soft-lock the final fight.
- Look at console crossplay and the Epic account requirement. Players with friends on consoles, or who refuse the account link, say these keep them from playing together at all.
Open the Hallowed Concepts page
1. Summary
Most players (82%) recommend Hallowed Concepts. Several call it the best Risk of Rain 2 DLC so far, and a handful rate it above or level with Survivors of the Void. The two new survivors get much of the credit. Enforcer, the riot-shield tank returning from the first game, is named in 20% of all reviews. The DLC's final boss and a secret boss also get warm praise, as do the soundtrack and the grimy new stages. Some players like that the new items sit in their own pools, so the regular loot does not get diluted.
Bugs, crashes and performance problems come up in 42% of negative reviews. The one players describe most is enemies and bosses spawning out of reach in timed arenas, where the timer then kills the player and ends the run. The new systems divide players: Hexes (opt-in curses that pay out new items), Acolyte's no-healing design, the item-stripping Trials, and the Karma version of Mithrix that the free update forced onto Eclipse. Trials come up in 23% of negative reviews, more often than Hexes or Karma do. Some negative reviewers call the DLC fun and say they will change their vote once the bugs or balance are fixed.
2. What keeps coming up
What players praise
Enforcer, the shield-and-shotgun tankHigh
Enforcer is the most-discussed part of the expansion: 20% of reviews mention him or his parry. Players love the parry, the shield that lets them stand in chaos, the special that pulls stationary turrets and allies into a barrier, and how well his abilities flow together. One player wrote that "Enforcer god runs are some of the most fun ive had from a roguelike PERIOD", and a handful say he alone is worth the price. Players who knew him from the fan-made Enforcer mod or from Risk of Rain Returns mostly say he made the move well, though a couple prefer how the mod version plays.
Some think he is too strong. "Your half-blind granny can pick Enforcer and still carry you thanks to his AoE barrier sharing," one review says, and others expect a nerf or call him a "cake walk" on Monsoon. A few say his unlockable alternate skills are worse than his default kit, his model looks out of place next to the rest of the cast, or his dash and ground slam drop him through the floor (see the bugs section below).
The DLC's final boss and its secret bossMedium
Players describe the Anima Harvester fight as tough and well presented: "the final boss of this dlc is actually a fair challenge and not just aiming a tracking death beam at you." Reviewers who reached the secret boss, which is tied to the series' history, write about it with obvious delight, and some keep the details behind spoiler warnings. A few call the new bosses the best in the game.
The Anima Harvester's healing draws criticism. Reviewers say it eats other bosses to restore health, which some feel punishes item-dependent survivors: "Developers tend to usually avoid giving bosses the ability to infinitely heal for a reason." A few players complain about an instant-death pit in the arena. Reaching the secret boss is a separate and bigger complaint (see below).
Soundtrack and the new stagesMedium
Music comes up in 4% of reviews, and nearly all of them praise it. Several name composer Stavros Markonis: "Stavros Markonis burnt down the kitchen while cooking up this OST." Players also like the new stages' corrupted, swampy, cultist look, with several calling them gorgeous. A minority find them too large or hard to navigate on slower survivors ("the new stage 3 is a little bit too large"), and a couple say they lack landmarks.
The free update that came with itMedium
Several reviews praise the free base-game update that launched with the DLC. They mention new skills for older survivors (one player is thrilled about Engineer's new primary), new skins across the roster, more settings, and item descriptions on hover ("They added descriptions to all items just by hovering over them"). The gripe is about who got left out: reviewers point out that Drifter and Operator received no new skins, and some survivors got no new skills.
New items kept out of the regular loot poolsLow
Some players value that the new purple Hallowed items, Hexes and pages sit in their own pools instead of diluting white, green and red drops: "The new items all being in their own pools exclusively is probably my biggest appreciation." Players who want new regular loot see it the other way: "This DLC has no new regular items (white/green/red)," and for them the expansion changes less about a standard run.
Where players are split
Hexes and Hallowed itemsHigh
Hexes come up in 12% of reviews, and they divide players. Fans love the risk-reward loop of stacking curses for a payout of powerful Hallowed items: "if you're the kind of person who automatically activates every single shrine of the mountain you see no matter what, this dlc is for you." Players also enjoy the chaos in co-op, where a friend's greed can doom the team.
Critics say the hexes are badly uneven: "The hexes flip-flop between basically doing nothing and straight up being a run killer." Blindness, Acceleration and the hex that disables item stacks are named as miserable, while others barely matter. Some say the best play is to leave hexes on the ground until the teleporter, which they find tedious, and some call the debuffs annoying rather than challenging. Hex of Blindness gets singled out even in positive reviews. One player points out that hexes are green and hard to tell apart from uncommon items, which could trouble players with weaker color vision.
Acolyte, the survivor who cannot healHigh
Acolyte appears in 13% of reviews. Several players call her their favorite or the most fun survivor in the game, praising her combos, her demon transformation and how she forces a careful style. Others find the design punishing: she cannot heal normally and relies on recoverable health, which makes early stages painful and turns every healing item into a dead pick. One critic put it this way: "she has two ways to play: the way that isn't fun, or the way that makes you lose." Some players also call her alternate special weak.
Opinions can shift with practice. One player added an edit: "acolyte is OP as hell it was genuinely just a skill issue on my part." Her critics make concrete suggestions: a small heal on hit, or letting healing items work while keeping her lack of natural regeneration.
Trials and the Reckoning timerMedium
Trials (timed challenge rooms that take your items and let you draft a few back) come up in 9% of reviews and in 23% of negative ones. Fans enjoy the game-show variety and the shared timer: "the trials are the obvious highlight for me." Critics say the difficulty swings wildly from room to room: "The new challenge mode is either trivially easy or insanely hard." They name the combat, money and indirect-damage trials as the run-enders, while the race and chest trials take seconds. Players also say the timer cannot be won back, a slow zipline can eat the clock, and the lamp trial is rough on melee survivors. Some want more trial types; others want trials moved to a separate mode.
Karma Mithrix and EclipseMedium
As reviewers describe it, the Karma system from the free update makes Mithrix harder the more power you collect, and 5% of reviews discuss it. Players who found Mithrix too easy love it: "Now, he is a skill check." Eclipse players object that it is switched on for them with no opt-out, that his summoned adds and healing wisps can leave melee survivors stuck, and that Karma rises from triggers they find arbitrary. For a few, this alone decides the vote: "Negative review until Karma is removed or neutered in Eclipse. Otherwise, good."
Where it ranks among the four DLCsMedium
Reviewers often measure it against Survivors of the Void, Seekers of the Storm and Alloyed Collective. 6% of reviews call it the best or their favorite DLC, and a few put it level with Survivors of the Void: "Hallowed Concepts blows every other DLC out of the water." A handful rank it last: "This is the worst of the available DLCs, in my opinion." They cite the hexes, trials and pages, and say they miss new regular items and enemies.
How much the DLC changes a normal runLow
Hallowed Concepts mixes its content into ordinary stages instead of sending players down a separate path, and players disagree about whether that works. Supporters say "baking this DLC's content into regular runs, rather than alternate stage paths (which are a good idea in their own right), was a really smart move". Critics find it overwhelming or out of character for Risk of Rain 2, and some plan to disable it: "It's a dlc that I can see myself turning off for most runs to only put on occasionally."
PriceLow
Price comes up only now and then. Some reviewers call it fair ("worth the $15"), a few because of Enforcer alone. A few negative reviews say to wait for a sale or for patches ("probably not worth the 15 euros.").
What frustrates players
Run-ending bugs, led by enemies spawning out of reachHigh
Bugs, crashes and performance problems come up in 42% of negative reviews, more than any other complaint. The bug players describe most is enemies or bosses spawning under the map, outside it, or inside scenery; 24 reviews describe it. In the Soulbound Threshold wave fight that unlocks Acolyte, and in other timed arenas, an unreachable enemy means the timer runs out and the run ends. Players lost runs of 50 minutes or more this way: "in one day two runs died to bosses spawning outside of the map and becoming impossible to attack." Another wrote: "I shouldn't have to keep restarting a run because an enemy spawned a million miles under the map in the acolyte unlock event." Several of these reviews call the expansion great otherwise and say they will switch once it is fixed.
Enforcer's dash and slam, and Acolyte's transformation, can drop players through the floor to their death. In co-op, players spawn as monsters or drones, the Shrine of Descent fails to appear in four-player games ("cant even get to the boss of the dlc on multiplayer."), and one group found the page requirement climbing to 16 with four players. A few players report crashes during the ritual or teleporter events, a cutscene that let minions kill them, and an unlock with no achievement.
Frame drops and visual overloadMedium
A smaller group, mostly in negative reviews, reports heavy lag on DLC stages and events: "Almost unplayable framerate drops consistently." One player's game fell to 1 FPS when a boss died in a burst of particles. Others say the effects are overwhelming even when the game runs well. They mention excessive visual noise, overstimulation with all four DLCs enabled, and boss-fight lighting too dark to see the swarm.
RNG gates on the DLC path and the secret bossMedium
Reviewers explain that reaching the DLC's final boss takes enough N'Tormat pages to spawn a Shrine of Descent, and the secret boss also needs a specific page, Reincarnation. Players who want to unlock Acolyte or see the secret fight resent how much luck this takes. One player had one attempt in 20 to 30 runs and asked: "Please let me fight the boss reliably." Several gave up after the DLC path failed to appear in later runs, and the co-op page scaling makes it worse in groups.
The N'Tormat book and its pagesMedium
The N'Tormat, a second equipment-style slot that holds single-use spell pages, gets a cool reception. Even some positive reviews call it forgettable or unnecessary. Critics say each page fires once per stage, too many pages copy existing items, and they forget the book is there: "The book is extremely underwhelming." Dark Alchemy and the lynx pups get named as exceptions. Several players dislike that one page sits among the others in a quick menu and kills you when used: "There's also an item which outright kills you if you use it wrong".
New mechanics left unexplainedLow
Several players, including some who recommend it, say the expansion explains almost nothing: how to reach the DLC path, what Karma counts, or that Acolyte must be revived with your own healing item. "DLC does a horrible job of explaining it's mechanics," one wrote. Some enjoy discovering things blind; others felt lost and quit trying.
Visuals and animations that look unfinishedLow
A few reviewers think parts of the expansion look rough: "most of the animations and visuals look unfinished, but the gameplay is fun." They point to survivor effects, placeholder-looking ability icons and page sprites, and an art direction for Enforcer and Acolyte that they feel does not match the original cast.
Smaller gripes: crossplay and accessibilityLow
Two reviewers marked the expansion down because Risk of Rain 2 still has no crossplay with console friends. One player wants an accessibility option for escaping the mimic chest, which requires rapid clicking.
3. The player conversation
Launch day was a celebration. Reviewers cheered the surprise release, and the first wave of reviews is full of instant purchases, "Risk of Rain 6" jokes, "still no rain" puns and one-line love notes to Enforcer. Reviews written on launch day were 93% positive. Over the next three days, as players reached the Soulbound Threshold, ran Eclipse with Karma and played more Trials, the reviews turned more critical: 78% positive on day one after launch, 76% on day two and 69% on day three (from only 35 reviews).
Who raises what follows how people play. Players who describe casual or co-op runs talk about the survivors, bosses and music, and when they complain, it is usually about a run lost to an out-of-bounds enemy or a co-op spawn bug. Self-described veterans and Eclipse grinders raise the design arguments: forced Karma, uneven hexes, and Trials that "should just be their own game mode". Several of the harshest reviews still praise the survivors and bosses before getting to their complaints. 21% of negative reviews are provisional: they say the DLC is fun but that they will not recommend it until the spawn bugs or the Eclipse change are addressed.
4. What the developers could do
- Stop enemies from spawning or falling out of reach in timed arenas. Out-of-bounds enemies in the Soulbound Threshold and other timed fights are the most-reported bug, raised in 17% of negative reviews, and players say they lost long runs and the Acolyte unlock to them with no way to recover.
- Fix falling through the map and the co-op spawn bugs. Players report dying after Enforcer's dash and slam or Acolyte's transformation, spawning as monsters or drones in multiplayer, and four-player lobbies where the Shrine of Descent never appears.
- Even out Trial difficulty. Trials appear in 23% of negative reviews, mostly because the combat and money rooms end runs while others take seconds, and players ask for ways to win back time on the Reckoning timer.
- Let Eclipse players opt out of Karma, or start it at zero. Eclipse players say forced Karma Mithrix, with his adds and healing wisps, made their main mode unwinnable for some survivors, and a few hold their vote on this alone.
- Rebalance the hex pool. Players say Blindness, Acceleration and the item-disabling hex ruin runs while others do almost nothing, which flattens the risk-reward choice the system is built on.
- Cut the luck needed to reach the DLC path and the secret boss. Players want a reliable source for Reincarnation and the Shrine of Descent, and one co-op group lost time to a page requirement that climbed to 16 in a four-player game.
- Fix the frame drops on DLC stages and events. Players describe unplayable lag on new stages and particle bursts that froze the game during boss fights.
- Give Acolyte some sustain and make the N'Tormat pages matter. Critics ask for a small heal on hit for Acolyte and stronger, more distinct pages, with the self-kill page moved away from where it is triggered by accident.






