
RIG Riot is a roguelike third-person mech-action shooter. Fight increasingly difficult enemies while completing objectives, level up, and choose the Weapons and Volatile Mods that will let you return from your raids victorious. Discover thousands of permanent parts, and build a RIG unlike any other.
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Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best UK #56, worst UA #77 · 6 markets collected
US · last 30 days
About
RIG Riot is a roguelike third-person mech-action shooter. Fight increasingly difficult enemies while completing objectives, level up, and choose the Weapons and Volatile Mods that will let you return from your raids victorious. Discover thousands of permanent parts, and build a RIG unlike any other.
Combat can feel quite different depending on the style of RIG you build. Do you prefer a light and mobile mech that bombards their foes from range with a trusty sniper? How about a well-rounded powerhouse who focuses on bringing the pain with missile bombardments and automatic rifles? Or maybe you prefer a tanky build that barrels through all opposition with laser blades and shotguns? Put together your build and then prepare for fast-paced combat against a wide array of enemies.
In RIG Riot, every loss is an opportunity. Dive into the garage and check out the exciting new parts you've earned. Every part in RIG Riot is made out of a combination of components from the various full sets available in the game. There are an incredible amount of parts to find- which will you use?
Finds the best ways to make your unique RIG shine as you travel through increasingly difficult stages. Search for rare weapons and mods with effects that compliment your build to see just how far you can go.
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Reviews
Themes across 88 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is fun as hell. It's basically Armored Core but with infinite missions, which is something I've wanted since I first played Armored Core 6. Mad props to the dev. You've done a phenomenal job and knocked it out of the park. I'd love to eventually see a cleaner UI, especially on Steam Deck (where it otherwise runs great), and an easier to read compass (like the ability to know the distance to waypoints), but this is a solid foundation and what's already here is fantastic. Highly recommend!
First impressions! I'm going to start with the generally more negative elements. 1. This is to my knowledge a solo dev game and naturally has a lot of unanticipated bugs/ weirdness as a result. It's far from unplayable, but the occasional slipping through the floor or an enemy teleporting back to their spawn point because they got too far away from it after some goofy movement of their own are the sorts of things you can come to expect. 2. The tutorial-ising is extremely obtrusive. Constant full-game pausing to teach it. Grit your teeth, I suppose. It is also incomplete. While what it's left out is mostly intuitive enough to understand after a bit of play, there was some silly fumbling about on my part for some gameplay elements. I also still don't know how to dash downwards but the game did teach me dashing upwards. Maybe I missed something in the actual tutorial. 3. This may be because I am just starting but enemies are really lackluster. It feels many of them are just health sacks for you to quickly dispatch of. Many of the more difficult enemies are absolute health sponges but do not move a lot or represent considerable threat to your wellbeing, often meaning you are just wiggling around waiting to chunk through 45000 health (your total DPS may sit around 1000 without absurd upgrades). As somebody who played through AC6 to it's true ending and really got the proper FromSoftware difficulty experience, I have not yet had a gamer lock-in moment. Maybe it will feel more engaging to someone less experienced at the start. If you're familiar with this sort of game, however, expect to breeze through the first missions you play. 4. Raid missions (which seem to be the lowest difficulty, your Balatro white stake or your "defeat Mom" binding of Isaac sort of introduction) sometimes just have "go from point A to point B" sorts of objectives that feel like a time waste. "Assault" missions promise enemy patrols, so maybe those objectives will feel less pointless once they have real friction to them. Positive elements: 1. The game feels great! Initially I thought the jumping felt weird and didn't realize I'd chosen a reverse-joint mech to start. After some time familiarizing myself with how the game's jumps feel, however, and I tweaked my mech to deal with more odious limitations, I felt a deep primal joy of going fast and reigning down terror and generally feeling that fast-paced dogfight feel. If there's difficulty later to match the whimsy, this is only going to be an even stronger point. 2. Mech customization is absolutely meant for nerds and I'm all for it. There are some details I wish I could see that I can't, primarily it confused me that some weapons listed higher DPS values than others for reasons I could not ascertain from looking through the detailed menus, but aside from very small things if you've played AC6 then many of the details are rather immediately intuitive and for those that aren't the ingame option to toggle hovering explanations does a good job. 3. The gameplay loop. Combat - > Pick an upgrade after winning -> repeat until mission complete -> return to play economy and mech upgrade -> go to the next mission. Cinema. I will say that the actual roguelike elements to me so far feel... not unimpactful but lacking a certain depth to them. Many options are some sort of status effect or a damage upgrade / healing upon some conditions (though I did get a funny combo of a missile launcher that continually reloaded and fired itself and did some absurd damage). Maybe if difficulty increases more I'll be more mindful but to be honest there's not much brain usage for picking out upgrades at this point. Certainly there's not been the usual highs and lows of "wow I am getting stinky poo poo upgrades" versus "oh wow a legendary, time to win" classically part of roguelikes. Maybe my opinions will evolve later when I actually start losing. 4. Visual clarity. All attacks are very bright and easy to see without being glaring. A good high contrast to the more muted backgrounds. Extremely nice in these sorts of games that can get very busy with visual information. Overall the cons are things that will probably go away if later the game proves to have real bite at higher difficulties or are just obnoxious speed bumps to the fun. So far with what little I know I could easily lose 50 hours to this game, possibly more if deeper content proves to be engaging.
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Languages: English**languages with full audio support
Hours played at review time, across 88 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you're a fan of Armored Core 4 or 4a, this is an easy recommend! The AC formula absolutely deserves a roguelike or generally less linear style of play, so it's exciting to see someone tackle it. I do think the movement could stand to use a bit more polish to really get to a "perfect" (to me) feel. There are definitely some minor bugs, as well. That said, there is a lot to love here, and if the dev plans on continuing with updates and mechanic polish, then this definitely has the potential to be one of the best mech games on steam.
i love mechs
The dev sought out to make a game like AC6, I'd say he succeeded. While it is without From's polish (obviously, this is a single dev man team as far as I know.) But the game FEEL was entirely nailed and I have to pry myself away from the game before it gets much later tonight. Very well made, I look forward to more from this guy, he's good.
Found out about this game through a random YouTube algorithm pull. In general, the game feels very fluid to play, and the core of the game is way more solid than I'd expected. It feels excellent to play. If this game keeps me pulled in for long enough it may very well be my personal game of the year. HOWEVER, two things need to be said: - Melee does not feel well-supported by the upgrade system. Melee should keep some of the upgrades from the standard pool, but could definitely use a lot more love. Increased lunge distance and increased range/AoE would be some slam dunks, as well as maybe a way to increase charge count before it reloads/goes on cooldown? I'm not a programmer or developer, so maybe there is a reason these things weren't implemented, but if this game gets further content and support this would be my biggest wish. - I know that Armored Core 6 is fairly unique among Armored Core games for having the Stability/"stagger" system, and I went in wondering if a similar feature would be implemented in this game. There isn't a similar mechanic, and that's not a dealbreaker for me, but if you were straight up expecting "more Armored Core 6" from this game, then you may or may not find that to be a dealbreaker if you thought that was an important feature for combat flow in Armored Core 6. Still, you should 100% give the demo a try before writing it off. Peace & love on planet Earth :)
ive got a ton of AAA games in my backlog right now and this is the game thats dominating my attention. Its addicting, its fun and I cant stop playing.
I have not gotten through all of the content currently available but besides some bugs (like the VTOL boss clipping into a wall instantly) I have had a lot of fun with the game so far. It is going for a mix between AC6 and AC4A which I think is a good base line for a mech game like this. My main real issues really stem from finding it kinda odd mod slots need scrap per part as you are constantly gaining new ones, meaning there is no point investing into anything because you MIGHT get something way better just doing raids. I honestly feel like they should just be per slot rather than stuck to parts themselves. I do not quite understand how movement completely works yet, turbo boost and dash boosts specifically feel like there is something deeper I am missing. I think its a rather inspired choice to make the assault boost more like an actual mode switch rather than the odd sprint it was in AC6, its actually usable in combat. The tutorial mentioned turbo turning which I thought was this game's version of turn boosting which I was pretty sad to see that my favorite actual feature from AC4A isnt here, along with second staging (mechanic for sickos if it was in the game Id be surprised) and chain boosting in general. I did play a little bit at direct launch and I am glad he changed the gamemodes to actual difficulty options because I thought mission mode was the main mode for a bit. Overall its a very fun feeling game, I do wish there was a multiplayer component for pvp as I think it would be quite fun with how stuff like melee isnt garbage despite moving at mach 20 most of the time.
I dont ever post reviews but if you like Armored Core & roguelikes then this is it! Especially for a single developer shout out to you yo forreal you did your thing!
I played a bunch of the demo and loved it. In the very small time I’ve have to play it (father of a newborn) it’s been excellent. Games wastes none of your time and is great for both super short and long sessions. Feels like the perfect blend of AC4A and AC6. I haven’t played enough to comment on the difficulty but it sounds like the dev will have it improved (more difficult mode) in no time. That said, game is very friendly to all skill levels which I think is insanely important and I good approach to balancing and on-boarding. Too many indie titles aimed at niche audiences forget that new players need an in and often run themselves out of players too fast. This game hopefully won’t ever have that issue. I never ran into a single bug in the beta nor the full game as of the short time I’ve played it. Steam deck performance is 40-60 fps without resolution downscaling. Would love a true potato settings mode but it still feels totally fine on the deck. Main rig (hehe pun) runs the game flawlessly. Sage, you’re a legend for this game. Can’t thank you enough for making something so much fun. Looking forward to seeing wherever the game goes.
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