
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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Charts
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 125 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There is a lot to like about this game! It feels true to form in creating an Armored Core-like experience, and the graphics give it this really retro feel that reminds me of all the beat-em-ups of old. There is definitely some polish missing. Objectives are hard to see, the compass is cluttered and not terribly informative, enemy indicators are difficult to see and the verticality of maps makes knowing where to go just a tiiiiiiny bit more tedious than it needs to be. But on the movement and combat its delivering so far. Its hectic, fast, and has so much movement tech that I havent come remotely close to mastering. If youre looking for an indie Armored Core-like I would give this a shot, or at the very least keep your eye on it!
The game does a surprisingly good job of emulating the gameplay feel of Armored Core, so the dev nailed it. It's an AC-like roguelite where you can go in and just shoot things for a bit with each mission being slightly different, and the graphics manages to capture some of that AC1/2 vibe without being distractingly lo-fi. The cons, though - longer missions are a must. By the time you complete your build, the mission is over, so you never get to really see how powerful your builds could be. The soundtrack is also very simple and will burn its way into your head in a bad way even over a single 20-30 minute run. Sound design could be better, too.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 125 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Quite fun with alot of build variety. Demo avaliable that will give you a good idea of what the full game is. Giving you access to both modes on the first map and some early arena fights. Full game gives you more maps, arenas, parts, and weapons.
Been following the development for a while, didn't think I'd be able to play (my laptop is a potato) but bought because I wanted to support the dev - didn't expect that the game would be so incredibly optimised. Been playing for 4 hours straight and still having a blast. Gameplay is fun and the learning curve is satisfying. Never played any of the AC games (again potato laptop) but I've always wanted to and this game is scratching that itch masterfully.
Excellent mix of AC6 and 4A style gameplay in a compelling pick up and play, rouge lite package. It strips away unnecessary mechanics like stagger and reintroduces mechanics that make piloting feel more interesting such as turn speed while preserving the fluidity of combat. The audio visual elements are a bit rough, especially the music IMO, but are overall not experience ruining. In some ways, I'd even say the lackluster visuals can be endearing or evocative of early 3d games. I'll probably be playing an hour or so of this on a daily basis for a long time.
A fun game with a very enjoyable gameplay but a few issues that drag the experince down. I still belive that the game is worth your time but it could defenitly use improvements in some core areas. The act of moving and controling your Rig in combat is responsive and fluid in the best way possible, your dash boosts flow into one another with grace, flight boost gives you an incredible way to close distance quickly without simply locking you into a straight line and keeping your boosters on or turning them off to get a better energy recharge is a fun tactical consideration for the player to engage with. The act of controling your rig in combat is fundamentally fun and sets a firm foundation for the rest of the games systems. Unfortunately this is where I must start discussing what I disliked about the game. The difficulty of the combat in missions is not particularly challenging, and only gets easier with the in mission upgrades you unlock as you play. Sources of healing are plentiful both on the map as pickups and from upgrades, resulting in even low health builds not struggling for survivabiltiy even after high difficulty scaling kicks in. The roguelike in mission upgrade system is simplistic and lacking in player choice. I don't mean that you lack in options but that none of the options you choose fundamentally matter. There is never a choice that alters how your Rig or its weapons play during a mission, simply a flavour of damage or survivability buff you want. There is no option to sacrifce a weapons magazine capacity in exchange for greater per shot damage for example, or any upgrades that force you to sacrifce any part of your Rig for benefits, only flavours of diffrent buffs you want. This means that as the mission goes on and you kill more enemies and complete more objectives you simply get more and more powerful until you cap out on possible upgrades, leading to an ultimately boring gameplay experince once you get the fundamentals of the gameplay down. The Rig customisation system is also not without flaw and could use definite improvement. My biggest complain is the Keyword system. Rig parts (Not Weapons) drop randomly on missions for completing objectives and come with two random keywords that seem to affect the part's stats. Unfortunately there is no way to easliy guess at what effect a key word has on a part and how that affects its resultant stats. I can guess that a part with the Lightweight and Aerodynamic keywords will have a reduced weight and might affect my Rig's flight performance, but I have no clue what a tactical crusher's part would do. Adding a glossary of keyword effects to the in game pilot's manual would help alleviate this and allow you to understand more easily what swaping the parts of your Rig will do to its performance. Overall I had fun with the game and have almost all the in game acheivements but unless new content is added or some major reworks happen I don't see myself putting much more time into it.
Phenomenal game! This scratches the fast pace mecha genre perfectly. This game is a steal in a market where $20 dollars cant even get you a DLC or even just cosmetics for reasonable prices. This takes all the good qualities of armored core and rougelites like Risk Of Rain and combines them to make something truly amazing. I'm so excited to see where this game goes and where the Dev takes it in the future. Absolutely recommend!!!
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.
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.
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