
Carefully designed, beautifully remastered, and loaded with new ways to play—Risk of Rain is back and better than ever! Dive into the iconic roguelike full of unique loot combinations, enhanced with new Survivors, overhauled multiplayer, fan favorite content from Risk of Rain 2, and more!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 28.7Kreviews | 90% | — | $10.4M |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 904 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
此乃神作,无需多言! 最爱的roguelike游戏之一,无论是原版还是重制。不过这两部似乎在中文社区反响一般。 我看到很多人对这部重制的负面评价都基于游玩risk of rain2的经验,我非常理解。我可能是少数按顺序从risk of rain原版游玩过来的玩家之一,而且我本人相较于3d游戏,也确实更热爱和擅长2d横板平台类游戏,所以我完全明白很多和我习惯相反的玩家,更多感受到的是从二代游戏降维后缺乏弹性的容错空间,面对同样数量的敌人,没有二代各种场景机制可以从各个方向伺机寻找机会逃出生天,基本只能依赖纯粹的平台跳跃技巧觅得一线生机,怪物潮带来的压迫感反而比3d化的游戏强出数倍。 除此之外,3d化后的游戏面对围攻时进攻方式也同样能借助地形差居高打低,转守为攻。而本作中受制于原作的行动模式,可选择的方向只有前后上下四个,个别人物在攻击过程中甚至基本无法移动,所以面对多方向夹击的敌人,往往只能选择先走为上,这让很多在二代重习惯了在敌群中蝴蝶翻飞,靠身法戏弄敌人扭转局势的玩家相当难受。总而言之,相较于二代,本作以及原版需要玩家玩的相对更安全,通过平台跳跃拉扯出安全的攻击空间,同时由物品配置而非操作水平来提供更多的容错空间,这点也会影响到物品的选择。 本作相较原版也引入了一些新的小机制和新角色来降低难度,不过新增加的小游戏解锁部分也是深受诟病,一部分完成难度过高导致大部分玩家还未完全解锁全物品就弃游了。总的来说,游戏的通关难度相较二代还要更简单,但2d地图导致可探索内容严重不足,或许这也是制作组最终期望用高难度小游戏来达成解锁,并防止玩家首次通关后迅速流失的原因吧,只是这显然不是个好点子。
im unsure if this is a popular opinion or not, but i think i might prefer this over ror2 it feels as though power is more based on your character and loadout than what items you get. while items are useful, i dont enjoy leaving most of my run up to rng. i also prefer the 2d setting, making melee survivors more enjoyable to play (and wisps less annoying). also it has enforcer
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Turkish, Simplified Chinese
Hours played at review time, across 907 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The original being one of the most fun games I've ever played, and this being that, better, and with bonus content, should be a given that it is just the superior version. However, it is in dire need of a single patch. I won't even ask for an Artificer redesign, but this game could be so much more fun with just a few changes. [h3]1) Survivor balancing[/h3] - This only matters in the early game for most survivors anyway, since runs mostly depend on items. After getting a few, gameplay tends to homogenise somewhat between survivors. - This imbalance is very apparent in the hardest content (Judgement, Monsoon). As balance hardly matters on lower difficulties, this should really be the reference point for balancing. - Huntress is too strong compared to every other survivor in this aspect. Not a problem in and of itself, but when her skillset is already similar enough to Commando while he gets a severe movement penalty and has about half the base damage and less reliable piercing and multi-target damage, picking him feels like a gimp rather than a tactical choice. - Artificer is too weak compared to every other survivor in this aspect. Even disregarding her clunky skillset that hardly synergises with herself and her awful alt abilities, her damage is very low. Even giving her one more chakra for example could make picking her feel at least somewhat fun. - Acrid's main sources of damage don't scale with or proc most items, often making them feel mundane. Making his dots able to proc items with a chance divided by the amount of total expected procs of the ability would drastically improve his intended dot-and-run style design, even if that means making his skills weaker (his early game is already quite strong to begin with). His dots (aside from the main attack's) don't stack either, making him feel inhibited in the mid-game and making those skills not feel good to use. - These are just a few examples, so much more could be done with very basic, simple tweaks. [h3]2) Trial balancing[/h3] - This is a real shame because this one issue is singlehandedly responsible for the discrepancy between some trials feeling like the best, most challenging and rewarding content in the game, and others feeling like the worst, most annoying grinds in the game. Some of the gold times/scores are meant to be very hard, but I feel like the line between 'difficult' or 'challenging' and 'annoying' or 'tedious' is crossed on a few. Redesigning/adjusting either the abilities these challenges spotlight or the trials themselves is an option, but simply slightly reducing the target time/score would already make it feel much more rewarding, rather than relieving. (Looking at you, Danger Orbits.) - Even putting survivor balance aside, Judgement would be much more fun to grind if the items were either randomised (either fully or in curated pools as is the case in a few other challenges) or consisting of more interesting options to build something with. There are plenty of items that have synergy, but almost every survivor is forced into the same build, every single run. This quickly becomes more stale for completionists than it needs to be. Alternatively, this randomisation could be an option or even an unlock after completing the challenge. (- Stats and run history like for regular runs would be fun, especially for Judgement.) That's it really. One patch just tweaking a few numbers here and there and the game could improve drastically. (And maybe a fix for esc not working in the Trials menu.) [h3]Bonus) Damage recap[/h3] This would already be a luxury. Improving the hardest content becomes frustrating when you don't even know what to improve. So much happens basically all the time, making it difficult to see where your damage is good and where it is bad, as well as where you are taking damage and where you aren't. Damage recaps can help immensely by visualising what you have to look out for and what you should be building for. Still a good game, but the new content has an undercooked taste just a few times too often. With just a few changes (though I'm sure much more could be done even without new content), it could be one of the best of all time.
Very good remake of the original, feels better, looks better, runs better. Feels like a complete game. Worth full price imo, but goes on sale from time to time.
Die a bit, get used to how to fight, and risk your eyes as it might rain with music like this. It's surprisingly fun for a game I didn't think I'd enjoy the genre of (specifically the 2D fighting style). Personal view and lore: (ignorable xD) Gave it another shot after the initial hype, when I felt like it wasn't my type of game. This time I went in blind and learning what the game teaches me as I go (and dying). You can't even want to try to play this like ror2 anyway. Play it like a kid after school, curious what the next character does and how far you can get. Actually, play every game curiously. It's a "duh" but it's something we forget, becase we think instead.
霸王条款死个m
Basically the definitive version of RoR 1. Get this over the original as it supports higher resolutions has more characters and other improvements.
no sex
I'm one of those scrubs who played [i]Risk of Rain 2[/i] before playing the original, aka the 99%. Except I still haven't played the 'original' [i]RoR,[/i] instead opting for [i]Risk of Rain Returns,[/i] which has been described (perhaps accurately; I wouldn't know) as an all-around upgrade over the original [i]RoR.[/i] Well, upgrade or not, I can confidently state this game is great. It's like [i]RoR 2[/i] with better graphics, worse gameplay, but significantly more dopamine-inducing moments. Arguably the best 2D shooter I've ever played. Some of the items would be absolutely bonkers to see in its sequel. Others, I'm glad were introduced into the first title after they had proven themselves in [i]Risk of Rain 2[/i]. It's really the best of both worlds. Will I ever play the original? Honestly... Probably not, because I have a feeling this is the ideal way to experience the risk associated with rain. 9 / 10 — would get rained on again (except by the Magma worm; ♥♥♥♥ you, Magma Worm)
单人硬核,联机暴爽
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $60.2K | 127 | 83% | $19.99 | |
| $123 | 4 | 100% | $1.24 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.3M | 20.8K | 98% | $24.99 | |
| $10.3M | 17.7K | 84% | $19.99 | |
| $10.3M | 14.5K | 80% | $29.99 | |
| $10.4M | 15.5K | 89% | $17.49 | |
| $10.4M | 18.4K | 81% | $24.99 | |
| $10.4M | 33.4K | 77% | $9.99 |