
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
After fully completing Risk of Rain 2, I wanted to love this game. I'd heard great things about it, and the art and music are incredible. However, this doesn't excuse the gameplay. Compared to ROR2 and even other roguelite games, the gameplay loop feels too bland and RNG-reliant, giving you either an overpowered build or leaving you struggling. The stage design is bad, with little to no interactables, large open spaces with nothing in them, and the teleporter being hidden in some crevice that takes 10+ minutes to find. Flying enemies are an absolute nuisance, especially considering how you can only shoot horizontally. After playing through a few runs and some "Providence Trials", which were much more fun than the base game, I just couldn't find myself enjoying it.
i absolutely ADORE the whole Risk of Rain saga, the game is very very fun, good gameplay mechanics, one MASSIVE issue though, the 5th teleporter (the one that takes you to the final stage/loop) has you press E to loop instead of going to the final stage, i mixed it up way too many times (especially as a ror2 player) and it gets very annoying, but overall the game is amazing, i highly recommend (its a left-right roguelike, you cant aim up and down though, which is just a quick disclaimer)
Media

Related
Related
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
Risk of Pain RETURNS!!! Seriously tho I like the aesthetics of this more than 2, and the gameplay is pretty fun but ROR2 exceeds it in gameplay. Still a lotta fun 9/10 Monster energy drinks
While I loved RoR and RoR2 this one was fun but I would not recommend buying it. I don't like the way you get the other abilities, I really wish they added on to what RoR had, instead of changing a few things and reselling it. I wish it brought more to the table. 5/10 game really was sad about it.
Nice revision of the first game, graphics polished, online co-op game play improved , same as the soundtrack ,playing alone or with friends is an amazing experience overall.
A pretty good remaster that outshines the original in every way, The pixel art is really really good here, every character and environment has received a massive glow up, The UI is so much better and there's a bunch of new gameplay options you can mess around with. Unfortunately there's a big underlying issue at this game's core that wasn't changed much from the original, that being the fact that the gameplay loop of this game is still repetitive and boring, runs all feel samey mostly due to the fact that the items just don't make them very unique and there's still only one final boss and one ending. The providence trials are a nice addition but range vastly in quality with a lot of uninteresting or really badly designed challenges. Also having to do the final trial with each character is just annoying, it's not even particularly hard to beat but really time consuming. 6/10 Not great but a lot better than the first
The Risk of Rain games are my favorite rogue-lites, the esoteric power scaling and overall vibes just really work for me. The original was in desperate need of a refresh though and Gearbox actually managed to go above and beyond with this one. The art is fantastic, hemming very close to the originals while still incorporating a ton of extra flair. The new content is actually quite fun imo, the trials are a nice diversion from the main game and the additional characters are very appreciated. Will probably not change your mind if you did not care for it back in the day but for fans of the original it feels like everything you could hope for.
I wondered why in videos when people mentioned "risk of rain 1" why they would 9/10 times show this game instead of risk of rain 2013. I get it now. Play this instead of the original.
Absolutely one of the best roguelikes ever made. Improves massively upon the original in so many ways, and is a good pick for both newcomers to the genre and veterans who want to spend 1000 hours on it. Also it runs smoothly on basically anything, which is a huge plus for laptop gamers.
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.
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.
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