In Risk of Rain, time = difficulty. The longer you play the harder it gets, do you tear through the levels as fast as you can or do you spend time collecting some of the many ability granting artifacts? With randomly generated levels, giant bosses and just one life. How far will you go?

  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media Risk of Rain Gameplay #2
Post comment Comments
Yi-Kai Feb 14 2013 says:

Hey, love the simplicity style of the game and very nice sprite! Also I love the scale of this game. It makes me want to explore more. Good job!

Jason Cheung Yi Kai

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only


For those unfamiliar with the roguelike(like) genre, it is characterized primarily by randomized gameplay and permanent death. However, most players find the genre hard to jump into: it is usually exceedingly complex.
Risk of Rain aims to revitalize the genre with stylized graphics and an intuitive gameplay scheme that teaches itself, rather then having to be taught.The three main goals for our game are simple:

1. Design a game that is randomly generated every play-through, to keep replayability high and fresh.

2. Time = difficulty. The longer you play, the harder the game gets.

3. Be enjoyable, regardless of whether you win or lose.

Monster spawning, item spawning, even where you spawn in the map is randomly generated. No game will ever be the same as another. Playing more and completing challenges will unlock more content, thrown into the "pool" of random generation once players become comfortable.

For more information visit:

Video Details
Feb 11th, 2013
Report Abuse
Report media
Add Media
Members only