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Risk of Rain 2

GameBy Hopoo Games

7 documents in the library are about Risk of Rain 2, from writers such as GameDiscoverCo, Alinea Analytics and Thomas Brush. Each has a summary and key insights with the page they come from.

Documents
7
newest 9 Oct 2026
Steam revenue
$151.2M
estimate, to date
Sold on Steam
9.8M
units

Connections

The documents about Risk of Rain 2 on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue to date
$151.2M
Units sold
9.8M
Last 12 months
$9.7M
828K units
Price
$24.99
Positive reviews
94%
of 354K reviews
Peak players
75K
at the same time
Followers
356K
Average playtime
55 h
Revenue by year
YearShare of the best yearRevenueUnits
2019$30.9M2.1M
2020$32.5M2.0M
2021$17.4M1.1M
2022$21.3M1.2M
2023$16.4M975K
2024$15.3M1.1M
2025$11.5M943K
2026 so far$5.7M413K

On Steam since Mar 28, 2019 · Developer Hopoo Games · Publisher 2K, Gearbox PublishingSteam store page

Documents about Risk of Rain 2

Cover of How Dressmaker Became ‘Ready to Wear’ for Hundreds of Thousands of Players
Article

How Dressmaker Became ‘Ready to Wear’ for Hundreds of Thousands of Players

The success of the simulation game Dressmaker serves as a case study in effective market validation and the power of catering to underserved player interests.

  • The indie title Dressmaker achieved over 500,000 units sold on Steam within its first two weeks, significantly outperforming expectations with an 8.6x conversion rate in its opening week.
  • Unlike typical game sales curves that peak on day one, Dressmaker demonstrated sustained growth in concurrent users and sales, ranking as the fifth highest-selling debut on Steam for September 2026.
  • The game’s success is attributed to its focus on deep, authentic creative mechanics based on real-world sewing expertise rather than generic minigames, appealing to a broad audience interested in self-expression.
GameDiscoverCoOct 2026
Article

How LORT Rode the Chaos to a Top 5 Steam Launch in 2026

The analysis examines the successful early 2026 Steam launch of the co-op action roguelite LORT, while contextualizing broader industry trends through the Game Developers Conference (GDC) 2026 State of the Game Industry survey.

  • Big Distraction’s co-op roguelite LORT achieved a top-five Steam debut in early 2026, selling 281,000 units within its first two weeks of Early Access.
  • The industry is experiencing significant volatility, with 50% of companies conducting layoffs in the last 12 months and 28% of professionals reporting job losses over the past two years.
  • LORT’s commercial success was driven by a strategic $10 price point and a low-six-figure investment in targeted influencer marketing campaigns.
GameDiscoverCoFeb 2026
Cover of ARC Raiders Dominated Steam Again Last Week, but Indies Also Crushed It
Article

ARC Raiders Dominated Steam Again Last Week, but Indies Also Crushed It

ARC Raiders maintained its position as the top-selling title on Steam for the fourth consecutive week, moving approximately 750,000 copies and generating $25 million in revenue.

  • ARC Raiders remained Steam’s top-selling game for the fourth consecutive week, moving 750,000 copies for $25 million in revenue and reaching 4 million total units sold on the platform.
  • PEAK is nearing 15 million total copies sold after shifting 316,000 units last week, driven by a strategy that combined a price cut to $4.95 with a free content update to maximize visibility on Steam charts.
  • The indie title RV There Yet? sold 312,000 copies last week, capitalizing on the 'friendslop' trend of physics-based co-op gameplay to reach nearly 4 million total sales.
Alinea AnalyticsNov 2025
Cover of 🎮 Megabonk: The New roguelite phenomenon EXPLAINED
40 min
Two & a Half Gamers40 min

🎮 Megabonk: The New roguelite phenomenon EXPLAINED

Megabonk has rapidly established itself as a significant breakout success within the roguelite genre, recording 300,000 units sold and generating $2 million in revenue within its first 11 days on Steam.

  • Megabonk achieved 300,000 units sold and $2 million in revenue within its first 11 days of release on Steam.
  • The game’s design successfully hybridizes the accessible gameplay loop of Vampire Survivors with the 3D verticality and depth of Risk of Rain 2.
  • Core mechanics such as extreme character scaling, infinite inventory systems, and complex item synergies have driven high Twitch viewership and replayability.
Two & a Half GamersOct 2025
Article

What Palworld's Success Tells Us About 2024's Game Biz

The success of Palworld in early 2024 serves as a primary case study for understanding modern player preferences and the shifting dynamics of game discovery.

  • Palworld achieved rapid market penetration in early 2024, reaching over two million concurrent users and seven million Steam units sold within five days.
  • The game’s success is driven by a 'high-risk, high-reward' model that combines familiar open-world survival mechanics with high-novelty mash-up concepts.
  • China and the United States are the primary markets for the title, accounting for 36.4% and 21.4% of the player base, respectively.
GameDiscoverCoMar 2024
Article

How Big Is Your Game's Discord?

This analysis explores the role of Discord as a community-building tool for video games and examines broader trends in game discoverability and platform marketing as of August 2020.

  • Steam’s automated wishlist notification emails are a primary driver of sales, but developers must offer a discount of at least 20% to trigger these notifications.
  • Discord serves as a vital hub for player retention, with effectiveness extending beyond official developer-run servers to include community-led and partner-affiliated hubs.
  • While major titles like Minecraft, Valorant, Fortnite, and Roblox dominate Discord activity, indie games such as Terraria, Risk of Rain 2, Deep Rock Galactic, and TemTem maintain disproportionately high engagement levels.
GameDiscoverCoAug 2020
Cover of Why going 2D to 3D was an epic challenge in Risk of Rain 2
15 min
Thomas Brush15 min

Why going 2D to 3D was an epic challenge in Risk of Rain 2

The transition from a 2D to a 3D environment in Risk of Rain 2 serves as a primary case study for the technical and design challenges inherent in evolving a successful indie franchise.

  • The developers maintained the franchise's signature high-intensity chaos by utilizing a unified base class for players, enemies, and AI, which ensures consistent movement and inventory logic across all entities.
  • To manage the computational load of dynamic lighting during combat, the game employs deferred rendering, which calculates lighting based on screen resolution rather than individual vertices.
  • The transition to 3D movement necessitated a sprint mechanic and a lowered camera height to prevent the gameplay from feeling sluggish compared to the original 2D iteration.
Thomas BrushMay 2019