Store data
- UK price
- £17.75
- US price
- $17.99
- Positive reviews
- 94%
- Total reviews
- 437
- Release date
- 14 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 116 | -290 | -71.4% | 27 | -83.5% |
| October 2026 | 45 | -361 | -88.9% | 15 | -85.5% |
| September 2026 | 406 | — | — | 106 | — |
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| United KingdomGBP · GB | GBP | £17.75 | £15.97 | 10% | £15.97 | No change recorded |
| United StatesUSD · US | USD | US$19.99 | $17.99 | 10% | $17.99 | No change recorded |
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| New ZealandNZD · NZ | NZD | NZ$30.99 | NZ$ 27.89 | 10% | NZ$ 27.89 | No change recorded |
| PeruPEN · PE | PEN | PEN 48.49 | S/.43.64 | 10% | S/.43.64 | No change recorded |
| PhilippinesPHP · PH | PHP | ₱599.00 | P539.10 | 10% | P539.10 | No change recorded |
| PolandPLN · PL | PLN | PLN 74.99 | 67,49 zł | 10% | 67,49 zł | No change recorded |
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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.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
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| 01 | Firstrun | 93.2% |
| 02 | Introductoryraid | 86.0% |
| 03 | Tutorial | 84.3% |
| 04 | Superfast | 83.3% |
| 05 | Missionmodetier1 | 59.3% |
| 06 | Speedredirection | 56.7% |
| 07 | Wastesvictory | 49.6% |
| 08 | Emptyreloader | 47.1% |
| 09 | Longrangekill | 42.5% |
| 10 | Completemissionraid | 42.1% |
| 11 | Statuscombiner | 41.5% |
| 12 | Bigdamage | 39.9% |
| 13 | Dashbooster | 37.3% |
| 14 | Reverseambush | 36.5% |
| 15 | Assaultmodetier1 | 36.2% |
| 16 | Facilityvictory | 35.3% |
| 17 | Clearmilitiarecruit | 28.9% |
| 18 | Shootmanyenemies | 28.0% |
| 19 | Prisonvictory | 27.8% |
| 20 | Clearguardsman | 26.7% |
| 21 | Clearbanditbrewer | 25.6% |
| 22 | Completeassaultraid | 24.7% |
| 23 | Gutsvictory | 23.7% |
| 24 | Clearwatcherevent | 23.4% |
| 25 | Defeatmanyenemies | 23.1% |
| 26 | Clearobserverspy | 22.9% |
| 27 | Clearcorporaptorevent | 22.7% |
| 28 | Clearscrapper | 22.1% |
| 29 | Defeatqueen | 22.0% |
| 30 | Clearcorposhowoff | 21.7% |
| 31 | Clearfiredemonmechanic | 21.3% |
| 32 | Nexusvictory | 20.4% |
| 33 | Defeatmilitiadrunkard | 20.1% |
| 34 | Clearknight | 19.4% |
| 35 | Defeatheavytank | 18.7% |
| 36 | Clearbanditaddict | 17.8% |
| 37 | Deconstructbuilders | 17.7% |
| 38 | Clearobserverrecruiter | 17.5% |
| 39 | Defeatmilitiavtol | 17.4% |
| 40 | Clearcorpocoldscientist | 17.3% |
| 41 | Clearscout | 17.2% |
| 42 | Finalboss | 17.2% |
| 43 | Unlockmediumkinetic | 16.7% |
| 44 | Clearstingerevent | 16.3% |
| 45 | Watcherflare | 16.3% |
| 46 | Clearmilitiamusclehead | 16.1% |
| 47 | Soldierflare | 15.9% |
| 48 | Defeatbanditturncoat | 15.7% |
| 49 | Missilemanyenemies | 14.9% |
| 50 | Clearmilitiamajor | 14.8% |
| 51 | Clearsoldierevent | 14.8% |
| 52 | Clearbuilderfollower | 14.6% |
| 53 | Clearfiredemonmuscle | 14.5% |
| 54 | Banditkiller | 14.4% |
| 55 | Clearmilitiastrategist | 14.4% |
| 56 | Defeatvulture | 14.2% |
| 57 | Clearsabertoothevent | 14.1% |
| 58 | Clearvigilanteevent | 14.1% |
| 59 | Defeatmilitiadeserter | 13.8% |
| 60 | Explosionlover | 13.8% |
| 61 | Clearbuilderdevotee | 13.1% |
| 62 | Unlockkineticsemirifle | 13.1% |
| 63 | Defeatcorpoexec | 13.0% |
| 64 | Clearassassinevent | 12.8% |
| 65 | Clearcrusherevent | 12.8% |
| 66 | Flareduelist | 12.7% |
| 67 | Clearobserverproblemsolver | 12.6% |
| 68 | Cleareliteloner | 12.5% |
| 69 | Clearbishopevent | 12.3% |
| 70 | Clearbomberevent | 12.3% |
| 71 | Clearhunterevent | 11.8% |
| 72 | Clearcleanerevent | 11.6% |
| 73 | Hunterflare | 10.1% |
| 74 | Unlockgatlingrocketcannon | 9.2% |
| 75 | Crusherflare | 9.0% |
| 76 | Ammopickup | 8.5% |
| 77 | Unlockkineticshotgunrevolvercannon | 7.5% |
| 78 | Packagedelivery | 7.3% |
| 79 | Unlockpowerrifleenergyrocket | 7.3% |
| 80 | Unlockenergysemicannon | 7.2% |
| 81 | Unlockenergyautoriflecannon | 6.9% |
| 82 | Unlockenergyrevolver | 6.5% |
| 83 | Nexushardmode | 6.3% |
| 84 | Unlockheavysinglehandheldplasma | 5.7% |
| 85 | Militiakiller | 5.6% |
| 86 | Unlockexplosiveautoshotguncannon | 5.6% |
| 87 | Corpokiller | 5.5% |
| 88 | Meleemanyenemies | 5.3% |
| 89 | Boosterdeactivation | 5.0% |
| 90 | Nexuskiller | 4.6% |
| 91 | Observerkiller | 4.5% |
| 92 | Swordandboard | 3.2% |
| 93 | Bigmagazine | 3.0% |
Hey folks, a couple bugfixes here alongside the credits. This includes a fix for the Showoff part mod, which was having around 100x the intended effect. It was pretty funny but I can't pretend it wasn't a problem, haha.-SageChangesAdded creditsBalanceDoubled the base value of weapon size part mods to make sure they’re still worthwhile after the fixBug FixesFixed weapon size multipliers being wildly higher than their values suggestFix inactive enemies receiving a forced perception update and attempting to shoot the player during navmesh generation (it doesn’t work but it’s annoying to hear and may cause additional performance overhead if it's stuck on)Removed an unnecessary invisible ceiling from the Corporate Crossroads arena map
Read full update on Steam ↗Last one for today I think- have a great weekend all! Bug FixesFix for arena foes not realizing they have line of sight until the player moves
Read full update on Steam ↗Bug FixesFixed enemy RIGs spawning in the ceiling in the Militia Holding Area due to the extended spawn location check from the previous patch
Read full update on Steam ↗Hey folks, I think I finally got to the root of what's causing enemies and interactables to spawn inside of objects.See, the the locations where your objectives take place are within things called Hotspots, basically mini levels that I create manually with spawn points, certain objectives available. etc. Hotspots, however, can spawn in arrangements such that they overlap a bit, either with each other or the static parts of the stage. To combat this I have code in place that checks an area above and below the spawner's location to make sure things spawn on top of geometry instead of inside it. This was not detecting collisions correctly, I must have broken it during some refactor. Anyway, it's fixed now. There's still a chance that there are some circumstances that lead to unusual spawns, but it should be far more infrequent. If you do run into any of those, as always, please let me kn...
Read full update on Steam ↗Hey folks, hope you're well! I somehow survived launch week but I'm still deep in the bugfix mines.This patch largely aims to address the accuracy issues folks are seeing at higher frame rates. It also includes more work to try and prevent enemies from spawning inside walls, an update to the display of the objective marker, and some other things.I've started replying to fewer things individually to try and protect my time but I'm still reading and taking note of everything. Once I fully wrap up with my day job I plan to sit down and comb through all the feedback again to make sure I haven't missed anything when planning next steps.Super encouraging to see so many of you enjoying the game! Makes everything feel worth it :D-SageChangesVarious under-the-hood changes to improve player gun accuracyThe objective marker now becomes semi-transparent when the player gets closeFurther hotspot a...
Read full update on Steam ↗Hey folks, hope you're well. I've been very encouraged to see how positive the game's reviews have been so far, and I also appreciate your patience while I work on getting bugs sorted out. Since the change to the names of the game modes it seems like more people are playing Standard(formerly Assault) mode and having a good time, which is great! I've also noticed that some folks have had more performance challenges in this mode. This is to be expected, of course, with the higher quantity of enemies causing a greater draw on the CPU. I'm looking into things to try and help this, including a potential slider to let you adjust how many enemies are able to spawn at a time. Overall RIG Riot is run almost entirely on the CPU. This is because I've found that moving things to the GPU tends to especially tank performance for people running the game on integrated graphics, a use case I didn't ex...
Read full update on Steam ↗Hey folks, hope you're all having a good time with RIG Riot. I'm still making my way through the list of bugs. The settings menu crash is particularly hard to pin down since I haven't been able to recreate it but I know a number of folks have experienced it so I'm gonna keep trying. This update includes name changes for the different game modes to help reinforce that they're difficulty settings. The game was originally built around Assault mode (now known as Standard mode) and I added Mission mode (now Relaxed) to try and ease the onboarding process for folks that found Assault too overwhelming. I've also seen some talk that the game has become easier or is too easy in general. I want to address this and improve things, but for the moment I'm trying to get the game to be in as stable a state as possible. Also, thanks to all of you who've picked the game up. It means the world to see y...
Read full update on Steam ↗Hey folks, been spending a ton of time today responding to questions and tracking bugs. I wanted to get ahead of some of it and also let you all know that I'm aware of others. So far it seems like a lot of you are having a great time with the game, by the way, and that makes me super happy. Obviously I'm very stressed in the moment and scrambling to get fixes out but I am super glad that the game is fun for you all. -Sage Changes Increased the Aggression score for all early arena foes so they don’t come across as broken Bug Fixes Adjusted all hotspots(the locations where missions spawn) to try and prevent enemies and interactables from spawning inside geometry (Note: Please let me know if you run into this, it can be tough to track all the permutations of things down so it's hard to know if it's fully resolved) Known Bugs (not comprehensive) A crash that seems to occur when changing y...
Read full update on Steam ↗2 days until launch!stressstressstressstressstressstressstressstressstressstressstressstress-SageBug FixesFixed achievements not available in the demo still appearing in the demoFixed the locations of the part mount sockets for the ProtoScout upper torso being too high up
Read full update on Steam ↗3 days until launch! Scrambling to get stuff fixed and improved for the big day. Hope you're all having fun with the demo! -SageChangesIncreased enemy explosion volumeBug FixesFixed enemy RIGs not visually exploding upon deathFixed the compass not showing the arrows denoting whether something is above or below youFixed a certain boss reappearing and floating menacingly after being defeatedFixed not all intended sets dropping as loot in the demo
Read full update on Steam ↗YOUR SETTINGS WILL BE RESET, SORRY! (this was needed to prevent settings from being synced during steam cloud saves) Hey folks, this patch brings a lot of changes/fixes but the main thing is that the demo is now on the same version of the game as the release build, meaning that it should have all the bug fixes and performance improvements I've made since the last update to the demo. You will also notice some content is rearranged or no longer accessible within the demo- the demo originally had access to a number of flare duels, for instance, that are normally not accessible until further in the game's progression. I'm still thinking about trying to find ways to make this accessible within the demo again but for now there were just some important bug fixes in the main version that the demo needed, so I prioritized that. This list of patch notes is not even close to comprehensive since...
Read full update on Steam ↗New devlog talking about the demo and the state of development- check it out! -Sage
Read full update on Steam ↗Hey folks, a pretty notable bug was found related to updating friction values for different movement modes. This patch fixes that but it might make some things feel different, let me know if you like it or hate it. I did test it out in the playtest beforehand and feedback was good so I felt it was worth pushing out.Changes- Made turbo boost section in the tutorial easierBug Fixes- Fixed the player being able to open the equipment menu while selecting an upgrade, leading to the game being unpaused with a menu open- The tooltip shown when hovering your mouse over a stat is now hidden immediately when activating stat explanations- Fixed a bug causing grounded friction to not be applied as intended- Fixed start menu not scrolling when using Thematic font- Fix Interface category display not being reset when switching categories- Fixed tutorial enemies being able to drop Scrap
Read full update on Steam ↗Changes- Added support for chain procs to projectiles spawned by augments or volatile mods- Stat tooltips can now be viewed at any time when hovering with the mouse instead of only when stat explanations are enabledBug Fixes- Removed achievement reward descriptions for certain achievements that have changed since they were initially implemented- Fixed garage performance degradationNote: Gun muzzle flash particle effects were being remade every time weapon stats got updated, this should be addressed now- Adjusted some things about how enemy spawns are handled to try and prevent enemies from spawning in an inactive state- Fixed projectiles getting stuck upon hitting shields
Read full update on Steam ↗Changes- Outer part drops from the introductory raid are now all based on the starter sets and are no longer guaranteed to include an 'Expendable' shell- Red objective location indicator is now moved upon picking up package delivery packages- Objective compass icon indicating package location is now removed upon picking up package delivery packages- Improved button size scaling behaviorBug Fixes- Added a missing button prompt to the tutorial Mini Hotfix- Fixed the End of Run menu not working when using a controller
Read full update on Steam ↗Hey Folks,Thanks for being patient while I worked on this patch. The main focus here is onboarding, which required a lot of things to be adjusted & reworked under the hood. That stuff being in-progress also meant that I couldn't really push bug fixes out as quickly as usual, which is not my favorite. I'm really looking for feedback on this update, especially on balance and how easy it is for you to figure the game out, so please let me know your thoughts! I also especially want to know if there are any other questions you still have- even if certain things don't come up during the tutorials I'm working on fleshing out the pilot manual so it can be a super helpful reference.Additionally, if you've looked at the Steam page, you'll notice that the release month has changed from April to May. Basically, I took a week off of work (day job) to try and get all of the remaining content added...
Read full update on Steam ↗Hey folks, got some buffs for quad legs and some bug fixes. Also, Next Fest has started so if you're willing I'd love some help spreading the word about RIG Riot. Hope you're having fun with the update!Changes- Innate Dash Boost Duration multipliers from leg parts now also apply to Dash Boost CooldownNote: Quads have reduced Dash Boost Duration due to being focused on a "burstier" playstyle. This should help with situations where consecutive boosts are needed to avoid damageBalance- Increased Reverse leg jump power multiplier (1.1 -> 1.25)- Reduced Quad leg jump multiplier (0.95 -> 0.9)- Increased Quad grounded boost multiplier (1.25 -> 1.3)- Increased Quad load limit multiplier (1.1 -> 1.2)Bug Fixes- Fixed newly unlocked weapons not being correctly added to garage weapon boxes- Fixed semi auto weapons sometimes firing into the ground with hold to fire all enabled- Fixed bonus health...
Read full update on Steam ↗Hey folks, this is the first set of bug fixes for the recent Quad Leg update. More fixes are in the works but I wanted to get some of the major issues addressed quickly. Let me know if you run into any issues or if you're having a good time with the update :DChanges- Switched name of Void Slot to Blocked Slot and updated description to include an explanation of how to leave a slot empty but open for upgrades. Will likely improve this further in the future when I have more time- Adjusted experience curve- Weapon weight no longer factors into held ammo capacity calculationNote: Lighter weapons are already tuned to deal less damage, but I think the extra total ammo reduction was salt in the wound. You should already expect to take longer to finish fights with lighter weapons due to their lower DPS, so it's probably not necessary to reduce their ammo capacity as well.- Bandit missile dron...
Read full update on Steam ↗Hey folks, this update is the last content update planned for the demo and it adds RIG Riot's second leg type, Quad Legs. Quad Legs are much more focused on ground-based gameplay, and you will have a chance to receive a set anytime you receive a new Leg part. I'm very excited to hear what you all think about them!In addition to Quad Legs, this update also includes an update to the starter weapon system. Namely, you can now start with multiple weapons- I've tried to keep some incentives to start with less predetermined gear, though, so let me know if you feel like more is needed. I think starting with less weapons is the best way to experience the game and I really want to make sure that doesn't go away.Furthermore, this update includes a bunch of adjustments to game balance, as well as a significant optimization pass. Let me know how all of that feels.Some things are likely to be brok...
Read full update on Steam ↗Hey folks, this update is mostly fixes for larger bugs from the recent patch but it also includes some major lighting improvements- let me know what you think!Changes- Reverted punch animation change- Adjusted Wastes lighting and material used for player partsNote: The goal here is to make your color customization during runs look more like it does in the garageBug Fixes- Fixed Downward Dash not working after using a Chain Jump during a Melee Lunge- Reduced instances of melee weapons getting stuck- Fixed timer starting before load completes- Improved detection for multiple active events
Read full update on Steam ↗Hey folks, this update is mostly about improvements to melee auto lunge behavior and balance. Make sure to let me know what you think of the scaling in your runs with the new more measured enemy appearance logic!Changes- Horde enemies now have a manually set earliest spawn time- Spreading Swarm combination status should no longer last forever- Spreading Inferno fireballs now do double the damage but have a 50% chance to activate per tick- Updated visuals for area effects- Leaving the firing range via the pause menu now returns you to the garage- Melee auto lunge has had its maximum vertical adjustment increased- Adjusted melee auto lunge timing to prevent the player from running into their target every time- Target switching is now disabled during melee auto lunge- Tweaked punch-style melee animations to improve forward reach- Improved the visibility of the arrows indicating whether a...
Read full update on Steam ↗Hey folks, just some small bug fixes. Have a great weekend!Balance- Increased spawn cost for Fire Demon enemyBug Fixes- Fixed numerous enemy weapons not having damage falloff
Read full update on Steam ↗(Sorry for the late patch notes, I literally forgot to click the "Publish" button smh) Hey folks- lots of changes, fixes, and tweaks in this one. Many of these are based on community requests so let me know what you think. There are also definitely things I forgot to mention so keep an eye out and keep the feedback coming.Features/Content- Added a Manual Aim mode that can be toggled in the Gameplay Settings- Added a Setting to adjust the opacity of your reticle, located in the Interface Settings- Added a Setting to toggle whether you are able to switch targets while firing. Previously the default behavior was that you could not switch while firing, the new default is that you can.- Implemented Melee weapon swing delay- You can now change which side your starter weapon is equipped to by clicking the weapon button again- Added new enemies to the horde poolChanges- Objective-related enem...
Read full update on Steam ↗Hey folks, the focus here is on some balance changes and bug fixes. In the background I've begun working on some new content/features, so look forward to that!Changes- The player now receives additional scrap rewards per objective based on how many objectives have been completed- Your RIG is no longer prevented from turning during a Dash BoostBalance- Energy Blade length increased (400 -> 600)- Hydraulic Fist base magazine size increased (2 -> 3)- Hydraulic Fist base damage increased (800 -> 1050)- Pile Bunker explosion radius increased (400 -> 450)Bug Fixes- Fixed garage weapon display background- Fixed various input rebinding edge cases
Read full update on Steam ↗Hey folks, today's update is focused on improving the Tutorial. One of RIG Riot's biggest weaknesses is that it does not explain itself well, so I'm trying to improve that. Even if you've played the tutorial already I suggest taking another run through, just in case. Let me know what you think and what you would improve- I assume there is still some iteration to do.Also, a personal note: today marks 1 week since the launch of RIG Riot's demo, and I continue to be blown away by the love and support I'm seeing for the game. As of yesterday the game's wishlists are DOUBLE what they were before the launch of the demo, and that's a pretty big deal. Thank you all for being excited about RIG Riot, it means the world and I can't wait to show you what else I have in store.-SageChanges- Improved the Tutorial (Better explanations, videos of mechanics, and easy future reference in the Pilot Manua...
Read full update on Steam ↗Hey folks, hotfix here to fix dual wielding. If you didn't know, you can equip a second copy of a weapon if you find it as an upgrade and click a valid open slot before selecting your upgrade. Note that you do need to have enough weapon capacity available, otherwise you will just receive an upgrade to your existing weapon.Bug Fixes- Fixed inability to dual-wield weapons
Read full update on Steam ↗Hey folks, small update here with a fix to the mod duplication bug and a couple other little Quality of Life improvements.Changes- You will now receive a 50% Scrap refund when recycling parts with unlocked Part Mod slots- Removed the now-redundant confirmation button from the Upgrade Selection menu- Newly unlocked starter weapons will now show up in the garage immediately instead of requiring the level to be reloadedBalance- Increased Base Damage and Upgrade Damage for the Mitigator (Energy Shotgun) by 50%Bug Fixes- Fixed a bug causing the player to receive upgraded duplicate volatile mods
Read full update on Steam ↗Hey folks, made some improvements to the upgrade selection menu to simplify the experience, let me know if you like it, hate it, or wish I would change it juuuust a little. next on the list is improving the new player experience, so look forward to that!Changes- Upgrade selection now requires only a single click. Let me know if anything does not seem to be behaving as you would expect. If you want to dual-wield Weapons or equip duplicates of a Volatile Mod you now need to select the slot you want to equip the upgrade to before selecting the upgrade- Changed default photo mode keybind for gamepad to d-pad-down instead of right- Changed default Backpack Ability keybind for gamepad to d-pad-right instead of down- Reduced base volume of energy depleted sound- The player's mouse is now moved out of the way when opening the upgrade selection screen while using a controller- Adjusted locatio...
Read full update on Steam ↗Hey folks, some pretty important bug fixes in this one, as well as a model update for the secret new gun. More fixes and improvements are on the way!Changes- Changed the model for the secret new gunBug Fixes- Improvements to projectiles to help prevent unintended despawns- Further improvements to prevent melee weapons from becoming stuck during upgrades- Improved text wrapping behavior in settings menu
Read full update on Steam ↗Hey folks, little fast-follow patch here for the demo. Menu tweaks, bug fixes, and new player experience improvements are all still happening, I just wanted to get a couple changes in. I've attempted to improve hit feedback for gunplay so let me know if it feels better or worse. I also tweaked the default target selection values, same goes for that.Personal note: I've been overwhelmed by the amount of attention the demo's launch has received and I just want to say thank you all for trying my game. It's small, weird, and a little janky, but I love it and am excited to keep making it into something you will all enjoy as well. Keep the feedback coming and I'll keep making it better!-SageFeatures/Content- Added a new handheld gunNote: You'll need to look around to find this oneChanges- Updated the tutorial to mention the compass and got rid of the compass tutorial pop-up- Improved project...
Read full update on Steam ↗Hey folks, I hope you're all well! It has been about 5 days since I opened the playtest up to the public and the response has been awesome so far. I've received a ton of feedback that has been super helpful already, and I just thought it would be worth making sure you all know that I hear you and am working on improving the game's weaknesses. This post is mostly focused on the areas for improvement that have come up, but rest assured that I know there is plenty to like already. Areas for ImprovementMenusI think this is the thing I've heard brought up as an issue most often- many players find the menu that appears when selecting loot to be unintuitive. I've also found that people struggle a bit to tell me exactly what feels wrong about it. Because folks don't mention a lot of specific issues with them beyond the keybinds not making much sense (fair by the way, working on that) I'm left...
Read full update on Steam ↗New devlog talking about what I've been working on for the last month or so, as well as an opportunity to see some of the new models for the RIGs! -Sage
Read full update on Steam ↗1 positive · 0 negative.
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£15.97 → £17.75.
Steam publishes a Top Sellers revenue position. A lower number is higher on the chart; Steam does not publish copies sold or revenue.