Mini Playtest Patch - July 13th, 2026
Attempted fix for the transporter occasionally spawning below the main platform in the wastes. If you run into this again after the patch please let me know! -Sage
Developer posts and news about this game.

Attempted fix for the transporter occasionally spawning below the main platform in the wastes. If you run into this again after the patch please let me know! -Sage

Still some known bugs I'm working on, especially the one where the dropoff location is below the map, but wanted to get the rest out for y'all so I can hopefully make the release date announcement in the next day or two. Thanks to everyone who has left feedback and bug reports! -

Hey folks, as you'll see in the title this is a test build for a big update coming to the demo soon. As I approach the time where I need to commit to a launch date I need to get the demo and store page updated in anticipation of the marketing push, so I decided I'd try and get so

Hey, folks. I ran into a bug in the demo which could create some pretty significant changes in how movement feels, so I've decided to bring the playtest back as a "beta branch." I would greatly appreciate it if you'd check the playtest out and let me know how you feel about movem

Hey folks, I'm taking the playtest down but your save should work in the demo version! Thanks so much for all the testing and feedback, it really means the world and has made RIG Riot 100x better than it ever would've been otherwise. -Sage

Hey folks, just a couple bugfixes as I transition to focusing on the demo. This should be the last playtest patch unless something massive broke. Look forward to some new content additions coming with the demo at the end of the week! Thank you to everyone who has tried the playte

Hey folks, the highlight of this patch is the new tracks for the start menu and garage- hope you like them! Less overall changes here due to my attention being split between this and prepping for the demo. Changes - Removed scan line effect (may return as a setting) Note: On my p

Hey folks, lots of balance changes and polish things in this one. Let me know what you think! Changes - Augment selection now uses the same input as upgrade selection - Added a short, skippable animation that plays when you level up - Objective icons now appear in the world in ad

Hey folks, still keeping an eye out for bugs and issues but it does seem like the biggest issues have been resolved. Bugs still take priority if they come up, especially if they're major, but I'll also be starting to work in some more polish improvements while I prepare to finall

Hey folks, turns out new players were not being forced into the profile creation menu and that was causing people to load into the wrong stage or not receive upgrades. Very sorry about missing this, I must have skipped validating that things were working for brand new players ami

Hey folks, lots of stuff in this one. The big thing is that I've now introduced (optional) extraction mechanics! Let me know what you think if you try that out- I don't think it's hard enough but I'm not the best judge of my own game. There are also a bunch of Quality of Life and

Hey folks, this is mostly just a couple high priority bugfixes. Changes - Part mods are now removed from parts before recycling - Increased compass visibility range for various interactables - Added a rarity label for part mods (more improvements coming) - Added additional flare

Hey folks, just a small patch to help onboarding a little. Changes - Added a tutorial pop-up explaining the compass - Raised the fell-out-of-level volume in The Wastes Note: Some bosses are falling off the stage. They come back if they fall out of the level, this should help alle

Hey folks, tons of fixes and improvements in this patch. More to come, so stay tuned! Changes - Hacking can now be sped up by defeating highlighted enemies - Added subtitle descriptions to help explain objectives - Bonus projectiles fired via augments should now inherit homing ta

Hey folks, a number of bug fixes and changes in today's patch. A few notes worth checking out as well so make sure to read through the changes! Changes - Extraction is now unlocked 10 minutes into your run if you have not finished all of your major objectives Note: In a future up

Hey folks, couple more quick fixes and tweaks, possibly the last for today unless something massive comes up. Make sure to keep the bug reports coming! Glad to see that people generally seem to enjoy the new game flow so far Changes - Removed the "Drop Weapon" option from the equ

Thanks to folks on the game's Discord and YouTube for helping with bug finding! The tutorial and firing range teleporters should now work as intended Changes - Improved visibility of the package retrieval dropoff icon Balance - Reduced how many secondary objectives need to be com

Hey folks, this update has been in the works for a very long time. I'm excited to hear what you all think! Features - Major rework for mission gameplay flow. Runs are now shorter with a greater focus on objectives. - Streamlined experience of powering up - Part mods are now separ

Changelog Features Auto lunge now includes a vertical component to aid in targeting enemies at a different elevation (Note: further auto lunge improvements are planned as well but this should hopefully be a step in the right direction) Changes Hard Lock no longer prevents the pla

Progress went faster than expected on this so I decided to push a bonus patch out. Fixes/Changes Rebinding a key now clears the previous binding Improved detection of duplicate keybinds Added a check to prevent the player from saving their settings with duplicate keybinds