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This video agrees with you.I tried this on a steam deck and it didn’t go well. I couldn’t reliably get 30 fps with everything on low and FSR on performance. I will wait and try again if they ever release an optimization patch.
Remnant 2 Update 1.0.0.9 Patch Notes
[GENERAL]
[FIXES]
- Toned down the player VO comments.
- Added option in menu to turn motion blur on/off.
- Progression Blocker Fix for Labyrinth cinematic crashing and key not being awarded.
- Progression Blocker Fix for exiting out of first lab cinematic and not receiving the zone door keys.
- Progression Blocker Fix for Water Harp lever no longer working
- Progression Blocker Fix where Nightweaver Web would consume items you need for quest puzzles. If an item was consumed it should now be back in your inventory.
- Added fix for Ultimate Edition players not receiving Gunslinger Engram in game if they didn't start with Gunslinger.
- Added fix for player possibly becoming invisible when using Labyrinth portal.
- Added fix to prevent host’s save getting changed if they quit out the game while dead and then joined someone else’s game.
Remnant 2 passed 1 million units sold as of August 1.
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.Jesus I hope the dev's get cancer with some of the boss mechanics.
Hide in the small cave with the world stone and use the entrance as a choke point. You can also hit the tree from there.Yeah the last boss is a total bitch and a half.
I also struggled a lot with that big tree thing (forget the name) that doesn’t attack but sends mobs after you when you attack it. Dealing with elite enemies while getting mobbed by those stupid spiky rolly ball things was just such a pain.
Yeah the last boss is a total bitch and a half.
I also struggled a lot with that big tree thing (forget the name) that doesn’t attack but sends mobs after you when you attack it. Dealing with elite enemies while getting mobbed by those stupid spiky rolly ball things was just such a pain.
Fire bullets are great here; for any Root (tree) type enemies. Also can drop Handler into the second archetype slot even just temporarily, to have the dog running around diverting attention (plus he auto-revives if you go down).Yeah the last boss is a total bitch and a half.
I also struggled a lot with that big tree thing (forget the name) that doesn’t attack but sends mobs after you when you attack it. Dealing with elite enemies while getting mobbed by those stupid spiky rolly ball things was just such a pain.
Theres a lot of "+elemental" gear making it easy to swap between fire, acid, and shock whenever you want. It's like having 3 builds in 1.Fire bullets are great here; for any Root (tree) type enemies. Also can drop Handler into the second archetype slot even just temporarily, to have the dog running around diverting attention (plus he auto-revives if you go down).
That’s exactly how I managed it lol.Hide in the small cave with the world stone and use the entrance as a choke point. You can also hit the tree from there.
how similar is this game to Returnal?...they sound very similar
Returnal is a Roguelite, not Roguelike despite what the marketing says. In a Roguelike you wouldn't keep your character progression after death.This is a 3rd person shooter Souls like. You do not start over completely like you do in Returnal (Roguelike)
Returnal is a Roguelite, not Roguelike despite what the marketing says. In a Roguelike you wouldn't keep your character progression after death.
It's interesting how drastically different things can be from one roll to the next. I started with Handler thinking I'd play just long enough to unlock Gunslinger and then re-roll. Having now cleared 3-4 biomes in each playthrough (Handler on Veteran, and Gunslinger on Veteran), Handler has been a breeze comparatively, whereas Gunslinger has been absolute struggle bus - even with the benefit of now knowing the movesets of the bosses. Ofcourse there's way more factoring than just the archetype, like the difference in starting world alone can shift things drastically. Finding a significant force multiplier item or weapon early in the first world (or not) can set the tempo for the subsequent 10-20 hours of play for or against your ass.I decided to re-roll my world for the hell of it (+ bump the difficulty) and the first few areas have been totally different. The large maps seem to be the same and the placements for the level doors = the same, too. The individual mini-levels seem to be randomly chosen and mine have been very different thus far. I've noticed that on my first pass, the levels and different floors were almost always numbered in the single digits. With my reroll, I'm in the teens and 20's. I don't think I plan to play a whole lot more for now, but I did want to at least max out my subclass and at least one weapon.
I thought I read something about loadouts too? This game desperately needs them, so much wasted time scrolling through all those damn rings.patch incoming later this week...
Unless something goes horribly wrong, it's looking like we will have something ready this week!
Here are a few things to look forward to:
Toggle Aim
Hold Sprint
Potato Mode
PS Icon Selection
Coop Item Pickup Hitch Fix
Weapon Deconstruction (Material Refund)
Engineer Mist Dash Enabled
Engineer Back Evade Stamina Fix
Dozens of Enemy Updates
Many Weapon & Mod Fixes
Many Trinket & Item Fixes
Many Consumable Fixes
Proper EXP rewards with Summons last-hitting (this includes Minions, Companion, and Turrets).
... and lots more!
This patch is mostly about bug fixes and performance updates with a bit of Q.O.L, too! Let's go!...
https://twitter.com/verytragic/status/1699174602444849359