Environments

**Environments** are the playable stages within *Risk of Rain 2*. Traveling between main environments is done via the Teleporter. There are currently nine main environments available to be explored. After finishing the fifth environment, the challenge Deja Vu? is unlocked and the stage sequence loops. It is not possible to visit multiple environments of one stage in a single loop.

Each environment has three or more stage variations, with most changes being single features, such as a door being opened to reveal extended areas. Environments can contain secrets, and hidden treasures.

Hidden realms are environments not accessible through stage loops. These environments usually have requirements that need to be met to be accessed.

## Hidden Realms

Also known as intermission stages. *Mysterious places where time seems to stop.*

Environment Logs are found within each Hidden Realm. Upon being picked up, they unlock the Logbook Entry for the corresponding environment. They appear as a small shiny book on the ground in a set location and will always spawn. If you are playing in a group, only one member of the party needs to pick up the log for everyone to get the Logbook Entry.

## Looping

*"Loop" redirects here. For the item, see .*

Looping occurs after leaving the Sky Meadow by using the Primordial Teleporter in its shifted state, or by exiting through a portal to a Hidden Realm such as Bulwark's Ambry or the Bazaar Between Time regardless of the Primordial Teleporter's alignment. Once this is done, the game will loop around to the first Environment set. This repeats infinitely until the player obliterates themselves at the Obelisk in a Celestial Portal, beats the game, or dies.

Once the player loops, several stages will have new enemies spawn on them, these being;

* for
* , ,  and  for
* for
* and  for
* for
* for , ,  and
* for all Environments

Additionally, after looping, monsters can spawn as Malachite and Celestine Elites.

However, it would be more accurate to say that the game does not have a concept of "looping", but instead counts the number of stages cleared. For example, Malachite and Celestine Elites (Tier 2 Elites) are available for spawning from stage 6 and onwards. In a normal game, that would be the first set of Environments after looping. But visiting the Bulwark's Ambry after Sky Meadow makes this the 6th stage and Tier 2 Elites can spawn there. Additionally, with the Artifact of Dissonance, Tier 2 Elites can also spawn on Commencement, since it also counts as the 6th stage.

Another example of this technicality is the Jellyfish spawning on Distant Roost after looping. In actuality, the Jellyfish can spawn on Distant Roost if it is at least the second stage. In a normal game, this can only be observed after looping, but playing in a game mode that selects Distant Roost as other than the first Environment, the Jellyfish would spawn even before "looping".

In summary, all Interactables, Monsters, and Family Events have minimum stage restrictions before they can spawned, which are not accurately tied to the definition of "looping" above.

Doing one full loop completes the challenge Deja Vu?. This challenge does not simply count reaching stage 6 and it does require you to loop back to the first Environment set.

## Environment Map

Below is a chart of all environments in the game and how to access each of them.

## Version History

Survivors of the Void
* (Undocumented) Added 5 New Stages
	+ Added
	+ Added
	+ Added
	+ Added
	+ Added

Anniversary Update
* Bug Fixes
	+ Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
	+ Fixed more occlusion issues in  and other maps that cause objects to disappear at certain camera angles
	+ Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players

Early Access Artifacts Content Update
* Quality of Life
	+ 🌧 Update ‘Time Crystals’ and ‘Explosive Pots’ to have proper character model setup and proper strings so they are highlighted and named when pinged
	+ 🌧 Update Fusion Cells and Explosive Pots so they can detonate each other

Early Access Hidden Realms Content Update
* Major Content
	+ Added 2 Stage Variants
		- ‘Stage Variants’ is a new system for CU3 that allows stages to have multiple layouts. We chose the first stages as a test ground for Stage Variants since they are the maps you see most often - our hope is that this system can help keep the game fresh, even when entering the same maps!

Early Access 'Skills 2.0' Content Update
* Bug Fixes
	+ Fix some spots in maps that could cause you to be stuck
	+ 🌧︎Fix falling enemies never properly being removed, resulting in spawns stopping after shoving enough enemies off the map

Early Access Scorched Acres Content Update
* Gameplay Changes
	+ **All Stages**
		- ☂ Can now spawn Legendary Chests post-loop
		- Can now spawn Category Chests
		- Enable more batched meshes to help performance
		- Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps
* QOL
	+ Grant kill credit to last attacker for enemies that fall out the map
* Bug Fixes
	+ Advancing through intermissions no longer counts as an addition to stages passed or maximum stages cleared

Early Access Patch (Build ID No.3731106)
* Gameplay Changes
	+ **\*\*Misc\*\***
		- **[Community Suggestion]** Time now pauses in intermission stages (, , etc)