Remnant 2 (sequel to Remnant: From the Ashes)

So I finished the campaign. The story isn't worth much IMO. I am probably going to put the game on the backburner for a little while before trying out adventure mode. I'm not sure what re-rolling the campaign really accomplishes.
 
I haven't had much time to play this week, so hopefully I'll find some time on Saturday. My plan is to keep the game installed, but I'll probably take a break to play BG3 between playthroughs. That served me pretty well with the first game.
 
I bought it yesterday to play on my handheld and then the charger died. I got the new one this morning and charging up. Should be able to give it a go tonight. Loved the first one.
 
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.
 
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.
This video agrees with you.

 
Remnant 2 passed 1 million units sold as of August 1.


Also downloading now:

Remnant 2 Update 1.0.0.9 Patch Notes​

[GENERAL]

  • Toned down the player VO comments.
  • Added option in menu to turn motion blur on/off.
[FIXES]

  • 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.

Also downloading now:

Thanks, just saw the update coming down. Lots of positive improvements, but then this dev is always good about staying on top of them, as well as keeping an eye on reddit, discord and other social media to understand any complaints the community is having. Full patch notes at this link, as well as under the Spoiler:

https://gunfiregames.com/blog-five/2023/8/4/remnant-2-patch-notes-080423

Thank you for all the support since we launched Remnant II last week. The response to the game has been amazing to see and we are honored and humbled by you all. Since Launch, we’ve been focusing on improving players’ experiences across the board. We’ve made our initial pass on stability, and performance on all platforms, focused on progression blockers, bugs and addressed some Quality of Life requests from the community. This is the first major update, and we plan to continue to fix issues and add Quality of Life features. Once again, thank you for all the support you have shown us!

Remnant 2 Patch Notes: 08.04.23
--Performance and Crashes--
• Initial optimizations to improve overall performance.
• Updates to improve hitching and potential crashes.
• Fixed multiple reported crash bugs.
• High detail shadows have been moved to a separate option and can be enabled in the options on PC.
--Quality of Life--
QOL OVERVIEW: While we still have quite a few things we are working on regarding Traits and long-term grinding (for those that wish to partake), we wanted to make a few changes in this patch to ensure players had more freedom to experiment. Players should find it much easier to Respec and they should also end up with more Scrap overall. We aren't done here by any means, and these are not the larger changes we've mentioned on Discord and Reddit, but in the short term, they should help to ease the burden of reconfiguring your build and experimenting with different options.
• Increased Trait Cap by +5.
• Tome of Knowledge now grants Scrap and EXP when the player has reached Trait Cap.
• Orb of Undoing now has unlimited uses. Players can sell any extras for Scrap.
• Removed the Trait Requirement for equipping a second Archetype. Players may now slot their second Archetype as soon as they obtain / convert another Engram at Wally.
• Removed the Scrap Cost for converting a Mysterious Item into an Engram (1000 to 0).
• Lowered the Lumenite Cost for converting a Mysterious Item into an Engram (10 to 5).
• Slightly Increased Scrap Gain from Breakables.
• Increased Scrap Gain from Regular and Rare Chests.
• Increased Scrap Gain when killing Aberrations.
• Reduced the cost of Bloodroot.
--Balance--
[ Archetypes ]
Explorer Archetype
• Increased the duration of Explorer's Scavenger Buff per pickup from 15s to 20s.
• Increased the duration of Explorer's Gold Digger Buffs from 15s to 20s.
• Increased the healing amount of Gold Digger Healing Fountain from 1.5 to 2.0 HP per second.
DEV NOTE: We wanted to make sure Explorer could maintain Scavenger longer between fights and give them more freedom while Gold Digger Fountains were active. We increased the durations by 5s each and boosted the Healing Fountain to be more enticing.
Archon Archetype
• Increased Archon Havoc Form Lighting Hands damage from 28 to 56.
• Increased Archon Havoc Form Blink damage from 100 to 150.
• Reduced Archon Havoc Form Cooldown from 120s to 90s.
DEV NOTE: These changes are in response to bug fix that allowed Havoc Form Lighting Hands to deal ridiculous damage. We made some overall adjustments to compensate.
Challenger Archetype
• Adjusted the damage falloff for Challenger's Close Quarters perk. At maximum range, Challenger will always maintain a 10% damage bonus to All Damage.
Handler Archetype
• Increased the Handler's Pack Hunter Range from 25m to 40m.
• Increased the Base Max Health of Handler's Very Good Boy Companion.
Summoner Archetype
• Increased the Base Max Health of Summoner's Hollow and Flyer Variants.
[ Weapons ]
• Switched Aphelion scaling to Boss/Special Damage Scaling instead of Standard.
• Increased the Fire Damage for Shatterstar (Savior Mod).
• Reduced the Fire Rate on Nightfall in Standard and Dreadwalker Fire Modes.
DEV NOTE: Nightfall was dealing far more damage than other weapons in both modes (almost 20% more w/ Dreadwalker active compared to other guns with their Mod active). When considering damage and the Mod ability (harder to hit, life siphon, and fire rate), it was pushing Nightfall too far above every other Long Gun. It now sits closer in line with other high-damage weapons.
• Reduced the AOE Burst Damage of Enigma's Overload Application from 40 to 30.
• Reduced the Subsequent Tether Damage of Enigma Primary Fire from 75% to 65%.
• Reduced the Magazine Capacity of Enigma from 30 to 25.
• Increased the total Reserve Capacity of Enigma from 120 to 125.
DEV NOTE: Enigma was performing too far above our goal for AOE clear, so a few adjustments were made. There is still an issue with it ignoring Armor which will be addressed in the future. However, when that happens, we will reevaluate the numbers.
[ Enemies ]
• Reduced damage on Nightweaver’s grab attacks (Wall and Lunge).
• Adjusted the hitbox of Magister Dullain's tongue attack to better match the visuals.
[ Multiplayer ]
• Reduced incoming damage in Multiplayer from 25% per additional player to 15% per player.
--Bug Fixes—
[ Progression & Rewards ]
• Fixed multiple reported crash bugs and instability issues.
• Progression Blocker: Fixed an issue that prevented players from completing tutorial if a crash happened when interacting with Ford.
• Progression Blocker: Fixed infinite loading screen issue present for some players when selecting “Skip Tutorial” on character creation screen.
• Progression Blocker: Fixed an issue with Plasma Cutter preventing the Final Boss from transitioning into its second phase.
• Progression Blocker: Fixed Tal’Ratha boss fight lockout if game was exited during cutscene dialogue.
• Progression Blocker: Fixed the Astropath boss fight failing start if game was exited during cutscenes.
• Addressed issue with Trait points going negative. Negative Trait points have been flipped to positive. This will also fix issues with the Second Archetype being locked out.
• Addressed issue player’s not receiving achievements in multiplayer games.
DEV NOTE: This will not retroactively reward ones that should have been previously unlocked. In future patches we will look into attempting to retroactively award as many as we can, however some will likely not be able to be awarded this way and will need to be reacquired.
• Players who completed Oracle’s quilt will now receive Half Quilt award as well as Full Quit Reward if they had not previously received it.
• Fixed an issue with Weapons not unlocking after Hardcore playthrough.
DEV NOTE: Unfortunately, hardcore awards will not be retroactively awarded for previous completions of Hardcore mode.
• Fixed an issue with Weapons not unlocking after completing playthroughs at different difficulties.
DEV NOTE: Unfortunately, difficulty-based rewards will not be retroactively awarded for previous completions of the game.
• Players who listened to all Mudtooth’s stories but did not receive all of the rewards can visit Mudtooth to receive their rewards. Players who did not receive the Iron Cylinder (Gunslinger’s Engram) from listening to all his stories will now find it in his store.
• Fixed an issue preventing Explorer and Archon Armor from appearing on the vendor. Players will need to first convert the appropriate Mysterious Item into an Engram at Wally
• Fixed an issue preventing Mudtooth's Elixir from appearing in his inventory. After completing the game, players will need to first unlock Explorer (Golden Compass) at Wallace.
• Fixed issues where Clementine would stand in random locations in Ward 13 after the cutscene in Blackened Citadel.
• Fix for Achievement when meeting the Flautist if co-op player was spectating at the time where the Flautist was met.
• Fixed an issue preventing Revivalist Trait from being awarded. It should now be rewarded after reviving another player 15x.
[ Archetypes ]
• Fixed an issue with Archon's Havoc Form Lighting Hands. Casting Speed now properly ramps up the Lighting Hand without going infinite.
• Fixed an issue causing Hunter's Focus not granting the proper Weakspot Damage Bonus
• Fixed an issue causing Hunter's Shroud granting multiplicative damage bonus
• Fixed an issue causing Invader Perk S.H.A.R.K. to not apply its damage bonuses
• Fixed an issue with Gunslinger's Bulletstorm Sound not terminating.
• Fixed a bug allowing Male Engineer to ignore falling transition when Overclocking.
[ Gear / Items ]
• Fixed VFX alignment for Nebula and Hellfire primary fire.
• Fixed an issue preventing Plasma Cutter from dealing the correct damage type to certain enemies.
• Fixed an issue causing Shieldbreaker Mutator to not grant the correct amount of shield.
• Nightfall Mod visual effects terminate correctly now.
• Fixed an issue allowing Dreamcatcher to trigger Dreamwave before it was properly earned.
• Fixed an issue that allowed Crystal Heart from stacking with itself.
• Fixed an issue causing Ring of Flawless Beauty not granting the proper Weakspot Damage Bonus
• Fixed issue with Anastasija's Inspiration causing infinite damage stacking on Summoner's Minion.
• Fixed an issue preventing some Boss & Special Melee Weapons from receiving proper scaling.
• Fixed an issue preventing Godsplitter from triggering “Was this supposed to happen?” Achievement
• Fixed an issue allowing Severed Hand to be spawned repeatedly
[ Enemies ]
• Fixed issue with Primogenitor health bar incorrectly tracking and causing players to become stuck.
• Fixed issue with Root Knight’s puddle projectile dealing damage on hit.
• Fixed issue with Nightweaver projectiles homing in on player incorrectly.
• E.D. Alpha (Aberration) in Tower of the Unseen now respawns after player dies and re-enters the aberration room area.
• Fixed issue with Block Ruin (Labyrinth Enemy) sound effects
• Fixed issue where players could defeat the Gwendil: The Unburnt without taking any damage by standing on the stairs under the wooden bridge
• Fixed issue where killing the Many Faces (Corruptor World Boss Golem) when it's jumping between platforms would cause it to fall off world in The Great Bole.
[ Misc Fixes ]
• Fixed multiple location on final level where player could get out of bounds of the level.
• Fixed issue with player’s not receiving fall damage by holding throwable consumables or melee weapons in throwing position.
• Fixed collision issue causing players to get trapped along some edges in Morrow Sanatorium.
• Fixed issue when using certain melee weapons, the character’s face distorted
• Fixed issue where Player could be locked out of Postulant's Parlor when application was closed after playing the board game.
• Fixed issue where Player was unable to open door to Sentinel's Keep when exiting game while inputting the Seeker's Key last acquired first in N'Erud
• Fixed an issue where players were trapped when attempting to vault through a wall in Cotton’s Kiln.
• Fixed an issue that allowed players to skip siege fight in Tiller's Rest.
• Fixed an issue with player’s falling into gap between boat and wall in Tiller’s Rest
• Fixed floating doors in Cathedral of Omens.
• Fixed an issue in The Great Hall that allowed repeated EXP rewards during Feastmaster's event.
• Fixed multiple scenarios that allowed players to transition through walls using interactives.
• Fixed an issue that caused players to get stuck in Throw Animation in certain situations.
• Adjusted the kill volume height in the Custodian Eye arena.
 
Decided to poke around the Rings wiki page to see if there was anything more optimal for my build. Definitely wish I did that sooner there's some nice gear hidden around this game.
 
I've started adventure mode and sure enough I've already had a couple of "wow I never saw that before" moments. (I'm in the jungle world.) The drawbridge and harp puzzle for example.
 
Okay the final boss is the hardest encounter in the entire franchise lol.
Cruised through the game with my acid build but I barely put scratch in this thing. It's like 3 bosses combined into one.

Too bad, the final boss in the first game was challenging but creative. Enjoyed that one.
 
EDIT: I finally beat the final boss. What a colossal pain in the ass. The second phase is basically just covering the screen with as much red garbage as possible.
What I ended up doing is stacking as many rings and items with mod damage/speed as possible. The ring that boosts your healing items by 2 was pretty much necessary, too. As soon as the fight starts, hit him with firestorm and as much gunfire as possible before he starts attacking. I got decent at dodging his swipes (it's basically like a Souls boss), although there's one where he nabs you with vines that I could never consistently avoid.
Firestorm did a lot of the work damage-wise, but by the end of this phase I'd be nearly out of ammo. I kept running around until he did the 3 orbs thing, which gives you time to chill after you shoot them. That's when I'd bust out the ammo box prior to shooting him to start phase 2.
In phase 2, I'd launch firestorm ASAP and then try to dodge the weird blade that goes left to right. I honestly don't really know what the hell is going on in this phase, but I mostly just got close and kept shooting and dodging the blade. Other shit hit me, but I was actually able to heal a few times when I was closer to him. The screen would screw up several more times (and warp back to phase 1). I just kept dodging, shooting, and healing. I had 7 healing relics + resurrection, which got used somewhere in this phase. When firestorm would come back, that was an immediate use. Once he got to 1/2 health, it seems like stuff starts to hurt him more. I got hit a lot and I never could tell what the hell was going on beyond the big sword swiping and the moments when it went back to phase 1. Honestly, I have zero desire to ever fight that boss again. It wasn't even a skill thing, it was just stupid.
 
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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.
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.

That's one of the few times I actually used a fair amount of melee. I used the Challenger's ability to boost melee damage and just circled around that tree swinging like a madman. I was able to kill it before too many rando enemies showed up. You DO still have to kill everything it summons, but it's a hell of a lot easier when there is a finite amount. I ended up having that boss show up twice. Once behind a random door level and once right smack in the middle of a normal level. The one mid-level was actually way worse.
 
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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).
 
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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).
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.
 
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.
 
They just rolled out another update: https://gunfiregames.com/blog-five/2023/8/10/remnant-2-patch-notes-081023/
Seems like they're mostly buffing gear + abilities, which is nice. With so many things improving your stats by fractions of a %, I always felt like my loadout didn't matter that much. Wearing the heaviest armor, using obviously good rings, and using powerful mods = way more noticeable.
 
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Faster world stone animation and no white flash.
https://www.nexusmods.com/remnant2/mods/53

Mob density mod.
https://www.nexusmods.com/remnant2/mods/50

This is what I got with Guaranteed Spawns enabled and 5x rate.
30fps here.

Remnant2_density.png
 
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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.
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.

And that's not a bad thing, I do like the feeling of extra difficulty early in the game until finding your footing - reminds of Borderlands 1 in that regard where it kicks your ass until you get a couple good weapons - but everything has taken 5x longer to clear with the Gunslinger roll and it's just not letting up. That's in part because of the auto-leveling mechanic of new areas that are usually matched to your current power level +1. Which in turn makes bothering to upgrade your weapons feel a little futile, but it is what it is.
 
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I got about 40hours in this game and its my GOTY so far. Plus the turn around from the devs and how fast they have been with optimization is insane. Can get it for like 40$ already too.. easy recommendation from me.
 
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
 
Remnant II Update 9.7.23 Is Out

Performance and Crashes

• Fixed an issue with Archon’s Chaos Gate skill that was impacting performance
• Fixed an issue with Archon’s Havoc Form skill that was impacting performance
• Improved performance on all stages of Annihilation Boss Fight
• Fixed an issue where picking up an item would cause a small lag hitch for hosts
• Various crash fixes and optimizations
• Added a Detailed Geometry video option, which is enabled by default
DEV NOTE: This option allows for users to disable the setting to reduce environmental geometry detail. This will improve the maximum performance for those with high end CPUs
• Added a lower Graphics Quality Preset named “Potato”
DEV NOTE: The Potato preset allows for low end systems to more aggressively disable expensive rendering features. Helping them achieve higher frame rates and smoother gameplay
• Streamlined backend connection when joining players games
DEV NOTE: This should address several issues including general failures to connect after “connecting” screen and joining games while using a character with a lot of gear and items

and much more...full patch notes at link below...

https://steamcommunity.com/app/1282100/discussions/1/3820796493684911093/?snr=
 
IMO, it's probably a good game to go back to after a year so they can continue to make tweaks/fixes to things. It'll probably feel fresher and less repetitious with some time, too. Hopefully they tone down that final boss over time. I have zero desire to ever fight that thing again and might end up bailing instead of fighting it in subsequent playthroughs. It's just such a stupid fight.
 
Hello. Currently on:

13900K stock
2x16 GB DDR5 GSKILL 6800
Rtx 4090 Gigabyte Gaming
Aorus Elite Z790 AX
SSD KINGSTON 2TB
Seasonic 1300W PX ATX 3.0 PCIE 5.
win 11

Hi. Anyone using Msi afterburner in background? After game update msi stop showing fps and causing crashes to desktop whenever i start new game and press SPACE to skip cutscene. I was wondering why game started crashing whenever i press NEW GAME and cutscene appear and i press space. Then i closed msi afterburner and its fine.
I closed msi afterburner and no crashing at least,but i dont ssee fps. Thx

Ah i neeeded to update RivaTuner,, nvm
 
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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
I thought I read something about loadouts too? This game desperately needs them, so much wasted time scrolling through all those damn rings.
 
Nice looking forward to more content. ~60 hours so far and I have almost everything unlocked. Game has good replay ability as each area has multiple possible zones and dungeons that take multiple playthroughs to see it all.
 
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