the cutting room mirror

Risk of Rain 2

Developer Console#

By pressing Ctrl + Alt + ` you can open up the game's developer console, there is a full list of commands on the RoR2 Wiki or you can type help into the console. A list of combinations for different keyboard locales is found below.

Language

Header text

DEU

Ctrl + Alt + Ö

ESP

Ctrl + Alt + Ñ

FIN

Ctrl + Alt + Ō

FRA

Ctrl + Alt + Ù

NOR

Ctrl + Alt + Ø

PRT

Ctrl + Alt + Ç

USA

Ctrl + Alt + `

(Source: Harb)

Disabled Stage Objects

To do:
These screenshots were taken on a lower quality setting with an outdated graphics card, needs higher quality screenshots.

There are disabled GameObjects in the stage, seems like its usually leftover from development.

Commencement (moon)#

HOLDER: Skybox/OOB Objects/Distant Dunes/Abyss Fog/

Distant fog.

Gameplay Space/HOLDER: Start Temple/TempleBase/Water/Underwater Lights/

Underwater lights?

Gameplay Space/HOLDER: Start Temple/TempleBase/Add-Ons/PillarHolder (3)/MoonPillarHuge

Gameplay Space/HOLDER: Bridge/Floating Islands/Island 1: Cauldrons/HG_Q2_OuterRing_Terrain_002/LunarPod Flavor Props

Gameplay Space/HOLDER: Bridge/Floating Islands/Island 1: Cauldrons/HG_Q2_OuterRing_Terrain_002

While this GameObject is used, it mysteriously has an Animator component.

Gameplay Space/HOLDER: Bridge/Floating Islands/Island 2: Buds/STREAMLINE STUFF TO UPDATE!!/

To do:
Outdated graphics card causes the water to be pink, update with a new screenshot

RoR2-Moon_StreamlineStuff.png RoR2-Moon_StreamlineStuff2.png

Gameplay Space/HOLDER: Bridge/BRIDGE, Section 3/MoonElevator/

Commencement (moon2)#

HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 1: Quarry/Q1_MiddleRing/Q1_Tower (1)

HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4: Starting Temple (used)
HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4: BridgeParent (used)
HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4_InnerRing
HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4_MiddleRing
HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4_OuterRing

RoR2-Moon2_Q4Rings.png RoR2-Moon2_Q4Rings2.png

Scorched Acres#

Flags#

WPSkybox/WPFlag

RoR2-WispGraveyard_WPFlag.png

Additional flags, likely previously attached to something.

Unseen Skybox Textures#

Weather, Wispgraveyard

RoR2-WispGraveyard_WeatherOn.png RoR2-WispGraveyard_WeatherOff.png While the weather itself is the enabled as the default, the sky textures for the stage have a unique, sunset-esque texture that would go unseen.

Eclipse#

Weather, Eclipse

RoR2-WispGraveyard_WeatherEclipse.png

The previously mentioned skybox textures would have paired with the post-processing provided by this unused weather.

Weather, Eclipse/Skybox Assets/Sphere, Moon/
Weather, Eclipse/Skybox Assets/Sphere, Moon/Sphere, Other Moon

Looking up, we can see an eclipsed moon, and a second smaller moon.

Void Locus#

The Planetarium#

To do:
Get a screenshot with the ArchEntry as well

RaidVoid/RaidVoidTerrain/RaidVoidWater

RaidVoid/RaidVoidTerrain/mdlVoidStageIslandSE/mdlVoidTerrainSE/ 
RaidVoid/RaidVoidTerrain/mdlVoidStageIslandSE/mdlVoidTerrainSE/ArchEntry

BrightSwirlPP
CenterSwirl

Sky Meadow#

SMSkyboxPrefab/MoonHolder/MoonMesh
SMSkyboxPrefab/MoonHolder/ShatteredMoonMesh (used)

Unused

Final

Siren's Call#

HOLDER: Boss Encounter/BossChest/

Interacting with this object spawns the Alloy Worship Unit boss encounter.

HOLDER: Environment/HOLDER: Terrain/SGTerrainDirtSecret

RoR2-ShipGraveyard_SGTerrainDirtSecret.png

This disabled terrain would have been behind the strange closed gate in the caves.

Aphelian Sanctuary#

OOB Blockers

Lake Base Water

Playspace blockout

Standard view

Hidden Realm: Bulwark's Ambry#

HOLDER: Skybox/ArtifactWorldSkybox/WorldRelative/GroundMesh, Super Distant

Hidden Realm: Bazaar Between Time#

Void Reaver Masters#

HOLDER: Arena Entrance/Trigger/NullifierMaster

There are three copies of the CharacterMaster GameObjects (component which controls the character bodies) for the Void Reaver inside of the gameobject trigger to spawn the portal. It's possible that upon opening the portal, the Void Reavers would spawn and attack the player. It's likely that this was removed to make the bazaar a sort of "safe place".

Shops#

LunarShop (Used)
BlueprintShop
SeerShop (Used)
CauldronShop (Used)
DroneShop

As remnants of the unused features of the bazaar, there are multiple gameobjects named for the shops they would have held.

Hidden Realm: A Moment, Fractured#

HOLDER: Skybox/Sphere

It emits a strong green light.

Unused Physmats#

Unused Surface Definitions#

Unlockables

Huntress#

RoR2/Junk/Huntress/Characters.Huntress.asset

Huntress used to be unlockable, but with the release of Bandit, Bandit took her unlock condition.

Newt#

RoR2/Junk/Shopkeeper/Logs.ShopkeeperBody.0.asset

Newt, the Bazaar Between Time shopkeeper, does not drop a logbook and lacks a lore entry.

Unused Buffs

Engi Shield#

While this buff is used by the Alloy Worship Unit, this buff was originally used by the Engineer's Targeted Shield ability. This buff grants 100% of the user's max health as shield.

Blinded#

RoR2/DLC1/Common/Buffs/bdBlinded.asset

This debuff causes the whole area around to become enveloped in shadow except for a small area around the victim. It reduces their "visionDistance" to a distance of 15 or lower, which affects players and monsters.

This was likely used for the previous version of Railgunner's Polar Field Device, given that the name of the internal name of the skill is "RailgunnerBodyFireMineBlinding".

EliteSecretSpeed#

RoR2/DLC1/bdEliteSecretSpeed.asset

Buff associated with the unused elite type, Secret Speed. It uses the unused equipment, Beyond the Limits.

Deafened#

RoR2/InDev/bdDeafened.asset

This debuff causes sounds to become deafened.

Echo#

RoR2/InDev/bdEliteEcho.asset

This buff is used for the unused elite type, Annihilator. It uses the unused elite affix AffixEcho, with its own prefixes.

BodyArmor#

RoR2/Junk/Common/bdBodyArmor.asset

This buff blocks one hit of damage, spawns an effect, then removes the buff. This buff is provided by Captain's unused Plating Beacon.

Team Shield#

RoR2/Junk/Common/bdEngiTeamShield.asset

Engineer would have provided this buff to his teammates with his unused Targeted Shield ability. This buff grants 50% of the user's max health as shield.

EnrageAncientWisp#

RoR2/Junk/Common/bdEnrageAncientWisp.asset

This buff is used by the unused Risk of Rain 2/Unused_Enemies#Ancient_Wisp. This buff provides +40% movement speed.

Gold Empowered#

RoR2/Junk/Common/bdGoldEmpowered.asset

This buff gives +100% attack speed. If you have the "Immune" buff and you don't have the GoldEmpowered buff, you will reject damage. It's unknown why that condition is implemented.

LightningShield#

RoR2/Junk/Common/bdLightningShield.asset

This buff has no effect coded.

LoaderOvercharged#

RoR2/Junk/Common/bdLoaderOvercharged.asset

This buff is given by Loader's unused Static Charge ability. With this buff, her melee attacks deal 200% damage, stun enemies for 1 second, and has a different impact effect.

LoaderPylonPowered#

RoR2/Junk/Common/bdLoaderPylonPowered.asset

This buff causes Loader's hits to chain lightning to nearby enemies on hit for 30% damage with a proc coefficient of 0 up to 3 bounces within a range of 20m.

MeatRegenBoost#

To do:
calculate correct regen

RoR2/Junk/Common/bdMeatRegenBoost.asset

This is the buff that was applied when Bison Steak was Fresh Meat. This grants increased regeneration.

Slow30#

RoR2/Junk/Common/bdSlow30.asset

Causes the victim's movement speed to be slowed by 30%.

Unused Item Displays

Artifact Reliquary#

The Artifact Reliquary's true body is just a large, transparent sphere. Despite this, it has elite item displays available, though they're not setup to actually show any display.

Voidtouched#

To do:
Get item displays

Void Infestors are unable to infect players and (as of Survivors of the Void PC Patch v1.2.2.0) "mechanical" characters like turrets. As a result, there are voidtouched item displays for mechanical characters now left unused.

(Source: Original TCRF research)

Unused States

These are unused states that don't have an associated ability.

Mithrix's Throne#

RoR2/Junk/Brother/EntityStates.BrotherMonster.ThroneSpawnState.asset

Watch on YouTubeMithrix has an unused spawning state where he gets off his throne. In addition, there is an unused throne modeled present in the scene that is inactive. The throne can be found in the addressable paths: "RoR2/Base/Brother/mdlBrotherThrone.fbx".

It plays the unused "Throne" and "ThroneToIdle" animations.

SleepState#

> RoR2/Base/Beetle/EntityStates.SleepState.asset This is a shared state that only the beetle has access to. When entered, the body is meant to play the "Sleep" animation. This is part of the cut "Act Busy" behavior. However, upon activation the Beetle neither plays an animation or is able to exit the state.

Squid Polyp Deathstate#

RoR2/Junk/Squid/EntityStates.Squid.SquidDeathState.asset

Squid Polyps have an unused death state.

Beetle Queen WeakState#

RoR2/Junk/BeetleQueen/EntityStates.BeetleQueenMonster.WeakState.asset

The Beetle Queen has an unused "Weak" state.

Beetle Mainstate#

RoR2/Junk/Beetle/EntityStates.BeetleMonster.MainState.asset

Beetles have an unused mainstate.

Commando Mainstate#

RoR2/Junk/Commando/EntityStates.Commando.MainState.asset

Commando has an unused mainstate.

Cloak Test#

RoR2/Junk/Common/EntityStates.CloakTest.asset

Upon entering the state, the user is granted the "Cloak" and "CloakSpeed" buffs. After 3 seconds, the user exits the state and the buffs are removed.

Hover State#

RoR2/Junk/Common/EntityStates.HoverState.asset

This plays sets the model's animator's "fly.rate" field to be based on the user's current velocity. Their rigidbody direction is set to the user's aim direction. While in this state, the user is able to use their other skills, though its likely that using another skill would exit this state.

GameEnding#

RoR2/Junk/Core/RoR2.GameEndingController+CreditsState.asset
RoR2/Junk/Core/RoR2.GameEndingController+EndingCutsceneState.asset
RoR2/Junk/Core/RoR2.GameEndingController+GameEndingControllerBaseState.asset
RoR2/Junk/Core/RoR2.GameEndingController+PostGameReportState.asset

"GameEndingController" is an effectively empty NetworkBehaviour. All classes are empty, except for "GameEndingControllerBaseState which only gets the "GameEndingController" component and does nothing with it.

Cut Busy Behavior

Monsters were supposed to have "act busy" states that the player would interrupt. Ghor, a previous developer of Risk of Rain 2 at the time:

yeah. the idea was that sometimes you'd discover monsters in "act busy" states that made it seem like they were in the middle of something before you showed up
pace of the game turned out to be too high and time available too low

(Source: Ghor @RoR2Modding Discord)

(Source: Original TCRF research)

Emotes

There were pinging and surprised emotes planned for the survivors and monsters, respectively. However, the work to make an animation for every character proved to be too much. The associated component is "CharacterEmoteDefinitions, and there's an unused field in InputBankText for emoteRequest. From Ghor, a previous Risk of Rain 2 developer:

AI would use it early on to play surprise animations when an enemy spotted you for the first time
only beetles and lemmies had the anims though, I think
two enemy spotted animations
and zero player emotes
yeah, but there were no emotes ever made
I think pinging used to be an emote but there was no animation associated with it
unfortunately it would've been too much work to do emotes for every character

(Source: Ghor @RoR2Modding Discord)

(Source: Original TCRF research)

Surprise State#

RoR2/Junk/Common/EntityStates.Emote.SurpriseState.asset

This causes the user to play the "EmoteSurprise" animation.

EmotePoint#

RoR2/Junk/Common/EntityStates.EmotePoint.asset

The user plays the "EmotePoint" animation based on attack speed, though the state is exited after 0.5 seconds regardless.

Unused Characters

Multiple survivors from the original game didn't make it into the sequel, some like Bandit and Loader were re-added in updates while Sniper had a spiritual successor in the Survivors of The Void DLC in the form of Railgunner. However there are remnants of these survivors in the game's files still.

Assassin#

RoR2/Junk/Assassin/animAssassin.controller
RoR2/Junk/Assassin/AssassinBody.prefab
RoR2/Junk/Assassin/idrsRoboAssassin.asset
RoR2/Junk/Assassin/AssassinBodyFireGrenade.asset
RoR2/Junk/Assassin/AssassinBodyPlaceMine.asset
RoR2/Junk/Assassin/AssassinBodyPrimaryFamily.asset
RoR2/Junk/Assassin/AssassinBodySecondaryFamily.asset
RoR2/Junk/Assassin/AssassinBodyUtility.asset
RoR2/Junk/Assassin/AssassinBodyUtilityFamily.asset

Not to be confused with the unused enemy known internally as Assassin2, Assassin is a survivor created to test melee survivors. It is a blocky skeleton with two daggers on each hand.

This character has unused materials.

Primary: Slash Combo

RoR2/Junk/Assassin/EntityStates.Assassin.Weapon.SlashCombo.asset

The Assassin swings once, rotates the other blade, and then swings again.

BackupDroneOld#

RoR2/Junk/BackupDroneOld/BackupDroneOldBody.prefab
RoR2/Junk/BackupDroneOld/BackupDroneOldBodyGun.asset
RoR2/Junk/BackupDroneOld/BackupDroneOldBodyPrimaryFamily.asset

An older body used for the Strike Drones summoned by The Back-up equipment. It looks like a green equipment drone with a gun where equipment is normally held.

Bandit (RoR1)#

RoR2/Junk/Bandit/animBandit.controller
RoR2/Junk/Bandit/BackstabSpark.prefab
RoR2/Junk/Bandit/BanditBody.prefab
RoR2/Junk/Bandit/BanditCrosshair.prefab
RoR2/Junk/Bandit/Characters.Bandit.asset
RoR2/Junk/Bandit/idrsBandit.asset
RoR2/Junk/Bandit/mdlBandit.fbx
RoR2/Junk/Bandit/mskBanditSpine.mask
RoR2/Junk/Bandit/mskBanditUpper.mask

The Bandit has existed since development, and was the most complete unused survivor. With the popularity of a community-made mod which expanded upon Bandit, Hopoo Games kept the unused survivor in-game and intact to keep the mod alive. The in-game Bandit is internally "Bandit2" to distinguish. Bandit plays mechanically similar to how he did in Risk of Rain 1.

This has unused materials. This has unused objects.

Base Stats

Damage

Health Points

Regen

12

100

0.6

Loadout

Primary (Shotgun)

RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.FireShotgun.asset
RoR2/Junk/Bandit/BanditBodyFireShotgun.asset
RoR2/Junk/Bandit/BanditBodyPrimaryFamily.asset

Mag Size

Reload

Damage

Fall-off

Notes

8

2 Seconds

166%

83%

Gets less accurate if you spam shots

Secondary (Lights Out)

RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.FireLightsOut.asset
RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.PrepLightsOut.asset
RoR2/Junk/Bandit/BanditBodyLightsOut.asset
RoR2/Junk/Bandit/BanditBodySecondaryFamily.asset

His secondary acts the same as RoR2 Bandit's default special, Dealing the same amount of damage and resetting all of your cooldown timers, However it has a 7 second cooldown if you miss, opposed to RoR2 Bandit's 4 seconds.

Utility (Smokescreen)

RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.CastSmokescreen.asset
RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.CastSmokescreenNoDelay.asset
RoR2/Junk/Bandit/BanditBodyCloak.asset
RoR2/Junk/Bandit/BanditBodyUtilityFamily.asset

His utility does 266% in a small AoE around him, stunning enemies while also turning him invisible, and it repeats this attack when you exit invisibility. It has a 9 second cooldown compared to the final's 6 second, despite the invisibility having the same timespan.

Special (Thermite)

RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.FireThermite.asset
RoR2/Junk/Bandit/BanditBodySpecialFamily.asset

His special shoots out a shot of thermite that sticks onto enemies, dealing 30% damage per tick for 10 seconds with a cooldown of 7 seconds.

Bomber#

RoR2/Junk/Bomber/BomberBody.prefab
RoR2/Junk/Bomber/BomberBodyFireBarrage.asset
RoR2/Junk/Bomber/BomberBodyFireRocket.asset
RoR2/Junk/Bomber/BomberBodyPaintMicroMissiles.asset
RoR2/Junk/Bomber/BomberBodyPrimaryFamily.asset
RoR2/Junk/Bomber/BomberBodyRoll.asset
RoR2/Junk/Bomber/BomberBodySecondaryFamily.asset
RoR2/Junk/Bomber/BomberBodySpecialFamily.asset
RoR2/Junk/Bomber/BomberBodyUtilityFamily.asset
RoR2/Junk/Bomber/EntityStates.Commando.CommandoWeapon.FireRocket.asset

Bomber uses Commando's body as a base.

This has unused objects.

Primary#

CommandoPerformanceTest#

RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBody.prefab
RoR2/Junk/CommandoPerformanceTest/EntityStates.Commando.CommandoWeapon.FireBarrage.asset
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyBarrage.asset
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyFireFMJ.asset
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyFirePistol.asset
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyPrimaryFamily.asset
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyRoll.asset
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodySecondaryFamily.asset
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodySpecialFamily.asset
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyUtilityFamily.asset

Sniper#

RoR2/Junk/Sniper/EntityStates.LockSkill.asset
RoR2/Junk/Sniper/EntityStates.Sniper.Scope.ScopeSniper.asset
RoR2/Junk/Sniper/EntityStates.Sniper.SniperWeapon.FireRifle.asset
RoR2/Junk/Sniper/EntityStates.Sniper.SniperWeapon.Reload.asset
RoR2/Junk/Sniper/SniperBodyFireFMJ.asset
RoR2/Junk/Sniper/SniperBodyFireRifle.asset
RoR2/Junk/Sniper/SniperBodyPrimaryFamily.asset
RoR2/Junk/Sniper/SniperBodyReload.asset
RoR2/Junk/Sniper/SniperBodyRoll.asset
RoR2/Junk/Sniper/SniperBodySecondaryFamily.asset
RoR2/Junk/Sniper/SniperBodySpecialFamily.asset
RoR2/Junk/Sniper/SniperBodyUtilityFamily.asset
RoR2/Junk/Sniper/SniperBody.prefab

A port of the Sniper is also in the game. Unlike Bandit his model is clearly unfinished, simply being a textureless variant of Commando. His base stats are 12 damage, 110 HP and 0.6 regen. His primary has 4 ammo and deals 133% damage, but his utility reloads up to 12 bullets into his primary. His secondary zooms you in, giving you between 166% and 1200% damage based on how long you charge and uses the same ammo as your primary, it also shows you how far away the point you're looking at is in meters. His utility performs a roll and reloads 12 bullets for his primary, has a 4 second cooldown. His special has a 1 second cooldown and seems to do nothing. Shooting certain parts of enemies gives you a damage bonus, but there is no way to tell where besides brute-force testing.

After Survivors of the Void, the scope changed from a dark texture to a bright white. Picture of Sniper scoping in

HAN-D#

RoR2/Junk/HAND/animHAND.controller
RoR2/Junk/HAND/HANDBody.prefab
RoR2/Junk/HAND/idrsHand.asset
RoR2/Junk/HAND/EntityStates.HAND.Overclock.asset
RoR2/Junk/HAND/EntityStates.HAND.Weapon.ChargeSlam.asset
RoR2/Junk/HAND/EntityStates.HAND.Weapon.FireWinch.asset
RoR2/Junk/HAND/EntityStates.HAND.Weapon.FullSwing.asset
RoR2/Junk/HAND/EntityStates.HAND.Weapon.Slam.asset
RoR2/Junk/HAND/GravekeeperHookProjectile.prefab
RoR2/Junk/HAND/HANDBodyFire Winch.asset
RoR2/Junk/HAND/HANDBodyFullSwing.asset
RoR2/Junk/HAND/HANDBodyOverclock.asset
RoR2/Junk/HAND/HANDBodyPrimaryFamily.asset
RoR2/Junk/HAND/HANDBodySecondaryFamily.asset
RoR2/Junk/HAND/HANDBodySlam.asset
RoR2/Junk/HAND/HANDBodySpecialFamily.asset
RoR2/Junk/HAND/HANDBodyUtilityFamily.asset

HAN-D was a melee survivor in the original game who can actually be see in the back of the character select screen in RoR2, he was likely replaced with MUL-T as they share visually and thematic similarities. The base stats of the unused character are 20 damage, 300 HP, 1 regen, and a grand 3 armor (around 3% damage resistance), he also seems to move a little faster. These are insanely higher than all the other characters and are closer to Heretic's stats than the rest of the cast. His primary is a slow hammer swing dealing 225% per hit. His secondary is a projectile that deals 250% on impact. His utility appears to do nothing while his special deals 400% damage in an AOE, sending out what seems to be a Beetle Guard projectile for 250% damage against whatever it hits and knocks it forward. Picture of HAN-D in-game RoR2-HAND.PNG

Hauler#

RoR2/Junk/Hauler/HaulerBody.prefab

Enforcer#

RoR2/Junk/Enforcer/EnforcerBody.prefab
RoR2/Junk/Enforcer/EnforcerBodyFireBarrage.asset
RoR2/Junk/Enforcer/EnforcerBodyFireFMJ.asset
RoR2/Junk/Enforcer/EnforcerBodyFirePistol.asset
RoR2/Junk/Enforcer/EnforcerBodyPrimaryFamily.asset
RoR2/Junk/Enforcer/EnforcerBodyRoll.asset
RoR2/Junk/Enforcer/EnforcerBodySecondaryFamily.asset
RoR2/Junk/Enforcer/EnforcerBodySpecialFamily.asset
RoR2/Junk/Enforcer/EnforcerBodyUtilityFamily.asset

The Enforcer is one of the most unfinished out of the ported RoR1 characters. His model is a white rectangle that clips into the floor. He has 12 base damage, 60 HP, and 0.6 regen. His primary has 6 ammo and does 166% damage with each shot reloading individually. His secondary seems to do nothing and has 12 charges, but it spends multiple at a time. His utility is a basic roll and his special seems to be suppressive fire but it's bugged and just hits your own character doing effectively nothing.

GolemBodyInvincible#

RoR2/Junk/GolemBodyInvincible/GolemBodyInvincible.prefab

A Stone Golem with a large amount of health. Despite the name, it is not invincible.

Paladin#

RoR2/Junk/Paladin/ccpPaladin.asset
RoR2/Junk/Paladin/PaladinBody.prefab
RoR2/Junk/Paladin/EntityStates.Paladin.DashSlam.asset
RoR2/Junk/Paladin/EntityStates.Paladin.LeapSlam.asset
RoR2/Junk/Paladin/EntityStates.Paladin.PaladinWeapon.BarrierUp.asset
RoR2/Junk/Paladin/EntityStates.Paladin.PaladinWeapon.FireBigRocket.asset
RoR2/Junk/Paladin/EntityStates.Paladin.PaladinWeapon.FireRocket.asset
RoR2/Junk/Paladin/PaladinBigRocket.prefab
RoR2/Junk/Paladin/PaladinBodyBarrierUp.asset
RoR2/Junk/Paladin/PaladinBodyLeap.asset
RoR2/Junk/Paladin/PaladinBodyPrimaryFamily.asset
RoR2/Junk/Paladin/PaladinBodyRocket.asset
RoR2/Junk/Paladin/PaladinBodySecondaryFamily.asset
RoR2/Junk/Paladin/PaladinBodyUtilityFamily.asset

Pot2#

RoR2/Junk/Pot2/Pot2Body.prefab
RoR2/Junk/Pot2/Pot2Debris.prefab

Potmobile#

RoR2/Junk/PotMobile/idrsPotMobile.asset
RoR2/Junk/PotMobile/PotMobileBody.prefab
RoR2/Junk/PotMobile/EntityStates.Pot.PotWeapon.FireCannon.asset
RoR2/Junk/PotMobile/PotMobileBodyFireCannon.asset
RoR2/Junk/PotMobile/PotMobileBodyPrimaryFamily.asset

Potmobile2#

RoR2/Junk/PotMobile2/PotMobile2Body.prefab
RoR2/Junk/PotMobile2/PotMobile2BodyFireCannon.asset
RoR2/Junk/PotMobile2/PotMobile2BodyPrimaryFamily.asset

Scout#

See mats

Other Characters#

Bomber

Bomber is an "original" character that is unfinished in the files. He has 16 base damage, 220 HP, and 0.6 regen. His primary fires out a 200% damage fireball that explodes in an AoE on contact with anything. His secondary does nothing and his Utility is just Commando's roll. His special is just the suppressive fire skill from Commando but with a longer 13 second cooldown. He also shares a model with Commando. It is easy to tell this character is very unfinished and likely was scrapped pretty quickly

Warden

The Warden was a scrapped survivor in early access that unfortunately can't be played in-game. Hopoo revealed a lot of information about the character in their Dev Thoughts #27 Q&A including concept art and what skills they would've had. The survivor was an experiment to see if they could rely on outside help for designing characters. His energy gimmick is noticeably comparable to the corruption meter on Void Fiend and he likely would have been a very mobile survivor in combat with his 3 charges of Power Vault and his energy on damage and hit to let him use Power Vault more. Warden Concept Art Warden's loadout

Beam Turret#

RoR2/Junk/Engi/EngiBeamTurretBody.prefab
RoR2/Junk/Engi/EngiBeamTurretMaster.prefab
RoR2/Junk/Engi/EngiBeamTurretBodyPrimaryFamily.asset
RoR2/Junk/Engi/EngiBeamTurretBodyTurret.asset

There is an AI in the game for an Engineer beam turret, while there is seemingly no corresponding ability to place this turret it can still be spawned in. Its AI has a really hard time tracking, slowly turning towards the enemy, making it very hard to get value out of on anything that's not a big target. They're also completely textureless during their building animation. Beam Turret in combat

Base Stats

Damage

Health Points

Regen

16

110

0.6

3

Primary The beam deals around 37% damage per tick and seems to tick a little under 5 times a second dealing 175% DPS. It also inflicts the 50% slow debuff. These stats are very similar to the proper mobile turrets Engineer has, and they were likely the original design before they refined the damage numbers and made them able to walk.

Defense Beacon#

An alternate beacon for Captain, this one has two charges that each give you 5 guaranteed blocks. You can't take another charge if you already have any blocks. This one is really powerful when used in combination with items like Safer Spaces or Tougher Times, basically giving you 5 layers of guaranteed protection underneath whatever the items block for you. With how abusable this could be for experienced players that don't get hit often it's clear to see why they scrapped it.

Unused Areas

ai_test#

A test room made up of random blocks, rocks, and other geometry. A Lunar Chimera Golem spawns on the stage by default but there isn't natural spawning after that. When you hit the teleporter monsters like Imp Overlords, Imps, Beetles, Lemurians, Alloy Vultures, Bighorn Bison, Mini Mushrums, Grandparents, Parents, and Elder Lemurians spawn. Picture of the map

testscene#

A test scene, made of a massive grey plane and some basic geometry including a moving sphere. Natural spawns are disabled but the teleporter is able to spawn Beetle Queens, Stone Titans, Stone Golems, Lemurians, and Beetles. There are groups of Beetle Guards set inactive in the scene. Picture of the map

Scrapped Cutscene#

There is a stage named 'voidoutro' where you can see an early cutscene that would've played after the Voidling boss. It seems like this is actually from the original design for the boss fight where Voidling would sit in the middle of the arena. It was cut due to lack of time, to be more distinguished from the Mithrix ending, and to avoid potential lore implications that the team would have to follow with.1

Watch on YouTube

References#


  1. Dev Thoughts 27 - Hopoo Games Q&A + more! - https://www.youtube.com/watch?v=r3nI1HqkL9A&t=2193s↩︎