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RIG RiotNewsBug Fixes and Stability Optimization - September 17th, 2026
Game update

Bug Fixes and Stability Optimization - September 17th, 2026

RIG Riot · published 17 Sep 2026, 17:22 UTC · build 25373806

All newsPlayers around this dateRead on Steam

Hey folks, hope you're well. I've been very encouraged to see how positive the game's reviews have been so far, and I also appreciate your patience while I work on getting bugs sorted out.Since the change to the names of the game modes it seems like more people are playing Standard(formerly Assault) mode and having a good time, which is great! I've also noticed that some folks have had more performance challenges in this mode. This is to be expected, of course, with the higher quantity of enemies causing a greater draw on the CPU. I'm looking into things to try and help this, including a potential slider to let you adjust how many enemies are able to spawn at a time. Overall RIG Riot is run almost entirely on the CPU. This is because I've found that moving things to the GPU tends to especially tank performance for people running the game on integrated graphics, a use case I didn't expect but want to support as much as I'm able. A challenge with having so much on the CPU, though, is that it's not as obvious to me how I can provide player-adjustable settings to make the game run better on hardware that is not entirely up to snuff. I'm continuing to research and think about options, though, of course.

Additionally, I just updated the minimum and recommended specs on the game's steam page. The original specs were on my wife's computer and on an older build. The new specs were determined based on builds that community members have tested, then increasing them a little to try and provide some headroom. Sorry for not getting that updated sooner, hopefully they will provide some helpful context on what you can expect performance-wise with the game in its current state.

Anyway, back to the bugfix mines. Keep letting me know if you run into issues and I'll keep working to get them all addressed! You're all the coolest.

-Sage

Changes

  • Improved stability by adjusting rendering settings (Note: this is to address situations where certain players would see their frame rates drop when looking in a certain direction. Your maximum frame rates may be a bit lower with this change, but overall frame rates should be more consistent. Let me know if you get any major issues because of this)

  • Various adjustments to try and improve optimization

  • Removed the floor platform from one of the Prison hotspots as it was causing visual bugs and didn’t really add much to the presentation

  • Flare Duelists are now anchored to their flare’s location, similar to pilots fought as part of objectives. This means they will try to stay within that space while fighting, and they will also be teleported back if they get too far.

  • Increased size of flare smoke effect


Bug Fixes

  • Adjusted the distance hotspots are placed from one another to try and reduce situations where enemies spawn inside of geometry

  • Further adjustments to hotspot spawn points to try and prevent things from spawning underground or inside geometry

  • Adjusted the descriptions of some achievements to reflect the new names for the game modes

  • Adjusted how the game handles enemies falling off the stage to prevent a softlock caused by objective enemies falling off the stage

  • Fixed interactables spawning under the stage

More from RIG Riot

Other announcements

All news
Game update25 Sep 2026Bonus Hotfix for Arena Foes - September 25th, 2026Last one for today I think- have a great weekend all! Bug Fixes · Fix for arena foes not realizing they have line of sight until the player movesGame update25 Sep 2026Hotfix For Militia Holding Area - September 25th, 2026Bug Fixes · Fixed enemy RIGs spawning in the ceiling in the Militia Holding Area due to the extended spawn location check from the previous patchGame update25 Sep 2026Deeper Fixes for Bugged Spawn Points - September 25th, 2026Hey folks, I think I finally got to the root of what's causing enemies and interactables to spawn inside of objects. See, the the locations where your objectives take place are within things called Hotspots, basically mini levels that I create manually with spawn points, certain objectives available. etc. Hotspots, however, can spawn in arrangements such that they overlap a bit, either with eac…