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This review contains spoilers

The original Rain World was made as a sandbox with lots of creatures interacting with each other in an ecosystem. It has light story elements and lore that are SECRETS and INSIGNIFICANT to the core experience. Downpour unfortunately doubles down on the story and lore, so if you play the DLC first, which some might do, since you can activate a cheat to unlock all the campaigns, you're both playing a worse version of vanilla and getting dumb lore and drama dumped on you that you have no context for.

For example, let's say a a new player unlocks all the campaigns with a cheat and decides to play as Rivulet, not knowing some crucial paths and region layouts from the base game. They are going to get lost and have no idea where to go.

Artificer's campaign is extremely linear and is a pain in the ass to go to other regions because Artificer needs the karma from killed Scavengers to go anywhere. The intended route has only 2 gates that use this mechanic. Every other gate you can simply pass through. It's such a waste of a weird mechanic that does nothing but waste your time and gives you less freedom to explore the sandbox.

Out of all the campaigns, Gourmand is probably my favorite. It's not as lore heavy, adds the big tree from Survivor and Monk's intro as a playable region, and even adds slugpups, which were cut content, into the game if you finish the optional food quest.

The rest of the other campaigns are either too different from the base game's feel, has bad balancing issues, has awkward writing and confusing progression points, and makes the gameplay worse just to tell a "story". This is why you shouldn't mix modded content with official content.

It's still Rain World. It's still good content. Just with an extra coat of sparkledog OC donut steel vomit.

EDIT: Apparently there is a secret Nightcat campaign and it's a joke playthrough filled with memes. When you talk to Five Pebbles he talks about "five pebbsi" and that is somehow comedic. What the hell? Modders literally cannot resist the urge to add cringy jokes in whatever they make. Even more embarrassing since Rain World is suppose to be taken pretty seriously.

great expansion my only complaint is that 90% of the content is from modders. Was really hoping for some more stuff from the original dev team. Still, it's an amazing dlc and really improves upon the base game.

Pros
- More Rain World
- More Rain World content
- More content of Rain World
- More Rain World

Cons
- Pretty much all of it was made by the community (which is a pretty minor hindrance as I usually don‘t really care who makes what so long as the “what” is something of good quality; I just wish we could have gotten some more from the devs)

La historia de un mundo decadente y sus dioses moribundos desde los ojos de un pequeño animal, la boca abierta y los ojos como platos todo el rato, jugarlo solo se siente como el viaje mas duro, salvaje y emocionante que he experimentado

If Rain World was Tarkovky's Stalker, then Downpour is a collection of AO3's best rated fanfics of Tarkovsky's Stalker. The bloat here is stupefying, most times at odds with the sanctity of original vision, and unfathomably cursed when one of the campaigns ends on a combat gauntlet with a final boss in the end. You cannot deny care and attention that went into Downpour construction tho, and there's still that same brilliant core that makes any progress journeying through the world an undertaking of extraordinary reward. Slugcats with neat gimmicks present a rather good time but I'd recommend meeting them with managed expectations.


This review contains spoilers

Downpour's biggest strength is its ability to recontextualize the environment of the world, showing how few changes to the movement system can present a completely new set of fun platforming challenges. The movement in the original game is superb as it was, but I would definitely argue that several of the campaigns here do it even better. The speedrun feel of Rivulet, the ability to move a lot more freely during combat as Artificer, the Gourmand slide, the Spider-saint (that momentum preservation is so sweet) and the Spear-climbing possilibites of Spearmaster (my greatest idea was throwing a spear underneath with a backflip and then one above as well to reach certain ceilings with dropwigs).

The lore elements are consistent, if one were to engage with the lore of the original game that is. I fully understand, however, that the pearl-reading process was a powerfully tedious task, and I wished there was a simpler way to find out the lore. There's the wikis of course, but that's always less exciting than finding stuff out for yourself. Well, now with the added dev-tools, you can experiment at your leisure! So I hope people go back to the main game and check out the lore to see that the Iterators always were emotionally unstable discord users, and slugcats always were purposed beings, even though they are also animals. The player may be able to realize these things better if they complete all three of the OG campaigns, but the pearls go into further detail.

I do understand if the sheer feeling of encountering certain things, and the mystery surrounding each creature or plant is lost when there is a dictionary that can explain everything to you, but it was always there, there were always some answers waiting for those who were interested in the "canon" explanations. If you aren't, Downpour's focus on story will lose you fast. I, however, think that all of them present fascinating ideas to an already fascinating world, one of my favorites, now only cemented as one of the coolest fictional universes of all time.

I think Spearmaster's campaign could be skipped, I believe the devs even pondered removing it, but I did enjoy the fact that playing it allowed me to defeat creatures I never could otherwise. It did have the single worst idea of removing one of this slugcat's key abilities as part of the progression, which I thought sucked. It is my least favorite one, it feels the most out of place. And while I do greatly enjoy this story, all the ideas and moments that reward the curious are there, nothing really comes close to the feeling of the original Survivor playthrough. I replayed parts of it before diving in, and the void sea segment sends shivers down my spine every time, same as meeting Pebbles. There are cool setpieces, but the feeling is different. Perhaps it's because I've gotten so much better through these campaigns that I gained excitement for new challenges and lost some of that fear of the unknown.

But there is no way to ever make another campaign like the first one. Even replaying Survivor I was already much better and knew so much more about how to deal with threats. I have moved from observing the ecosystem and slipping past to engaging with the ecosystem, being a part of it. And in that way I think Downpour's approach is the correct one for a sequel aimed at players familiar with the systems, while also adding some more tutorial messages for the starter Slugcats while sleeping. To me it opens up Rain World to so many more new possibilities, and I'm so happy it truly rewards anyone who wants to engage with the movement system or combat or lore on a deeper level. Though I fully understand if there are people who do not wish for Rain World to be like that.

I've seen the sentiment blaming modders for such an approach, but that's not true. The devs specifically overviewed everything and worked with them on the lore. It was something they wanted to add to the game, something they worked on as well even if a lot of the work was done by the modders. To conclude that this DLC is something detached from their vision of the base game is weird. I've personally never felt that it is. And that's actually the best praise I can give it.

A remarkably emotional experience that is better in everyway than Rain World's original offerings.

No game has ever before tackled themes of deep time to such an excruciatingly remarkable effect and I honestly suspect no other game during my life will. Downpour earns the perfect score by making me experience emotions no piece of media has ever been capable of before.

An absolutely once in a lifetime expansion that was practically produced through human sacrifice on the behalf of devout border line zealous fans.

This review contains spoilers

(huge spoilers for pretty much everything)

The original Rain World is a game i would consider more or less perfect. It is stunning in near every aspect and it is also one that feels like it specifically appeals to me in many many ways. While the magic of the initial impression isn't really comparable, it is also a game that i've played a lot of and at some point i inevitably started modding it. So going into this i am far from unfamiliar with modding. But while i'm used to it, it also feels a bit different to have one implemented into the main game as paid content like this as well as a mod having this kind of scale. As the release drew closer i got a bit worried about how it'd turn out, even though i was inevitably excited for it considering it is a follow up to a game i hold as highly as i do.

And well, while i do like it, it does suffer exactly from that issue, how the hell do you follow up a game like Rain World? Retreading the original survivor experience wouldn't capture the initial effect that the game has, and since this is an expansion and not a sequel, it does stick to the same general world. So i assume the natural stepping point was hunter, taking that base experience and making it more difficult as well as making the player more powerful to go up against the increased challenge. I think Hunter is a great gamemode for a variety of reasons, it switches up the ecosystem and your place in it in a way that fits perfectly and is quite engaging after playing as survivor, but it also requires a lot of knowledge about the game's systems and world to get through succesfully because of the cycle limit, so it fits as a gamemode to be unlocked. The step up the slugcats in this dlc take is one that feels less grounded both in abilities and in the ways they are placed in their world and stories and as such it has a different overall feel to it. Becoming a predator isnt really the same thing as having an explosive double jump. Another issue that became apparent for me after a while is that map knowledge makes these campaigns a lot more repetetive. The player knows where to go and as such exploration becomes a question of when the player feels like going to pebbles and/or moon which is an aspect i couldn't really get out of my head whenever starting a new campaign and one that i think drags the dlc down a bit, even if it's one that isn't easy to avoid, because yet again, it is building off the base game and set in the same general world.

Despite all this i do have to say that pretty often the new campaigns do highlight great things about the base game and expand on them in some very engaging ways. Each one focuses on a different aspect and takes it to its extreme, whether it be movement(rivulet and saint), combat(artificer and spearmaster) or the survival mechanics (gourmand, for lack of a better term to sum it up). And at its best, downpour did make me realize just how great a lot of these mechanics were and utilized them in a way that may not be entirely in line with what the original game set out to do, but is great nonetheless as a way to push their possibilities to the forefront. And some new changes are welcome, since the player isn't approaching the world with the same mindset they were before. Artificer is an absolute joy to play, with rain world's scrappy freeform combat being put to use in the best way possible. Even if i said that an explosive double jump may not be in line with the original game, it is still an explosive double jump and those tend to be pretty sick, and that's kind of how i feel about the whole campaign, it may be comparatively over the top at times, but it is so consistently engaging that i don't mind at all. Pretty much all combat that would be too risky in the base game is now on the table and it's an absolutely wonderful showcase of those mechanics. The story is fairly straightforward, but it fits in well as a clear driving motive and the downpitched dream jingles later on set a fittingly darker mood as artificer becomes more and more caught up in violence. The karma limitation works thematically and while it can get annoying in a few regions with limited scavenger populations or high karma requirements, it makes crossing a karma gate feel less like grinding up food and more a challenge of your hunting skills. Metropolis is a very obvious region addition, but it is still a stunning final locale (with amazing threat music) to go through and is overall very well executed, even if i have mixed thoughts on the inclusion of a final boss. Gourmand on the other hand excels in many different utilities and a different approach to gameplay which is generally slower paced as well as more item focused with crafting mechanics. Those can sometimes have pretty ridiculous results (being able to craft living creatures and some other more ridiculous items) but mostly feel fairly fitting and interesting to experiment with. I like the change the higher damage higher risk spear throws bring, it feels like a fresh twist on combat that requires a more careful approach. It's a campaign i appreciate a fair bit for its lesser narrative ambitions and for a lot of fun little mechanics which add new possibilities and encourage creativity, especially how a lot of region unique items can now be crafted on the spot with a bit of resourcefulness. I also appreciate the food quest as something to help with the problem about exploration i mentioned before. Outer Expanse is another really well made region and the entirety of gourmand's campaign was an enjoyable change of pace, a surprisingly lighthearted one centered on curiosity and experimentation, and i can appreciate that. The only thing i was worried about was that the existence of outer expanse would retrospectively undermine survivor's journey to ascension, but the alternative ending actually handles this very well, outer expanse now being seemingly empty with the question of where all the other slugcats disappeared left unanswered. The ending doesn't feel like just a simpler "good" alternative, but is instead a more bittersweet one.

The other slugcats' campaigns are a lot more Lore Heavy, which comes with some mixed results. There's a fair few ideas i found interesting and enjoyable, but it gets more messy from here. Spearmaster's campaign feels like a slight retread, considering it covers known events leading up to the main game which i don't think adds much. What it's left with is a less interesting characterization of the iterators and a pearl fetch quest for most of the campaign. This feels especially strange given that spearmaster is the only character unable to store pearls in their stomach and because of this the whole campaign feels a lot more restrictive. It also nullifies the dual wielding ability which could've made for some engaging combat scenarios but instead makes them better to avoid. Rivulet has some similar trappings but pulls off most things better. Their movement capabilities are pushed to ridiculous extremes, which for a game with a movement system as in depth as rain world's leads to a very fun character. Their short cycles and periodical rain showers pair well with this for a tense campaign all about speed and finding enough food to satisfy your fittingly fast metabolism, all of which does a good job highlighting the traversal in the game, similarly to what artificer did for combat. The story has some compelling ideas, Pebbles' decision to help moon does make for an effective moment. I especially like the music pearl he has as the only thing to keep him company. Most of the campaign does also involve a fetch quest, but mechanically it is a better fit than spearmaster, as the energy cell rivulet carries enhances their already insane movement capabilities even further and riv is not really focused on combat anyway. I'm not completely aboard with everything that's done with the story here, the context of the fetch quest itself feels a lot more contrived than i'd like and again not always a fan of all the iterator characterization here. Along with this, they show another influence hunter had, that being the idea of closer iterator slugcat relations as well as ones specifically engineered by them. It took me a while to figure out what exactly bothers me here, but i think it comes down to spearmaster and rivulet's campaigns being entirely centered on the narrative surrounding iterators, the slugcats themselves have next to no motivations, they don't have their own plight, there's next to nothing to them besides existing to let the player see plot points/make the plot move along. And despite some good ideas and moments, i can't say i find the plot itself interesting enough to justify this change.

That leaves only saint's campaign, which i have very, VERY mixed thoughts on. It changes the world in the most significant way, and is often very beautiful and atmospheric. Saint's pacifism adds a certain sense of tranquility to it all and the altered echo monologues are mostly great. Undergrowth was one of the highlights, seeing a previously gray and seemingly dead area coming to life deep underground where the cold can't reach it. Seeing pebbles' barely alive puppet was also a very effective moment. All this was somewhat hampered by an excessive amount of predators in a world that seems to be on its final breath and yet has way too many predators, especially in some regions. The karma 10 ability was also a shift of tone i was mixed about, being a very drastic change from what so far has been one of the more understated campaigns, but i was willing to see where the game would go with such a major change. However any positive thoughts i had were shattered in rubicon. Saint's final area kills the tone in the worst way possible. It for some bizzare reason changes the most mysterious creatures and location in the game into means for locked arena combat? With the pacifist character who's "combat" mechanics are the least interesting out of the bunch??? The inclusion of rubicon in the game is completely bizzare to me, as it seems to go against every aspect of rain world i find interesting. It's an overlong uninteresting combat gauntlet that feels painfully grounded in very "gamey" design choices with some admittedly interesting visual work that leads to a cryptic ending which despite some potentially interesting aspects tries to do a bit too much and just can't quite make me overlook what preceeded it. Rubicon is my least favorite part of downpour and possibly one of my least favorite final areas in any game. Which is really quite a shame because of just how much potential saint had to be a favorite of mine and because it finished the dlc on quite possibly the worst note it could

Now for the miscellaneous things, the dlc also adds a few additional modes. Expedition appears to mostly have the same base i remember from when i played it as a non official mod, just now with extra unlocks and polish. It is a fine gamemode if what you're looking for is just playing more of the base gameplay loop the campaigns offered with some extra twists. Challenges provide shorter, well, challenges that mostly take after the arena mode. Their quality can vary a ton, from some being fun little tasks or puzzles that focus on some aspect of the base game or have some twist to them, to some pretty bad ones driven by rng. I think rng is barely ever a problem in campaigns, and generally strengthtens the game with variety and liveliness, but there your tasks of find food and shelter are very general and can be achieved with so many ways that rng rarely screws you over completely. In Challenges the arenas are small and the tasks specific, which can lead to a lot of frustration and inconsistent difficulty where some challenges can become near impossible one run and completely free on another, and some others rely on inconsistent mechanics. There are still some highlights here, but it's barely worth digging through it all unless you're a completionist, especially considering that the last challenge is a horribly misguided boss fight both in mechanics and theming and is similarly disappointing to rubicon. The last alternative gamemode is safari which is really cool as an idea, being able to play as any creature, but it also is left at just messing around as the various critters so it's largely just what you make of it. I tend to like having some kind of goal in games, so i can't say i got that much out of it.

Throughout my talk of the campaigns, i often mention a single region along with each slugcat and this brings me to another point that i'm a little disappointed by. Nearly each campaign now has an exclusive region or two, which is a cool idea, combined with the timeline making some regions change. The problem for me arises from these regions very often being dead ends that serve as just finales to the campaign. There is very little interconnectivity and while a lot of the regions by themselves are very solid and well made, it does worsen my problem with exploration even further, since almost all campaigns, even the ones i like, just involve going to moon or pebbles, seeing what's up with them and being directed towards where you need to be with a new region there where the campaign finishes. I previously played many custom regions, because i simply really liked exploring, but one limitation i always found was how most of the time, each region is self contained with a few exits to the vanilla regions and as such there wasnt really the same sense of being lost. This was one of the most exciting things for me about this dlc, being able to get lost in something new once more, but most of the new regions dont really improve upon this. This may have partially just been wishful thinking, but it does feel like a missed opportunity when there's only really one brand new region that is integrated more seamlessly rather than sticking out at the edges of the map. And that region is a good addition, Pipeyard connects a lot of far away edges of the map and makes for a route i used a few times to get to places as a fresh alternative and it worked very well, so i find it a shame that it's the only region of its kind. I do however like the addition of alternative paths and subregions, mainly in sky islands as well as the gutter in chimney canopy. The new creatures also feel a little lacking. Another aspect that i was hoping to see expanded upon was an addition of more passive critters or generally new creatures, but the majority of what was added just ended up being slight variations on existing predators. Yeeks and Mother Spiders are my favorites, yeeks being some of the more uniquely designed creatures as well as one of the only truly passive ones, while mother spiders are interesting both because they're presented as taking care of their young (noodleflies are one of my favorites in vanilla because of this), thus feeling more grounded as a living creature as well as being mechanically interesting with the danger of killing one way too close constantly having to be taken into account. Inspectors and Giant Jellyfish are more unusual and aren't as directly integrated into the world but both are really cool designs and discovering them was a memorable moment.

In the end i do see that downpour has a lot of ambitious ideas and clearly a bunch of passion went into it, but not only is some of the execution mixed, i also find that some of the ideas it has arent what i was interested in seeing in rain world in the first place. What made the original game stick as much as it did for me was its massive, mysterious and inspired world that i find fascinating to this day. The quiet reflective moments contrasted with the skyscraping heights it would occasionally reach, both being equally important to the overall impression. The whole world felt alien and all the greater concepts hard to get a grasp on from the player's limited perspective as a lost animal, caught up in your own struggle and only barely ever managing to see beyond it, that perspective especially was what stuck with me. There are a lot of things left up to interpretation, so it is not surprising that this is what the community would focus on, but it's also something that i don't think will stick with me nearly as much. 6 of the new regions focus on or are related to those heights mentioned (mainly to iterators), and as stunning as those are initially, this fixation made me realize that what downpour does is just not really what i was looking for. There is a lot of ambition here, and it has a bunch of interesting iterations on the ideas present in the base game, but in its pursuit, it loses a bunch of the little things that i found most appealing in the original. But even with all this it is still pretty darn good generally! After all, i am inevitably comparing it to my favorite game and it isn't really easy to come up on top in that comparison. Rain world is an extremely hard act to follow. In a way i do appreciate downpour both for its flaws and its successes. Rain World is a game i've spent so much time with to the point where a lot of things are easy to overlook and may have gotten stale, and the dlc provided me with a fresh perspective on it and made me appreciate it more. Through its successes i remember why i fell in love with the game in the first place and in its shortcomings i can often see what made rw such a standout game to me. So despite some of my misgivings, i am glad downpour exists and i am also glad that with it, rain world is getting the attention it deserves.

It's a fine DLC. Outlined below are my thoughts on the campaigns as a whole. I won't be talking extensively about the stories/lore of each campaign; there are plenty of video essays on the topic already.

A huge mistake going into this DLC is expecting the same experience the base game brought you -- as many reviewers have already mentioned, you will be sorely disappointed. I initially wasn't going to review Downpour for this reason, but I saw a review of Rain World that mentioned how the DLC ruins the original's tone and narrative, citing the DLC's new technical features and story as the culprit. It got me thinking: does a game owe its audience an expected experience at the cost of ingenuity?

I don't think so, at least not to the extent that Downpour "changes" the original. It's best to view each campaign as a separate experience that is part of a greater whole, instead of thinking of each campaign as an extension of the previous one.

Downpour gamifies many aspects of the original in a way that makes it distinctly clear that it was originally a fangame created by multiple people. I personally don't find this as offensive as others might, especially with how each story utilizes its differences, but you may be turned off by it if you were expecting just more Rain World. Some campaigns may be a fetch-quest, some may be more story-oriented, and some may lie somewhere in between. You're still a slugcat that has to survive in a world that is completely indifferent to you. The only difference between campaigns is how they choose to present this idea.

That isn't to say that Downpour doesn't have its problems. A lot of the new creatures feel like unnecessary addons, and some of the new slugcats' mechanics can feel very under-utilized. There are areas in the DLC that made me want to pull out my teeth (if you know, you know).

The continuation of the story/lore is also a mixed bag; in some campaigns it's told incredibly well, while in others it feels like the developers were trying to tell more than they conceivably could.

In any case, I don't think any of the differences present in Downpour damper the quality of the original. Yes, Downpour isn't Rain World -- but it doesn't try to be, and that's perfectly okay.

A DLC that breathes life into the base game, new stories and game-play emerge that offer deeper insight into the world of Rain World! It allows for more co-op and modding opportunities, and is practically inviting me to play Rain World for another 150+ hours!

Some of the most fun I’ve had with a game in years was learning how to kill lizards in Rain World. In my entire time with the game in my first playthroughs, I’m not sure I ever intentionally killed one of these beasts. I saw them as impossible foes. But in order to reach many of my goals in Downpour, I had to learn how to conquer them. The first kill feels like a fluke, like luck, and in a way it is. But each spear that pierces their hide feels more real, more earned. They never stop being terrifying. They never stop being a threat. But I had to learn how to take them down anyway, backflipping, juking, stabbing, feasting. I had to learn how to slay dragons.

I have a brand, and part of that brand is that I really like Rain World. In all my poetic waxings, I often am remiss to mention what makes playing Rain World itself actually so cool. So for once, I’ll try to offer an admittedly vague explanation. I’m sure you can find no shortage of mechanical rundowns, so I’ll keep this brief: Rain World is a unique game where you play as a little slugcat trying to survive and find shelter before the devastating rain comes. It’s quite a difficult game where challenges may often feel insurmountable. What makes Rain World such a unique game is its emphasis on emergent and procedural systems. The vast majority of these systems are not explained to the player at all, and as such have to be learned by experimentation and exploration. The behavior and animations of all the predators and creatures you encounter is unpredictable and dynamic. The game is a bountfiul garden of consistently surprising gameplay.

The result, for me, is something unlike anything else: a constantly exciting game. It’s always a thrill playing Rain World. Even dozens of hours in, I find myself yelping and gritting my teeth. I can get into specifics but I don’t want to dispel the magic of experiencing it yourself. I adore this. It can also end up making making the game agonizing. This is why initial critical response was negative, and why many players will find the game simply too hard or too cruel to even play let alone enjoy. But that agony is a part of the experience, or at least my experience, and it’s part of what makes the slugcat’s journey so beautiful.

So what about Downpour? This is an expansion that adds a litany of new features. If you just want a straight recommendation, I don’t advise going into anything related to the expansion before playing the base game. It’s not a required expansion and frankly is extremely geared towards die-hard fans. Most of my time was spent with the new slugcats, but they also added co-op, Expedition mode, challenges, and other stuff. A major addition to the game was Remix, a suite of new options that is available to owners of the base game. This alone makes recommending Rain World significantly easier, because it now comes with a big list of checkboxes that can help you tailor the game to your own needs. (If you want help figuring out what to use, check out my forum post here.)

Now, there is a criticism that Downpour in many ways actually distorts and weakens the unique core identity of Rain World. I’m torn on this. On one hand, I think it’s a bit paranoid. Even with an expansion (which is still optional!), Rain World remains a singular game like no other. Hunter and Monk were already additions and didn’t distort that vision. On the other hand, this game has a lot of things in it. There’s five new campaigns, a bunch of new game modes, and major additions to the map. There’s a chunk of community easter eggs, which frankly rubs me the wrong way, and the involvement of fandom in art can get ugly fast. The expansion also ends up adding a fair bit to the lore and narrative, and I don’t have simple feelings about some of the choices. (I won’t get into it for spoiler reasons, but there are some big swings that I don’t love.) It’s so much that I couldn’t possibly cover it all, and all the implications and complications in this review; even what I’ve written here is longer than I wanted. I wanted to just talk about the lizards, but this is too dense with content that I can’t just leave it at that. I would never go as far to say that Downpour ruins or fundamentally changes Rain World, but it does definitely add a lot to the mix.

There’s a reason for all this. Let’s talk a bit about the history here: years ago, some Rain World modders began developing the More Slugcats mod, which would add new playable slugcats to the game. Eventually, Videocult took these folks onto the team directly and made the expansion official. This, perhaps, explains why there is a sort of eagerness and lack of restraint to the expansion. The developers have announced intent to continue working on Rain Word, though I get the sense that this will mostly be the Downpour team and not the Videocult duo. I won’t lie that this concerns me; I don’t necessarily want to see this game endlessly expanded. I’m still waiting on the Signal project, and I want to see what else these teams are capable of putting together.

I think part of this comes from the fact that I don’t really engage with games in the way a lot of others seem to. For some people, Rain World is there forever game. I don’t want a forever game. I don’t generally seek to play a game for an indeterminately long amount of time. When I see credits on a roguelite, that’s generally when I stop playing. I am so puzzled when I see people gripe about growing tired of something after several hundred hours in a game. Even my favorite games of all time I generally do not return to ad nauseaum.

But that’s sort of why Downpour ends up making me happy. In spite of some of my concerns and gripes. A messier Rain World is still Rain World, and Rain World is good. And at the end of the day, Downpour gave me a reason to play one of my favorite games again. It gave me a reason to learn how to slay dragons. And that’s worth a hell of a lot.

A dlc that adds excellent new routes and content to something that is already one of my favorite games ever made.

This review contains spoilers

“Don't disturb yourselves. I am not mad, I am only a murderer ... You can't expect eloquence from a
murderer"

saint is fucked up

This review contains spoilers

send help

Good as a second playthrough, don't recommend for a first run though, but either way insane dlc for an insane base game so far


Originally a collection of mods, Rain World: Downpour usually feels tonally closer to base game Hunter as you control superpowered slugcats in areas brimming with apex predators; the oppressive, gameplay-informed tone and intriguing, generally believable ecosystem are diminished here in favor of combat mechanics and big story beats, but in that regard, I think it largely succeeds. The new slugcats are fun to play and the new regions are frequently beautiful and awe-inspiring, rivaling and arguably surpassing the best set-pieces of the base game. There is an impressive amount of effort put into not only spriting the new regions but also remixing the old ones to portray different points in the timeline, creating a contrast between a lively past and a miserable future. The original Rain World was humbling in its implication of decay but in Downpour we get to see it happen ourselves, and it delivers a surprising amount of emotional heft.

You can tell that it used to be a mod sometimes, though. As interesting and fun as the new slugcats are, they are powerful and silly in a way that the original game would not have entertained, and this serves to mostly divorce the player from the base game’s feeling of being like a weak, unremarkable animal. The worst example of this mod-feeling and, in my opinion, the weakest aspect of the expansion is the new creatures: sparing a handful of exceptions, they are either syntheses of existing ones - generally executed in ways that feel cheesy(?) and jarring - or variations on existing ones - which are interesting, but not particularly innovative. Between this and the unrelenting spam of predators you have to deal with, it can be pretty hard to take the new content seriously as a supposed actual ecosystem (as opposed to just a deluge of video game enemies placed there for you to deal with) which is disappointing.

Downpour doesn’t quite feel like playing Rain World again, but that’s fine - I don’t think anything ever will. The original game is an utterly singular experience; its magical claustrophobia - the terror and beauty of fighting against all odds for dear life, crawling through the reclaimed pipes of ancient machines, their purposes and forms shimmering like mirages just beyond your capacity for understanding - would’ve never come to be if any of its constituent parts were changed at all. Every single bold gameplay decision, minimalist UI element, and example of art direction informs its ludo-narratively perfect, spiritual profoundness. But outside of the holistic, Rain World is also a game made out of incredibly good gamey parts: its combat is high stakes and fun - Downpour has more of that, better. Its lore is creative and fascinating, and its characters are lovable - Downpour has more of that, too. If you enjoy any of these aspects of the base game, Downpour will be worth your time and money. Despite being somewhat flawed in a few ways, Downpour is a commendable, impressive, and love-filled community-driven expansion that reveres the base game, and it deserves the positive attention the devs gave it. And even if you don’t like what it does, it's implemented in a way that leaves the original experience intact and default.

A collection of ascended user made mods of wildly varying quality, but generally tending towards being good-to-great, despite how gimmicky every single new slugcat is. Considering Rain World's.... peculiar fanbase, it could have been so much worse, even if some of it still plays and reads like bad fanfiction (mostly the spearmaster campaign).

edit: very belatedly docking a star over the insufferable sense of entitlement a substantial part of the community has developed around it; I have to agree with other reviewers who correctly argued from the start for it being detrimental to the main game, or at the very least to how it is perceived.

More rain world,
more slugcats,
more peak,
more pain,
love it.

This review contains spoilers

if you're expecting an expansion of the original rain world experience, a survival game featuring dynamic ai and a world loaded with mystery -- you will be very disappointed. this expansion (or more aptly, a modpack) does not feature any new creatures outside of evolutions of other ones, or a single one in both of the iterators which is easily avoidable and not particularly notable in any way. what this expansion ~does~ do is focus on adding new lore for the game. heavy amounts of it. loaded with fanservice. big issue with this -- base rain world was very light on its lore originally, and, in a thematic sense, the lore didn't even matter to the game itself. this helped tremendously in setting the tone of the game, making you feel as though you are a powerless animal, who has no idea what's going on, in this dilapidated, alien world.

all of the campaigns feel as though they were made by completely different people who wanted totally different things out of the game. while this sounds good for mixing things up in theory, this raises another huge problem--the new lore has a tendency to contradict itself quite a bit. even with the things that are consistent, it characterizes the slugcats (which downpour itself acknowledged were just wild animals running amok) as these silly capeshit heroes, and the iterators as these hormonal teenagers having a bit of internet drama, instead of these intimidating mechanical demigods. what was once a giant supermachine becomes just another region to explore and find a task out of, and the iterators are effectively reduced to the puppets within their cans, begging these rodents to carry out their duties, which ultimately will not and will never matter in the end. hey, at least gourmand's campaign still feels like a natural survival game with a grungy dilapidated atmosphere, where yes, you CAN explore for fun and have choices in it, instead of literally all the other campaigns being another carbon-copy indie metroidvania with the same design philosophies of people who make deviantart oc fanfiction. it makes sense that most people in the rain world community are a mixture of hollow knight fans & h0rny furries. not to mention they literally added an actual boss fight to one of the campaigns.

might i add that communication was so bad amongst the team that made this, literally no one knew who was getting money and who wasn't. instead of asking the actual people who weren't paid why they were not paid once this information ~was~ found out, their first instinct was to try and cancel the publishers in the public rain world discord server for more money. then, as it turns out, some people deliberately did not want any form of compensation. either they wised up from their incident and deleted all messages of the attempted cancellation, leaving only the people who corrected this thought pattern (which, i will give them the benefit of the doubt of and believe this is the actual reason why messages were deleted,) or they were being slimy and trying to cover their tracks. after all, rain world apparently did have a more predatory publisher in the past. still -- it shows how poor communication was amongst the team that made this expansion. i guess it makes sense why the lore contradicts itself. thankfully none of it is canon anyways, but the fact that it's an official modpack with no clarification of whether or not its canon, not on steam or within the game, and no separation from the old lore in the collections menu, is definitely going to confuse some people.

at least the fez heartbreak secret is cool. could've been worse i guess

To say that I was skeptical about Downpour going in would be an understatement. The original Rain World is, as of the time of writing, my favorite game of all time. One of the most important things about it to me is that it feels incredibly holistically designed, with every individual component thoughtfully considered in how it relates to the larger whole. Everything in Rain World is interconnected, reflecting the Buddhist existential themes explored within it.

With that, I think you can understand the trepidation I felt when I heard about this expansion. New content of any kind was enough reason to worry about the sanctity of the original experience being trampled over – an entire expansion developed by fans, with new characters, creatures, and regions, along with ““quality of life changes”” (a subtly threatening term when it comes to something as idiosyncratically designed as Rain World)? Let’s just say that I feared the worst. The new slugcats that had been revealed didn’t exactly fill me with optimism, either. Rain World cannot claim to be a realistic game, but it is grounded - and those new slugcats did not look grounded.

Now, Downpour has been released. Were my fears unfounded after all? Well…

Something that I really respect about this expansion, and give endless kudos to the team for, is how humbly it presents itself. Make no mistake, this is an absolutely massive DLC with heaps of new content, and yet the first thing you do after downloading it is navigate a new mod manager setting where all the new stuff is listed. This manager does not distinguish between workshop mods you can download for free and this new expansion you pay actual money for – Downpour essentially declares with pride instead of shame that it is little more than an officially supported collection of fan mods. I really, really appreciate that, because as we’ll see, Downpour is extremely ambitious; a layer of separation between what is and isn’t Videocult’s original work was an absolute necessity in my opinion, and I respect the hell out of the team for refusing to muddy the waters in this regard. More pragmatically, this is also a boon to Downpour’s reception – if you don’t like a creative decision, you can simply remind yourself that this is just one (very talented) team’s take on the original work. Nothing is sullied, but a lot can be gained.

Moving on now to discussing what has actually been added in this expansion: there’s no way around it, Downpour is a very different experience to classic Rain World in almost every regard. It turns the dial considerably towards “gaminess”, and makes for something that is a lot messier design-wise, which I just about expected. What I didn’t really expect was how high the narrative ambitions here were. This is something that would’ve troubled me immensely had I heard about it before release. Surprisingly, though, this came to be probably the part of the experience that I enjoyed the most; thanks to, again, that level of separation between the base game and Downpour, and also because the new narrative stuff is honestly nothing to scoff at quality-wise and came a lot closer to replicating the thematic and atmospheric flavor of the original than I was expecting. Mind you, that does not mean there isn’t any tension between what the original Rain World was going for and what Downpour is. The outlandish abilities of the new slugcats definitely do undermine the grounded ethos a bit, for one (though I appreciate that they’re all given reasonable explanations in-universe). More importantly, though, the narrative priorities have completely shifted.

In the original game, the story of the setting (the "lore") was told in the background and was totally subservient to the player's own personal journey of surviving an enigmatic world. You'd stumble upon Moon, or Five Pebbles, and you'd react with awe and wonder, but lacking context and familiarity, file those experiences away as simply another discovery in a pile of them. In Downpour, what was previously the background narrative takes center stage. You always know where to go – to Pebbles and Moon, probably in that order. That doesn't mean that there are no surprises along the way, but on a whole the design philosophy of Downpour is totally juxtaposed with the original’s. In simpler terms: the original was centered firmly around the journey, whereas Downpour is all about the destination.

The slugcats aren't the protagonists any more - they're side characters in a narrative that centers on the iterators, with our dual protagonists being the two we can visit in-game, Five Pebbles and Looks to the Moon. Now, to be completely accurate, this shift was technically already present in the original game. Fundamentally, every new slugcat campaign in Downpour is building on the groundwork laid by the Hunter’s campaign, which served as the original game’s hard mode. What makes Downpour feel like such a change, however, is the sheer totality of what is added. Hunter felt like a side mode, a way to capitalize on the game’s many brilliant mechanics in a more gamey way while still grounding it narratively. But when you add twice the amount of campaigns the original game had (and counting the Monk separately is honestly generous), it's hard not to look at these "side modes" as having become the main dish. The campaigns are thus reframed as small vignettes that serve as the building blocks of a larger narrative that is far more epic in scale – a real opus, one that presumably spans centuries and centuries. And quality-wise, I found myself rather enjoying the story being told. Though I am a little ambivalent on some particularities, on a whole the arcs of Pebbles and Moon are compelling to follow, and full of evocative moments.

The Saint’s campaign was a particular highlight; seeing the world in an even more ruinous state, collapsing in on itself, with cycles fading out as the periodic torrential rain gives way to never-ending snowstorms, was incredibly affecting and felt like a very fitting note to leave this setting on; though I am a tad conflicted on how bombastically that campaign ends – I almost feel like it totally undermines the quiet poignancy of what came before, but I’d also be lying if I said that I didn’t find it to be a fascinating development that, in many ways, pulls a lot of the threads of the narrative together pretty well.

The rest of the campaigns range narratively from decent to great. Gourmand I don’t have much to say about, but I quite like the addition of the Outer Expanse – venturing outside the grounds of the iterators and back on to your (aesthetically inspired) native turf was very exciting (if a tad fanservice-y). Spearmaster allows for the experience of exploring Moon’s facility and seeing her fully operating, which is nice, but I’m not that fond of how the bulk of the narrative is told through chatlogs. Artificer’s story was like a self-contained filler episode in the context of the larger narrative, but it really won me over as it went on and somehow managed to not make me too troubled over the addition of a boss fight to Rain World of all games – it felt grounded in the narrative and avoided the most egregious pitfalls like Dark Souls style titles and healthbars. And Rivulet operates beautifully as a brief moment of optimism, with Pebbles’ redemption and the restoration of Moon preceding the melancholy of the Saint’s conclusive campaign.

With these narrative additions, a question has arisen in the community on whether Downpour is or isn’t officially canon, and ultimately, I think that question is missing the forest for the trees. It feels to me like Videocult, in officially sanctioning this fan effort, is going beyond basic notions of ‘canonicity’, essentially renouncing total ownership of the setting they’ve created and handing it over to their audience. This is further supported by Downpour separating itself firmly from the original work, and not distinguishing itself from other fan mods anyone can make. The question of canonicity then becomes functionally meaningless and a hindrance to productive discourse. It’s a different work, made by different people, with different priorities. It comments on the original ‘text’ (if you will) extensively, but is ultimately firmly separate. The only question that really matters to me is whether Downpour is engaging, interesting and worth experiencing. My personal answer to that question is that it is.


Some things you can never forgive, and such charity will never be given to the taste makers that absolutely failed Rain World at release, so called professionals of the medium who were unable to engage with its singular vision and holistic design, to put it mildly. Time however has vindicated Rain World, now a work of cult following and ever increasing recognition and prestige within the most fervent supporters of emergent gameplay, transcending its pilgrims through one of the most affecting and affirming experiences of uncompromised talent and understanding of what videogames can and should be.

6 years later, Rain World's simulation of nature's beautiful cruelty remains an untouchable feat of game design that threads its hidden mechanics and systems with the erratic and unpredictable ecosystem of alien yet animalistic critters that instigate the player to subconsciously participate on a food chain of cause and effect, so seamlessly permeated through Slugcat's learning process of overcoming the odds and discovering where their limits lies.

Downpour represents purely an assertion of the undeniable qualities of the base game, filling it with abundant content that dares not touch the core tenets of Rain World but instead just adding on top new toys and rules with which to navigate its sandbox. Be it Gourmand and its insatiable gluttony or Artificer and its pyrotechnic killing spree, the careful balance of Rain World is never tarnished or dilluted in favor of an experience that runs contrary to the cat and mouse art it excels at.

I will save the remaining Slugcats for a later time. Rain World is a once in a lifetime deal that I wish to forget for a while until the day I once again need to be reminded of its beautifully realized environment of industrial decay and out of control flora and fauna that puts to shame much of Metroid's milestones and whose crushing Rain instils in me a humble reverance for its deafening cleansing brutality, listening to it from the safety of a newly found shelter in the nick of time in the same manner I would listen to the rain outside my room from the comfort of my cozy bed.

i love this game to death it's not even funny

A profoundly frustrating piece of art. I cannot accurately explain this game without entering the headspace of a literal rat, which is what it will do to you if you choose to play it.

Make my mistake, or don't. It matters not, either way.

This has to be the best take on a DLC that i've ever seen, the expansion of the iterator's story, each character takes place in a different stage of the world hundreds of years appart, each cat has it's development and ending, it's an experience i'll never forget :)

a huge improvement over the original game in just about every way. the five campaigns add tons of new context for the already interesting world in a way that seems completely novel (individual characters experiencing changes in the world as they exist in their own slices of the timeline). however, like the original, rain world feels at odds with itself, never knowing whether it wants to be a lush ecosystem in a unique landscape or a masocore platformer designed to frustrate players. this does not enhance the experience of being a vulnerable slugcat as many fans of the game will jump to explain, and instead feels more like a conflict of goals in the game's core creative direction. despite this issue, the DLC's new focus on narrative and worldbuilding is so well-done that the game is easy to recommend - just use the new accessibility/cheats menu if things get frustrating and skip the 5-minute corpse walking.

This review contains spoilers

i am emotionally dead


they somehow made a 5/5 game better

This review contains spoilers

Do you want to play through the game again under different circumstances? Was visiting Looks to the Moon and/or Five Pebbles your favorite part of the experience? Then you will really enjoy this DLC.
Do you just like the base Survivor/Monk/Hunter campaigns and want to see them fleshed out with more regions and creatures? Then this DLC will fall below your expectations.

PLAY THIS GAME IM BEGGING YOU

i would die for any of these fucking scugs at any given time and i am not joking