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Rivals of Aether II

Rivals of Aether II is a platform fighting developed by Aether Studios and published by Aether Studios and offbrand games. Released on October 23, 2024, for Microsoft Windows via , it serves as the direct sequel to the 2017 . The title features returning and new elemental characters battling in the universe, emphasizing fast-paced, competitive combat with customizable controls and rollback netcode for online play. At launch, Rivals of Aether II includes a roster of 10 playable characters, such as the returning Zetterburn, Wrastor, Forsburn, and others, with all future characters added as free updates alongside cosmetics and events. Gameplay supports 1v1, 2v2, and free-for-all modes in both local and online multiplayer, incorporating mechanics like parries, grabs, and ledge options while introducing features such as a pummel system and Getup Specials. The game builds on its predecessor's foundation with enhanced polish, aiming to deliver accessible yet deep platform fighting experiences. Originally announced in April 2022, the project evolved through demos and community feedback. Post-launch, Aether Studios has committed to ongoing updates, including new characters, stages, and single-player content to support esports integration, such as participation at the in 2025. As of November 2025, the roster has expanded to 14 characters through four free updates, with a 2026 roadmap announced at EVO 2025 including additional characters, an Item Mode, and new stages.

Gameplay

Core mechanics

Rivals of Aether II is a platform fighter where players control characters in two-dimensional arenas, engaging in both ground-based and aerial combat to accumulate damage on opponents and knock them off the stage. Ground combat involves directional attacks executed by combining button presses with left analog stick inputs, such as forward tilts for quick pokes or forward smashes for powerful lunges, while aerial combat emphasizes mid-air maneuvers like neutral aerials for spacing or up aerials for juggling combos. The percentage damage system accumulates from successful hits, starting at 0% and capping at 999%, with higher percentages increasing hitstun duration and knockback force, making characters easier to launch toward stage boundaries. Knockouts occur when a character is propelled beyond the invisible blast zones surrounding the stage, depleting one of the standard three stocks per player; respawning resets damage to 0% but includes a brief period of invincibility. Edge-guarding mechanics encourage players to intercept recovering opponents by positioning near ledges, where characters can grab the ledge for temporary intangibility before choosing options like rolling, jumping, or performing a getup attack; releasing the ledge triggers a 30-frame lockout to prevent stalling. The control scheme builds on standard inputs, utilizing buttons for (light tilts and aerials), (heavy smashes and aerials), (neutral, side, up, and down variants unique to each character), , and Grab, all modifiable via the game's adaptive or reverse mapping options for grounded and aerial states. Tilts are performed with gentle analog tilts for precise, low-commitment strikes, while smashes require a full flick or charge for greater range and damage; aerials execute the same directional inputs mid-jump, enabling complex off-stage plays. Advanced techniques like Directional Influence () allow players to hold a direction on the frame before launch to alter knockback trajectory, improving survival by angling away from blast zones, while Smash Directional Influence (SDI) involves rapid stick inputs during hitstun to reduce duration and escape combos. These mechanics are supported by a 6-frame input that stores actions like or shielding, ensuring responsiveness in fast-paced exchanges. Unique to the engine, the parrying system enables defensive counters by inputting + (or a dedicated ), with a 6-frame startup that stuns grounded opponents on successful timing and reflects projectiles, though it carries 20 frames of endlag on success to balance risk. Customizable controls enhance , allowing remapping of buttons, analog sensitivity adjustments, and options like parry toggles to suit player preferences, including support for controllers and inputs. Physics emphasize fluid analog movement, where tilt inputs produce walking speeds and tap inputs trigger dashes, integrated with hitbox interactions that prioritize port order for simultaneous clashes (e.g., jostling pushes higher ports leftward). The sequel's employs server-based via SnapNet technology, minimizing latency in online play by predicting inputs and correcting discrepancies, enabling smooth cross-region matches with reduced input delay compared to systems.

Characters

Rivals of Aether II launches with a roster of 10 characters, blending returning fighters from the original game with new additions to offer diverse playstyles in its 3D platform fighting environment. Returning characters include Zetterburn, a fire wolf who mixes long-range projectiles like fireballs with close-range rushdown via his flame charge for combo extensions. Kragg, the rock golem, focuses on zoning with stone pillars and rock summons that control stage space and deter approaches. Orcane, a water-based shapeshifter, employs puddle mechanics to create slippery zones for zoning and enhanced recovery options, allowing seamless transitions between aquatic ball form and standard movement. Ranno, the poison frog, builds toxin stacks through attacks for damage-over-time effects, rewarding a patient, chip-damage playstyle that pressures shields and recoveries. Wrastor brings aerial mobility with wind gusts for fast approaches and projectile spacing, while Maypul uses vine extensions for trapping and mixups, emphasizing setup-based control. Forsburn deploys smoke clones for deceptive zoning and fire sword teleports to punish overextensions. New characters expand the roster's tactical depth, such as Loxodont, an elephant grappler whose trunk attacks enable long-reach pulls and command throws to drag foes into close-quarters brawls. Clairen, an insect drone, incorporates modular parts like interchangeable stingers for pokes and propellers for aerial zoning, supporting a technical, adaptable zoner archetype with customizable setups. Fleet introduces high-mobility rushdown with wind spirals that allow angle-adjustable recoveries and dives, promoting aggressive, evasive play. Post-launch, the roster expanded with free updates including the returning Etalus on January 21, 2025; on April 2, 2025; Absa on July 1, 2025; and the new Galvan on October 7, 2025. The design philosophy prioritizes distinct archetypes—zoners like Kragg and Clairen for space control, grapplers like Loxodont for command-oriented pressure, and rushdown fighters like Zetterburn and Fleet for aggressive mixups—while integrating hidden such as character-specific followups to encourage advanced mastery without universal inputs. Post-launch updates have refined core kits; for instance, the initial launch patch adjusted Zetterburn's neutral aerial hitboxes to reduce KO potential while improving combo consistency, and tweaked Wrastor's forward aerial coverage to its disjoint. These changes, detailed in official patch notes, addressed early competitive feedback on hitbox overlaps and knockback scaling.

Game modes

Rivals of Aether II features a variety of game modes at launch, emphasizing competitive multiplayer, practice tools, and basic single-player experiences to support both casual and competitive players. These modes leverage the game's rollback for smooth online interactions and include customizable elements to accommodate different playstyles. Versus mode serves as the primary multiplayer option, allowing local and online battles in 1v1, 2v2, or free-for-all formats against CPUs or human opponents. Players can customize rulesets, such as stock lives, timed matches, or overtime, to tailor sessions for casual fun or preparation. Ranked mode offers an online ladder system utilizing -based to connect of comparable skill levels, with s ranging from Stone (0-499 Elo) to Aetherean (top 100 above 1800 Elo). Initial placement matches determine starting based on , and , while subsequent games follow a best-of-three format with double-blind character selection and stage striking rules. Leaderboards provide replay analysis tools, displaying metrics like win-loss ratios and most-used characters to aid improvement. By mid-2025, the mode received updates including seasonal rewards to encourage ongoing participation. Training mode provides comprehensive tools for skill development, including combo practice where players can verify sequences using stage collision to confirm actionable between . Hitbox toggles active hitboxes in red, hurtboxes in green, and other elements like invulnerability in for precise timing analysis. data is accessible via frame advance at 60 per second, showing move states, hitpause, velocities, and inputs. Bot behaviors simulate human-like responses, with configurable options for directional influence (DI) modes like random or away, get-up choices (neutral, roll, or attack), and counter reactions (grab, specials, or rolls) to mimic realistic defensive play. Workshop integration enables custom stages and mods through Steam Workshop, allowing community-created content such as item-based chaos modes that introduce random power-ups for unpredictable matches. This feature, inspired by the original , was added post-launch to extend replayability, though it was not available at the October 2024 debut. Single-player options include CPU matches within Versus mode for isolated practice and a basic arcade ladder, where players progress through AI opponents across increasing difficulties to complete character-specific runs. No full story mode is present at launch, though post-launch roadmaps outline its addition in future chapters.

Development

Background and announcement

Dan Fornace began his game development career as an independent creator while in college, releasing Super Smash Land, a Game Boy-inspired demake of the Super Smash Bros. series, on September 14, 2011. After graduating from Drexel University, Fornace joined Microsoft Studios as a game designer, contributing to titles such as Trials Evolution (2012), Mark of the Ninja (2012), Killer Instinct (2013), and Ori and the Blind Forest (2015). In April 2014, he left Microsoft to pursue independent development full-time, announcing Rivals of Aether later that year and launching it in Steam Early Access on September 22, 2015, with a full release on March 28, 2017. Following the success of the original , which built a dedicated community through its Workshop integration in 2019—allowing user-created characters and content—and a thriving scene via the Rivals Championship Series () with regional events culminating in finals at major tournaments like in 2024, Fornace transitioned to sequel development. The project initially stemmed from efforts to expand and support the original game, which had been maintained for over eight years, but evolved into a full standalone sequel to address technical limitations and enable long-term multiplayer features. In 2021, Fornace restructured his solo operation, Dan Fornace LLC, into Aether Studios, expanding the team to over 10 members focused on the universe. By the 2023 Kickstarter, the team had expanded to 27 members. Rivals 2 was officially announced on , , via a trailer showcasing and a tentative 2024 release window, with further teases in the Aether Studios 2023 recap outlining development milestones like character reveals at Genesis 9 and EVO 2023. By early 2024, the studio shifted 90% of its resources to the sequel, culminating in a campaign that raised over $1 million in late 2023 to fund . In 2024, due to the rising popularity of NetEase's Marvel Rivals, the project was rebranded as II to avoid naming conflicts, just weeks before its October 23, 2024, release.

Production and design

The production of Rivals of Aether II emphasized design goals centered on delivering competitive depth through intricate platform fighting mechanics while maintaining an accessible entry point for newcomers, drawing inspiration from long-term live-service titles like League of Legends and Rocket League to support ongoing player engagement. Developers at Aether Studios aimed to balance high-skill ceiling elements, such as advanced movement tech and combo systems, with intuitive controls and tutorials to lower barriers for casual players. A core innovation was the implementation of server-based rollback netcode via SnapNet from High Horse Entertainment, which improved online play stability over the original game's peer-to-peer system by predicting inputs and correcting discrepancies, enabling smoother cross-platform matches and reducing latency issues in competitive environments. Additionally, the game incorporated modular character design frameworks to facilitate future DLC integration, allowing for seamless addition of new fighters without overhauling core systems. Key milestones marked steady progress toward launch. Following the completion of the Dungeons of Aether rogue-lite in March 2023, Aether Studios shifted approximately 90% of its resources to Rivals of Aether II, prioritizing core gameplay refinement and asset development. The launch roster was finalized at 10 characters, including eight returning from and two newcomers (Clairen and Loxodont), with expansions planned through free updates. A semi-open beta test ran from September 27 to 29, , on , allowing limited public access alongside Kickstarter backers to gather feedback on balance and performance ahead of the October 23, , PC . Development faced challenges, including a late-stage rebranding from Rivals 2 to Rivals of Aether II in September 2024, prompted by the rising popularity of Marvel Rivals, which necessitated rapid updates to marketing assets, UI elements, and digital storefront listings to avoid confusion. In October 2024, coinciding with launch, Aether Studios announced a year-long post-launch roadmap featuring four free DLC characters, new game modes like crew battles and events with themed rewards, training mode enhancements, and the first esports season, all aimed at sustaining community growth without microtransactions gating essential content. Collaboration played a pivotal role, with Aether Studios partnering with OFFBRAND Games for support, handling Kickstarter fulfillment, , and logistics to alleviate financial pressures during development. Technically, the team upgraded to Unreal Engine 5 from the original's , enabling 3D models animated at 60 , overhauled , and better performance optimization for online features like dedicated servers and cross-progression.

Marketing and release

Promotion

The promotional campaign for Rivals of Aether II emphasized a creator-led approach through its partnership with Offbrand Games, the publishing label founded by streamers and Jason "Pirate Software" Hall, focusing on direct engagement with the fighting game community rather than broad traditional marketing. This collaboration, announced at Live 2024, highlighted the game's evolution from its independent roots while leveraging the publishers' streaming networks for authentic promotion. Major announcements were shared via a three-part deep dive series in October 2024, led by Aether Studios' Dan Fornace, covering launch features on , currencies and cosmetics on , and the post-launch roadmap on October 17 to build anticipation around the game's live-service elements. Key promotional materials included the June 2024 reveal trailer unveiled at Live, which disclosed the from Rivals 2 to II alongside the Offbrand partnership, marking a pivotal moment in the game's public positioning. This was complemented by the official release date trailer on September 18, 2024, confirming the October 23 launch and urging viewers to wishlist the title to signal interest and boost visibility. To generate early hype, Aether Studios distributed invitations to backers and select testers starting in April 2024, allowing participants to experience core mechanics and provide iterative feedback ahead of the full release. Community involvement was central, with wishlisting campaigns integrated into every major trailer and announcement to drive pre-launch momentum. Discord servers facilitated ongoing player feedback through dedicated channels and tools like Nolt surveys, enabling the team to refine features based on direct input. tie-ins drew from the original 's established scene, including the developer-backed Rivals 2 Championship Series launched in 2024 with pot bonuses for events like LMBM to encourage competitive playtesting and hype. Partnerships extended the campaign's reach, particularly through Offbrand Games' promotion via Ahgren's streams and events, such as a live showcase in October 2024. Additionally, a free was made available to all users during Steam Next Fest from October 14 to 21, 2024, featuring online play and showcased in streams by Offbrand Games partners. codes were introduced for in-game purchases, allowing supporters to earn bonus Aether Bucks and incentivizing around the game to amplify organic visibility.

Launch and distribution

Rivals of Aether II launched on October 23, 2024, exclusively for personal computers via the Steam platform, with no console versions available at release; console ports are planned for beyond 2025. The standard edition retailed for $29.99, offering access to a base roster of ten characters and core gameplay features, including an in-game shop for purchasing cosmetics via Aether Bucks. A closed beta weekend ran from September 27 to 29, 2024, allowing limited participants to test the game on ahead of full release. On launch day, Aether Studios deployed a patch introducing balance adjustments to characters and mechanics, such as tweaks to shield stun and coin earning through XP progression, alongside bug fixes to ensure stability. The title follows a digital-only distribution model and is co-published by and Offbrand Games, available exclusively through without physical editions. While the original featured Steam Workshop integration for mods, this functionality was not implemented at Rivals of Aether II's launch but remains a planned post-release addition.

Reception

Critical response

Rivals of Aether II received generally positive critical reception upon its October 2024 launch, with reviewers praising its refined gameplay and competitive focus while noting areas for improvement in content depth. Critic scores averaged around 85/100 based on early reviews from outlets like DualShockers (8/10), Paste Magazine (8.9/10), and Gameplay (8.2/10), highlighting the game's depth in platform fighting mechanics and smooth online performance. On Steam, the game holds a "Mostly Positive" user rating (78% positive) from over 8,500 reviews as of November 2025, reflecting strong community approval for its core loop despite some post-launch fluctuations, including a review bombing incident in June 2025 related to broader gaming industry concerns. Critics lauded the innovative character mechanics, which feature unique elemental abilities and high skill ceilings for each fighter, such as Clairen's precise zoning tools and Loxodont's charge-based eruptions, allowing for diverse playstyles that reward mastery without overwhelming newcomers. The implementation of rollback was frequently highlighted for minimizing lag in online matches, enabling reliable that enhances the competitive scene. tools, including target test stages and an arcade-style mode, were appreciated for helping players develop advanced techniques like directional influence and edgeguarding. Many compared the title favorably to the series, particularly , for its accessible entry point combined with deep, technical movement options that feel exhilarating yet forgiving. However, reviewers pointed out limitations in single-player content at launch, with no dedicated story mode available—though a expansion was promised via backer updates—leaving offline play feeling sparse beyond basic versus and training options. Initial balance issues also drew criticism, particularly for characters like Loxodont, whose floaty recovery and charge-dependent kit were seen as underdeveloped, leading to matchup disparities in early competitive play that required patches to address. The game received no nominations at the 2024 , but won Best Game Release at the inaugural Evo Awards in 2025. Community-driven accolades emerged through , including a dedicated at Evo 2025 that showcased top players and highlighted the game's growing tournament viability.

Commercial performance

Upon its release on October 23, 2024, Rivals of Aether II quickly achieved commercial success on , topping the platform's global best-seller charts by revenue and outselling major titles such as Call of Duty: Black Ops 6 and during its first week. The game crossed 100,000 units sold within its first week, with estimates placing lifetime sales at over 250,000 copies by late 2025, generating approximately $5.8 million in gross revenue. Player engagement metrics highlighted the game's strong launch and sustained interest among the . It reached a peak of 11,765 concurrent players on shortly after release, surpassing the 10,000 threshold and reflecting robust initial adoption. Ongoing retention has been supported by features like ranked and updates, maintaining average daily concurrent players around 355 into late 2025 despite a natural post-launch decline. As an indie-developed , Rivals of Aether II benefited from the established niche market for accessible, community-driven titles, amplified by cross-promotion within the original ecosystem. Approximately 15,000 units were upgrades from the predecessor, leveraging the prior game's loyal player base of over 1 million owners to drive adoption without relying on marketing budgets. Looking ahead, Aether Studios' 2025 content roadmap, featuring four free characters (including Etalus in January 2025) and gameplay enhancements like new modes and stages, has helped sustain player interest through regular updates. A console port has been announced for release beyond 2025, though no specific platforms or date have been detailed as of November 2025.

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    Oct 30, 2024 · 85k new copies have been sold. With a $30 pricetag, minus 10% for the week 1 sale and 30% for Steam's cut, I think Aether Studios and offbrand have probably ...rivals 1 steam charts have officially surpassed rivals 2 (not counting ...Rivals of Aether II launches October 23rd on Steam - RedditMore results from www.reddit.comMissing: figures | Show results with:figures