Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Sunken Tombs Returns
A 3D adaptation of Sunken Tombs from Risk of Rain 1, added to RoR2 as a Stage 4 map. Also includes a Simulacrum variant!
| Date uploaded | 2 weeks ago |
| Version | 1.2.0 |
| Download link | wormsworms-Sunken_Tombs_Returns-1.2.0.zip |
| Downloads | 5274 |
| Dependency string | wormsworms-Sunken_Tombs_Returns-1.2.0 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2121JaceDaDorito-LocationsOfPrecipitation
A utils mod that features editor and runtime tools I use for making stages!
Preferred version: 1.2.3RiskofThunder-R2API_Addressables
R2API Submodule for implementing Addressables functionality
Preferred version: 1.1.3RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.1.1RiskofThunder-R2API_Director
API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour
Preferred version: 2.3.9Smooth_Salad-ShaderSwapper
A lightweight library for upgrading stubbed shaders to actual shaders at runtime.
Preferred version: 1.0.1README
Sunken Tombs Returns
A 3D adaptation of Sunken Tombs from the original Risk of Rain! Although it was originally a stage 3 map, this version is a stage 4 map instead. It has a similar layout: tall-ish, mostly underwater with a small above-water layer at the top.
The visuals were specifically based on the map's appearance in Risk of Rain Returns, hence the name, but there's also a few details that aren't really in either version. Hopefully it still feels familiar despite that.
This is not the mod that changes Void Locus to a stage 5 map!! If you're looking for that one, you can find it here.

Monster Cage
Instead of a legendary chest, there's a cage hidden in a random spot in the map. Open it to fight a monster and get a free legendary item, which is dropped next to the cage after it's defeated.

Simulacrum
Sunken Tomb also comes with a Void replication, exclusive to SotV's Simulacrum gamemode. It has a few extra geysers and some vertical lifts (like the ones in Repurposed Crater) to help with getting around. It also has Mini Mushrums instead of Hermit Crabs.

Other Features
- Uses Sunken Tombs' music from the original game! Specifically, the Returns remasters:
- Category chests and triple shops are more common than on other stages (because the map is so blue that regular chests are sometimes easy to miss..,)
- Config options
- Sunken Tombs: Enabled (true/false)
- Simulacrum Variant: Enabled, Enabled on Stage 1 (true/false)
- Underwater music muffling (true/false - disabled by default)
- Modded enemy toggles
- Modded enemies can appear if their respective mod is enabled
- EnemiesReturns: Sand Crab
- Colossus does not appear in the stage by default but can be enabled via config settings
- Clay Man
- EnemiesReturns: Sand Crab
Bugs / Issues
Please let me know on GitHub and/or Discord (@worms / @ry6240) if you encounter any issues with the map. Also feel free to message me if you have suggestions or other feedback!

CHANGELOG
1.2.0
- Layout changes:
- The large L-shaped building's roof is now an accessible area in the map. Various launch pads were added to connect it to other areas
- Revamped the tall cave/graveyard area. Added hills, dips, cliffs and platforms to make it less flat/empty and better utilize the vertical space
- Relocated the Newt Altar in the cave to be very slightly more hidden
- Raised the geyser in the cave up onto a new ledge directly above its previous location
- Simulacrum: Replaced the additional jump pad in the cave with a vertical lift
- Removed the giant wall/pillar in the center of the small rectangular building. Added a small inset floor in its place
- Updated a few random variations (central pillar, peninsula, cave upper layer) to increase the size of small cliffs/platforms
- Slightly changed the smaller L-shaped building's roof (replaced the lone 2x1 block with a rock, removed the beams in the middle of the skylights)
- Rearranged some blocks and other objects in the large L-shaped building's interior
- Other changes:
- Added red lights by the Monster Cages to help them stand out against the map's obscenely blue color palette
- Reduced the water's distortion strength to make underwater objects easier to spot from the surface
- Made a few changes to increase the map's brightness (increased sun intensity, added bloom, removed vignette effects)
- Art pass:
- Increased the main terrain mesh's poly count in a couple spots, particularly focusing on rock columns and slopes/hills
- Added various details to the building's interiors (inset shelves, ramps replaced with stairs, more detailed ceilings for a couple buildings)
- Added new stalactites to the cave and other rocky ceilings where appropriate
- Added more props: table, bubble flower, big statue, 2 statuette variants, smooth stalactites
- Fixes:
- Attempted to fix map nodes never actually being used in a few spots attached to random variations (cave upper layer, underwater platforms on the peninsula and central pillar variations). Cave upper layer still doesn't work and I have literally no idea why. It sucks
- Attempted to fix several spots where NPCs (usually Larvae or Acrid) would leap onto a cliff face and get stuck there. There's probably still spots where it can happen but hopefully I got all the most common ones
- Fixed a couple map nodes attached to the central pillar variation that didn't have a gate name assigned, causing stuff to spawn in midair
- Patched up a couple holes in the terrain
- Added another LOD mesh to the sarcophagi to fix them never appearing if LOD reduction was set to the lowest value
1.1.1
- The Monster Cages are now Sale Star compatible :)
- Added ambient noise
- Fixed a map node that didn't have a gate assigned, causing interactables to spawn in a wall sometimes
1.1.0
- Quick art pass:
- Increased the poly counts of various meshes:
- Main terrain mesh: mostly walls near the center area
- Skybox rock arches
- Boulders and pebbles
- Glowing coral
- Wavy kelp clusters
- Underwater bush
- Monster cage
- Logbook diorama ocean hemisphere
- Added some extra details surrounding the above-water monster cage
- Updated the texture for the spiky plants on the background arches and surrounding the monster cages
- Slightly adjusted post processing
- Increased LOD distance for the loose bricks/"boxes" around the map
- Added a couple extra details to the logbook diorama
- Increased the poly counts of various meshes:
- Changes/Fixes:
- Colossi are now disabled by default since there's a lot of relatively low ceilings and they tend to get stuck in weird spots
- Stone Titans can now appear in the stage if Colossi are disabled in config settings
- Disabled character spawns on some nodes in narrow hallways since Colossi could spawn stuck in them
- Disabled character spawns near the scaffolding that connects the second floor balcony to the graveyard cave
- This is an attempt to fix an issue where bosses could spawn inside a pillar in that area
- Colossi are now disabled by default since there's a lot of relatively low ceilings and they tend to get stuck in weird spots
1.0.2
- Increased spawn distance for Hermit Crabs (Standard -> Far)
1.0.1
- Fixed music not playing at all
- Fixed the monster cages not opening
- Fixed the Simulacrum variant not using its unique enemy spawn pool. It's the same but Hermit Crabs are replaced by Mini Mushrums
- Fixed the map using the same family events as Broadcast Perch. It now has its own unique set
- Moved the god rays around and made them larger
- ouuuughhhhhhh (I'm sorry)
1.0.0
- Initial Release