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I've been shown Remnant 2's third (and largest) DLC The Dark Horizon, as well as its free roguelike Boss Rush mode and endgame progression system—and it's Gunfire Games' biggest flex so far

Remnant 2 was one of my favourite games from last year, in part because it knows exactly what it wants to do, does it very well, and doesn't overstay its welcome. It continued to impress with its DLC The Awakened King and The Forgotten Kingdom. Both offer an expansion to the game's core systems—new classes and items—as well as a solid 5-8 hour campaign for a very reasonable price ($10/£8.50 a pop).

The only problem, as I highlighted when it came to The Forgotten Kingdom, is that these DLCs are hard to talk about from a journalistic point of view because, well, they're more of the same—and I mean that in the most complimentary way possible. If you liked Remnant 2, you're gonna like these things because they put more Remnant 2 on your Remnant 2. If you like cookies, there are only so many ways I can say «you are getting more cookies.»

I don't have that problem this time around, though. I got to sit down with principal designer Ben «Tragic» Cureton and principal level designer Cindy To, and I'm pleased to report that while The Dark Horizon does look poised to pile more gravy on your potatoes, it also feels like Gunfire Games' biggest flex in terms of content yet—ending the trio of promised DLC with both a whole new endgame progression system as well as a new roguelike game mode—which are both free, by the way.

Here's what Remnant 2 freaks like myself are getting, for free, when The Dark Horizon releases September 24.

First off, there's some quality of life updates. The dozens of build-defining rings you can get now have a much-needed item filter, allowing you to sift through your bag full of bling by selecting useful terms such as damage, shield, and so on. Secondly, Relic Fragments (a system I confess I never really cared much about) has a snazzy new display and some general housekeeping.

«We got rid of about 15 of our old fragments because we felt the stats just weren't appealing,» Cureton tells me. «We found that about 14-15 fragments just weren't being used, so we

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