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Patch 1.9.0 and future support updates for Riven

Riven · Community Announcements · July 16, 2026

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Hello, Riven fans!

First off, we’re happy to celebrate 2 years since our remake of Riven was released. Thank you so much to everyone who has purchased, played, and reviewed Riven over the last couple of years. Your support enables us to keep doing what we do.

Second, we’re happy to celebrate this milestone by making the Riven Demo available again for a short period of time. This update includes improvements that don’t just restrict the Riven demo to flatscreen (non-VR) players on Windows anymore - it allows folks to play the Riven Demo on flatscreen Mac and Windows VR as well too! (To be clear: Mac support and Windows VR support already existed in the base game for Riven - including flatscreen support on Windows.) The Demo may be made available again for certain sales or events in the future, but for now, you can expect it to be available until Thursday, July 23rd, 2026.

If you already own the full game of Riven, the Riven Demo being available again may not necessarily excite you - but it may mean a lot to someone who is considering buying Riven. The good news is that if you already own Riven, this update we’re putting out for the base game still comes with a TON of improvements to the rest of the game that you will be able to enjoy starting today.

Please note that the Riven Demo and the base game may share the same user configuration data. Should you change user settings in the Demo, the changes could impact your base game settings (and vice-versa). We do not recommend installing the Demo if you already have the base game installed, because… well… you already have the full game to play as a part of the base game, and the Demo may force-set (or hide) some settings in the Demo (even if you modified them before) in order to provide an optimal Demo experience, in addition to possibly eliminating any auto-saves you may have previously made in the base game. The Demo is really just for folks who have not yet played or purchased the base game… but we certainly can’t stop you if you want to check it out anyway!

Scroll down for the patch notes, and for a Devlog on future support for Riven.

Global

Features

Minor

Microsoft Store Only

VR Only

Quest Only

A Devlog About Future Support for Riven (and Myst)

Note that this is basically the same post that we made on Myst’s latest patch notes for patch version 3.3.0, but we’ve reformatted it for clarity.

We’re looking into what it would take to update our remakes of Myst and Riven to the latest version of Unreal (5.8). 

Currently, Myst and Riven are stuck on Unreal Engine 5.3.2. There’s a good reason for this – mainly being that native ray tracing support in the engine on Windows, Mac, PS5, and Xbox Series platforms overall outside of the use of Lumen is basically “locked” to this version of Unreal.

If we update Myst and Riven to a version above 5.3.2, we would lose native-to-the-engine ray-tracing support in the game without fully converting Myst and Riven to using Lumen, which is not feasible at this time (especially for Myst) for a multitude of reasons.

There are other possible solutions to the removal of non-Lumen ray tracing in Unreal. One of these possible solutions is using NVIDIA’s ray tracing tech via what they’ve made available on GitHub and other locations… but we’ve historically experienced incompatibilities with building for multiple platforms when you factor in external tech like this, which creates tech debt and more manual exceptions to our engine’s codebase that become hard to maintain over time. Some folks may also suggest “rolling our own” version of ray tracing in the 5.8 engine outside of Lumen, but frankly, that will take up developer resources we simply do not (and will not) have available to create or maintain, especially as it is not an official effort supported by Epic.

Maybe the lack of ray-tracing in the game in the future doesn’t necessarily break anyone’s heart – but we do have to weigh the costs and benefits to any kind of engine upgrade before we proceed.

So what ARE the benefits to an upgrade to 5.8, you ask? Some of the benefits at this point would be:

Oh, and a pre-emptive clarification in case this comes up from some of y’all inquiring about AI tools in Unreal 5.8: the Myst and Riven remakes were not built using AI tools, and we have no intent to use AI tools in them in the future.

It is possible that when (or if) we do end up releasing a 5.8 version of Myst and Riven, we will make a “legacy” branch available of the 5.3.2 version of the game for a limited period of time, so folks can still experience ray-tracing. This would be similar to what we did for Myst, which allowed MacOS users on older MacOS versions or hardware to still be able to play the game through a beta branch.

It is also possible we will decide NOT to bring this update to platforms where ray-tracing is already supported in the game. The reality is that Myst and Riven currently run and play well on these platforms, and a 5.8 update is currently not mission critical to implement until a compatibility update may force our hand.

In any event… There are plenty of hurdles for us to overcome before we get Myst and Riven running well in Unreal Engine 5.8. We certainly have our work cut out for us in doing so. We cannot give any kind of estimate or timeline as to when this major update will occur, especially as we are now a very small team – other than saying that this will be, at the very least, many months away. What we CAN say though is that, again, your purchase and shared experience of Myst, Riven, and the rest of our catalog is what has supported our team of developers to continue working on our games for both many decades prior, and hopefully many decades to come.

Now, to sum things up for folks who did not want to read all of that, and also based off of concerns or feedback we got on our equivalent Myst patch post:

Thanks for reading, and we hope y’all enjoy Riven for many, many years to come.

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