Rampage Knights post-Indiegogo update

By boovie

The Indiegogo campaign for Rampage Knights is over and it’s time to think about how we will handle the game from here. The campaign was not successful at all, so let me share what are our plans for the future.

The goal of the funding campaign was to test the interest of public, get feedback and start some buzz around the game. The money was intended for outsouring music and sounds, improved networking, Mac and linux ports, and for more content in the game.

Despite the fail we will try to finish the game the best way we can. For now we have to strip the unnecessary extra features we were planning. We will support only 2 players online co-op. We don’t have budget to implement 3 or 4 players at the moment. If we have enough time we would like to focus on local co-op on single machine instead (it is high on our priority list thanks to the feedback we got), but this feature may be delayed after the release. Hopefully the game will be successful enough after the release to implement the additional content in later updates.

One positive thing is that the game was accepted very quickly on Steam and I think it’s a good candidate for Steam Early Access program. If we don’t manage to finish and release the game this fall, we are thinking about starting the Early Access instead and delay the release to the beginning of 2015 to avoid very crowded time around Xmas. We are also considering releasing the game on Steam only at first (PC and Mac version) and adding non-Steam builds and purchase options later on.

We would like to thank all of the Indiegogo backers who supported us and the game. We really appreciate it and hopefully the game will be more successfull on its release. Thanks!

Right now we continue to work on content for the game. Here is a small preview of one of the bosses in the game (work in progress):

Rampage Knights on Indiegogo and Greenlight!

By Chmelar Frantisek

We just started an Indiegogo and Greenlight campaigns for Rampage Knights!
Please visit the pages, support us, vote for us on Greenlight and tell everybody about the game!


Here you can visit the Indiegogo page for more info about the game and perks available:

Here is the Greenlight page. We need your vote!

Demo is available here:

try-demo try-xicht try-green



Rampage Knights: update

By Chmelar Frantisek

After a long hiatus and a little detour with the JnG on Steam I’m back with some news about Rampage Knights. Yes, the project is still alive! In fact we plan to start an IndieGoGo and Greenlight campains really soon to get some attention and funds for outsourced stuff (mostly music) and to possibly push the game on Steam. Along with these campaigns we are going to release the first playable demo of the game! So here I am with some behind-the-scenes info for those who are interested.

You might guess the development so far was quite a labor. The initial idea seemed easy enough. After we enjoyed the hell out of The Binding of Isaac, we thought, it will be cool to take this random generating formula (we have some experience with that thanks to our old game Larva Mortus) and mix it with melee combat! Something we like and know well from games like Golden Axe or Castle Crashers. We were sure this is going to be epic. And an epic struggle it was :D . I don’t remember ever having to rework so many things that looked fine on paper, but didn’t work once we created and tested them. Here are the three main changes that happened to the game:


First thing you may notice, as we start to pump out some new screenshots, is the change of perspective. The old version used these weirdly skewed side walls, which allowed us to make them partially visible. But later on we realized, how much this limits, what we can do with the rooms. They all had very similar trapeziod shape, chasms didn’t work very well, object placing was quite complicated, it was a letdown. We decided to start from scratch and build everything on a simple rectangular grid. A lot of work ended in a dust bin and we lost visible side walls, but now we have tons of rooms with different shapes and obstacles and also positioning of any new features is much easier.



Initially we wanted to follow the lead of The Binding of Isaac and create a fully explorable 2D map with all kinds of side rooms and branching. Sounds great, right? After many months running with this model and testing lots of map layouts we saw, how annoying this “exploring” actually is in our game. The game never felt like proper “dungeon crawling”, the wandering and constant backtracking created a lot of frustration. What works in other games, didn’t work in ours. Rooms in RK are too big (fighting in small rooms is bad, especially in multiplayer) and despite very high run speed of the characters it simply takes too long to cross them. It’s one of those small differences that make a huge impact on the game.

After a much discussion we did a serious cut and dropped the map entirely. In current version players move constantly forward to the end of level via linear path, yet we kept all special side rooms with treasures, traps and various special events along the main route. The progress through the campaign is now much closer to Golden Axe or maybe Left 4 Dead instead of “rogue like” games.


We put a lot of effort into the fighting, as it is the core mechanics of the game. The original system was based on combining of weak and strong attack and surprisingly it fell completely flat. Last summer we tested it on a bunch of experienced gamers and it turned out, that most of them ignored one of the attacks most the time and rarely (if ever) used the combos.

We decided to streamline things with only one attack button and one magic button. Special attacks are now triggered by combination of movement and attack button (for example: pushing up + hitting with an attack does an uppercut strike, which slings the enemy upwards and starts juggling with him in midair). Also magic in our game is mostly very combat oriented so it serves as another form striking, making the action fairly variable.


Ok. This is a selection of the biggest obstacles and changes we faced during the last year in the game. The text is getting too long already, so I’ll stop here. I’ll make another blog with more details about items, combat, multiplayer and new stuff in the game soon.

Jets’n'Guns is on Steam!

By Chmelar Frantisek


The day has come! Our legendary side scrolling shooter made it on Steam! Take advantage of 50% discount and smash through the hordes of enemies in this epic world saving adventure!

But most importantly – enjoy the destruction!

Jets’n'Guns update – trading cards, release date, pricing, etc.

By Chmelar Frantisek

Hey, everybody! Another update on JnG is here.

The game is undergoing some testing and we are fixing and polishing last few details about the game (those we are able to ;) ).

We had some minor difficulty earlier this week, when we find out the upscaling is bluring edges of neighbouring sprites into each other, which results in annoying black edges everywhere (see the picture below).


This bug was not visible in original 800×600 resolution and even in darker upscaled levels, so it caught us by surprise a little bit. The old and obsolete sprites system in the game complicated the solution, but we found a little dirty trick which solved the problem just fine and everything seems to be running swimmingly now :) .

We are also still trying to improve gamepad controls. A big obstacle for us is the fact that the gamepad inputs are not unified and we want to keep ability to control the game even with non 360 devices. It remains to be seen how successful our approach will be.


Yeah! The information you are actually looking for! Valve confirmed February 5th, 10am PT as a launch of the game. We set the price to $7 with 50% launch discount the first week.

Also one good news for Linux users:  because of a delay of the release the Linux version will be ready on the launch day.


Some of you asked for information on trading cards, so I’m attaching a preview here. We have six cards in the game as you can see bellow. Most of them are vehicles you may be familiar with. The hi-res version of the last card shows a sheet with a overview of many weapons from the game.


We also created 5 profile backgrounds you may obtain by collecting the cards and crafting badges. The backgrounds correspond to the themes of the cards (except the rare one). Here’s a low-res preview of one of them:


Thanks everybody for the support so far and helping us to make this happen!