New update of Rampage Knights has been released on Steam. The update brings new boss to the game – Legion. Hope you like it!
List of the changes:
The last mid-game boss Legion has been added. (We set the chance to meet Legion to 100% in this upate for testing.)
Bosses have larger health bars.
Enemies spawned by Slime Head boss do only melee attacks (they do not throw daggers).
Fixed crash when Bean of Unnatural Growth tried to spawn its effect on a hero who is a ghost.
The engine now uses different system for measuring time on Windows. Hopefully this may help some people experiencing lags in single- or multi-player. The game should also work better on systems with 120Hz monitors.
Vertical synchronization (Vsync) can now be enabled/disabled from Video Settings.
Today we sent Rampage Knights to Valve for evaluation for Early Access. If everything goes smoothly, the game should be available sometime next week. Yay!
Here’s some info for people, who may be considering to get it:
We set the price to $13 for now, with 10% discount in the first week after the release. The final price will probably be a little higher (around $15). We also have a double-pack for $19 with 10% discount in the beginning as well.
The game is in pretty good shape and fully playable. There’s still a lot of content missing, but main stuff like combat, enemies, maps and lots of items work already. Online co-op is fully operational, so you can play with your friend right away. Both Win and Mac versions will be available and cross-platform co-op works too.
More details coming soon, as we plan to start weekly updates after the release. Oh, yeah, and here’s the artwork we use for the banners for the game (STOMP!):
After a long silence here’s the first big update on our upcoming co-op brawler in 2015!
It was a struggle, but the game is starting to shape rather nicely in the last few weeks. For those who are interested, here’s a gameplay video grabbed from our latest internal build:
We spent a lot of time in the past two months adding new items, enemies and unique encounters to vary the gameplay and enhance the challenge of the game. And the game is quickly approaching fully playable state (yay!).
Hopefully we will start internal beta testing within a week or two. Soon after we plan to release an Early Access version for those of you, who want to help with testing and fine tuning the balance of the game.
So, what’s new?
The game now contains 3 extra classes (on top of the default one) with special abilities and functionality. We have more in pipeline, but this is what works now:
Big issue we are resolving right now are deaths and resurrection of heroes in both single- and multiplayer. It’s kind of tricky to figure it out for both and keep the game at least somewhat balanced. In multiplayer dead hero returns as a ghost and can do some disruptive “poltergeisty” stuff. His partner can bring him back to life by killing enemies.
We have added various blessings, diseases and curses (those are the icons below). They alter your hero over longer period of time. Some of their effects are quite radical and change the gameplay significantly, some are just for fun.
The game contains many new items like potions, armors, familiars. The “apothecary” below shows the variety of the new potions in the game. (Drink at your own risk! ) We also created several new offhand magic items with some pretty wild spells.
We have a bunch of new enemy types that should mix things up and keep the fighting challenging while your hero gains better gear and powerful mutations during the campaign.
That’s about it for now. We are still fixing some major bugs (it is surprising how many of previously fixed issues have crawled back in recently ). We are continuing to integrate networking with Steam, balancing the items and cleaning the clutter of experimental and broken features we don’t need in the code anymore.
I will give more details in the upcoming updates, which should be more frequent from now on as the release date approaches. Hopefully this time I will be more disciplined .
Hi everyone, who is still waiting for news for our co-op brawler Rampage Knights!
As the release date is approaching we are getting things together. Our main problem right now is the network code, which is too slow to run the whole world with all the levels at once. That’s why we are changing it to handle the campaign one map level at a time.
We’ve added exit screens in between levels which count some statistics of the players like kills, damage dealt etc. It immediately spawned fierce competition to the point, where we focused on knockning each other out of the way to steal the kills and gold more than on surviving the fighths with monsters .
Meanwhile we are adding more stuff to the game – items, special encounters and enemies. Just like this beholder-like creature below: