Hey everyone! I’m here with some news about future of Rake in Grass. We spent a lot of time this year updating our latest action game Rampage Knights. But we also started to work on our next project.
I can proudly announce now that the game we are working on is Jets’n'Guns 2! Here’s the first footage of the new project:
The game is still in the beginning phase of the development and we have a long walk ahead of us. But we got a lot of groundwork done already – level objects and decorations, basic framework for enemies and weapons, physics, etc.
If you are interested in news about Jets’n'Guns 2 and want to be in touch with the development more closely you can follow our blog, Twitter, Facebook and Youtube channel. I also tested some alternative media and set up a new account at Minds.com: https://www.minds.com/rakeingrass
I hope you like the news and help us to get this thing of the ground!
Hey, everybody! Today we have some hot news from Rake in Grass about Rampage Knights. Here you can learn what’s coming up in the next few weeks and months.
First of all, we finally decided to man up and set a release date for the game. Hooray! Rampage Knights will be released on Friday, September 4th. It’ll be a bit of a hustle for us to hit this date, but it’s perfectly doable. And we really need to avoid upcoming onslaught of new releases during the fall and near the end of the year which could completely bury us. (It probably still will, but you can help us fight it, if you write a review on Steam or make a video, screenshot or just let your friends know about the game ).
The price, future updates, DLCs, bundles and sales
The price on the release will probably go up to $13 or $15. For the first week after the release we will have a discount that will keep the price near the Early Access level. So hesitant buyers may wait for after-release reactions and still get the game for roughly the Early Access price.
We plan to have at least one major update before the end of this year to expand the content of the game. We will add new features, special rooms, items, enemies, maybe bosses. Any gameplay altering update will be free.
We may add some cosmetic DLC with new hats and faces in future and release it for some small price (anything below $5). It will have no impact on gameplay and it’s going to be purely optional thing for those of you, who exceptionally enjoy the game and want to support Rake in Grass some more for it.
We will participate in Steam sales, especially the Xmas sale. It would be crazy not to. But expect only reasonable discounts this year. We don’t want people who buy outside the sales feel punished for their decision.
We don’t plan to include Rampage Knights in any bundles for at least 6 months after the release (probably even more). Rest assured that if you buy the game now it won’t appear the next month in some bundle available for fraction of the price.
That’s it for now.
I hope this answered some of your questions about the game and it’s upcoming release. In next updates I’ll go in detail about what’s missing in the game right now and what will be most likely implemented before we finish it.
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 .