Rampage Knights release date

By undead

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.

Rampage Knights: Update #16 (version 0.21)

By boovie

New update of Rampage Knights has been released on Steam. The main feature of this update is local co-op. You can now play with your friend on the same machine!

New features and changes:

  • Local co-op is supported now. It runs in shared screen instead of split screen. Players must leave room together. This feature required many changes and hacks in the code so bugs and crashes should be expected. Please test thoroughly if you can.
  • In local co-op HUD is rearranged to show elements for both player.
  • In local co-op both players share the same profile. Kills and other statistics are counted together. It doesn’t matter who completes a challenge, it is triggered only once and both players benefit from the reward.
  • Local co-op supports save/load the same way single-player does. You can quit a game and continue later.
  • All bosses are enabled again.
  • Fights with mid-game bosses are not started automatically. Slime Head wakes up when he’s hit for the first time. Dragon breaks through the wall when a dragon egg is destroyed. Legion is triggered by a lever. This gives the players time to prepare.
  • Adjusted HP of the bosses to make them tougher. Also the bosses have bonus HP in co-op (previously only the final boss had higher HP in co-op).
  • Slime Head’s “push roar” is shorter, but stronger.
  • Slime Head doesn’t close his eye immediately after hit to give players chance to hit him more often.
  • Totems of Death have higher HP in co-op mode.
  • Beholder enemy is fixed. It has a proper melee and ranged attack now and spawns some demons on death.
  • Bean of Unnatural Growth is no longer playing male animation for female character when its effect triggers.
  • Spellbooks have smaller chance to drop.
  • Hero stats on TAB show currently selected difficulty.
  • Input from all gamepads is merged together in menus so any player can control the menus when playing local co-op.
  • Female character has proper skins for different armors and classes.
  • Giants have different sounds and weapons. Giant Skeleton does poison damage. Nether Lord does cold damage. Giant Devil does fire damage.
  • NPC in camp have some sounds.
  • New faces: Cyborg (male and female version), Ash, Bearded Lady.
  • HITS counter shows its effect on damage.
  • Fixed room maps, where enemies could spawn out of reach (without levitation).

rk_cyborg

Rampage Knights: Update #15 (version 0.20)

By boovie

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.

Rampage Knights: Pre-Early Access Update

By undead

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!):

rk_steam_caps

Rampage Knights: The first update of 2015!

By undead

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:

classes2

 

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.

ghost

 

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.

states

 

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! :D ) We also created several new offhand magic items with some pretty wild spells.

potion

 

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.

beam

 

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 :D ). 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 ;) .