Jets’n'Guns hitting Steam

By undead

As you probably noticed Jets’n'Guns has been accepted on Steam. Here is some quick info on the subject.


The release is planned on January 2014. The main bulk of work should be done this year, but we wanted some extra time for testing and unexpected mishaps. Also there’s no point to rush things and charge into Steam’s Xmas release mayhem. I believe we will send all the versions of the updated game to Valve this year. We have no idea how long will it take afterwards before Valve evaluates the game and releases it.



Expect a price between $7 and $10. I understand that many of the potential buyers are people, who bought the game already in the past and I hate that we are going to charge again for just a possibility to play on Steam, but it would be too much work to get Steam keys to everybody, who bought the game. We don’t even have access to all the data from all the servers the game is on.

We will try to release the game with some massive discount for the first few days to give you chance to get it for symbolic price. No promises. I’ve no idea, how much control we may have over pricing and sales on Steam. But we will try.


We plan to give the game a quick facelift with following changes:

  • We will add 20-25 achievements.
  • We will add 6 Steam trading cards and badges.


  • We will update controller input with improved options menu (no more fiddling with config file hopefully). However the controller support stays only partial – you can play the game with controller, but menus require mouse.
  • The Mac and Linux versions will be ready.
  • We are considering some form of upscale of resolution. JnG is an old game running in 800×600, so we try to do something with it, but any solution has its pros and cons, so this is still not decided yet.


More info coming soon.

Combat in Rampage Knights

By undead

Here is the first glimpse of basic combat moves in Rampage Knights.

The enemies are little helpless, but these are the weakest orcs you will meet in the game’s first level. Also I’m spamming the stronger moves only for demonstration. They consume mana quickly and you will not have cheats at your disposal to replenish it immediately like I do ;) .

Regular way to replenish mana in the game is by destroying objects, hitting enemies and connecting attacks. As the hit counter (sign HITS on the right side) goes up for every connection, the mana is regenerated proportionally (HITS x8 gives you 8 mana points f. e.).

Our goal is to create fast, simple and straightforward combat system with fewer but strongly distinctive moves. Every action has its own pros and cons. Every move is suited best for specific situations and tactics. There are moves to control groups, moves to kill strong opponents faster, moves to scatter tight packs of enemies and so on.

We also plan, that the effects of the moves will change along with weapon used or enemies encountered. Therefore you will have to adapt your tactics to the resources and challenges lying ahead of you. For example, heavy attack with hammers may stun enemy while sword will add extra damage. Dash attack pulverizes large groups of weaklings, but bounce of the large armored enemies and even get you wounded, etc.


Let us know, what you think. Comments and suggestions are welcome.

P.S.: We want to release playable pre-alpha demo within few weeks to get some feedback, so please stay tuned and help us refine the combat in Rampage Knights.

Rampage Knights – the first video

By undead

Here’s the first video of the gameplay from Rampage Knights. As a pre-alpha version it’s full of glitches, weird sound effects and scavenges music from Larva Mortus, but it shows some basic combat features like destruction of objects, throwing of decorations, decapitation and stomping. I like stomping!

Rampage Knights (working title)

By undead

Hey! We have a new game coming! (No, it’s not JnG2 yet, sorry :-) ). After some hard thought about how to introduce all the awesome ideas and concepts behind the project, I decided to cheat a little and simply write down a list with bunch of references to some of our favorite games. These inspired us and demonstrate the features very well, and you probably know most of them anyway. Sorry for throwing so many game names in it, but it’s the easiest way and I’m lazy.

So what’s cool? Why in the endless stream of high quality indie games should you give some of your attention to ours?

chestRampage Knights is a mixture of fast action beat ‘em up game and dungeon crawler. Unlike other beat ‘em ups with mostly linear level design, the exploration, treasure hunting, trap avoiding and other general dungeon crawling will play a big role in the adventure. It’s not just decapitating, it’s also about health potions and lockpicking and secret rooms behind walls with almost invisible buttons. Good stuff…



The game is broken into campaigns you can play alone or with up to 3 other friends. One campaign should take about one hour, similarly to Left 4 Dead for example. During the campaign you obtain better equipment, find better weapons and fight harder and harder enemies until you eventually find the final boss at the bottom of the pit.


The action in Rampage Knights will be simple yet effective with mechanics similar to legends like Golden Axe. Swords, axes and maces will be the main tools of destruction in this game. If you are not a gaming dinosaur like us, you may be more familiar with more recent takes on the genre like Castle Crashers. Hacking and slashing is fun, fast and satisfying way of disposal of evildoers and we also like the variety of weapons we may add in the game.



The death in single player is permanent, although you can find upgrades that can help you cheat the death once or twice. In multiplayer you have a chance to be revived as long as any of your friends are still alive. The difficulty will be tweaked so that MP reviving wouldn’t make the game easy (or easier than single player).


For each campaign the game will randomize the maps, treasures, equipment, bosses and special events and encounters in the dungeon. But there will be more than just a treasure chest and a staircase to the lower level. We plan to add more sophisticated and complex encounters and interconnected events throughout the campaign. Every game should be different. More details coming soon.


One thing we really like about Binding of Isaac is the equipment and how it works. Not only it changes the hero visually, but also it significantly influences the gameplay. We want that too!

Items in Rampage Knights will be more than usual sword +1 damage. They will change your game. If you get lucky, you may step on a spell or heavy crossbow, which allows you to use otherwise unaccessible ranged combat. Or you can find a Juggernaut armor and start to ram into your enemies instead of just slashing them. Some items make you fast and nimble ninja-style back stabber, others turn you into a slow and fearsome heavy hitter, magic ring makes you fly etc. And all can be combined! You basically build your hero’s class on the fly.

goblinThere will be enough items along the way (and also goblin shopkeepers to buy from), so you will be able to choose and not be bound by what random chance and treasures roll for you. But utilizing what fortune gives you and smart sharing and combining of available powers with other team mates will be big part of the game.


feature_multiplayerIt is still a matter of debate, but we’d like to add some system of long term improvement of your heroes. Although every campaign is isolated and ends definitely with either your death or victory, it would be nice to track some RPG-like progress over multiple games. This may result in higher level players starting with slightly better weapons or some features like faster runing of swinging. The cooperative nature of the game doesn’t go against this idea as the better heroes can only improve chances of your party.

We may also add some hard difficulty modes with extra rewards which would severely punish low level heroes and further motivate to upgrade your statistics before you enter these hard modes.


We didn’t waste significant portion of our lives playing L4D to miss the opportunity to put some REAL cooperation in our game! Do you remember that satisfying feeling, when you saved your buddy from deadly hug of a charger or claws of a hunter? We want stuff like THAT in our game! But first we have to figure out how to wrap it together with single player, because I’m pretty sure our code-guy don’t want to implement any AI for bots ;) ).


The comic style enabled us to get more light tone and fun in the game and think big. I mean the game is huge! All is designed for 1080p resolution. Characters are big and most changes will be directly visible on them. Weapons are MASSIVE and plentiful.


And the enemies? You are in the castle of mad wizard! If you think you’ve seen it all, wait for this guys’ evil armada of crazy freaks. Well, it only makes the whacking them into pieces even more fun.


You will be able to change the look of your avatar. We are little unsure, if its better to keep the customization simple and fast or make it more complex. Simple and fast mean choosing just head and hat as these are the most prominent features of the character and suffice for distinction between the heroes.


But for the purpose of equipment and magical changes we have the faces broken down to single parts like noses and eyes and ears. Theoretically we could throw in a mass-effect-style character creation menu. Would that be fun or just a hindrance? You can let us know in the comments.


This is not a console-to-pc port! Yay! It is designed to play well on your desktop machine and we made a lot of effort to make controls and fighting feel natural and smooth. Hopefully it shows. The game will support gamepad and keyboard with customizable keys. (Don’t worry, your Xbox 360 controller will work!)


Mounts, pets, iron maiden and the black clock of death…


New web, new blog!

By undead


In the beginning of a new year we start with a new web site! It has simpler and more unified look. Every game has just one page with video, screenshots and download buttons at hand.

Also the front page of the web is blog now! This means we plan to update information about what’s going on in RiG on regular basis. (And hopefully, it will also force us to raise a bit our productivity ;-) ).

If you want to stay in touch with Rake in Grass and whatever we are cooking, and if you want to spread the word and support our game developing struggle, you can like us on Facebook, follow us on Twitter or subscribe to our Youtube channel.