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An officially licensed, North American follow-up to one of the most beloved RPG beat'em ups of all time.
An officially licensed, North American follow-up to one of the most beloved RPG beat'em ups of all time.
An officially licensed, North American follow-up to one of the most beloved RPG beat'em ups of all time.
5,179 backers pledged CA$ 217,643 to help bring this project to life.

Recent updates


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Windows, Mac, and Linux update


Hello backers,

Just a quick update from us. First, thank you for playing the beta and for the great feedback in the forums. It's really helping us tune the final product. You'll see another drop soon with lots of your fixes addressed. 

Second, we wanted to let you know that the current beta build is now active for PC, Mac, and Linux on Steam, so if you received a beta key but wanted to play on Mac or Linux, now you can.

And finally, just to clarify, PC, Mac, and Linux versions of the game will all be available on Day 1 on Steam. The game is designed for cross-platform play, though we are a small team, so we'd love for Mac and Linux players to give it a try and report back any issues you find.

Thanks and happy playing,


River City Ransom: Underground Now Has a Launch Date


In September 2013, following months of preparation and planning, we – a small group of passionate developers – posted a Kickstarter project to make a video game:

A love letter to Technōs Japan, whose fighting games filled our childhood afternoons. A new chapter in the quirky, fun, and endearing world of River City Ransom.

Launched on the first day Canadian Kickstarter projects were possible, we had no idea if ours would resonate. It did. Over 5,000 of you pledged your support, and together our journey began.

It wasn't easy. We wanted to do it right, to give you everything that we wanted to see in a fighting game: online multiplayer, co-op, arena death match, jaw-dropping fighting moves, hours of gameplay, Easter eggs, laughs, seemingly endless variety, and fun with friends.

To get there we have had to work far longer than any of us expected. We had to rebuild our engine. We often failed in our communication with you. But no matter how hard it got, our desire to see this game exist, and your excitement to play it, kept us going. Many of you told us to take our time, and get it right. We hope we have done exactly that.

And now, it is our absolute pleasure to present to you, our launch trailer:

Thank you to our beta backers, who have been helping us by their feedback. We are rapidly closing in on the final product, balancing the game (current setting: Nintendo Hard Was Easy), smoothing the edges, and making it more fun to play with fellow humans.

River City Ransom: Underground now has a release date, and it's February 27th, 2017.


RCRU Backer Beta coming to Steam


Hello backers,

We are launching the River City Ransom: Underground private beta later tonight on Steam.

How to get your Steam key

Backers who are eligible for the beta will soon see a button on their preview site to obtain their Steam key. Just click the button, reveal the key, and use it to unlock River City Ransom: Underground on Steam. 

A follow-up email will go out shortly with the details, as soon as the beta is live. This email will also include your beta preview key as a reminder. If you have any trouble receiving this email or accessing the site, please email us at:

What's new

In the beta, we've added CPU players and team selection to arena combat, a world map to help you find where you're going, much improved AI, and lots of polish and bug fixes. Now that the game is on Steam, we can easily send everyone updates based on feedback on discovered issues.

Like in previous previews, we're giving you Act 1 of the game to play through, with a sample of moves from most of the playable heroes. In the full game, you'll be able to unlock more moves as you progress. If you're unsure about which moves are available, you can press Start in the game to bring up the pause menu, and then choose Move List to see your hero's unlocked moves.

We're still in active development with a big announcement on the near horizon, so we'll do our best to keep in touch with you as you're making your way through the beta.

Note 1: While we ask you not to stream this initial build, you will be able to stream this beta in the near future, after we've had a chance to skinny dip in the boiling ocean of your sweet, sweet bugs (read: we would love a chance to polish up anything our small team couldn't find, now that so many of you will be playing, especially on different kinds of hardware).

Note 2: Please keep in mind that while we will be launching on PC, Mac, and Linux, the beta is currently limited to PCs while the ports are in progress. When that changes, we'll let you know!

Getting in touch

For backers reaching out on the forums, Andrew Merritt (aka Gorshum) is helping with technical issues and gameplay related questions, while Sarah will hold the fort, as always.

Introducing Andrew Merritt, QA Lead

We mentioned Andrew in an update last year when he generously volunteered to help us with the first preview, and since then he has been working tirelessly behind the scenes to help the team identify and correct so many issues, from bugs to balancing, that we're happy to introduce him to you now as a member of Team RCRU.

Wrapping up

We hope you have fun playing the beta! If you haven't caught up on social media, be sure to check out the new fighter spotlights, and other fun things on our official playlist.


Anniversary Update


Hello Backers,

Today marks the three year anniversary of receiving the funding from Kickstarter and when development began in earnest.

If you haven't been keeping up with us on Facebook and Twitter, the backer forums or our Steam Greenlight page, rest assured we are moving ever closer to the finish line.

Here are the final areas of development, and our status in each.


While we will support as many languages as possible, we have committed to a Day One release in English and Japanese. The Japanese translation is completed and integrated into the game, and while we will continue to fine tune it and make small additions based on feedback, we are ready to go there.

Steam Integration

Our steam integration is progressing well. We have all achievements and cloud saves operational, while integration of Steam matchmaking with our existing LAN and Internet play has been designed and is waiting on implementation. We are distributing internal developer builds directly in Steam now, so we can polish the experience as much as possible before launch. We are not sure yet if we can run the final beta backer preview through Steam, but as soon as we find out we'll let you know.


We continue to polish, balance, fix bugs, and work to ensure the game's AI can proficiently do all of the (approximately 500 unique) moves and actions that human players can do. We added CPU players into Arena mode so you can play against the computer, and we added team selection so you can play deathmatch, 2v2, and so on. Our primary goal now is getting to a final backer preview level of quality and getting that into your hands. Once that is out the door, we will fix as many bugs that beta backers find as we can, before issuing a "stream-friendly" version for beta backers at the same time as we set a release date.

So, to summarize, we are are in the final phase of development, we have potentially three releases incoming ("RC1", for beta backers, "RC2" for beta backers that they can stream ahead of the full release, hopefully on Steam, and launch).

We'll be working to get the Steam Store Page up in the near future and will let you know when we do.



P.S. If you are interested in technical details and haven't checked out Andrew's developer videos, they are linked below. The next sequence of videos will be discussing our AI systems.

Next steps for a release


Hello backers,

As you know, Q2 has ended, and we have not pressed the launch button yet. We worked very hard to finish up as planned, but fell a bit short.

The good news is that RCRU is now content complete! 

Our remaining tasks to get to launch are about fixing bugs, adding polish and balance, and making sure the game plays well with Steam. 

For a team as small as ours, working as we have, getting to content complete feels great and lets us focus on quality from here on out.

We want to get the game out to you as soon as possible, but we also don't want to rush it out the door just before it's ready. So we'll continue to work on getting the game ready to launch, and providing a release date as soon as possible. 

When the game is feature complete (works with Steam), we will release a final preview to backers as planned, which will closely match the final product. We'll use that preview to iron out any remaining issues, and then we'll join you all at the finish line.