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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 $217,643 to help bring this project to life.

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Steam Greenlight Campaign Is Open!


The Steam Greenlight campaign for River City Ransom: Underground is now live.

Greenlight is the first step towards having RCR:U on Steam at launch. This is a pretty big deal for us, as an independent developer – Steam is how most PC gamers buy and run their games, and one of the most important ways we plan to distribute the game to backers and the public on launch day.

The campaign features two in-game footage trailers we hope will inspire you to vote, and/or share with your friends you think would like to play RCR:U on Steam.

Thank you, and we look forward to your feedback (and your votes!)


Get Ready!


For backers only. If you're a backer of this project, please log in to read this post.

Setting a release window


Our most asked question, understandably, is when is the game going to be available? Up until today we've told you: we didn't know. And those following closely have understandably grown nervous. 

As our small team works away, our backers should know that we are committed to a Summer 2015 launch. 

Delays with the alpha/preview come down to wanting to release something that feels like it should vs. releasing our internal milestone builds that are likely to fall flat. As soon as we can reconcile that gap we will release something. 

Although we don't have the same risks or incentives as this video outlines, the sentiment is basically the same regarding managing excitement levels as early on as an alpha/preview build.

With that said, we're continuing to make steady progress. February saw a ramp-up in the amount of tools we have available for game testing and balancing (such as pre-recorded "loops" we can share with each other to find issues). We spent a great deal of time planning for finer details of combat and motion, trying to get the feel just right. All the while, our level design crew kept busy integrating new designs.

We'll leave you with some sneak peaks of our clear favourite character in the game, and thank you again for sticking with us.

Throwing Haymakers
Throwing Haymakers
Atomic Throw
Atomic Throw

January Roll-up


Hi folks,

It's been a tough one this past month. We've shook off the holiday carb fog and are back to work. This is what we wrapped up in January!

  • Making audio work correctly in networked games (harder than it sounds!)
  • A sweet ambient sound system, so objects make noise as you get closer
  • NES-style palette based fading, and some funky retro easter eggs
  • More UI - select characters, change your name, set options, exit the game!
  • Bigger UI - it literally gets bigger so it fits your ginormous monitor!
  • Improvements to object sorting, crash fixes, more character animations, better AI, all of which are of course ongoing as we push for a release

As you can see there has been a focus on the experience spectrum lately, to complete and polish a lot of the interface you'll use to play the game. 

What's next?

We're working on finishing up the multiplayer lobby so that players don't have to invoke developer voodoo or the command-line to host or join networked games. We're also pushing on completing object sorting and getting "attachment" gameplay moving forward (picking things up, grabbing enemies), and generally polishing how combat feels. 

Aliens ate his babysitter.
Aliens ate his babysitter.

A quick note about swag

We are working through some outstanding shipping issues on an individual basis, but other than these special cases, we believe we've shipped everything we can ship at this stage (everything except the physical game and OST disks). If you've ordered something and expected to see it by now, please get in touch so we can sort it out. We have inventory, which means we know people are out there who pledged and never filled in their surveys. We've got your stuff, send us an email so we can get it to you!

Happy Holidays!


For those keeping score, we disclosed our internal milestone for releasing a sandbox alpha preview of the game at the end of November and missed it. Since then we've been putting intense effort to catch up.

As the team disperses for a much deserved rest, we hope you all have a wonderful holiday and we look forward to a great start to the new year.

We shipped another round of rewards earlier in the month, and working to address any issues that arise. We'll be answering emails on that front starting early next week.

As beta backers will shortly receive an additional update by email, we wanted to leave everyone else a small stocking stuffer, another Disasterpeace preview track that's featured in the game.

From everyone at Team RCRU, we hope you have a wonderful holiday and we look forward to seeing you in 2015. We've got everything we need to get to the finish line and now all that's left to do is push, push, push. Thank you for sticking with us. The best is yet to come!