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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.
5,179 backers pledged $217,643 to help bring this project to life.

Recent updates


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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!

Storms, songs, swag, and... wrestling?



This is quick update from the team, we are just about ready to get the second round of swag out the door, and so for those eagerly waiting yours, it's coming soon! The second shirt printing is under way, Build-A-Box kits have left the station.


We are a bit off the mark for our preview build, so we've been grinding long hours to catch up. We won't make excuses, but we lost several days to the terrible Brisbane storm. Andrew is thankfully safe and sound, but the power failure and intermittent outages have put a dent in our crunch plans. But, our engine is humming and the tools are running and we're integrating the game like our lives depend on it! Here's a spoiler-free look at the editor in action.


We're quite surprised nobody has noticed that we haven't shared any of RCRU's OST since our Kickstarter wrapped, especially when the soundtrack is created by none other than Disasterpeace and Alex Mauer! It's time to end the silence right now, with a preview track from RCRU.


And to wrap, here's Bannon throwing someone around. All in the name of research, of course. No rotoscopes were harmed in the making of this video.

Logistics and fists



We are all very much in the tank working on the alpha preview. On that front, we've made big strides in our tooling which is now more or less complete, and integration is ramping up fast. Andrew continues to work on major components that are unlocking our progress as we go, including some very complex work in input mapping (but we won't give it away here in case he wants to do a DevLog about it later).

On the rewards front, most of the physical rewards went out the door, with the obvious exception of game disks and OST disks, which we will hold off on until the game is ready to print. We are a bit behind with getting our "second wave" together: this is for backers who ordered quite late past the cut-off. Unfortunately we are still trying to separate who we shipped from who has yet to ship, in order to put in a new order with our lovely warehouse team, so if you filled in your survey late and haven't received anything, we're working on that as fast as we can.

For those who are anxiously awaiting the Build-A-Box kits, we have good news: they are complete, and are on their way to the warehouse where they will be shipped out shortly thereafter.

While we are all quite busy, our resident artistic visioneer and combat designer, Bannon Rudis, put together a fun and informative video going deeper into his process for designing the combat of RCRU.

Below is the video and his write-up on how it all comes together. Enjoy!

"Hey, this is Bannon. I do art and other things. I get asked how I do animation a lot. At least two or three times a year. And usually by my own mother, who is still trying to figure out how to upload a photo onto Bookface. I put up a video before showing the process of making a move for one of the characters of RCRU and slightly commented on the video of me executing some of the sweetest moves ever caught on and digital media. With this video, I went into a little more detail of my "motion capture" method. I use the quotes (aka finger pull-ups) because it's not really motion capture as much as it is reference material for me. I find that the human body moves in ways we don't really notice until we capture it on film. Look at any of those twisted baseball pitcher photos online, and you'll see what I mean. None of this seems to make sense and you wouldn't even think about these as frames of animation that need to be made. They don't make sense on their own. It seems almost impossible that a human body could even do this. But there it is, captured on film in the middle of the pitcher's projectile special move.

When people think of a punch, they might think it's the arm and upper body doing all the work. Which is true if you are a Rock em' Sock em' robot, but with the human body, the whole body works in conjunction to propel the fist forwards with enough impact to turn enemies into coins. I've seen some animations where the character kicks but the hands stay absolutely frozen. This is not a dynamic way of showing motion. In real life, the whole body twists from the hip and the hands help with the swinging or thrusting of the leg. So, I figured this video would help people looking into doing animation and also to see an inside process of how I help myself make animation. I recommend filming yourself or a friend and really examine the video step by step. Don't just look at the hands during a punch, watch what happens to the feet also. So with that said, enjoy the video. Use the video for your own reference. Make fun of my awesome moves. Blow up a single frame of the video, mount it on your wall and use it for Airsoft practice. Have at it."