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... Read more
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!
... Read more
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... Read more
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,... Read more
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... Read more
Update + Unboxing
We've been hard at work on the alpha/preview. For those following along, our goal is to release a prototype to backers in the near future so we can... Read more
Shipping rewards and DevLog #2
We're happy to say that a large percentage of rewards shipped last Thursday, and so we're anxiously awaiting backers receiving their swag (shirts, posters, and game boxes). The "Build-A-Box"... Read more
Happy Thanksgiving, eh!
We can hardly believe it's been a year since the last time we posted during Canadian Thanksgiving. As the majority of our team gets ready to ingest copious amounts of... Read more
Meet Andrew Russell (again!)
This month it became clear that we could do better to explain our technical challenges keeping us from announcing a release date, and so we are opening a... Read more
Boxes, shirts, and networks
This weekend, we're continuing to make progress on physical rewards while the development team pushes ahead. Now that we have solutions for the majority of our technical hurdles in the... Read more
We hope everyone had a relaxing long weekend! We continue to work diligently on new tools to match our upgraded pixel physics simulation, with an eye to getting a playable... Read more
River City, then and now
We haven't taken a close look at River City since the record-breaking honour roll numbers posted late in 1989.
A lot has changed, a lot has stayed the same. Once... Read more
Nostalgia in print
A backer recently suggested that we don't need to "store up" news to share on Kickstarter, and it's a great point, so we'll share more frequent, succinct updates for those... Read more
Getting to the Other Side (a message from the producer)
Games are difficult to create.
They are a careful balance of thousands of small decisions, each overlapping to create a whole, each becoming transparent, and hopefully, it just works.
Our... Read more
Warning bell + a "nu" challenger on Kickstarter
This is a friendly reminder that we're going to start "locking down" orders on BackerKit after this Friday, February 28th. This means anyone who has purchased add-ons will... Read more
A new challenge, and new challengers
If you caught up with Polygon's recent revisiting of the River City Ransom: Underground journey, you know we're all working diligently on creating the game and that the first... Read more
We hope everyone had a fulfilling and relaxing holiday. We're back to work here and looking forward to moving mountains in 2014. It's release year!
To that effect,... Read more
November round-up: everything's coming up Kunio!
With November just behind us now, we wanted to touch base to fill you in on the first two months of development and logistics for RCRU.
The good... Read more
Reward fulfillment by BackerKit
Thank you once more for making River City Ransom: Underground a reality. It is officially "Go" time. We received your generous funding support last week, and with it, are... Read more
Two weeks in: forums, PayPal, and more
We are not in Tahiti
Hello! Remember us? We're those people making that sequel to that game! And only because of you. It's been two weeks, and we wanted to... Read more
Mac and Linux reached! Last day on Kickstarter! Thank you!
Abobo Smashes Mac and Linux! (with your help)
To go from a closely called decision victory to making short work of our first stretch goal is phenomenal to us. It's... Read more
PayPal is live!
We're in the final twenty-four hours of our campaign! We broke $200,000 CAD, a feat in itself, and we're closing in on Mac/Linux. Many of you have written... Read more
Achievement Unlocked: Justin Cyr (+ Funded!)
We will publish a formal thank you update tomorrow, but we had to take a second to thank all of you for the amazing support and encouragement.... Read more
Here comes a new challenger + live stream details
Wait, what? What are we even saying? That's right. Abobo, everyone's favourite Double Dragon villain, is making his way to River City Ransom: Underground. It really doesn't... Read more
Level design featurette, game feature update, and WiiU
What a day! A new boss! A new member of The Backers gang! And so many more pledges pouring in from all corners of the web. With 84%backed, and... Read more
Final week rewards
So, here we are, the final week of our campaign. What a ride! Our backers are truly inspiring to us. Today we're unleashing some special rewards to get the ball... Read more
Physical add-ons now available
We've heard that people really want physical editions of the game and soundtrack. In addition, the T-shirt and poster rewards, while tempting, are just out of reach for... Read more
Achievement Unlocked: Nina Matsumoto
We've already mentioned that one of our risks will be localization for the Japanese version of the game, as our "overseas edition" will be met with the most... Read more
Throughout the campaign we've delivered the message that we are open and interested in releasing our game on a variety of platforms, but when we announced PS4™ and PlayStation®Vita as our... Read more
Sprite design featurette: see some pixels, be some pixels!
We wanted to share another featurette on how a game like this gets made. Today, Bannon Rudis will show you his creative process for designing the many fighting moves for... Read more
The boxed copy reward
This was something we wanted from the very beginning, but left out so we wouldn't cannibalize the game's budget. Nonetheless, we found ourselves discussing the idea during every meeting, and... Read more
50% Funded! Plus, some words for our backers
We're trying out video updates for this special occasion.
The Crib Notes
- We're so excited to reach half of our funding goal! Only 3% of Kickstarter projects reach... Read more
Art Round-up: Greg Winters, T-Shirt, and more
We're nearly halfway through our Kickstarter campaign, and nearly halfway towards hitting our funding goal. We wanted to shout out to everyone who has tweeted, posted, and spread the word... Read more
The DIY Update: open source, and behind the scenes
River City HQ is buzzing with all the constructive feedback and comments we've received so far. The development team and our nearly 2000 backers have reached a significant milestone of... Read more
Achievement Unlocked: Yoshihisa Kishimoto
From Day One we've understood the challenges of creating a sequel to a game with a loyal following, especially when we were not alumni members of the original's creative staff.... Read more
The making of Ryan
We hope you are enjoying your weekend. Picking up from earlier this week, we couldn't show you Alex without also letting you take a peek at Ryan.
Ryan's in-game... Read more
Stretch Goal #1: PS4™ and PlayStation®Vita
Our game plan was to stick to Windows and only entertain stretch goals if we reached our initial funding target. Many of you have expressed that a stretch goal for... Read more
First, we're thrilled to have passed our 20% milestone! We don't have the clout of some of the other popular projects launched in the last little while, so... Read more
Achievement Unlocked: Disasterpeace
One of the most important aspects of any game is its soundtrack. During our early pitch days, we listened to a variety of music to find a great fit for... Read more
The making of Alex, and co-op play
First, we want to say thank you for an enthusiastic first response. We're already 13% backed! Before we started this project, we had no idea how many people... Read more
Adjusting the game level reward
First, thanks so much for your early support! It means a lot to us.
When we priced the $20 game tier, we were considering the foreign exchange from... Read more