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In the ruins of an ancient alien civilization, a lonely slugcat vies to hunt and survive deadly rains in a harsh closed eco-system.
In the ruins of an ancient alien civilization, a lonely slugcat vies to hunt and survive deadly rains in a harsh closed eco-system.
3,030 backers pledged $63,255 to help bring this project to life.

Rain World mega holiday update 2015!

Happy holidays slugcat friends! 

Its been a while! The team's been hard at work on TOP SECRET stuff the past few months: two huge late-game regions filled with unique creatures and art. We're through a good portion of that now, so on to implementing some graphical stuff and UI, all of which is spoiler free of course. To get things going, here is some new footage from the updated Heavy Industry region: 

Im sure you noticed some new things from that video...


A map was something we had been pretty hesitant on initially, but due to the huge size and complexity of the world (1200+ screens!!) it became pretty obvious we needed something to help the player visualise the environment, so we spent some time finding a suitable solution. 

The map as seen in the video is still early graphically, but the functionality is there. Fairly self-explanatory, the map fills in as the player moves through the world based on what the slugcat sees. Time will proceed as normal when in the map (so player can be eaten or rained on, etc), so the background will be semi-opaque, allowing to player to see if a predator is sneaking up.

One thing that we are concerned with is avoiding a situation where the player “plays the map", running around with it semi-opaque, or quickly tabbing in and out like its a HUD, etc etc. Instead, our concept for this is something like the slugcats visual memory, which requires some time and concentration. So the idea is that the player finds a safe place to hide for a minute or two and think hard about where its been, thus far off locations will take a little while to fill in, etc. (You'll notice that in the video 'lil slugcat closes its eyes to concentrate, awwww!)


You probably also noticed the new food counter UI, which up until now has just been a number appearing above the players head when they consume food. We are in the process of moving that over to a more final UI version now, which is a system of dots and circles that appears when the player stands still for a period of time:

It should give a little better indication of the hibernation food requirements, and gives up some good tools for shaping the cycle to cycle player experience:

Thats supposed to say “demarcates”, but no spell check in photoshop ;_;
Thats supposed to say “demarcates”, but no spell check in photoshop ;_;

In multiplayer modes, a UI with the corresponding player colors will appear in different corners of the screen.


Right now Joar is working on what should be the masterpiece of Rain World AI, a knuckle-walking, tool-using creatures as intelligent and capable as the slugcat: the Scavengers.

Early movement:

Early visual tracking:

And finally, some close to finished scavengers!

I wont go too deep into their specifics, but suffice to say that they factor heavily into the Rain World ecosystem and narrative.


Our illustrator Del has been working on some concepts for region landscape art, and that's coming along pretty amazingly:


You may have seen a little slugcat at the PlayStation Experience keynote last month? That's right! Rain World was shown on the mainstage as part of Adult Swim's showcase, officially announcing that Rain World will be coming to PS4! Other console announcements will be forthcoming :)

I've got a pile of rooms to polish, so I'll leave it at that for now, but since we are through the bulk of the spoiler stuff you can be expecting a return to more regular Rain World updates as we go down this final stretch toward... A RAIN WORLD LAUNCH DATE!!!

Thank you all so much for your patience and sticking with us on this journey!

Best Holiday Wishes,
James, Joar and the Rain World team

MEGA August update!


Hello slugcat friends!

As you may have noticed, we are keeping a little quiet recently as things are in serious spoiler territory over here. But we've got so much cool stuff to show, so here are some prime tidbits in no particular order...

Logo reveal:



Strange Crops:

Horror Grass:

Spore Puffs:

Rain Deer:

The Wall:


We are using Coub to host our new video clips so we can show off the lighting effects in fullscreen HD and tease some soundtrack music. But if you are on mobile or Coub doesnt work for you for whatever reason, you can check gifs of the above videos here:


You may have noticed our slick new logo WIP up top? Well that is the work of our amazing new illustrator, Del! We have been working with her for the past few months back and forth, getting concepts together and will be making a big push on illustration soon. We don't want to reveal too much yet, but here is some of her early Rain World sketch work:




And this is just the very beginning. See examples of her amazing work at


And for all you cool peeps who might be in Seattle next week for PAX Prime, we'll be showing off the newest build of Rain World at the Adult Swim Games booth. There will likely be interviews and other Rain World content coming out from that as well, so if you are interested in staying up to date, you can follow along our daily adventures on twitter at @RainWorldGame  

Also, I just want to take a second and sincerely thank each and every one of you here for your awesome patience and positive attitude all through the development. Its been such a loooooong process, and despite that you have all been overwhelmingly encouraging and enthusiastic. It means so much to us, and I dont know how we could have gotten this far without it, so deepest thank yous from both Joar and myself.

Things are going really well and we are finally at the point now where we can see the light at the end of the tunnel. It will still be a little while yet, but I can say with confidence that if you have liked what you have seen of Rain World so far, the stuff we are working on right now is going to blow you away. We cant wait for you to play it!

Sending out best regards from Rain World!

--James and Joar

June update: new video for alpha 150607d and tons of cool stuff

Hey Kickstarter friends!  We've been hard at work putting together a new build for E3 and getting prepared to transition into beta. Thats big news right?? Check out some of the fruits of out labor below: 
Some things you might have noticed: 


Yes, finally! Rain, and flooding as well! We've been waiting so long to implement this, its amazing to see it finally working as we had hoped. The rain cycles are dynamic, with light rains that come and go such as the following: 

these are just superficial and dont impact play. However, as the death rains approach, that light rain increases to a deluge which hampers mobility: 

Covered areas provide brief refuge, so a nimble slugcat that knows the terrain could survive crucial extra seconds, but eventually the death rain consumes all: 

And as you saw in the video, the deluge floods subterranean areas as well, so hunt those bats quickly and find yourself a shelter to stay safe! 


We're excited to finally be able to start working on some of the visual elements as well! Joar has been finishing up work on some new tools for this, most impressively one for creating bounce-off lighting. 

These examples are from the few rooms in the Shadow Urban region that sunlight can still reach: 

Another tidbit from Shadow Urban are these flare fruit plants, which allow for impressive (if brief) illumination in the darkness, and may perhaps even help to hold creepy dark dwelling creatures at bay (no spoilers!): 


Since the open world is finally being tied together we began implementing the gate system, which are a series of large sealed-off doors at the borders of regions that allow passage between them. Here are some early animations: 

steam decontamination process: 

you'll notice these gates are powered by the water tanks above, and traveling through empties the reservoir. HMMMMM! 


Back to the real world: If you happen to be going to E3, the newest Rain World build will be available to demo at the Adult Swim Games booth and at the IndieMIX event as well. Joar and myself are both way too wrapped up in development to go (booo!), but press, friends and fans please stop by the booth and let us know what you think! Were pretty proud of this recent progress! And if you want any more info about E3 or IndieMIX, feel free to contact me here. 

So thats some of the stuff we've been up to the past month! We should have some fun visual announcements coming up soon, so we'll talk to you then. Best regards and as always, thanks for going with us on this journey! 

 --James and Joar, Rain World Devs

Spring update: Garbage Wastes, Squidcadas, Lantern Mice, and more!


Hey Rain World friends! Just a quick update to show you some of the stuff we've been working on this past month and tease some new creatures. I won't go TOO deep into their mechanics, as there are a lot about these two beasties that we want players to discover on their own!  


Cicada-squids? Squid...Cicadas? Squidcadas? Sure that works! We just call them Cicadas for short. These buzzing aerial beasts inhabit a few regions of Rain World, and feature prominently into your movement through the Sky Islands region.

They are smart, territorial and will compete with you (and other creatures) for bats. Perhaps they can help you somehow as well...

NOTE: unfortunately for some reason Kickstarter will not load the gifs of the next creature as many times as I tried, so had to go the giphy link route this time. Sorry! Please click them though, we're really excited to show these guys to you T_T

NOTE2: twitter informs me that the OTHER gifs aren't loading either, so i've added in giphy links for them as well. YIKES :P


Not ALL of Rain World is gross and mean... say hello to the newest and cutest denizen, the Lantern Mouse!

Native to the urban dark regions, their glow will be an asset as you traverse the gloom.

They scurry around and hang from threads secreted from their tails. Just don't take them for granted, and make sure to look before you leap... But more importantly, just look at their cute little faces!!!


This is probably much less interesting to all of you than a bunch of cool new creatures, but a good chunk of this month was devoted to upgrading and improving the level editor for use in the next few regions, and hopefully also taking us all the way through the final visual "polish pass" of the levels.  

Big news for us! It vastly expands what we can do with tiles and is without a doubt the biggest visual improvement in the game since the move to Unity. Plus it allows me to move much quicker on level creation, which is a *tremendous relief* since we have around 600(!!!) rooms planned. (You may say that's crazy, but I'm already over half done!)  

The reason this editor upgrade happened right now was so we could get into this next region...  


In between the Drainage System and the Urban areas, lies an entire wasteland ecosystem of refuse, junk and garbage, and among other things is home to my personal favorite Rain World beast... the Garbage Worm! (sadly, no worms in these screenshots. Next time!)  

As you can see, the Garbage Wastes have a bit of visual flare that sets it apart from the previous regions: things sticking up at odd angles, and placed at various depths. This is the level editor upgrades in action! Its key to the junky region style of course, but also allowed me to play with the new prop/decal editor while still making progress on levels.

After all the levels from all the regions are geographically complete, I'll be going back with this utility and improving on the previous levels as well. Sounds horrible, but I'm kinda looking forward to it!  

Alright, back to work for me! Hope spring is treating you all well. Best Regards, and thanks as always!  

--James and Joar, Rain World Devs

PS. The new kickstarter format seems to *hate* gifs, which is a real shame. It took me literally days to get even these ones to reliably load! Let me know if you guys are having trouble seeing the ones that are here, and if that's the case ill try to find another gif hosting solution for future updates.

March Madness: Lizard Individuality, Darkness and Sky Islands

Hey Kickstarter friends! Just a little update this month, as Joar has been deep into the exciting task re-building the level editor (updates on that next month!)

Lizard Individuality

One thing that we didn’t get a chance to talk about last update was the huge visual addition of random seed Lizard Individuality. Those of you who played the last Alpha build may have noticed that Lizards looked a bit cooler than usual, with some sweet new plumage…

But it goes beyond just the surface! As we’ve mentioned in previous updates, each Lizard (every creature actually) is a unique individual, with its own traits and personality, so finally we have been able to catch up on that and show it on the outside as well.

Here is a WIP developing the 3d spine system for ridges:

This photo is still processing

Check back in a few minutes!

Each breed has its own specific range of plumage and physical attributes of course. Greens are generally quite a bit larger, with impressive nice spine ridges and can get fat too. Blues tend to be smaller, with dual stripes or horns. Pinks can get some impressive neck ruffles, etc.

These are assigned to all the creatures along with their “personalities” at the start of a new game, so other than just to look cool and add visual variety, the idea is that as you play through the game you’ll now be able to remember the personality from previous encounters, identifying it by the unique plumage “Ah, that bright green one with the long tail spikes is nasty! Get me out of here!” etc etc.


Finally! This was one of the remaining technical hurdles that’s been hanging over our heads for a looooong time. The world design concept I did over a year ago calls for some regions focusing on a darkness mechanic, but we were unsure how well we’d be able to pull it off using the engine and toolset we have. After PAX wrapped up, Joar had some time to devote to playing with the idea, and WOW its better than I could have hoped for!

Illuminated slugcat! (just for testing purposes)

Testing overlapping light sources...

Deep, sunlit rooms...

And of course the deep dark wouldn't be cool without some bio-luminescent creatures!

This is all just done in between plane flights and moving around the past few weeks, but were already very excited about what we can do with it. Big plans, big plans!

Sky Islands

Now in the complete opposite direction, I’m working on another aerial region which connects to the Chimney Canopy region we showed off last update. The design is all about huge suspended structures...

and platforming around strange high altitude machines…

We’ll have more news on the creatures of Sky Islands next update! See you then! :)

Best! --James and Joar, Rain World devs