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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.

The time has finally come! Rain World is coming to your inbox!

Hello kickstarter friends! After all these years, the time has finally come!   

Today I will be sending all of you digital access keys for the PC version of Rain World and digital rewards via Humble to the email address that you have listed with Kickstarter. These keys will unlock on the global release day, March 28th, but can be added to your library at any point.  

Since its been so long since the original Humble sendout, I am doing fresh versions of everything using the most current backer data, so you should be receiving a new Rain World Humble widget page even if you had previously used one for the Rain World Alpha or soundtrack, etc, etc.  

What will you be receiving? 

The most important question, of course! Backers of Tier 1 will get:  

Rain World KS - Digital Access  

  • Rain World! Digital access keys for Steam or GOG  
  • Rain World Zine pdf! A little art scrapbook about the development  
  • Rain World Wallpapers! High resolution illustrations formatted for your screen  
  • Our eternal gratitude for joining us on this journey  

Backers of Tiers 2+ will get:  

Rain World KS - Digital Deluxe 

  • Rain World! Digital access keys for Steam or GOG 
  • Rain World OST! A selection of 40 songs from the game 
  • Rain World: Selected Ambients and Instrumentals! 40 more songs for the serious enthusiast 
  • Rain World Zine pdf! A little art scrapbook about the development 
  • Rain World Wallpapers! High resolution illustrations formatted for your screen 
  • Our eternal gratitude for joining us on this journey 

Once we survive release day we will be doing a separate update on the physical rewards! 

But what is Rain World? What has it become? 

You are a slugcat. The world around you is full of danger, and you must face it – alone. 

Separated from your family in a devastating flood, you must hunt for food and shelter between terrifying torrential downpours that threaten to drown all life. Climb through the ruins of an ancient civilization, evade the jaws of vicious predators, and discover new lands teeming with strange creatures and buried mysteries. Find your family before death finds you! 

Inspired by the simplicity and aesthetics of 16-bit classics, this survival platformer requires fast-paced sneaking, both upon your own prey and past the jaws of hungry predators. Each ravenous foe in your path will be cunning, vicious and always on the hunt – eager to sink their teeth into you, or even each other. As a small, soft slugcat you must to rely on stealth and wit rather than force: learn the ecosystem and turn their strengths to your advantage. Maybe then you can survive… Rain World! 

  • Sneak, climb, and pounce your way through a dynamic, ever-changing ecosystem of predators and prey 
  • Explore a vast world of over 1600 rooms, spanning 12 diverse regions filled with ancient secrets and undiscovered dangers 
  • Nimble movements and procedurally generated animation gives slugcat a natural fluidity of movement and unique sense of weight 
  • Intense, primal predator encounters will challenge your reflexes 
  • Limited resources and the constant, impending threat of rain will test your nerve 

Rain World began as a small hobbyist art project with modest ambitions but over time has grown into a huge, complex and mysterious world. This is largely due to the support and enthusiasm of backers and fans such as yourself. We literally could not have done it without you, and so many aspects of the game are representative of feedback and suggestions from our backers. 

For this initial release, Rain World is focusing on the single-player experience: the journey of a little, lost slugcat though a vast interconnected ecosystem spread over 12 regions and over 1600 rooms with an expected 30-50 hours of gameplay and significantly more if a player wishes to persue the deep world lore through post-endgame content!

Where to from here?

The journey continues, of course! We have content updates already in the works, including multiplayer, as well as additional narrative arcs and game modes which will we detail as soon as the initial release madness subsides. Since it isn't being included in the initial release we've had to keep all of this stuff top secret for the past months, so we seriously cannot wait to show you.

Also up next we will be detailing our progress in bringing Rain World to additional platforms and systems. Please pardon us being tight-lipped about the specifics of this for now, as we have quite a lot of compatibility testing and fussing about with code before we will be comfortable making any official announcements or timelines. Our tiny team can only handle so many platforms at once!

But most importantly: Thank you!

Thank you for your enthusiasm. Thank you for your patience. Thank you for your emails and suggestions. From the bottom of our hearts, thank you for making Rain World possible. 

Much like the slugcat, our journey creating this game has been long and challenging. We are now at the end of one cycle... but New Game+ awaits!

With gratitude,

--- The Rain World team

PS. For any questions or concerns, feel free to message us!




Its official! We are excited and terrified to announce that Rain World will be releasing worldwide on March 28th for Steam and PlayStation 4! More info soon!

New Rain World Teaser! + PSX, Illustrations and new pics!


Hello friends! 

Yes we are alive! And so is Rain World! We just wrapped up showing the newest build at Sony's Playstation Experience and wanted to share some quick Rain World highlights before hopping on a plane back home. Top on the list is this new teaser trailer here:

Look familiar? For this little Sony Exclusive PSX teaser we brought it all the way back to 2014, re-shooting the original kickstarter trailer with the new Rain World and showing off a ton of never-before-seen content. 

So much has changed from 2 years ago, I can barely even believe it! Here's the original for comparison:

That 24 frames per second probably wouldn't cut it in 2016, huh?

You may have also noticed a little tease of some gorgeous illustration work in that trailer too. Our artist Del has been working non-stop for the past year, at a completely unreasonable pace, bringing our narrative and world to life in ways we never thought possible. We are extremely excited for you to see her work (SOON!)

Speaking of Del and PSX! Rain World had the honor of being one of the Playstation Experience 2016 collectible foil trading cards, featuring an illustration from Del herself, and wow just look at those beauties. I can't tell you how amazing and intimidating it is to see our little characters show alongside games like The Last Guardian and Persona 5:

No pressure right?? 

But hey its not all conventions and collectible cards and things like that. We've been grinding like mad these past months. The game is wrapping up, and that means that Joar finally had some time to go through the over 1600(!!!) rooms, adding an incredible level of visual detail and bringing that extra layer of polish that most would consider unreasonable. But, hey, unreasonable level of detail is what we do!

through the ruins of an ancient civilization:

 or this crude masterpiece:

Okay, laptop battery is dying so I'll have to sign off here. More news soon though!

Thank you as always for your amazing continued enthusiasm (and patience!), Rain World literally could not have been made without it, and we can't wait to show you the fruits of our hard work!

Best Regards!

--James from Rain World

Rain World update: News! Awards! Conventions! Music! Creatures! Mysterious Glyphs!


Hello Kickstarter friends!

Yes we are alive! In fact, other than lack of sleep, things are going extremely well in Rain World land... 

Conventions! Awards! Etc!

A few weeks ago we made an appearance at the Game Developers Conference in San Francisco, and showed Rain World at IndieMIX held at the IGN offices...

 Notice the pretty new menu...

and Rain World wound up winning First Prize at the IndieMIX "Best of the MIX" awards! WOW!!! We were very shocked, as there were quite a lot of amazing games on display and it was also the first time we were publicly showing a new build of Rain World since a number of significant changes had been made. So after such a long development process it was some much needed encouragement: seems like we're headed in the right direction! 

You can read all about it here:

Joar was also invited to speak at GDC about the procedural animation techniques used in Rain World, which was an honor. It was pretty intimidating to be sandwiched between heavyweights like EA, Ubisoft, Blizzard, etc., and tiny little us with our pixelated lo-fi slugcat aesthetic.

 The room certainly was big enough...

 And here is Joar admiring his handiwork on the big screen...

If you have a GDC vault subscription, you can see the talk here:


And if that weren't exciting enough, just yesterday we wrapped up an appearance at PAX East with Adult Swim Games...

 We met some new friends, including this *amazing* Slugcat cosplayer...

Plus fans of all ages...

and all species! 

My mind is blown :O

I was also invited to livestream some Rain World gameplay and chat a bit about the game with JonCarnage and Swiftor on Twitch, which was a very fun experience! 

You can check the video right here for some gameplay bits and assorted banter:

There should also be quite a few interviews and previews coming out the next couple of weeks, so if you are interested in reading that stuff, check the Rain World twitter where we'll be posting every scrap: 


Since things have been so busy, I haven't had much of a chance to talk about the music and audio design. SO, I made a little video to explain...

At this point Rain World has around 1400 screens of playable terrain covering 12 huge regions, so naturally the music has to be equally gigantic in scope to match! To help me with such a monstrous musical task, I've brought on the talents of composer Lydia Primal to help out for the past few months, and between the two of us we have written over 3.5 hours of music for Rain World (!!!) That's *quite* a lot and we are very proud of the results!

And if that weren't enough audio for you, in addition to the more standard musical events which are used to convey narrative or create a mood for locations, etc., we've also installed a dynamic "threat music" system: Each region has 10 or so layers of audio that can fade in or out depending on how much danger the player is in. They all work together and vary by context, so that it should be a constantly evolving musical experience!


And of course, no Rain World update would be complete without some new gifs. Much of the work of the past few months has been heavily spoiler intensive, but we can show you a few peaks... 

Mysterious Glyphs!

Curious Overseers!

A gang of Scavengers hanging around at an outpost!

 As to what this all means, you'll just have to discover for yourself ;)

Best regards and as always thank you all for you patience and support! This has been a crazy ambitious project, and we couldn't have done it without you! Official announcements will be forthcoming!

--James from Rain World

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