Kur cover
Kur screenshot
Genre: Adventure, Indie

Kur

It's time to kick some ass, KUR is out of Early Access!

KUR is finally out! GO PLAY IT.

It's been a long time since Realms Deep 2021, 7 months of early access and countless KURSDAY updates filled with feedback from all of you, our wonderful players and community. In the beginning, our goal was to create something that spoke to us - 90's humor, fun fast gameplay, and enough weapons with silly names to fill out our weapon wheel. Over time we've added even more great things - dual shotguns, voice lines by the wonderful Gianni Matragrano, and the super awesome boots akimbo upgrade. After all these updates filled with improvements (so much bug fixing and balancing) to the game it's safe to say that we are immensely proud of the game we've created with all of you to help us. Thank you!

We get quite a few questions about KUR and Really Ragdoll's process creating it so we thought we'd answer a few here, too!

What’s it like working on a game as big as KUR with only two developers?

Oh gosh, it is grueling. The hardest part is definitely testing. KUR is around 10 hours on an average play through but closer to 25 for completionists. We realized early on we’d really need the help of our player base to test thoroughly. They came through in a big way.

What are you most proud of after 3 years of work, now that final release is here?

KUR is really different then most of the retro shooters being released. We knew we’d be competing against some really heavy hitters in the genre and we wanted to avoid going head to head with them as much as possible. So, we really tried to figure out ways we could make KUR stand out. The way we incorporated the power boot into everything is something I’m really proud of. It wasn’t always easy!

What would you most like for players to take away from playing KUR?

That it is really weird! And at least a little funny. I hope they can tell we really cared about players having fun first and foremost. Nothing else really matters to us at the end of the day.

What’s next for you after KUR?

A really long break! And a lot of video games. I have had to put my controller down to get KUR out the door but now it is time for me to wield digital weapons once again!!

What would you like to say to the fans who’ve been with KUR through early access?

From the bottom of my heart, thank you. As far as I’m concerned, KUR is already a success thanks to the fans who have been with us since early access. Your support, suggestions, and bug reports have meant the world to me. I’m really glad that I was able to create something people enjoy and I couldn’t have done it without you all!

We are truly thankful for all of the support shown by everyone playing our game - if you'd like to talk with us a bit more, feel free to join our Discord!

Patch #20: Ver 0.8.20 - Get Sucked

You didn't think we'd stop our weekly updates just because the full release is coming soon, did you?


Updates
- Shrinking large enemies increases the damage they take at a larger rate.
- Balance changes to ammo drops and enemy encounters in levels 1-5.
- Final boss has a deadly vortex attack.
- Coach charges the player if they go behind the net.
- OTIS's whirlwind attack is slightly shorter but he shoots slightly faster.
- More sound effects added to Perfected Engineer, Coach, and various levels.

Bug Fixes
- Vendors now correctly save and load inventory quantities.

As always, if you guys find bugs, broken stuff, or think the shotguns need a little more "oomph" - hop in our discord and let us know!

DEV LOG ???: KUR IS LEAVING EARLY ACCESS!

Really Ragdoll Studios is excited to announce that their classically-inspired frenetic shooter KUR will be fully released on March 17th.

Our comedic love-letter to flagship shooters of the 90’s and early 2000’s is coming to Steam after completing a short stint in Early Access. The game features a fully voice-acted protagonist, as well as over 20 lovingly hand-designed levels spread across six unique environments.

As a mercenary in the intergalactic gun-for-hire trade, you take on the role of the cocky trouble-shooter who fixes problems and doesn’t ask questions… as long as she gets paid. A shadowy corporation has made you an offer you can’t refuse, and everything seemed great until you came face to face with a robot spider wearing a human skull. Now it’s up to you to try to make it out alive, and possibly uncover the true intentions behind the seemingly nefarious organization who brought you to this hellhole in the first place.

The game features an upgrade system that allows you to spend cash gathered in each level to customize your abilities, as well as your ever-present Strength Augmented Boot. Not only will your Boot enable you to kick your way out of a tough spot, but you’ll need to learn to master the acrobatic combat it enables if you plan to survive what KUR has in store. In addition to your boot, Kur has a wide array of guns with which to lay waste to the mechanical horde that stands between you and payday. Whether you want something classic like akimbo pistols, or something more whimsical like a Gatling Laser, KUR has something for you as long as what you want is destruction.

Our super fun and totally unique, badass features:

- Inventive traversal-based gameplay featuring a cybernetically augmented boot that allows for a wide array of new ways to slay.

- The Boot: Kick your way out of a tough spot, or launch enemies sky-high. Your Strength Augmented Boot is the true star of your hefty arsenal.

- A Hefty Arsenal: An assortment of implements with which to lay waste to the countless metal horrors out for your blood. In addition to genre staples like the shotgun, expect some new entries like a gatling laser, ice beam, and the ever-useful Shrink Ray.

- Steam-Integrated Leaderboard system for built in competitive and speed-run play.


First and foremost, we want to thank you for supporting us through Early Access and for enjoying our weekly updates to the game. There's even more coming in the full release that we haven't mentioned here but safe to say, you'll get a kick out of it.

Thanks so much to everyone on the journey with us so far, but we're just getting started.

Cash, Balance, Polish Update KUR Version 0.8.19

We decided the contract was way too small, so we renegotiated, and now you'll be making more than twice as much corp cash per level! There's also a swathe of bug fixes but we'll save the details on those for this weeks KURsday update!

Carry on, mercs!

Dev Log Patch #19 - Stupid, Sexy, Lab Assistant!

Hello everyone!

My name's Blake - otherwise known as Ragdoll Dad. You'll have seen me replying to a few Steam discussions, comments, and helping y'all fix your games. I'm also pretty active in our Discord and I've been posting on the Really Ragdoll Twitter - I'm especially proud of all the terrible jokes. I volunteered to write this weeks Dev Log to answer some questions about the game and our community!


Is it true that KUR is being developed by only two people?

Yes! That's absolutely true - Brian Spain and Kehran Carr are the original creators and only members of Really Ragdoll. Both share a deep love for retro fps titles and have been hard at work on the development of KUR for the last two years. We're very proud of how far we've come and the ongoing achievement of weekly updates keeping our adorable little man-eating game alive.

What's been the most fun weapon to develop?

It's all boot all the time, baby. The three of us are in total agreement that no matter what you're shooting, you've got to be heavy-duty booting as well. One of the big reasons why we've gone through so many iterations of the boot is that we understand it's usefulness in all situations. Need to get on top of a super sketchy construction crane? Kick the ground and boost yourself up a few extra feet. Running out of ammo while Coach chases you around? Kick while moving backwards to get a little extra speed going. Oh no, you're overwhelmed by the forces of KUR and can't escape? KICK 'EM TILL THEY EXPLODE!

What inspired you all to make KUR?

Aside from the obvious inspirations like DOOM, Quake, and Half-Life? System Shock, Aliens, and Duke Nukem were big influences but we really wanted to make something entirely our own - KUR represents a lot of great ideas from past titles with a fun, modern approach to the level and gameplay design. Sprinkle a hefty helping of rough 90's graphics, some absolutely outrageous voice acting, and bonkers writing - you get KUR.

Are we getting new stuff in game soon?

Of course! We've added a lot of new stuff in the last few months like a totally reworked endgame, new cash system, boot upgrades, akimbo weapons and even more secret things that haven't been found by you guys yet. We will say that closer to launch we'll have a few big announcements to make about talent being added to the game and maybe some additional secret upgrades, but you'll have to stick around and find out.

That's all we had time to talk about this week guys - if you'd like to submit questions for us in the future we'd be happy to do something like this again! Join our Discord to speak with us directly or follow us on Twitter to get yelled at about how terribly you've all been treating OTIS.



Patch 18: Ver 0.8.16 - we're making Bug Burgers?

Do you think our malicious robot overlords like mustard - or are they fans of MAN-o-naise?

Bug Fixes
-Exploder Rats and Tidepods explode more reliably when encountering the player.
-Arachnobot Boss will now spawn even if the intro cutscene is immediately skipped.
-Tiny Tim in Living Quarters (Level 3) will not spawn when loading a save after he’s been killed.
-OTIS in Construction Site (level 4) will not spawn when loading a save after he’s been killed.
-Enemies in the escort mission have been reenabled (Oops!)
-The Blimp in the School Landing level will correctly take damage from the rockets.
-The elevator in the Server Stacks (Level 8) can now be activated by the button on level restarts.
-The waves will now progress properly when all enemies are killed during the final boss fight.
-OTIS’s train car in the Escort Mission will now load in its position when saved.

Noticed some jank that we haven't addressed? Join our Discord and let us know!

Patch 17: Ver 0.8.13 coming straight from the Underground

Uh oh, Darwin clogged the toilets in the basement again.

Updates
- Headquarters has new encounters!
- The School basement has been flooded!
- The Coach encounters have been revamped!
- Tiny Tim in level 1 is now more challenging!
- Credits and outro are now skippable.
- New voice acting for the Lead Engineer and Space Station Captain!

Bug Fixes
- Music will now save and load properly.
- Tiny Tim will no longer freeze when skipping the cutscene in level 1.
- The invisible blocker in level 5 preventing train exit has been removed.
- Level 8 will now load correctly after death.
- Options menu no longer resets resolution.
- Darwin’s death animation plays consistently now (and has a bit of oomph!)
- Gravity is now saved and loaded correctly.
- Fixed a number of bugs with the Arachnobot Boss in level 4.

Quick! We need more people with plungers - join our Discord!

Arachnobot cutscene hot fix!

It looks like some of our save optimization introduced a bug with one of our early cutscenes. This patch fixes that!

Ghost Corpse Hotfix!

No more ghost corpses!

Patch 16: V 0.8.12 - pull those boots on and get to work!

Our balls are now able to penetrate your force shields.

Updates
-Boot Jump has been fine tuned to be more consistent than ever!
-Updated the Headquarters cutscene with more to come!
-Increased camera clipping distance where appropriate, especially in the Space Station and Kur levels.
-HQ Approach rebalancing and polish.
-Dash can now be used more than once while swimming.
-Increased Tiny Tim ranged attack speed in level 1.
-Arachnobot now shoots rapid fire rather than a slow wave.
-Level 3 has a new secret.

Bug Fixes
-Fixed a number of bugs in the subway hub causing it to load incorrectly in some instances.
-Fixed a bug causing menu buttons not to work when returning to the main menu after death.
-Fixed a number of cutscene bugs including Space Station 1 and Tram Construction.
-Fixed a number of occlusion bugs in Security Bay and Living Quarters.
-Fixed a bug causing Dodge balls not to penetrate the force shield.
-Perfected Engineers now spawn properly.
-Enemies in the subway hub are able to open doors again.

Want to show off them classy kicks? Maybe you're the next John Woo and you need to procure some extra dope robot doves - come chill with us in our discord!