Rampage Knights cover
Rampage Knights screenshot
PC Mac Switch Steam
Genre: Fighting, Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie, Arcade

Rampage Knights

Update #15 (version 0.20)

This update brings new boss to the game - Legion. Hope you like it!



List of the changes:

  • The last mid-game boss Legion has been added. (We set the chance to meet the Legion to 100% in this upate for testing.)
  • Bosses have larger health bars.
  • Enemies spawned by Slime Head boss do only melee attacks (they do not throw daggers).
  • Fixed crash when Bean of Unnatural Growth tried to spawn its effect on a hero who is a ghost.
  • The engine now uses different system for measuring time on Windows. Hopefully this may help some people experiencing lags in single- or multi-player. The game should also work better on systems with 120Hz monitors.
  • Vertical synchronization (Vsync) can now be enabled/disabled from Video Settings.

Update #14 (version 0.19)



In this update we have focused on properly implementing all effects of the existing weapons in the game as well as adding brand new weapons. We have more than 70 weapons in the game now.

Previously many weapons had incorent descriptions and were not working properly. After this update all the weapons should work as intended. If you find anything not behaving as described in the item info please report it as a bug.


  • More than 20 new weapons with various effects including: weapons which drops ice axes or meteors from the sky, weapon which increases damage with every curse and disease, weapon which can hit all enemies in room and many more. And we also added powerful Mjolnir!
  • A new item Bean of Unnatural Growth - Increases vitality by 2 for each battle finished without being hit..
  • A new item Ring of Brutal Beatdown - Critical hit chance +5..
  • Rum and Jumping Potion drop rates increased.
  • A new health potion of medium power. Potions now heal for 20,40 and 80 HP.
  • A keg has been placed in the kitchen.
  • Animated big pot has correct particles.
  • 3 new variations of the castle bridge room.
  • One extra weapons drop in the Courtyard.
  • Ass diseases have new sounds.
  • Beams from Force Gem familiar do not break shields anymore.
  • Weapons which trigger some effect on kill works on any kill caused by the player holding the weapon now. This includes kills by stomping, smashing against the ground or walls, throwing into chasms etc.
  • Fixed crash when entering final boss room with pyromancer curse.

Update #13 (version 0.18)



Pirate class :lootjack:

  • Pirate has a cannon which replaces his dash attack. Cannon ball knocks enemies back, crushes shields and its damage grows with your weapon damage.
  • Parrot pecks enemies once in a while if they get close.
  • While drunk the pirate fully regenerates in every new room.
  • Drunken Master effect: All classes has 50% chance to automatically dodge incoming damage while drunk.


Challenges

  • Increased values to unlock Adept of Magic, Librarian, Breaking Through, Gooooooal! and Color of Magic challenges.
  • Demolition Man counts number of enemies hit with explosions now (instead of enemies killed with explosions).
  • Grand Slam counts number of enemies slammed to the ground with the uppercut attack (instead of kills).
  • Locked items in the camp show names of the challenges which unlocks them.
  • Showing % of how many challenges are completed.


Other changes

  • Now you can drop the currently selected item to the ground (for your friend to use in co-op game). On keyboard it's done by F key by default (can be remapped in options). On gamepad it's done by the Directional pad's Down button.
  • Reworked skin for Cyclops' Laser Eye.
  • New hats: Antlers, Cook's Hat, Safari Hat, Racer's Helmet, Beer Cap, Wyrd Sister's Hat
  • Four new female faces.
  • Enabled Hard difficulty: Permadeath. Increased damage to hero on hit. Increased enemy health. More enemies in battles.
  • Enabled Insane difficulty: Permadeath. Increased damage to hero on hit. Increased enemy health. More enemies in battles. Vitality penalty -10.
  • Now you can reset your progress in main menu in options > game settings. This will reset any progress of your hero, all the completed challenges and any game in progress.
  • When joining multi-player game the game shows status of the connection instead of a black screen.
  • Fixed a bug where enemy kill was sometimes not counted by challenges when the enemy was kicked or thrown from a grab.
  • Fixed a bug where hero's body scale was not refreshed properly when switching gender in the camp.


The previous versions of the game was shipped with some internal debugging option enabled which caused the game to create some binary file on your disk each time a level was completed or the game was quit. These files can be deleted if you don't want these files to occupy your disk space.

On Windows these debugging files were saved in "Rampage Knights" directory in "Documents" (the directory where the game stores config file). On Mac the files were saved in "~/Library/Applications Support/Rampage Knights" directory. The files are named "save_" followed by some numbers and ".bin" suffix. For example "save_20150702_204745_0.bin". Each of these files has around 50kB and can be safely deleted.

Update #12 (version 0.17)



Here we are with another major update. This time we are adding a female warrior and most of the challenges and their rewards. The heroine is still work in progress as most of the skins are not functional and what is there, is probably broken. It will improve soon.

We have most of the gameplay related rewards, but many of unlocks (faces, hats) are not there even though the challenge description have them mentioned.

We decided to lower the limits on class unlocks significantly, because we feel it's detrimental to the experience to lock away significant part of the game. But players still have to show some effort to get to the classes. This may also help new players to get familiar with the game gradually.

Difficulty levels are in the game now and can be switched by Malcorn the Mad Jester. Higher difficulties are under construction, but casual difficulty already provides checkpoints in the beginning of each level.

List of the changes:


  • There are 79 challenges now in the game. Completing the challenges will grant you various rewards - upgrades for your hero, access to other difficulties, classes, hats and faces.
  • You can select difficulty in the Camp by talking to the Jester. Currently only Casual and Normal difficulties are working properly.
  • Casual difficulty has checkpoints at the start of each level.
  • Statistics and challenges do not clamp damage by the remaining hp of the hit enemy. The number shown on hit is whole added as the damage dealt.
  • Damage from pets and Dwarven Contraption is counted as spell damage.
  • Time spent in the Camp is not added to level/game time. The clock starts ticking after at least one of the players leaves the Camp.
  • Fixed a bug where ghoul's head did not spawn sometimes.
  • Now you can disable a camera shake and the red arrow above player's head in the options menu.
  • New item type "spellbook" can drop from chests.
  • Smaller chance for block of three connected yellow segments in lockpicking.
  • Added more debug messages to log and console when there are connection errors in multi-player game.

Girls Just Want To Have Fun!

The programmer is still working hard on the challenges and rewards along with the difficulty levels for the game. As I cannot contribute much to that (except for the icons for the challenges), I have some free time to invest in whatever I want. I decided to jump on the highly requested lady hack-and-slasher. Here's a video with the first glimpse of the new character.

https://www.youtube.com/watch?v=OW_1iONtBCk

It's still very much work in progress of course. There's a lot of animations missing, morphs and skins are not working yet and the head needs to be split into all its small parts to allow the same functionality the male counterpart has at this point. But it's a start.

Update #11 (version 0.16)

This is our first update concerning progression in the game. It's just a basic framework, but we will be filling it up the next week, along with implementation of the game difficulty option.

Currently we have the first few challenges for unlocking classes and we are ready to count some simple statistics in the game. More unusual stuff will come later.

The classes remain unlocked in this version for the sake of testing, but you can still check your numbers to see, how are you progressing towards the different classes. We will appreciate any info about how quickly (or slowly) are you gaining those numbers. Any suggestions to lower or pump up the numbers are welcome.



Changes:

  • Initial implementation of in-game challenges (achievements). Check Mighty Maximus in the Camp.
  • New and more unified design of menus in camp.
  • Damage done by Cyclops' Laser Eye and Arcane Ball is affected by spell damage.
  • Fixed bug where player gets stuck when flying over banana peel in the final level.
  • Deadzone setting for gamepads was split into two settings - deadzone for analog sticks and deadzone for analog triggers. This should help people having issues with triggers on the Xbox one controller.

Update #10 (version 0.15)

New stuff:

  • Now you can quit single-player campaign and your current progress is saved. You can continue the game in progress later.
  • New item Powerful Gloves - Thrown objects do higher damage and fly straight line at any distance. The hero can grab standing enemies.
  • New item Kraken's Idol - Turns you into a crab warrior with high critical damage and some crab allies to help in combat.
  • New item Wooly Socks - Hero doesn't trigger breakable bridges and can move freely over all spikes.
  • New mount Yaga's Mortar for the final sky battle.


Fixes & Changes:

  • The Thing now fires meat meteors (physical damage) instead of fiery ones. Also has new sounds and animations.
  • Mighty foot is a curse now.
  • Hero cannot get crank and mighty foot curses from standard altars, only from demonic altars.
  • No stone particles when hero is rolling with levitation over chasm.
  • Fixed networking crash happening when the game pauses if no networking packets were received from the second player for too long.
  • Fixed crash which could happen under rare circumstances when vampire enemy transforms into vampire bat.

Update #9 (version 0.14)

Hooray! The long awaited update is here! This was a hard one. Phew! But the epic battle with the castle master is finally in the game now.

It still needs a lot of polishing and the transitions between the phases are quite rough, but it is functional. The potential for improvement is high. We plan to add more mounts, more power-ups (we only have health-up now) and more variety to minions in the last phase.



I cannot comment on balance... it's probably pretty broken, so be prepared for anything. We managed to beat it with adventurers and battlemages quite easily. Warlocks are probably screwed right now :). There are some exploitative strategies, but it was too much to take care of everything in this update. So take it as the first iteration.

Let us know, what you think and throw your suggestions in discussion board as always. Have fun!

What's up with Rampage Knights

... or "where the heck is the next update?" announcement.

I'm very sorry for the delays. I just wanted to throw a quick notice here to let you know that we didn't disappear to a nice holiday in Caribbean or anything. In fact we are working around the clock last couple of days to get the final battle done.

It is a very complicated thing I must admit. We went little overboard with the wackiness of the final encounter so it's causing us a lot of hair pulling and nail biting. But we are almost there! We need to push the release one more day because of several bugs and broken transition into the final battle. So please have a little more patience with us. I don't want to spoil anything so here is a picture... that basically shows... nothing:


Update #8 (version 0.13)

Today's update is bringing two new classes. They are probably completely out of balance, but still a lot of fun. We have our first spell casting class and a weird class depending on his fireball spitting familiars.



New stuff:

  • Battlemage class - Instead of evasive rolling battlemage uses evade button to cast one of his four basic spells. Spells are cast by holding the evade button and pressing attack, jump, use, or pick up button (trigger+X/Y/A/B on gamepad).
  • Warlock class - Warlock has low vitality but killing enemies will summon and upgrade demonic familiars for him to help in battle. Any familiar upgraded to maximum level prevents warlock from dying. Warlock cannot pick other familiars (they are too scared to join).
  • Protector's Plate armor - protects you from all projectiles.


Fixes:

  • Fixed bug where gamepad's deadzone was effectively bigger than it should have been. Even if deadzone was set to 0% some deadzone filtering was applied. Now you don't have to swing the thumbstick so much to make the hero move. If you find the new behavior too sensitive just increase the deadzone in the options menu.
  • Iron boots break spikes even when assassin is invisible.
  • Fixed Big Oak in forest not playing animation when given gold.
  • Fixed bats not showing sparks above their heads when stunned.
  • Bombastick's ignition delay changed to 10 seconds.
  • Stomping animation is slightly faster.
  • Fixed various glitches with skins, particles and other stuff.