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

Rampage Knights

Update #7 (version 0.12)

Come closer and behold! Enjoy the new exotic attractions of our haunted castle! Roll your fate on the mysterious Wheel of Misfortune, if you dare! Tremble in sight of the deadly Totems of Death! Buy a new friend in our Pet Shop! And after all that excitement, you can refresh yourself with tasty beverages from our brand new Potion Cabinet!



Added new rooms which can spawn in the castle:

  • Potion Cabinet.
  • Pet Shop.
  • Totems of Death.
  • Wheel of Misfortune.


Other changes
<*> (Hopefully) fixed networking crash on client when new level is started.
<*> Changed algorithm which selects fights in the rooms so we have better control over the fights when adding new special rooms. The system should be similar to how it worked previously, but if you find something suspicious, let us know.

Update #6 (version 0.11)

Unfortunatelly we still don't have the final boss for this update. The boss in it's current state feels too much like an ordinary enemy, so we want to try different ideas. Meanwhile we had time for some small fixes and tweeks based on reported issues, so this is only a minor update to the game.


  • Added a freezing familiar.
  • Fixed everlasting buff from War Horn when hero leaved previous level while the buff was still active.
  • Icons on HUD for temporary effects (War Horn buff, chilled effect) are animated, showing when the effects will disappear.
  • Chicken familiar doesn't drop eggs anymore when hero hits himself with arcane orb.
  • Enabled SlimeHead boss again - after the Tomb level there is either SlimeHead or Dragon, selected randomly.
  • Left/right bumbers (shoulders) on gamepads cycle through non-empty inventory slots only.
  • Added "next/prev item" keyboard bindings so they can be remapped for people using Joy2Key. These controls cycle through non-empty inventory slots.
  • Fixed graphical glitches of mushroom man and cyclop, when they got stunned.
  • Bigger hit box of the dragon's head.

Update #5

This time without a new content for the game. But we want to keep you posted about what's going on.

We are working on the final encounter with the insidious master of the castle right now. You will face him in his laboratory full of diabolical inventions and toxic chemicals. The battle will have multiple stages with the warlock transforming along the way and getting more and more powerful. But the boss is far from finished and also the programmer was sick this week so there is no game patch for this week. Hopefully we will have something playable next week.

Here's a screenshot of the warlock's giant form:

Update #4 (version 0.10)

In this update we have added a new Ice Wizard enemy and completed the trio of the wizards which are using necro, fire and ice magic. But the main feature of this update is a new boss. Tell us what you think - is the Dragon boss too easy? Too hard? We need to know! :)


  • New boss - Dragon.
  • To test the new Dragon boss we have temporarily disabled the Slime Head boss in this update. So after finishing the Tomb level you will always be facing the Dragon.
  • New Ice Wizard enemy - throws ice shards to heroes, spawns freezing waves, teleports away on damage.
  • Hero can now get frozen and chilled (slower movement and weapon speed).
  • Fixed crash when vampire enemy was smashed down to the ground from an uppercut.
  • Flying carpet finally doesn't trigger breakable bridge tiles.
  • Minor fixes of graphics. Minor adjustments of damages, explosion areas, offhand items' mana consumption and other balancing issues.
  • Some new sound effects.

Update #3 (version 0.9)

The main changes in this update are revamped wizard enemies found in the later levels, implementation of new weather effects to add some atmosphere variety to the starting levels and "multipick" to make picking of throwing weapons easier. In the following updates we will probably focus on adding new bosses to the game.

New features

  • There can be rainy or stormy weather in the forest and courtyard levels.
  • Multipick - when picking a throwing weapon all nearby throwing weapons of the same type are picked together.
  • New Necromancer and Wizard enemies which replace the old broken lich enemy.
  • Necromancer - summons demonic skeletons, throws balls of bones, teleports away when attacked.
  • Wizard - throws meteors on nearby heroes, fires fan of fireballs, teleports away when attacked.
  • New holy water potion - removes single random curse.


Fixes and changes

  • Crank is now a curse. Crank drops health at a slower rate.
  • Firecrackers boots recharges after 10 seconds (instead of 7).
  • Wooden chests don't play fanfare when opened. Fixed fanfare which sometimes played twice in multiplayer.
  • Golden Magic Banana - Only one banana peel is spawned on a critical hit.
  • Flying carpet ignores banana peels and doesn't trigger breakable bridge tiles.
  • Enemies trapped in a dwarven contraption device take damage periodically.
  • Enemies with shields trapped in dwarven contraption device or frozen do not block melee hits anymore.
  • Torturer spawns proper head sprites when decapitated or gibbed.
  • Offhand items: slower recharge of mana (especially for the decoy).
  • Burn and poison effects of items are slightly stronger.
  • Schnaps hits for only 1 hp now.

Update #2 (version 0.8)

Second update is here!
It contains some new items and various fixes. There are finally few items which can remove curses although they are pretty rare. We also raised hitpoints of some enemies which can be found later in the game.

New Items

  • Scroll of Blessings - gives a random blessing
  • Scroll of Escape - opens doors
  • Scroll of Redemption - removes curses
  • Scroll of Freeze - freezes all enemies in the room
  • Scroll of Transmogrification - transforms all items in the room randomly
  • Scroll of Duping - duplicates a random item near you
  • Scroll of Builder - covers all chasms in the room with platforms
  • Juggler's Magic Mirror - throwing weapons shoot one extra projectile backwards
  • Juggler's Wondrous Triplicator - throwing weapons shoot 3 projectiles instead of one
  • Goldjaw - you can eat gold for health
  • Flying Carpet - makes you levitate
  • Paladin's Belt - gives you immunity to curses


Misc

  • Golden Magic Banana grants only +10 vitality but can be stacked. Every critical hit spawns banana peels. Watch your steps!
  • Thief's Mask affects only small coins, for each mask hero receives 1 extra coin.
  • Frostblade weapon and Frost Boots don't require mutliple (critical) hits to freeze big enemies. Frozen enemy resets its frozen duration when frozen again.
  • Implemented new sound system which better handles situations when many sounds are played at once or within a short amount of time. Tweaked how sounds change volume and panning near edges of the screen.
  • Cave in the forest has a more visible entrance.
  • Beggar curse spawns less stones to prevent hundreds of stones in a room.
  • Projectiles and fireballs now hit barrels.
  • Decapitated archers should drop correct heads.
  • Fixed tooltips and controls when playing cards - on gamepad B (use-item) stops playing, X, Y and A (attack, jump and pick-up) flips the selected card.
  • Optimized performance in rooms with many bridge tiles.
  • Intro is skipped at start if it was already played before.

Update #1 (version 0.7)

Our first update!
We were pretty busy last week contacting press and youtubers and managing all the stuff needed for the Early Access release. So this update contains mostly fixes of the major bugs reported by the players and some polishing.

Thanks everybody for their feedback, suggestions and all the positive reviews!

SlimeHead Boss Fixes

  • Boss chest with loot is spawned when boss is killed.
  • Spawns large soul when killed which resurrect one of the players if dead.
  • Boss attacks does smaller knockbacks so players should not get knocked to the pit so easily.
  • Boss attacks properly hits enemies.
  • You cannot roll/evade through wave of thorns attack. Use jumps!
  • Fixed bug where slimeballs spawned by the boss could get invisible and stuck above the pit.
  • Slimeballs don't ignore decoy anymore and can be frozen.


Misc

  • Changed head/body proportions of barbarian and assassin classes.
  • Chests now have only 2 phases when lockpicking.
  • Fanfare when chest is opened is not so loud.
  • Iron boots can open chests without lockpicking.
  • Iron boots breaks spikes.
  • New shrinking disease.
  • Skeletons has smaller chance to spawn torso on death.
  • Jumping potion: gives jumping disease (which grants double jump if untreated).
  • Exploding barrels are spawned immediately when a player gets pyroman curse.
  • Options menu highlights different controls bound to the same keyboard key.


Fixes

  • Turtle shell armor now drops pizza on hit (yay!)
  • Fixed a bug, when whirlwind and charged attacks did not hit/push enemies.
  • You can't roll/evade through spikes without taking damage anymore.
  • When exiting level players won't take damage while level statistics menu is shown.
  • Stomper enemy: stomps from jumps now hit other enemies in the area as well.


Pirate class is still under construction. We at least added, that rum disappears after usage, so pirate can use potions now.

We plan to focus on items next week to add some more variety.

Rampage Knights launches tomorrow!

It's just one day before Rampage Knights will be available on Steam!

Full price of the Early Access version will be $9.99.
Double pack will be available for $14.99.
We will have 10% launch discount.

Let us know what you think about the game on the project discussion page!

Rake in Grass