Rump! cover
Rump! screenshot
Genre: Racing, Indie

Rump!

Leagues with build #4855!

Fellow Rumpers,

the Leagues are here! With the new update to build #4855 we're introducing player created and dominated leagues.

Ever wanted to compete with your friends or the general public on a certain set of maps with a combined total score? Now you can.

Create a new league, name it as you wish, set start and end dates or make it infinite, even password-protect it if you want only your friends to be able to join. Then select the desired pool of maps and there you go: your very own league!

Now you can rump against your competitors to see who's the best on all those maps with a combined score. And the best thing about that: you don't need to be simultaneously online, improve your lap times whenever you want.

We hope you enjoy the new patch. It's been a while since the last update, we surely know - but, to be honest, we didn't get the outreach we expected, thus not many players even ever heard about RUMP! yet. So we had to shift our focus a bit to keep the company going. But we're still working at it every now and then - just like the last weeks, presenting the new update with the league features!

We're also going to add new maps. But this will take a while, probably not by the end of the year, since, as mentioned before, we have to keep our jobs and the company going, which leaves little time for creating multiple maps. One or two maps won't cut it since we're at the point of opening a new chapter with new zones.

But now: rump on!

RUMP! Build #4720 - Racemap, Controllers, Evil Hooks, lots of improvements!

The forge has been working relentlessly - almost 300 serious commits later we've got todays new public build!


  • A new map: Roundhouse Kicks, a race mode turnaround with various shortcuts and options. Fast paced with quick rounds this map invites you to have a 10+ round matchup with your friends!
  • Improved controller support: thumbsticks are now rebindable to pretty much everything, including strafe movement. Also the scale of how much you are moving the thumbsticks is now being considered. Close to full controller support, only navigation / menues are left - and these are already on the roadmap. Couch, here we come!
  • Greatly improved the hook reliability by using staged sphere tracers. Try it, really! Hold left mouse, aim for your enemy, jump into emptyness, release button. If your aiming and tracking is right, you'll pull him into death - while gaining his previous advance.
  • insert gloating laughter here*
  • Updated the deathmatch maps to feature the improved winnerscreen. Show off your skins and hats!
  • Improved the draggability of the singleplayer map. Scales to current zoom level.
  • You may now spin your character in the customization options by using your mouse instead of the old slider.
  • Improved the Orbital Laser so it has a better targeting, since players tend to "dodge" it by just stopping and letting someone else pass, thus him becoming first placed and the new target.
  • Pulled back the "Road Rage" race map to the workshop because some cars and roads need a bit of rework.
  • Fixed syringe and godmode not blinking correctly.
  • Fixed spike replication so it has the same correct state for everyone.
  • Fixed the unlock board sometimes not disappearing.
  • Fixed deathmatch restart errors.
  • Fixed the race countdown not always been shown.
  • Fixed something else.
  • Applied lotsa more LOVE™ here and there.


That being said: enjoy the weekend and some serious rumpage! :)

Hotfix #4426b Steam Cache Issues

If downloading the current hotfix did not solve the "Leap Motion Controller" plugin issue for you we sadly have to have you get a full redownload.

Our user Buggl couldn't fix the issue by download the update itself, but by deleting his local game content and then redownloading the game easily.

In order to do this, if this issue affects you: right click RUMP! in your library and directly choose "Delete Local Content" or go to the game properties and choose to delete the contents from there. Redownload a fresh copy and you should be as fine as Buggl is now.

This download ain't much bigger than the patch, since neither the Engine nor the Steam Pipe could detect our rather small changes, but created a rather unusual large update. Sorry for the size to low bandwith users.

Hotfix #4426b - Leap Motion Plugin Error

Gentlerumps,

we fixed a startup error telling you that you're missing the "Leap Motion Controller" Plugin.

How? By removing the Leap Motion plugin.

Why? Since we're not using it at all. To be honest: we've not even been aware that this has been fully incorporated to the base engine with UE 4.11.x - and now that we've been playing safe on 4.10.x and updated to 4.12.x, we've skipped one subversion and got that thingy sneaky delivered to our workspaces.

On top of that: according to our Engine Editor settings this plugin is completely disabled. Nothing of our game is using that stuff. Not even the compiler, nor the final packager, are complaining about any kind of error. Just a couple of warnings, which we are applying LOVE™ to after all anyway.

But then, a very few of you, who might have ever come in touch with VR (connected your own or friends devices, installed drivers, tried software which installs other unknown things), downloaded our game / update and got a severe startup error. Just due to some plugin and functionality which were not using at all.

Our workaround, for now: we've removed the core engine plugin, recompiled it all and tested it with a user which was suffering that error. He's now online finely checking out the new stuff - so we hope that this fix works for everyone affected out there.

Please use the Steam Community Forums to tell us instantly when you experience any game breaking bug! That's important to every Indie Studio which tries the most, but can't catch all.

----

We tried to reproduce this quite a lot - but none of our office or private computers or laptops showed up with that issue. Hard to track, hard to fix. But we got that one, thanks to a responsive community - yay! Skins, Capes, an additional Steam Key and many props out to you, Puma, for being on and available that late for us. :)

RUMP! Build #4426 - Steam Avatars, Capes, Racemap, lotsa other things!

Woohoo! Lots of stuff for you, huge bunch of things for us. We updated our core engine from UE 4.10 to UE 4.12, which brought quite a pile of changes around. The performance improvements were worth the wait - we've been spending quite some hours playing the race mode ourselves... not only for quality assurance reasons, but for fun.

You should do that too. Get your (possibly soon to be ex-) friends ready and have some mayhem on our multiplayer racing maps. The weapons will get you guys crazy!


  • Steam Avatars! They're here and they are frikkin' awesome! Such a small detail - but when playing the racemode with your friends you'll see the impact immediately! Time for hilarious avatars and situations for your matches and even video recordings!
  • 18 new Capes! A lot of them take over your player color! Check out the character customization - and probably go for the middle finger, which will taunt every player behind you - using your characters color!
  • A new race map! Enjoy "Crazy Floors" with acid goo below those spawning grounds! Hint: garbage marks a spot where no floor will ever spawn. Only clean goo may allow those tiles to pass.
  • Added a "Next Level"-Button to the Singleplayer menues, which lessens loading screens and improves continuous playability.
  • Updated our core from Unreal Engine 4.10 to 4.12, which brings a lot of performance improvements.
  • Updated a couple of skins to save our lives from having funny but risky ideas. Still awesome, but less shady.
  • Updated checkpoint collision boxes for the race mode, so it's smoother to boost over a checkpoint and still receive it.
  • Added a mute button to the lobby, since you sometimes may meet that spamming dude. Does take server messages into recognition tho, so you may freely mute a host if you want to.
  • Improved the player color selection. You may now shift hue, saturation and brightness/intensity instead of just hue. This goes along awesomely with the new player color adapting capes!
  • Improved the readability of the main menu buttons.
  • Fixed a bug in sticky bombs which would trigger the optical spawn event again when walking against the bomb.
  • Fixed a rare situation in which the moving platform in "The Sewers" could get partly stuck moving down.
  • Fixed GodMode and Invincibility flicker to not get stuck at a single color for its time of duration.
  • Fixed keycards changing positions if the current map was running for a longer time period.
  • Fixed a sometimes missing winner screen after restarting a game.
  • Fixed camera inversion when in rear view while dying.
  • Fixed quite a bunch of other internal stuff, like warnings during the packaging process, to avoid future errors and to have a cleaner build.
  • Fixed the multiplayer lobby to correctly display followup joining players correctly in certain situations. Everyone should see every player now correctly. Please let us know in the SteamCom forums if you still have issues seeing other players (as either host or client) in your lobby.
  • Our game finally has its App-Icon in the taskbar - yay!


There you go - quite a bunch of small to big sized changes and additions! Sorry for the update size to low bandwith users tho. This time it was due to the engine update, which required us to rebuild light and structures on all of our maps.

This will probably happen a couple more times during Early Access, since we add more new meshes to existing maps and then they require to have their lighting rebuild. This requires the update of said affected maps, which increases the download size. Hopefully not many of you are affected by this, since we're still pretty compact in game file sizes. :)

And now we want to see you guys wreak havoc on our race maps and publish awesome situations on your YouTube channels! Let us know of your videos - we might spread them even more on our own channels!

3... 2... 1... GO! -  Race Mode in Build #4219

The Race Mode is here and challenging you and your friends for some awesome Jump and Rump action!


  • A new Game Mode: the Multiplayer Race! Challenge your friends for a timeattack race - including weapons and traps! Pass the checkpoints, collect the crates, shoot the others. And to keep things challenging: the worse your rank, the higher your running speed - this way the leading player always has pressure right behind him.
  • New Multiplayer Maps: alongside the Race Mode we're delivering a bunch of new maps with different features and mechanics! Driving cars, disappearing floors, spawning walls - lots of things to keep you busy.
  • Reworked the SkyFight Deathmatch Map to give more options on slaughtering your opponents - or probably yourself, as it now features a second level and lots of traps.
  • A new weapon: the Orbital Laser! In case you're the last during a race you have the chance to pick up the new Orbital Laser, which will exclusively aim for the first player and stun him heavily. Your chance to catch up!
  • A new weapon: the Land Mine! Throw it or drop it where ever you like - whoever touches it will regret this quickly. Preferably placed at choke points, since you do want to hit your competitors, right?
  • Added a Ghost Replay / Shadow Time to Singleplayer! Have the ghost of yours run your best time right in front of you - this way you can spot even the last bits of improvement potential! Can be enabled/disabled in the ESC menu.
  • Added a Chat to the Multiplayer Lobby - feel free to taunt your opponents before wrecking them.
  • Added a Winner Screen after a Multiplayer Game - awesome to show off your Skins, Hats and Capes!
  • Improved the Level Select Menu with a better zoom, mouse control and a couple bug fixes.
  • Improved Network Performance for pretty much every action, from movement to generic data transfer.
  • Improved the CashGun with slightly larger projectiles and a 50% damage boost.
  • Added a high ping warning to the multiplayer lobby if a player joins with a bad connection.
  • Added a warning to the multiplayer lobby if the host is trying to start the game but not everyone is ready yet.
  • Added detailed messages to lobby disconnect events, so it's more clear if you lost connection or even got kicked.
  • Added a couple new achievements for the new Race Mode.
  • Fixed a good bunch of bugs.


Hint: with the grappling hook you should hold your left mouse button to get an aiming bubble and you should try to get a clear line of sight to have the best results. People will hate you for being good with that hook, as it destroys large advantages easily - if done right. ;)

Hint 2: right click dropping land mines right on the spot of weapon spawners makes you an even bigger a**hole to your opponents. :D

But now - enjoy the game!

Race Mode - Preliminary Patch Notes Build #4110

Hey folks! Been some days since the last update - sorry for that. We've been really focused on getting the next bigger update done and almost forgot about posting intermediate news.

The new Game Mode is about to be released - if everything works out nicely we're looking for the end of next week or the days thereafter!

Check out the preliminary patch notes which will reveal the most important things of our upcoming release version!


  • A new Game Mode: the Multiplayer Race! Challenge your friends for a timeattack race - including weapons and traps! Pass the checkpoints, collect the crates, shoot the others. And to keep things challenging: the worse your rank, the higher your running speed - this way the leading player always has pressure right behind him.
  • New Multiplayer Maps: alongside the Race Mode we're delivering a bunch of new maps with different features and mechanics! Driving cars, disappearing floors, spawning walls - lots of things to keep you busy.
  • A new weapon: the Orbital Laser! In case you're the last during a race you have the chance to pick up the new Orbital Laser, which will exclusively aim for the first player and stun him heavily. Your chance to catch up!
  • A new weapon: the Land Mine! Throw it or drop it where ever you like - whoever touches it will regret this quickly. Preferably placed at choke points, since you do want to hit your competitors, right?
  • Added a Ghost Replay / Shadow Time to Singleplayer! Have the ghost of yours run your best time right in front of you - this way you can spot even the last bits of improvement potential!
  • Added a Chat to the Multiplayer Lobby - feel free to taunt your opponents before wrecking them.
  • Added a Winner Screen after a Multiplayer Game - awesome to show off your Skins, Hats and Capes!
  • Improved the Level Select Menu with a better zoom, mouse control and a couple bug fixes.
  • Improved Network Performance.
  • Fixed a bunch of bugs.


We're looking forward to see you guys fight over the first place on the winners podium! Stay tuned!

Intermediate Patch to Build #3656

Not much to see this time really, but a couple bugfixes and more progress for our upcoming features. Most noticeably for your multiplayer experience will be the fixed Ranked Mode, the fixed Homing Missile speed and the removal of a small bug which would allow you to uselessly trigger a reset under certain circumstances.

Other than that: our digital dwarves are furiously forging the new Race Mode, an upcoming Multiplayer mode in which you will have to outrun or outgun your friends and opponents. Checkpoints, Speedboosters, Hooks, lots of shiny new stuff. Forged with LOVE™

Build #3526 now live!

Wooo! Steam Friends Highscores! New Skins and Hats! Plus preparations for the upcoming Racemode and Teamfights!

  • Added Steam Friends Highscores to the EndScreen. Now you can check how much more awesome you are. Or your friends. Gotta beat them.
  • Updated the "Host Game" menu for the upcoming Racemode and Teamfight options. Racemode will be first, just to get your pants wet already.
  • Fixed issues with respawning and spectator-behaviour in multiplayer gamemodes (some potential observer-states might have sneaked in there... d'oh).
  • Improved the Pressure Plate for Time Attack Doors to better indicate it being a timeattack trigger.
  • New Skins:

    • Spuderman:
      "Here are your Options: 1. Fuck you, I'm Spuderman."
    • Captn Rumpmurica:
      "Have some Freedom from my Rockets! And have some Democracy from my Bombs, too!"

  • New Hats:

    • "Headache-Device" (Axe)
    • "Solid Snake Cloaking Device" (Carton)
    • "Cloudy Thoughts" (Cloud)
    • "This seems fishy" (Fishbones)
    • "Unicone" (Icecone)
    • "FlowerPower blue" (blue Flower)
    • "FlowerPower orange" (orange Flower)
    • "FlowerPower red" (red Flower)
    • "Sharpening my thoughts" (Knife)
    • "Out of the Dark - Into the Light" (Streetlamp)
    • "Wanna play a game?" (Saw)
    • "Brain Construction Site" (Traffic Cone)


Hope you guys enjoy this over the weekend. =)

Updates to build #3457

Thanks for your feedback folks! It's really valuable to us and we're considering every bit. We've added a lot of it to our 2do-lists - and here we've got the first batch of changes, which are mostly based on your feedback. Despite our upcoming "gamechanger"-patch, of course. ;)

  • Big preparations for the next update! This required touching pretty much every map, so please bear with us and the huge patch size.
  • Keycard-Doors are now triggering earlier (also from the side), feedback welcome!
  • Fixed collision of some rocks in "Riverrun".
  • Fixed a typo in loadingscreen tips.
  • Fixed some achievement typos.
  • Fixed a visual bug where pressing tab was showing a weird white border.
  • Improved the LevelSelectBoard, should scale better with resolutions now and plus some layout adjustions.
  • Fixed spiketraps not going crazy anymore, feedback welcome!
  • Added collision borders to many levels.
  • Added a timer to timeattack doors (eg. cow hell 2).
  • Added loadingscreens to the shop.
  • Collecting hay tooltip improved.
  • Triggerboxes for Fusegenerators are now bigger.
  • New loadingscreen at the start of the game (no black screen anymore).
  • Improved forcefield collision, should be the same for everyone now.
  • Deleted an unnecessary blocking volume in tutorial 3.
  • Dread Core: boss mechanic tweaks - shield generator has a little less health and can be hit by lasers (charged and single shots are doing the same damage here, don't even try!), singleshot lasers are doing more damage to the core, platforms are not falling down anymore in phase 2 so you're able to get back up again if fallen down, improved the destroy animation a little.

Enjoy the weekend, enjoy the game!