Rump! cover
Rump! screenshot
Genre: Racing, Indie

Rump!

Hotfix #3323 now live

Never Release on Releaseday! Or something like that.

- Soundsettings will now be stored correctly
- Fixed default hat position
- Sound class fixes (e.g. achievement sounds been a bit loud)
- Fuse tooltips
- Bossmap tweaks
- Removed the idle guards, since they actually should move *d'oh*

Enjoy!

Early Access Release!

It's here!

Hooray for RUMP! on Steam!



Lots of new content is waiting for you. All the keys for our Indiegogo Backers have been sent out - check your mailboxes!

We'll update you soon with the patchnotes for this release. But now: launch the game and enjoy all the new stuff! :)

Closed Beta - closed?!

Correct. As you may have noticed, if you have been participating in the closed beta, this phase has finished.

The way Steam works we had to revoke the beta keys just as we announced a couple posts before. We are now preparing for the Early Access release and every backer of our Indiegogo campaign will receive his final key right in time.

Stay tuned on our Steam Community pages and on Facebook for further updates. We're aiming for less than two weeks until the release.

Aside of this: the store page might be down due to our "App" being in "prerelease"-state and the demo may be buggy at the moment, since we're also changing things around the API.

So the demo might tell you, that it couldn't find Steam and won't connect to our servers. It will receive a bunch of LOVE™ with the release of our Early Access version so every curious gamer out there can actually test our game before buying it.

And just to mention it again, as also stated before: the Early Access version will be a bit cheaper. We're currently looking for $11.99 as the content is not complete. We will raise the price to its estimated top of $19.99 over time, just as we release more content and more features.

And to be clear: Indiegogo backers will always keep their key / game. The Early Access key will also be automatically the full version key, as we'll keep on upgrading the game from there on. Backers perks will be delivered as appropriate.

So - for now: don't worry. It is indeed (kind of, as it's the way Steam works for our progress) intended for the game to disappear from your library, since we've revoked the closed beta keys.

Stay tuned - we're close to publishing RUMP! to every gamer out there! :)

BossMap incoming!

Can't wait for the release? Us neither. To skip some of the remaining time we'll hook you up with these screenshots of our first bossmap!

Work in progress, lots of decoration etc. to come. This is just to get you curious about the mechanics and traps you'll have to deal with. ;)










And there's more in there... It's not just the sea of spawning tiles, the poisonous maze of traps, the bombsite of patterns, the ass-cold room of sudden blizzards or the spitter and his toxic vomits... no... it's the core and it's guards which is waiting for you!

Current progress from build #2561 to #2876

Been a while since the last update - due to us being diligently working on maps, mechanics and features. We're now pretty close to being happy with the current state of the game, which means that we'll release the Early Access edition in less than four weeks.

Currently we're creating mostly content, mechanics and features are fine so far. With an all new themed zone map we're categorizing maps and building a small world out of it, having a nice boss map / tricky castle at the end.

To keep you updated what we've done in the last weeks:


  • Added a "boss map" which features several different rooms, each of them with a different mechanic you need to beat in order to get to the core and destroy it.
  • Added several new maps and categorized all of them by themed zones.
  • Added an all new map to the singleplayer which displays the themed zones and level select details.
  • Added a character customization menu where you can select characters, skins and hats.
  • Added guards with their own AI and different stimuli who will patrol and protect different things. Some of them come with a slightly overpowered lightning gun which will turn your face into some kind of a charcoal brick once they see you. Instantly.
  • Added forcefields and generators with fuzes which might prevent you from doing things until you disable them.
  • Added a bouncy floor which bounces you off upon landing on it and a flip-flop floor which rotates upon jumping on it.
  • Added collectable keycards which may be required every now and then to open or unlock something.
  • Added emissive window lights to the distant buildings so theres some more detail in the background when playing levels with a night setting.
  • Added a master volume slider to the options and fixed a bug where sound values would not load correctly.
  • Added server count to server browser.
  • Added pushables so we can create small mazes and puzzles.
  • Added bronze/silver/gold coins to each map depending on the highscore time you achieved.
  • Added several types and forms of bridges with slopes and stairs for level design.
  • Added ivy which can grow pretty much anywhere... buildings, walls, doors, windows, lanterns, fences... and yo dawg, since we heard you like ivy we added multiple versions of ivy so ivy can grow on other ivy, too!
  • Cascaded shadows will now be disabled when the shadow options are set to be off.


All of this is ready for the game. Small polishing may be applied here and there, additional decoration and the like. So the remaining time until our Early Access release will be used mainly for level design, so you have a good amount of content and playtime when the game hits the Steam store.

We will be revoking the Closed Beta keys probably within the next week or so, since we need to "reconfigure" the game for the store and create new keys for the awesome people who already got their copy safe by backing us on our Indiegogo campaign back then.

So stay tuned - ain't long anymore and we're already very exited for this epic moment of releaseness to come! :)

Engine Updates - Closed Beta Build #2561

101 changes made it into this build, from small to huge. The biggest of them: we upgraded the Unreal Engine from 4.8.3 to now 4.10.0, which improves a lot of things engine-sided and allows us to use better profiling tools on our game.

Along with that we have some other things to name:


  • WIP: to live up to the sounds of "Money!" and "Make it rain!" we added a Cash-Gun, which rapidly fires bill after bill and pretty much acts like a heavy machine gun. Expect this to hit your face soon™.
  • Improved our building generator with a lot more options which you will see with the new levels that are going to be released with the Early Access version.
  • Added different sets of meshes like power generators and playgrounds, plus lots of decoration and ornaments.
  • Rebuild lighting on all maps (the reason for the size of this patch). This will receive additional LOVE™ pretty soon, since we're currently only building on "high" instead of "production" grade in order to save some time.
  • Upgraded our engine from Unreal Engine 4.8.3 to now 4.10.0.
  • Fixed several things that went bonkers due to updating the engine, thus changing some functions and their accessibility.
  • Improved network performance by quantizing lots of coordinates, especially on weapons and their projectiles.
  • Fixed the teleporter particles on The Sewers if you died in the extra room.
  • Cake.


Enjoy!

Closed Beta Build #2460

This just in -STOP- need to keep news short -STOP- too many new games out there -STOP- fixed some things -STOP- more network and performance improvements -STOP-


  • Fixed Weapon Spawners not working correctly on clients under certain circumstances.
  • Nerfed Bouncy Bombs a bit by reducing their damage, but added a real fuse with sparkles and sound to it.
  • Buffed the Laser with more damage, since it's more of an aiming-weapon which should indeed hurt when hit.
  • Fixed colors not being correct on Rockets sometimes.
  • Reworked the way character animation is being processed and propagated, thus saving a bit on network traffic.
  • Hammer-Updates: the mousewheel-up hammer now hits the ground, applies damage, forces knockback, spawns a decal and stays in its place for a moment before disappearing. Q+E rotation hammers stay the same, mousewheel-down hammer is currently disabled due to being overhauled as well.


Enjoy (if you find a couple spare minutes off Fallout, StarCraft, CoD, Anno, ...)!

Closed Beta Patch to Build #2432

Hi. Welcome back. Certainly glad you could join us today!

We're here to apply happy little fixes. So we take our extinguishment brush and mix a little Titanium Fix with some Crimson Improvement. Mix the two really good. And then soak the bristles into that, soak them really good.

Now just tap the engine with that. Make some big decisions and tap it right there. Oh yeah, right there. So when you applied the fix and the improvement, but there still seems to be some other bug, we need to clean our tools first in order to tackle them.

Tell you what: just take your brush and dip it well into ordorless bug thinner, shake off the excess real nicely and then hit your engine with it. Just beat the devil out of it - that's the fun part in bug fixing!


  • Replaced all environmental "distant buildings" (as we call them) with more distinct meshes, so the background looks way better. More to be added over time.
  • Made the Booster more independent from the server, less coordination means less traffic.
  • Even more network Stuff™ for Ragdolls, Signal Masts, Lasers and Weapon Spawners.
  • Improved the KillFeed-Performance. You'll now see faster who fragged whom with what weapon. Wheee!
  • Decreased some lightmaps which weren't needed as big as we had them ready to use on bigger scales.
  • Fixed double collection of weapon spawners, which almost never gave double the ammo anyway. Stupid spawners.
  • Made the ESC-menu no longer callable while loading a map / game.
  • Crates shouldn't collide with weapons anymore if they got moved directly or indirectly - since we told them so.
  • Made some weapon-adaptions for the singleplayer. Yes, there will be singleplayer weapons for the campaign. How else do you want to defeat the bo...


God bless you, my friend, and happy rumping!

(In memory of Bob Ross and the recent twitch.tv "The Joy of Painting" Marathon)

Update to Build #2384

We'll keep this short, since its mostly been tech stuff to improve performance. To achieve this we tweaked the following things: Weapon Spawners, Client side Landing, regular Jump, double Jump and Client side Rockets / Bouncy Bombs / Sticky Bombs. Both multiplayer maps got some updates as well as the winning screen being fixed to show images and names correctly.

Thanks for keeping up with the feedback, it really helps us identify and fix things which do not always happen in development environments. Enjoy jumping around!

Coin Hotfix - Build #2359

Double the money? Gone. International Rump Financial Experts have revalued the Coin back to being one Coin worth instead of two Coins per Coin. Got it? ;)

Alongside of that we fixed some other stuff:

  • Fixed double Coin collection so each one is back to a single Coins worth.
  • Added a base of 100 points to each player so the casuals aren't being thrown in the negatives after losing 1-2 matches.
  • Fixed Sticky Bomb mesh teleportation - in certain spots a thrown sticky bomb would tick and explode in the correct place, but the mesh with its sphere and animation would be teleported to the parent of the targeted instanced mesh.
  • Moving cargo containers now get reset when you restart a map, so they're reliable to be in a certain position at a specific time now.


Enjoy!