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Genre: Shooter, Tactical, Indie

Running With Rifles

1.53 update released!

Hey fellow Runners!

Here's a quick bug splat update! The new FoV visualization introduced two weeks ago had some occasional but drastic performance issues and random white blinking happening from time to time, those should be in a better shape now.

During the Summer Sales, plenty of new faces appeared on Discord (more than 200!). We got some great feedback and community interactions, keep 'em coming!

To celebrate the growth of our Discord channel, we’re organizing a PVP event this Thursday evening European time. The game mode will be announced later!

Here’s the change log for 1.53’s tweaks and fixes:



Changelog v1.53:

  • maps: minor changes here and there
  • invasion: player faction swapped to Greenbelts
  • dominance: "Islet of Eflen" (known from team elimination) map added to the map rotator as capture and king of the hill mode
  • dominance: default PLAYER_AI_REDUCTION changed from 2 to 3.
  • dominance: added mobile armory to the "Copehill Down" map
  • dominance: fixed the deploy_gl resource to not deploy anything
  • dominance: adding TOW in armory
  • dominance: adapting the price of deploy_gl, deploy_minig and TOW resources
  • deathmatch: FoV enabled on default
  • deathmatch: minor resources tweaks
  • fix: vulcan and mortar tank now don't spawn on a reserved slot anymore
  • fix: fixed several item specific backwards crouch and walk animations
  • fov: adjusted claymore detection offset in FoV mode
  • fov: optimized FoV visualization some bit
  • fov: fixed FoV visualization causing white blinking occasionally
  • AI: fixed regression with boats travelling on ground occasionally when simulated i.e. far away from players
  • HUD: changed how vehicle hover-over info works: now shows "stolen" when operated by other faction than owner, and spawnpoint vehicles show "disabled" when spawnpoint not usable
  • modding: added USABLE_FOR_COVER for vehicles
  • modding: added VISIBLE_HEIGHT for items, goes to the main tag weapon, carry_item, etc.
  • modding: added PLAYER_AIM_TO_CROSSHAIR character parameter, 0 or 1

1.52 update released!

Hello everyone!

Good to see that you guys are still out there and running, and for those who aren't yet, make sure you grab the game while the price is hot. Right now, we indeed have the highest discount we've ever had on Steam!

Also right on time for the Summer Sale, we've got an exciting update for you guys.

First of all, we took another look at the field of view (FOV or line of sight, if you will) feature, and added a new field visualization aid for it as the PvP mode Dominance confused some players with its suddenly disappearing and reappearing enemies and items. It'll still do that, obviously, but now you'll have a much better idea where the seen and unseen regions are thanks to the visualization. You can enable/disable it in Options > Quality and performance options; by default it'll activate for Dominance only. The effect is rather taxing in terms of performance, so players with an older system might want to skip this one.



Speaking of Dominance PvP, we've updated the RWR Demo with the ability to play online by joining official Dominance servers! It's just like full version, apart from XP and RP limits.

With the FOV visualization in place, it made a lot of sense to also change the character behavior so that it'll turn to face the direction of aim and sight - previously you basically saw the character turn only when actively shooting or moving. It doesn't change gameplay too much in other modes but for Dominance it can help you understand where the enemy players are looking at and thus tell you if they see you or not - that's pretty important!



Hope you started well in the Summer,
Keep running,
Osumia Games


Changelog v1.52:


  • characters: added live aiming, changes character behavior in various ways
  • visuals: added optional FOV/LOS field visualization, by default on for gamemodes with fov rules, can also be useful in regular gameplay; not recommended for slower PC's
  • vehicles: mobile armory respawn time decreased from 5 to 3 minutes
  • weapons: ARES Shrike rate of fire increased by 6%
  • weapons: PAW-20 projectile blast radius increased by 20%
  • maps: minor fixes
  • dominance: modified version of Moorland Trenches added to the map rotator with 3 new sub-stages
  • dominance: some balancing tweaks
  • misc: social media buttons (Discord, Facebook, Twitter) added to the game menu
  • modding: fixed free cam in debugmode so that roll doesn't occur
  • modding: added a vehicle flag for non-destructible on collision with terrain (destroy_on_top_hit in physics tag, by default 1, destroy_on_top_hit_time in physics tag, by default -1.0 meaning insta, top_hit_tracking_time in physics tag, by default 2.0)

1.51 update released!

Hey Runners!

RWR version 1.51 is out! Along the bug fixes, we've made some re-balancing by raising the importance of the support player role by adding, besides the already existing repair wrench, a new wrench type into the supply quad resources. Also C4 has been added in the supply quad to further increase the impact of this fun vehicle.

Kill combo has gone through another look too. Recently it was decreased all too much after giving cosmic rewards for big artillery combos, so we came up with a formula to reach a new golden mean. Higher than ever rewards are given for smaller combos, but also big combos still give substantial rewards. This should hopefully make everyone happy and encourage vets once again to use those important strikes in Online Invasion!

As by popular request, two new rare weapons have also been added to the already huge collection of over 70 firearms!

An important note for the next version is an RP cap that will be implemented into vanilla when the Pacific DLC will be released. We decided to inform you properly several weeks prior so that you have time to burn your RP in case you have more than the cap of 600.000 RP. The RP limit is being added because some higher ranked players are collecting RP without spending them for cooperative purposes - just use the RP guys :)

And now to the part most of you were eagerly waiting for since the announcement of a DLC:

The WW2 Pacific war themed "RUNNING WITH RIFLES: PACIFIC" DLC will be available on AUGUST, 4 2017!



Even though we have been asked quite a few times already, we still didn't fix a price tag yet but it will most likely be around 10 USD.






Changelog v1.51:


  • maps: few tweaks here and there
  • weapons: rare ARES Shrike light machinegun with 6 burst-shots and 60 rounds added as giftbox reward - can only be operated prone or crouched
  • weapons: very rare PAW-20 semi-auto grenade launcher added - fires 20mm grenades which detonate on impact
  • weapons: Claymore trigger radius raised from 0.65m to 1.2m
  • weapons: lowered the sound volume of the MG-42 shot. No more ear bleeding
  • equipment: "wrench" is now called "small wrench"
  • equipment: "large wrench" added as a Supply quad resource only - repairs 50% more but more expensive
  • equipment: C4 now also added as a Supply quad resource
  • equipment: Vest-III's last layer puts the wearer into wounded state if hit by a bullet instead of being dead
  • vehicles: slightly lowered the speed limiter to match the avg running speed of the soldiers
  • campaign: adding the wrench to the armory
  • invasion: AI distribution in the map "Misty Heights" (map14) has been tweaked (most official servers have been tweaked since a few weeks already)
  • dominance: claymore not exploding but disappearing on enemy character collision fixed
  • dominance: wrench was missing
  • misc: kill combos reworked to allow better combo bonus on high multi-kills. Smaller combo bonuses are also more effective
  • misc: added an under repair flag for the AI to not drive/enter a vehicle while being repaired
  • misc: equipment hud images realignment
  • fix: crash fixed when inventory is open and the game resets itself, related to online
  • fix: fence/wall combo now use the penetration of the wall instead of the fence
  • fix: map attack and defense map target markers not being applied with zoom in all cases
  • fix: anti-air emplacement after map restart after getting defeated caused radio call drops to show up non-functional
  • fix: some trench walls weren't climbable
  • fix: fixed a bug with AI vehicle usage causing abandoning of the vehicle sometimes
  • fix: fixed building base top material issue
  • online: sync join connect at game init: if it fails for a valid reason (like server full), cancel reconnects
  • campaign: fixed a bug with campaign stats and continuation option not showing up after leaving the last map
  • modding: data*.pak files with various shader programs, materials and particle scripts have been extracted into vanilla for easier overriding
  • modding: added support for package specific loading screen visual: splash.png

1.50 update released!

Hello Runners!

Today we have some tasty announcements for you guys!

We initially expected 1.47 to be a quick and small update but we ended up adding much much more in it and release this update as v1.50.

Besides the fixes, we added a new map in online Invasion where you assault a well defended beach fortification and village. Additionally we made some balancing efforts, added new weapons, added some new game mechanics, and a method for NAT punch-through which should allow most players to host a game without having to bother about port forwarding!

For a complete list of changes, check the changelog at the end of this news post.




In a news post earlier this year we talked about an exciting announcement related to RWR, so here we go then!

We are proud to introduce RUNNING WITH RIFLES: PACIFIC, which is an Expansion-DLC for Running with Rifles. Set in World War 2, players will be able to engage in an authentic campaign, choosing to play as either the United States Marine Corps, or the Imperial Japanese Army. Playing as either faction, you will conquer a series of real islands located in the Pacific, with maps based on the general outlines of the actual locations! The full-length campaign features two completely new factions, a huge assortment of historical weapons and items, loads of new maps, and several new vehicles.

RWR: Pacific has been developed in co-ordination between the RWR dev team and several big community modders, namely The Soldier, Tremozl, MasterBlaster, with additional contributions by ChippedChap, Remlly, and Sturmfuhrer. The Expansion-DLC will include loads of new content, and using a more historically-rooted setting, it is complete with realistic soldier uniforms and authentic map designs.

More information coming up in the future!




Don't forget the Dominance PvP meet up this evening! More infos here: http://steamcommunity.com/games/270150/events/244724582840921050


Changelog v1.50:


  • maps: new assault map "Misty Heights" (map14) added in invasion/quick match - based on the overlordDefense DDay map
  • maps: few tweaks here and there
  • weapons: UTS-15 pump-action shotgun added as default shotgun for EOD soldiers
  • weapons: rare automatic Jackhammer shotgun weapon added - low spread and high effective range
  • weapons: SMAW rocket launcher added as briefcase unlockable - fast projectile and high zoom, higher damage range damage
  • weapons: balancing out the AKS-74U and P90 basically to have a longer bullet decay frame. Overall slight nerf
  • weapons: Pecheneg Bullpup balancing, overall buff
  • weapons: AA-12 shotgun drum capacity increased from 12 to 20
  • weapons: Javelin commonness reduced by 50%
  • weapons: M202 Flash commonness doubled
  • equipment: added another 5% speed penalty to riot shields, will now be 10% in total
  • achievements: fixed missing achievement levels
  • invasion: removed elite soldiers from player faction
  • invasion: changing player faction to Brownpants in official invasion
  • invasion: map rotation order changed
  • invasion: disabling radio calls once the map is won to avoid unnecessary RP loss or teamkills from happening
  • invasion: radar towers in the map "Iron Enclave" respawns only after 1 hour (instead of 3 minutes) once being destroyed. Also has less protectors assigned
  • dominance: added the map "Misty Heights" (map14) in the map rotator
  • dominance: lowered the price of most radio calls
  • dominance: re-balanced the XP/RP rewards
  • man_vs_world: removed the elites and EOD soldiers from the enemy factions
  • vehicles: vehicle turrets can now aim without shooting - up, down or walk/crouch/prone/command modifier key make the turret point toward the crosshair
  • vehices: adding vehicle speed control key so that the vehicle has the same speed as running soldiers - uses the walk key
  • vehicles: Mortar tank has now the MG on the right side and has a small protection collision box
  • online: NAT punch thru support
  • online: possibility to kick players from menu on player hosted servers
  • ui: number of online people shown in the menu
  • misc: Shotgun types removed from elite soldiers resources, EOD soldiers get them instead
  • misc: item ownership added - when a player gets killed, only himself can pick up the dropped items for 30 seconds (invisibe for others), then it becomes neutral
  • misc: vehicle drops on soldiers won't make them drop their equipment anymore
  • misc: prevent ctrl key controls for character when in inventory view
  • misc: mounted weapons respawn time raised by 15s - affects only weapons loaded with the map
  • misc: added winter model+textures for the black ops vest
  • misc: rocket launchers have their own projectile models
  • misc: Vest Type-II soldier models for Greenbelts and Graycollars are now more distinctive
  • misc: Vest Type-III has now a proper custom hud
  • misc: some mapview/inventory textures have been reworked
  • misc: terrain/vehicles friction tweaked - except more slidings again
  • misc: cleaned the animation file from obsolete animations that aren't in use anymore
  • misc: casual difficulty tweaked to less steamrolly
  • misc: cleaned up noise in font
  • misc: tweaked various sound volumes
  • fix: spawning dead on a map won't make you drop your equipment anymore
  • fix: tank wasn't spawning a tank if the tank is not listed as a resource for the faction; still the tank call was callable and reduced RP
  • fix: item duplication exploit in simulated regions
  • fix: armory interaction with defined soldier group in online
  • fix: AA emplacement mapview marker now visible when spotted
  • fix: kill combo reward bug fixed
  • fix: visual bug with radio call availability meter when calls change
  • fix: character refused to shoot with LMB tap when aiming off motion direction while stopping
  • fix: fixed empty slots in inventory UI from several single item transfers


Thank you to DarkyPwnz and warbrand2 for their contribution!

Keep on running!
Your Osumia Games team

1.46 update released!

Hey Runners,

new update is available, enjoy!

Changelog:


  • maps: fixed several glitches in the Iron Enclave map
  • maps: fixed a bug with platform wall creation
  • invasion: wrenches now available at the supply quads AND (mobile) armory
  • equipment: black ops vest now doesn't get damaged from stun projectile
  • equipment: raised the encumbrancy of vests to 4.0 (was 3.0)
  • equipment: added a 5% speed penalty to riot shields
  • campaign: unlocked black ops vest and MK23 SOCOM are also available in supply quad inventory
  • campaign: "Man vs. World" campaign stage 3 crash fixed
  • vehicles: added small gravity offset for all light vehicles
  • vehicles: Mortar Tank leave request enabled
  • vehicles: Quads health points raised to sustain a frag grenade
  • balancing: elite soldiers don't suffer from the recently added speed penalty of the vest-III, they now even get a slight speed boost
  • fix: camouflage suits in winter theme maps now showing properly
  • ui: stash item number indication added

1.45 update released!

Dear Runners!

First of all, we at Osumia Games hope you all started well in the new year!

With today's 1.45 update we're introducing 3 new vehicles, a new radio call, a couple of new weapons and something called "gift boxes"!
This is the last major update before we make an exciting announcement in the upcoming weeks! Stay tuned and never stop running!

Below you can find a complete list of changes for version 1.45:


  • weapons: M240 replaced with M60 in the "Man vs. World" campaign. Rambo intimidated us so we had to...
  • weapons: added Claymores to dominance pvp mode
  • weapons: Humvee GL range lowered from 1.3 to 1.0 and rate of fire decreased by 20%
  • weapons: XM-25 projectile blast radius lowered by 15%
  • weapons: HK MK23 SOCOM burst stealth pistol added as a laptop unlockable
  • weapons: Honey Badger suppressed burst SMG added - only available from "gift boxes" in invasion/campaign
  • weapons: M60 MG with Rambo-style hipfire added - only available from "gift boxes" in invasion/campaign
  • weapons: overall buff of the stock machine pistols
  • weapons: added retrigger time after the burst shots of the FAMAS and L85A2
  • weapons: Deployable GL rate of fire increased by 25%
  • vehicles: Mortar tank added
  • vehicles: very fast Quad vehicle added
  • vehicles: supply Quad added - fast armory vehicle with restricted armory
  • vehicles: terrain friction/drag offset parameters added for most wheeled vehicles
  • valuables: laptop item added - unlocks custom stealth weapons
  • valuables: "gift boxes" added - sell them for a surprise!
  • items: black ops stealth armor added as a laptop unlockable - has a night detectability bonus
  • items: vests Type III now have a 8% speed penalty
  • maps: several fixes here and there
  • balance: Vigil Island and Iron Enclave map difficulty in coop lowered (especially with a high amount of players)
  • campaign: repair wrench now also added in the campaign as a Supply Quad resource
  • campaign: renaming "less hard" difficulty to "casual"
  • fix: custom costume not showing in winter maps fixed
  • fix: patrol ship's physics now less affected by low water levels
  • fix: fixed some alt-tab loading screen crashes
  • fix: fixed Russian & Chinese language UTF8 crashes
  • modding: added last_burst_retrigger_time for hand weapons with burst shots
  • modding: added night_detectability parameter for carry items
  • modding: added y_offset_parameter1 and 2 for scene.xml camera settings
  • modding: added friction_offset as vehicle physics offset parameter
  • modding: added drag_offset as vehicle physics offset parameter


thanks to ThinkTank, warbrand2 and tremozl for their contributions and ideas.

Merry Christmas and Happy New Year!

Dear Runners,

2016 comes to an end and we want to wish you all a Merry Christmas and a Happy New Year 2017!
The latest update 1.40 was the 100th public update for RWR and we can't wait to raise this number in the new year. Indeed, 2017 will come along with cool new stuff and a big surprise in a couple of weeks, stay tuned!
Thank you for your support and fidelity and don't forget to Rock n' Roll!

Your Osumia Games formerly known as Modulaatio Games / pasik & JackMayol / the lazy devs or whatever you call us ;)

1.40 update released!

Hey Runners!

In RWR, you have been told that you are just one among thousands.
That may have been true until today with the Man vs. World mode! This time you're completely on your own, with nothing but your wits and tenacity to win you through.
You've got only one life, no respawning - yes, that's permadeath! The enemies follow the same rule, so at least there's a hypothetical chance for you to make it...
There is also a "Veteran" difficulty with FoV activated for those who want to push the challenge to an extreme!
Find the mode in the campaign start menu, check it out and see how far you can get!



And that's not all, Runners! The update features a new 3-faction map called Iron Enclave in Online Invasion!
You'll find a lot of vehicles, flanking enemies and other interesting surprises in this brand new map!




Below you can find a complete list of changes for version 1.40:


  • vehicles: grenade launcher Humvee added - replaced the radio call Humvee. Map specific Humvee will remain with a MG
  • vehicles: patrol ship health reduced by 35%
  • weapons: deployable grenade launcher added - unlocking item in the campaign/invasion
  • weapons: Pecheneg Bullup machinegun rare weapon added
  • weapons: TOW rebalanced - more damage (single shots any APC), slower projectile speed, 20% longer reload time
  • weapons: Milkor MGL commonness doubled
  • weapons: Model 29 Revolver renamed to 44 Magnum, doubled the damage and reload animation speed increased by 20%
  • equipment: wrench added to invasion
  • maps: new 3-faction map "Iron Enclave" added to quick match and the invasion map rotator
  • maps: minor fixes here and there
  • invasion: player faction switched to Graycollars
  • dominance: Iron Enclave added to the map rotator
  • animations: weapon changing animation speed increased by 20% and for one-handed weapons by 33%
  • misc: UV mapping of the Trox-80 tank fixed
  • campaign: new "Man vs. World" purely single player campaign added. You start as a single soldier and have to capture all bases of a map to progress to the next stage. Permadeath with 2 difficulty levels.
  • campaign: once a campaign completes, it's possible restart it with new settings while keeping the character progression and items
  • campaign: Final mission I now has markers in the mapview to locate the objectives
  • campaign: Final mission II initial enemy rush time (phase 1) reduced by 50%
  • modding: added "draggable" parameter for wearable carry items
  • modding: added "backpack_weight_capacity" parameter (value as an offset)
  • fix: added ai_handles_avoid_regions parameter for platforms (default value = 0) to make avoid regions work for platforms
  • fix: wall/fence elements with penetrability on a platform don't allow bullets to be created when too close to the wall
  • fix: auto-shooting when entering a vehicle weapon slot fixed
  • fix: defensive structures entering non-simulated blocks are now occupied instantly
  • gameplay: fixed a bug with over vehicle shooting allowing prone only weapons to shoot in opposite direction as well
  • gameplay: fixed a bug with stabbing an enemy near vehicle being neglected
  • gameplay: fixed a bug with shooting over walkable object sides
  • gameplay: fixed a bug with stabbing when on certain walkable meshes
  • gameplay: made it easier to shoot over low vehicles on uneven ground
  • menu: added translation support for campaign description and custom campaign menu ui controls
  • menu: added support for custom choice buttons in campaign menu

1.36 update released!

Hey Runners!

Today, we bring back some memories from the past. Some veterans, who had the game already in Early Access might remember.
Indeed, we dusted the old "Teddy Hunt", "Team Elimination" and "Deathmatch" modes. To celebrate that, we will play a 2-faction Teddy Hunt event the upcoming Saturday, October 1st. For more informations, see the announcement below:



Here is a complete list of the changes in v1.36:


  • weapons: Beretta 93R slightly buffed
  • weapons: Buggy MG slightly buffed and bullet protection of the gunner increased
  • gamemode: "Team Elimination" package updated - FoV is now enabled on default. Faction's resources updated
  • gamemode: "Deathmatch" package adapted for better experience with FoV enabled
  • gamemode: "Team Teddy Hunt" package updated. Time for a new event, eh?
  • maps: minor map fixes
  • ai: reverted reaction time to old value
  • fov: some bugs fixed
  • network: increased supported item type count
  • modding: added start_game parameters preserve_items_on_team_kill and preserve_items_on_disconnect

1.35 update released!

Hey Runners,

we wanted to wait a bit longer with the next update but there was a critical bug in the campaign, where you spawned dead in the Vigil Island map after comming back to it. For those concerned, if you want to continue your savegame on this map, you'll have to enter "/warp 0" in the ingame chat to load another map, then "/warp 7" to come back to Vigil Island again.

In this update we also added some more modding support, e.g. you can now have a faction that can't pick up items or interact with the equipment. This was done for the mod "Running with the dead" to have the infected faction to be playable in the next mod update later tonight.
We could also see mods like "Alien vs. Predator" to be possible now that this is implemented. So if any modders are interested, just go for it! ;)

Here is a complete list of the latest changes:


  • campaign: fixed spawn dead issue after winning Vigil Island map and coming back again at a later stage
  • maps: minor fixes here and there
  • modding: added faction awareness also for blast result, e.g. faction_compare="any" (default) or "equal" or "not_equal"
  • modding: added character class parameter "can_use_inventory"
  • modding: added character class parameter "can_use_vehicles"
  • modding: externalized character class parameter "wounded_auto_death_time"
  • modding: added character class parameter "reaction_time_after_choosing_target"
  • AI: added a short reaction time delay for the AI combat in vanilla, slightly helps when popping up around e.g. a building corner
  • dominance: suicide time (by holding stab key) raised from 3 seconds (vanilla) to 6 seconds to avoid punishment dodge abusing
  • fov: fixed online synchronization equipping a weapon out of fov
  • characters: fixed standing behing a deployed cover not facing the right direction after being crouched first