Second Hand: Frankie's Revenge cover
Second Hand: Frankie's Revenge screenshot
Genre: Adventure, Indie

Second Hand: Frankie's Revenge

Patch Notes for 0.2.1149

These patch notes are landing with a bit of delay since we released build 0.2.1149 on Tuesday, June 11th, but here they are. Once again, this build was all about squashing those pesky bugs.

Bug Fixes:

  • Juicy Joe no longer gets stuck in various animations in online games
  • Fixed places where it was possible to go through walls in levels 1, 2, 3 and 4
  • After batteries have been fished out and the door opened in level 3, any remaining batteries are automatically destroyed
  • Removed bus that would sometimes not move and trap players in level 3
  • Fixed enemies who would not attack the player in level 4
  • Fixed interaction prompts that would not disappear after the building is blown up at the end of level 4
  • Fixed some broken textures and rebuilt all lighting in level 4
  • Fixed markers that would not disappear on level 4


New Features / Balance:

  • Added the first community balloons!


If you want to know more about community balloons and features, get on our Discord server at https://discord.gg/5cfetHm where we'll be adding more.

-Team Rikodu

Patch Notes for 0.2.1143

As the launch weekend winds down and we're solidly into mid-week, here's build 0.2.1143, patching up some of the (sometimes funny, sometimes not so funny) bugs everyone reported over the weekend. Without further ado, here are the patch notes.

Bug Fixes:

  • Fixed network connection problem that occasionally prevented players from joining an online game and responded with the message "Network state error. Give it a minute and try again"
  • Fixed shellboy deployed during evac breaking the camera
  • Fixed bug where players who completed evac could still use their abilities if there were other players still attempting to evac
  • Fixed laser barriers in "Hard Cogs" that couldn't be damaged by the Glue Gun
  • Fixed elevator musing playing continuously if returning to the hideout while on the elevator
  • Various localization fixes

New Features / Balance:

  • Showing "New skin" or "New part" next to the appropriate slot when receiving a new item
  • Added French language support
  • Tweaked glue gun for faster/more damage and less revenge
  • Reduced rocket takeoff SFX volume


We've also started going through the level-specific issues that were reported, e.g. cases you can go through rocks and leave the playable map, and have fixed many of them but they're not included in this build as they require more testing. More patches coming soon!

Thanks for all your feedback and don't forget our Discord where you can get quick support:
https://discord.gg/5cfetHm

-Team Rikodu

Frankie's Revenge - AVAILABLE NOW

Frankie's Revenge is out now in Early Access.




Check out the launch trailer below and see you in the scrapyard!
https://youtu.be/XFj9PCF53bo

Discord: https://discord.gg/5cfetHm
Twitter: https://twitter.com/secondhandgame

Launch slightly delayed

Today was bound to be Frankie's big day but like our Defbirillator friend here just found out, things don't always work out as planned.



https://imgur.com/a/6r5g4vX

It's with great sadness that we have to announce that Frankie isn't being released today. There was some trouble with the Steam build approval and we are still waiting for the final go-ahead to release it. Unfortunately, that means we have to push the launch back by a few days. We hope it won't be more than a few days but at this point in time we can't say an exact date.

Our sincere apologies to those of you who were waiting to play. We're as eager as you are to get Frankie's Revenge out there and in your hands and will do so as soon as robotically possible.

-Team Rikodu

What’s Coming to Early Access


Get your chainsaws ready!

Frankie’s Revenge is unleashed upon the world in less than a week, so what better time to talk about what's coming in Early Access? Here’s a quick rundown.

Starting with your trusty robot components, you will begin the game with a few basic parts but will be able to unlock up to 20, as you gain experience and level up. Each part gives you some unique skills or abilities and you can mix and match them in any combinations and further customize your creation with more than 50 additional skins.

There are 13 missions to play through, organized in two campaigns, with the dreaded Juicy Joe waiting for you at the end of the first campaign. For those of you that like a challenge, you can test your skills in Challenging or Hard difficulty, or just pick Easy for a fun, relaxing experience.

As shared in an earlier update, Early Access starts with full support for both local and online multiplayer, or any combination of the two. It’s super easy to get together with friends or just find a public game and join up to smash robots together.


There’s lots more of course, so join the developers on the official Discord to ask any burning questions you might have or start looking for your co-op partner now. And don’t forget to wishlist if you haven’t already, so you’ll get notified when we launch next week!

Changes since Closed Beta



For those of you that played the beta, here’s a high-level overview of what you can expect

  • 4 additional missions, including one boss fight
  • A lot more hideout customization options and part skins to unlock
  • Rebalanced difficulty and pacing
  • Stable online play (yep, that’s what we spent most of our time on!)
  • Too many bugfixes to count


Coming up – localization and another boss fight!



There are two features that we were hoping to include in the Early Access release but didn’t quite make it. We really wanted to launch in multiple languages, but the effort proved too much with all the online stability fixes and other pre-release work. So rather than deliver a subpar experience, we decided to hold off on this one even though it’s almost fully implemented. It’s so close to done in fact, that you can already select various languages in the build but be aware that we’re not officially supporting them yet.

The other one is the boss fight at the end of the second campaign. The dreaded Le Kraque proved too much for us and again, not wanting to deliver a subpar experience we decided to include him in a later patch. But rest assured – Le Kraque is coming, and soon!

We’re also working on a few other features that are planned for release in the first couple of months of Early Access and will be revealed in the next few weeks.

Stay tuned!

Release Date: May 28th!

Calling all robo-warriors!

Today we’re excited to share with you the release date for Frankie’s Revenge — May 28th! That’s right, in less than two weeks the game will launch in Steam Early Access!

Master the skills of bolting together scrap parts — from chainsaws, fridges, tennis ball launchers, disco balls, and more — and engage in furious combat against an onslaught of alien-controlled robotic renegades! Revel in the mechanical mayhem alone or with friends locally or online!

The ultimate clash of trash awaits!

Check out the robot ravaging action in the teaser trailer here: https://youtu.be/eu4bg6tByQ4

Keep current with all the robot-wrecking devastation by following Second Hand: Frankie’s Revenge on Twitter, liking us on Facebook, and joining the official Discord.

In the following weeks, we’ll announce what to expect during Early Access — from new content updates and community events. Stay tuned!

Dev Update: Balancing, New Skins and More


Hey everyone!

We've been very busy since the Beta and I can finally talk about what we've been up to and what we learned from it. Let's start with lessons learned, in no particular order.

  • The game was very hard for some of you and very easy for others. That's why we have difficulty levels but we will definitely have to make the difficulty selection more visible and introduce it when you start the game.
  • Pacing is annoying, even for those of you who didn't have a problem with difficulty. Spawning enemies all the time apparently isn't fun!
  • It was great to see all sorts of people playing. We had all kinds of players from all over the globe, from the US and Germany to China and Romania, from parents playing with their kids and friends playing together to solo warriors. This was really what we were hoping to see!
  • Most of you really liked the skins! We heard you loud and clear, more skins coming up. :)
  • More testing of the Beta build would have helped. We had some serious online connectivity issues which we didn't see at all in our in-house tests so we clearly need to update our testing process.

Now, on to what we've been doing!

In The Works


If you're on our Discord (and if you're not, what are you waiting for?! https://discord.gg/5cfetHm) you may have noticed this funny picture making the rounds.



Well, rest assured that's NOT what we've been up to.

The main focus in the last 3 weeks has been on difficulty and pacing. We made "Normal" difficulty a little easier, tweaked some parameters for the other ones but generally tried to keep the same level of challenge. We did however make bigger changes to pacing, in order to get rid of that feeling that enemies are constantly spawning no matter what you do. It's still the same pace when you're fighting to complete an objective but a ltitle less hectic while you walk from place to place.

The other part that we're now getting into is the revenge system. That's the star system and bar that you see during a mission. We know lots of you had trouble progressing because there was a huge penalty for dying and that just eliminated your star count. We're changing the way it works, and tuning it so that it's more fair and allows you to progress if you're doing a reasonably good job.

Finally, we've added lots of new hideout and part skins and kept plugging on the levels that were not in the beta build. Here's a sneak preview of some of the new skins.



Coming Up Next


There's lots more to tell but only so much space. We are polishing up all the levels, fixing problems large and small, adding more satisfying visuals for the level endings and finally started localizing the game!

More about that in the next update. For now I'll just leave you with a little teaser: we're close to finalizing our release plans and will make an announcement about that some time in April. Stay tuned!

-Team Rikodu

Closed Beta is over. Thank you for the feedback!

All good things come to an end and so did our first Closed Beta. It was off to a rocky start with some connectivity issues that we (mostly) fixed in the subsequent patch but I'd still like to take this opportunity and thank you for sticking with us while we fixed the problems.

On our end, it was great to get all the feedback on Discord and we particularly enjoyed seeing streams where people were having fun and laughing at all the bugs. The physics bugs were so popular we're almost thinking of turning them into features!

That said, we learned a whole lot from the Beta, and it will definitely help us make a better game. There will be a blog article next week about what we learned and how we're going to adapt.

In the meantime, from all of us at Team Rikodu, THANK YOU!

Beta 0.1.1058 is out



Frankie really started getting Revenge this Saturday when the closed beta kicked off. Thanks to all of you who joined us on Discord and sent your feedback. We really appreciate it!

And if you're not there, what are you waiting for? https://discord.gg/5cfetHm

We have unfortunately had a lot of reports of people unable to connect to each other in online games. The team has been working really hard since the start of the Beta to fix those issues and we released a patch late last night that addressed most of them. There were a number of other fixes (full patch notes below) but these fixes and a significant bump in performance are the most important changes.

So if you weren't able to play with your friends, please give it another go now.

IMPORTANT!


Please note that this update will flush all your progress, so the level will be reset and you'll lose all items. W have however increased the speed at which you unlock items to compensate for it.

Beta 0.1.1058 full patch notes:



  • Fixed lots of online connectivity problems that made it impossible to join online games
  • Significantly reduced network send/receive rate, making online games run more smoothly
  • Removed loadout feature and increased rate of awarding new parts
  • Removed SSRS, gaining a major performance boost
  • Fixed players drifting uncontrollably and dragging the camera along in online games
  • Fixed Smuggler's Cover level ending prematurely after lanuching a single escape pod
  • Fixed mysterious deaths in Hard Cogs level on the first floor
  • Fixed bug where dying in the tutorial respawns you with a baseball bat instead of a TBL
  • Fixed various collisions
  • Fixed bug where your part skins would not carry over into the mission
  • Fixed lootboxes giving you disabled items
  • Partial fix for John's Gun causing online games to crash
  • Partial fix for killer elevators in High in the Dark and Hard Cogs missions
  • Sped up the cart in Deep Underground
  • Slight color change for enemies

Thanks again to all you wonderful beta testers and let us know if you're still having issues.

- Team Rikodu

Join the Beta and Discord



Lovers of co-op and fridges, the time is finally here! We are taking registrations for the closed beta which is just a few short weeks away. Head on over to https://www.frankiesrevenge.com/steam-beta/ and sign up now! If you're already on our mailing list, you should still sign up here to make sure you get an invite.

In preparation for the beta we've also launched the new website for Frankie's Revenge and our official Discord channel. The dev team is all there so don't miss out. Join the Discord to get the latest info before it's out anywhere else and to chat with the devs.



And of course, we haven't forgotten about the game. We've been very busy squashing bugs, adding more parts and enemies and just generally polishing things. There are two new guns, two new enemies and more on the way before the beta ships! Stay tuned for an update about these bad boys.

The beta starts in early March (first or second week, depending on how fast we can squash the remaining bugs) so sign up now!