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River City Ransom: Underground

Created by Conatus Creative Inc. (River City Ransom: Underground)

An officially licensed, North American follow-up to one of the most beloved RPG beat'em ups of all time.

Latest Updates from Our Project:

Happy Holidays!
almost 9 years ago – Mon, Jun 01, 2015 at 09:08:32 PM

For those keeping score, we disclosed our internal milestone for releasing a sandbox alpha preview of the game at the end of November and missed it. Since then we've been putting intense effort to catch up.

As the team disperses for a much deserved rest, we hope you all have a wonderful holiday and we look forward to a great start to the new year.

We shipped another round of rewards earlier in the month, and working to address any issues that arise. We'll be answering emails on that front starting early next week.

As beta backers will shortly receive an additional update by email, we wanted to leave everyone else a small stocking stuffer, another Disasterpeace preview track that's featured in the game.

From everyone at Team RCRU, we hope you have a wonderful holiday and we look forward to seeing you in 2015. We've got everything we need to get to the finish line and now all that's left to do is push, push, push. Thank you for sticking with us. The best is yet to come!

Meet Andrew Russell (again!)
over 9 years ago – Mon, Dec 29, 2014 at 09:54:28 AM

Hi folks,

This month it became clear that we could do better to explain our technical challenges keeping us from announcing a release date, and so we are opening a new stream of information to you starting today.

As you may know if you follow in the forums or previous updates, we recently brought on a new lead engine developer, not only due to the small size of our programming team, but also to help us solve specific challenges that were slowing us down.

We have been intimately aware of the talented Andrew Russell since he ported Microsoft's XNA Framework to run on iOS and Android during his successful Rockethub campaign. Since our game engine is built on top of XNA and MonoGame, a similar effort, we knew that Andrew would have special expertise here.

So, we'll let Andrew introduce himself in his first DevLog video, as we work behind the scenes to move the mountains of art and sound and gameplay logic from our original engine and into the new system. This is a slightly technical video, but Andrew has done a great job to break down the past, present, and near future of our game's development. This effort is going well and we are working through our backlog. 

Have a great weekend!

P.S. Our specially signed postcards have made the trip around the globe and arrived safely at our game box manufacturer. All reward shirts and posters are printed. Box manufacturing is close to complete, and we'll be coordinating the shipment early next week.

Shipping rewards and DevLog #2
over 9 years ago – Mon, Dec 29, 2014 at 09:53:22 AM

Hello,

We're happy to say that a large percentage of rewards shipped last Thursday, and so we're anxiously awaiting backers receiving their swag (shirts, posters, and game boxes). The "Build-A-Box" kits are in the works right now and will go out separately. As we mentioned previously, the physical game and OST rewards will ship when the game goes gold, in a separate mailing.

We'll be shipping another wave in the near future for those who filled out their surveys after the deadline, and in general will be here if any questions or concerns arise, but for now, we will celebrate one victory as we continue to push for a backer alpha preview of the game.

In the meantime, Andrew Russell has put out his second DevLog, an educational view into how game networking works, and in particular, how RCRU's peer-to-peer, online networking is put together.


In an upcoming post, we'll "unbox" one of the coveted game replicas and show you what's inside!