




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
The Winter Sale has begun!
Quick patch primarily addressing later portions of the game:
Quick followup patch with some balance changes:
We have lowered the difficulty of the game across the board in an attempt to reduce the need for players to engage with the easy mode options, especially in the early portions of the game.
Quick patch with a few fixes!
Three and a half years and we are finally done!
Run From Mummies is out now! The launch has left Matt and me feeling a bit nostalgic. Looking back on the last three years and how we ended up where we are today.
While we had been sitting on a vague idea since 2011, born of brainstorming between rounds of Halo 3 or Team Fortress and a random first sketch, things did not kick off in earnest until much later.
The first sketch that would eventually start it all.
Once we were committed to this concept, prototyping began at rapid speeds. It took a mere couple of weeks before we had levels that were playable. These levels werent exactly what they are now but they had everything to take out a tourist, boulders, spike traps and rudimentary mummies. Run From Mummies was starting to quickly take shape but there was still much work to be done.
Early concepts of levels and level loops
From the bare bones, we began the long road of experimenting, balancing, and innovating, refining the game modes we wanted to add, levels, and tourists. At one point on death, tourists would reset back to the levels start and have to run all the way back through all the rooms. Thankfully, that was changed and tourists now start at the beginning of the room they died in.
Run From Mummies would go through a series of small changes just like that until we refined and better-defined mechanics. Even the levels themselves got multiple decoration passes to make sure things like lighting, sprites and secret passages were exactly how we wanted them.
Tourists did not slide by these passes, also going through design changes as we went on. Remember the first guy in the blue hat? Well, he became Steve, the very first character players have unlocked. Our wonderful and painfully normal guy.
Be This Guy became Be That Guy! Steve .0 vs. Steve now.
More of our Tourists then vs. now.
Eventually after a year and a half of bold changes, milestones (the addition of Eric Benaim to the team to create the music being no small triumph), tweaks and manymanylessons along the way we began to see Run From Mummies turning from a simple sketch to a fully formed game made out of a collective labor of love.
As levels were tweaked (some being much larger than they are now) abilities and game modes adjusted we took our lessons from the previous years and the age of innovation began! Finally, we were in the home stretch and could look towards release plans, reworking and tightening what we had, and releasing our Kickstarter and demo.
Assets and levels slowly coming together!
Looking back its easy to see how much changed in the early years of Run From Mummies. Yet the last year saw significant change for the better. Game modes, locking down the story, refining the art and levels, and even hiring voice actors who did an amazing job bringing enemies and tourists to life. Its a lot like having a loose sketch and now having a fully drawn illustration, at times barely recognizable yet you cant help but be proud of the change and where you ended up. All of this was done with the help of our friends, family and the amazing strangers - now also friends - who came along for the journey with hearts full of support.
At the end of the day, there would be no Steve in his current rounder form without that support. Now with with Run From Mummies released and a hell of a journey, thank you for supporting us during this time and for reading this far.
From the bottom of Matts and my hearts, Thank You, and we sincerely hope you enjoy Run From Mummies.
Hello Tourists!
Ever wonder what the names of the mummies are? We for sure have!
Were looking for the most interesting, creative, or hilarious name for our Mummy! If your name is chosen itll forever be referred to on socials, in the community, and in special credits as that name. You'll also receive copy of RFM to keep or share with friends!
Leave your mark on the mummies even as you flee screaming from them (like I do most days).
Head on over to our official [url=https://discord.gg/FpJuKABvKw
]Discord and let us know what youd name our Mummy until October 16th!
Cant wait to see what you all come up with and good luck out there!
We've updated the demo for Run From Mummies!
As we approach the 1.0 launch of the full game, here are some changes you can find in the demo:
Added our first new Tourist Outfit - try and find it!
Fixed some issues with unplugging & reconnecting controllers
Reduced flash mode for folks who don't like all the bright lights!
A few optimizations and a quality low/medium/high selector.
Remember that we'll be taking the demo offline on Run From Mummies launch day, so give it a shot while it's still free to try!
Enjoy tourist!
Hello Tourists!
Get your camera ready, the Run From Mummies Demo has gotten a pyramid-sized update!
Hey Tourists! July brought us SO CLOSE to being feature complete! With just a few more little elements to tidy up in August, we're excited to enter the polish phase before launch soon. In particular, we knocked out the following:
Working with fourteen brilliant voice actors and a voice director with no shortage of accolades has been an incredible privilege.
With the recent discourse around AI, we asked ourselves, Why work with AI voices? and the answer is simple: We will not.
Collaborating with talented people is too wonderful of an experience to even consider using AI in any facet of Run From Mummies. Fostering talent in the games industry just makes sense to us.
Please meet the amazing real human people behind the voices of Run From Mummies.
We promise none of them are mummies. Probably.
Hello Tourists!
Now you may have heard some unfounded rumors of dangerous hazards and angry mummies on this tour, so we want to assure you that weve taken every precaution to ensure your safety!
In fact, were so sure nothing could ever go wrong that were looking for intrepid tourists to play the Run From Mummies demo!
Brave camera-happy tourists who play the demo and show off a screenshot with - you guessed it - a mummy will be entered for a chance to win every Friday leading to the Q4 2024 launch.
In celebration of Steam Next Fest, we've released all of Region 2 into the closed playtest! And we're going to play it all!
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