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Another week, another update! This time our primary focus was on the competitive aspect of the game!
Some of you may have noticed that we have an achievement called "Hole In One!" which requires you to get the combo counter to x50, and you didn't know where the combo counter is. The reason for this was that we had to disable it as we were reworking how the combo system works.
The new combo increases for each kill the player makes. Each enemy contributes a certain amount of points to the combo. When enough points are accumulated the combo counter increases by 1. Each combo level increases the number of points the player gets for all the actions he does in the game.
There are 100 levels of the combo multiplier and at max rank, the score increase is 50%.
The combo isn't lost until you take damage, and at that point, we reduce it by 25%. So it's best to keep away from that damage if you want to build up that combo meter!
To complement the combo system we also reworked how scores are awarded for curses. Each curse increases the total score by 10%, but we decided to add a higher score bonus when you have more curses. For example when you have 5 curses active the total score boost is 75% while with 6 curses the total score boost rises to 100%.
Well, of course, these aren't all the changes. Check out all the other cool features:
Hey everyone. We have been busy for the last few weeks as we were working on IHRB's third major update. There were many sleepless nights and nervous breakdowns involved in the process, but in the end, we managed to finish in time for the summer sale.
We love our game and want to make it better with each update, but we saw the same comments on each video or post we put up on the web: "The characters look like Minecraft". It was a simple argument that we couldn't dispute. We knew that it's not common for released games to change up the art style, and we knew that it would be a huge job but if the people wanted the change who are we to think that we know better?
A few arguments and meetings later we decided that we're going to do it! Our 3d modeler, Matko had a tremendous job to do. He had to remake most of the characters in the game and even add additional animations to make them more lifelike. We think he did a good job. Tell us what you think!
We also heard complaints that the game lacks weapon variety. At first, we weren't sure what the problem was. As we have a huge arsenal of special weapons in the game and each character starts with 2 primary weapons which are unique to the character.
We found that the main issue was the lack of player decision around builds. With special weapons, there wasn't enough impact on the moment to moment gameplay. Players would save them up for bosses or for tight situations and didn't use them in a pickup, shoot and throw away way as we intended.
Our answer was the weapon locker system. We introduced weapon locker that is placed in the lobby (start of the game) and at the beginning of each environment. Players can adjust their loadout in accordance with the perks they have. As the largest amount of experience is awarded after the bosses it made sense to put the weapon lockers directly after the bosses, that way the players can adjust their weapons to the perks they picked up.
To give the players even more options we introduced a new set of weapon focused perks.
The Stormchaser perk gives the player the option to fire his/her weapon while using the melee attack. This perk serves as a bridge between a melee focused build and a range focused build and gives the player more Mojo(exp) farming freedom.
The skewer is a perk that gives assault rifle weapons the ability to pierce through enemies. At first glance it looks like a damage boosting perk, well it is, but its primary focus is to slow down all the enemies that get hit by the piercing bullets to give you more time for fighting.
The Bomberman perk increases the radius of all weapon based explosion for the player, it's primary focus is to empower the newly added double and triple rocket launcher and velcro primary weapons, but it also empowers a lot of the special weapons.
We want to know what you think! Tell us what perks and weapons you want to see in future updates? Tell us what you think here or join us on Discord. We would love to hear what you think!
Have you not heard? It was our understanding that everyone had heard.
We are happy to announce that the Linux version of I Hate Running Backwards is now available to download on Steam!
So fire up those machines and get to runnin' and gunnin'! Those bad boys ain't gonna kill themselves, you know?
Well, except for the Kamikazes. But that's just what they do.
Hello, Runners, we have been silent for too long, but rest assured we were hard at work to bring you another set of small tweaks, changes, ahh hahaha just kidding!
We're bringing you the super, ultra cool MEGA UPDATE! That's right. This time we mean business!
https://youtu.be/mpxBtVIndQ0
Members of our community wanted more variety from the start of the game and more evolving gameplay. On that end, we are introducing a new Primary weapon locker system.
Weapon lockers spawn at the start of new environments and enable you to switch up your primary weapons to something that better suits you. To keep it fresh we randomized what weapons you can get in each locker to make each run a bit different!
We also wanted to give you some more choices in build varieties so we are introducing 4 new perks that put more emphasis on shooting. We love the melee mechanic in our game but we felt that there weren't enough perk options for guns.
One of the biggest features of this updates is the update of our characters visuals and animations. We felt that the looks of our characters didn't do justice to the legends they are. They were our heroes as we were growing up, so we wanted to show them some much-deserved love, with our own personal touch.
We have a lot of other features ready for you which you can check out below:
Hello runners! We're bringing you a new update with some new fixes, tweaks, and upgrades to make your runs faster and the gameplay experience that much more fun!
Let's get cooking! What's on the menu today:
-Character rebalance and updates - we changed the stats on some characters and fine-tuned some of their abilities
-Added Mojo buckets to vehicle events to make them more interesting and give you the chance to get even more Mojo
-Hardcore mode is unlocked for all the characters once you finish a loop with any character
-New mojo collection effect
-Fixed achievements - the issues with the achievements have been fixed, especially "Winter is coming"
-Improved game save - it won't reset now when the game is started from another PC
-Jackslayer achievement now unlocks the character Bullet
-Backhand achievement now unlocks the Gravity Gun weapon
-Trasher achievement now unlocks the Orbital Strike weapon
-Dumpster Dave location moved to Molty Python level
-Added tooltips to locked curses
-Added tooltips to projectiles
-Added tutorials for new players
-New loading screens with hints
-UghZan and UghZanTank have been made easier for normal mode
-New night and day lights on environments
-Added more training balls to the lobby
-Lava Golem curse now locks-in before shooting
-Added character stats
Have fun with the update. And don't forget to join us on Discord!
We're proud to announce our first update! We looked at all the reviews we got for the game and wanted to address some of the issues that were frequently brought up.
In addition to the updates listed here, we plan to add a lot of quality of life and ease of use features to the game in the near future!
Update 1.0.1. Patch notes:
-Baby mode gives you the opportunity to explore the game world and experience it at your own pace, giving you the opportunity to learn the basics of the game easier.
-Increase of Ammo pickup spawn chances to give you all the firepower you can ever need!
-Increased the size of colliders on the spider enemies to make them easier to hit.
-Ultimate abilities now have a cool new tune when they charge up.
-Humvee won't get stuck on buildings anymore.
-Shortcuts now remain open after you leave the game to making easier to reach new environments when you fire up the game next time.
-Shortcuts now glow making them easier to spot.
-All curse altars are visible from the start but we put locks on the levers until you unlock them.
-Added text when activating curses to make it clear when they have been activated.
-A huge set of bug fixes tweaks and optimizations.
Dear gamers, family, friends, enemies, fans and their pets,
we are happy and proud to announce that I Hate Running Backwards is now available on Steam (and some consoles)! ːtgrinː
First of all, we have to extend our gratitude and appreciation to all our fans who were with us, enduring all our bugs and helping with honest feedback to make this game as good as possible! We can't mention all of you, but you know who you are. ːtloveː
For all info on the game, please visit our Official IHRB Wiki and for all praises, rants, hate, free hugs, random giveaways and general discussions, come to our IHRB Discord server, we promise you won't regret it or at least live long enough to tell anyone about it! ːcsdsickː
We already prepared a bunch of useful guides on Steam so you can access them via Steam overlay while [strike]dying[/strike] playing. ːthumbsː
Last thing we did is Kill the Streamer game mode! So if you're streaming on Twitch, you have the opportunity to play AGAINST your audience (Streamers ːvsː Watchers). They will get points for damaging and killing the streamer and frustrate him enough to consider leaving his streaming career in hilarious rage and go work as a waiter on Hawaii cause the pressure is just too high! ːsteammockingː
You can also connect with us and follow us on social networks to stay up to date with news and updates.
Discord
Official Wiki
Facebook
BinxInteractive
Youtube
Twitter
Instagram
Reddit
Not to make this too long, we think it's about damn time you start running backwards! Good luck and see you on Discord! ːsteamhappyː
Hey guys! We're back with some new info on the game. We're happy to show you how we set up our world and give you a sneak peak on the stuff we had to do to make it all click!
As you all know IHRB is a procedural endless runner where you can destroy everything you see on the screen. We have a lot of environments in the game, and all of them are shuffled and presented to the player at different times. To optimize the game we constantly despawn grounds that exit the cameras field of view and spawn new ones ahead of the camera view to save up on memory.
Our world building process had to follow some rules. All the tiles had to fit one another when they spawn, so we implemented a simple system where we have entrance grounds, middle grounds that get shuffled and exit grounds. Also all ground tiles must be of the same size in the same section. This system allowed us to have a lot of variety.
The base world is made up of 5 different environments. Each of the 5 environments has a set of at least 4 ground groups. Each ground group has a group of entrance tiles, a group of at least 6 middle tiles and a group of exit tiles. What that adds up to is a whole lot of different environments. And when you count in the possibility of activating or deactivating random objects in tiles you get a different experience every time you play.
If you have any questions regarding any details behind the world or the game in general we're always active on the forums and we'll be glad to talk to you!
Shiny
We wanted to give you guys a bit of insight into what goes on behind the visual effects in I Hate Running Backwards.
There are a lot of effects in the game and as a first rule we try to make them functional and visually appealing.
The problem
Functionality and visual appeal are subjective terms and it often boils down to us having to iterate on different effects to mold them into what they need to be in the end.
The first part we work on is functionality. In this step we try to give the effects context in the world. If we're talking about weapons we try to make the effects give visual feedback on the speed of the bullets or the radius of explosions.
After that we work on visual appeal. We try to make something unique for every new weapon or character we introduce to the game.
Here is an example of the two parts working together to make a portal effect.
First we made the colors of the middle part of the portal more saturated than the outer parts to attract the eye towards the middle part of the portal.
Than we added the sparks that indicate to the player the part of the portal he can interact with.
To spring the portal to life we added the less saturated parts the lights on the ground infront of the portal and the small pulsating crystals. When it all comes together we get something like this:
Iteration
Ahh yes the bane of game development. Well it is a huge part of effects design.
For the next example we have a flame explosion that stays on the ground after the initial impact.
In its first iteration the effect didn't have a good representation of the damage radius and we had to redesign the effect to make it easier for the player to see where the danger is.
We added a flaming circular indicator and the overall strength of the effect got a visual upgrade. We increased the duration of the flame to show where the danger is and it also indicates the duration of the effect. In the end we added some ground cracks with less saturation just for contrast the intensity of the core.
Old Effect:
New Effect:
The difference is sublte but it gives the player more information than the first iteration.
Effect Layering
We usually layer different textures to make more complex effects. For example to make the above flame effect we had to layer different shapes like: the small flame licks, sparks, ground cracks and the radius indicator circles that have lava like scrolling noise moving over them.
And as a last treat we'll show you a breakdown of our lvl up effect.
And when it all comes together we get something that looks like this:
Thanks guys and stay tuned we'll share more cool stuff soon :)
Shiny
We wanted to give you guys a bit of insight into what goes on behind the visual effects in I Hate Running Backwards.
There are a lot of effects in the game and as a first rule we try to make them functional and visually appealing.
The problem
Functionality and visual appeal are subjective terms and it often boils down to us having to iterate on different effects to mold them into what they need to be in the end.
The first part we work on is functionality. In this step we try to give the effects context in the world. If we're talking about weapons we try to make the effects give visual feedback on the speed of the bullets or the radius of explosions.
After that we work on visual appeal. We try to make something unique for every new weapon or character we introduce to the game.
Here is an example of the two parts working together to make a portal effect.
First we made the colors of the middle part of the portal more saturated than the outer parts to attract the eye towards the middle part of the portal.
Than we added the sparks that indicate to the player the part of the portal he can interact with.
To spring the portal to life we added the less saturated parts the lights on the ground infront of the portal and the small pulsating crystals. When it all comes together we get something like this:
Iteration
Ahh yes the bane of game development. Well it is a huge part of effects design.
For the next example we have a flame explosion that stays on the ground after the initial impact.
In its first iteration the effect didn't have a good representation of the damage radius and we had to redesign the effect to make it easier for the player to see where the danger is.
We added a flaming circular indicator and the overall strength of the effect got a visual upgrade. We increased the duration of the flame to show where the danger is and it also indicates the duration of the effect. In the end we added some ground cracks with less saturation just for contrast the intensity of the core.
Old Effect:
New Effect:
The difference is sublte but it gives the player more information than the first iteration.
Effect Layering
We usually layer different textures to make more complex effects. For example to make the above flame effect we had to layer different shapes like: the small flame licks, sparks, ground cracks and the radius indicator circles that have lava like scrolling noise moving over them.
And as a last treat we'll show you a breakdown of our lvl up effect.
And when it all comes together we get something that looks like this:
Thanks guys and stay tuned we'll share more cool stuff soon :)
THERES A FIRST TIME FOR EVERYTHING
And wouldnt you know itit was our first time at Gamescom. Being part of a show that is as big as Gamescom is pretty overwhelming. The amount of people that visit the show, the exhibitors and members of the press is just astonishing. Its been a while now since Gamescom 2017 finished, but we can say that we are still under the impressions from exhibiting at the show.
What are our impressions after it? Hooooly sh**! That was awesome!
The press loved the game, the players loved the game, and we love both the press and the players! I Hate Running Backwards was a success, at least in the terms of the feedback we got, the coverage in the press after the show ended and the awards that we won.
We were present on both the business and public halls of Gamescom!
Being a part of the Croteam Incubator initiative, we were present at the Indie Arena Booth in Hall 10.1 where Croteam reserved a spot for us along with the other studios from the Incubator.
But there are also some other news: Devolver Digital are officially the publishers of the game!
And with Devolver as the publishers we were also present at the their booth. And thats where we got to present the game to a lot of the media that were at the show. We already heard back from some of them and they expressed their excitement over the project and that they will closely follow the development process of the game.
A BIG THANK YOU!
We had a chance to showcase the game in front of a wider audience which is something that we last did at Reboot InfoGamer 2016 in Zagreb, at least when were talking about a larger public. Plus we gathered a bunch of e-mails from players that were more than interested to get the game once it is released, as well as players that were interested of doing beta testing before the game goes live. And there were people returning each day just to play another session of IHRB and some even saying that it was the best game they played on Gamescom 2017! You can only imagine what that means to us and how excited that gets us!
We would like to use this opportunity to send out a massive THANK YOU to all the players and to all the members of the press that visited us at Gamescom and played I Hate Running Backwards. Your feedback and reactions to the game is a driving force that will keep us moving forward in development and we would like to nurture that relationship.
We strongly encourage everyone to communicate with us and other players interested in IHRB through our Steam Page, that went live yesterday!
STEAM PAGE IS LIVE?
Yes it is! You can add the game to your wishlist and get the latest news regarding the development of the game there as well. Tell your friends, tell your neighbors, tell your girlfriend, your boyfriend, grandfather and grandmother! Tell your brother, your sister and your mama too!
You get the picture
AND THE WINNER IS
well, we are! One of the winners that is. Can you see our ego rising?
Heres the thing: There are usually a bunch of media outlets present at Gamescom and one of the media that were present at the show decided to give their Best Indie Game of Gamescom award to our game I Hate Running Backwards! So we would like to use this chance to say a big THANK YOU to the people of GameGeekz.eu for giving us the honor of being their preferred indie game of the show. This means the world to us and lets us know that we are on the good way to create something really special and fun for everyone!
WHAT HAVE YOU BEEN UP TO?
Well, we have been all Rihanna like and just work, work, work, work, work!
We made the in-game UI a bit more cartoony, animated the icons when the players fire their weapons, added control hints so players never lose track of the control scheme.
The Aztec Jungle level has been completely re-textured, along with the Scorpion King and Scrap Jack. We still need to do the same with Lava Golem and Biomechanoid bosses.
We also added a cool looking slow-mo effect on player death so that the other player will know when he/she is left alone for the next 99 meters.
Oh and since the game is very difficult at the moment, we made the game a little easier, at least for the first loop. But dont expect to survive for too long on your first run
The work on the last Greek-ish looking environment is being worked on, along with the huge-ass final boss that is going to make you bleed. A lot.
There is still a lot more that is being done and we will report on that soon.
For now you can savor some of these super sweet screenshots containing the new UI, as well as some of the promo screenshots that we were sending to the press last week:
Oh and we cant wait to show you how we re-made the Medieval levels! Youre going to want to jump in as soon as you see the pictures!
Stay tuned for more super-sweet, uber-sexy, super-destructible juiciness from yours truly
THERES A FIRST TIME FOR EVERYTHING
And wouldnt you know itit was our first time at Gamescom. Being part of a show that is as big as Gamescom is pretty overwhelming. The amount of people that visit the show, the exhibitors and members of the press is just astonishing. Its been a while now since Gamescom 2017 finished, but we can say that we are still under the impressions from exhibiting at the show.
What are our impressions after it? Hooooly sh**! That was awesome!
The press loved the game, the players loved the game, and we love both the press and the players! I Hate Running Backwards was a success, at least in the terms of the feedback we got, the coverage in the press after the show ended and the awards that we won.
We were present on both the business and public halls of Gamescom!
Being a part of the Croteam Incubator initiative, we were present at the Indie Arena Booth in Hall 10.1 where Croteam reserved a spot for us along with the other studios from the Incubator.
But there are also some other news: Devolver Digital are officially the publishers of the game!
And with Devolver as the publishers we were also present at the their booth. And thats where we got to present the game to a lot of the media that were at the show. We already heard back from some of them and they expressed their excitement over the project and that they will closely follow the development process of the game.
A BIG THANK YOU!
We had a chance to showcase the game in front of a wider audience which is something that we last did at Reboot InfoGamer 2016 in Zagreb, at least when were talking about a larger public. Plus we gathered a bunch of e-mails from players that were more than interested to get the game once it is released, as well as players that were interested of doing beta testing before the game goes live. And there were people returning each day just to play another session of IHRB and some even saying that it was the best game they played on Gamescom 2017! You can only imagine what that means to us and how excited that gets us!
We would like to use this opportunity to send out a massive THANK YOU to all the players and to all the members of the press that visited us at Gamescom and played I Hate Running Backwards. Your feedback and reactions to the game is a driving force that will keep us moving forward in development and we would like to nurture that relationship.
We strongly encourage everyone to communicate with us and other players interested in IHRB through our Steam Page, that went live yesterday!
STEAM PAGE IS LIVE?
Yes it is! You can add the game to your wishlist and get the latest news regarding the development of the game there as well. Tell your friends, tell your neighbors, tell your girlfriend, your boyfriend, grandfather and grandmother! Tell your brother, your sister and your mama too!
You get the picture
AND THE WINNER IS
well, we are! One of the winners that is. Can you see our ego rising?
Heres the thing: There are usually a bunch of media outlets present at Gamescom and one of the media that were present at the show decided to give their Best Indie Game of Gamescom award to our game I Hate Running Backwards! So we would like to use this chance to say a big THANK YOU to the people of GameGeekz.eu for giving us the honor of being their preferred indie game of the show. This means the world to us and lets us know that we are on the good way to create something really special and fun for everyone!
WHAT HAVE YOU BEEN UP TO?
Well, we have been all Rihanna like and just work, work, work, work, work!
We made the in-game UI a bit more cartoony, animated the icons when the players fire their weapons, added control hints so players never lose track of the control scheme.
The Aztec Jungle level has been completely re-textured, along with the Scorpion King and Scrap Jack. We still need to do the same with Lava Golem and Biomechanoid bosses.
We also added a cool looking slow-mo effect on player death so that the other player will know when he/she is left alone for the next 99 meters.
Oh and since the game is very difficult at the moment, we made the game a little easier, at least for the first loop. But dont expect to survive for too long on your first run
The work on the last Greek-ish looking environment is being worked on, along with the huge-ass final boss that is going to make you bleed. A lot.
There is still a lot more that is being done and we will report on that soon.
For now you can savor some of these super sweet screenshots containing the new UI, as well as some of the promo screenshots that we were sending to the press last week:
Oh and we cant wait to show you how we re-made the Medieval levels! Youre going to want to jump in as soon as you see the pictures!
Stay tuned for more super-sweet, uber-sexy, super-destructible juiciness from yours truly
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