
I Hate Running Backwards
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Transformational patch released for co-op shoot-'em-up I Hate Running BackwardsSep 13, 2018 - EurogamerUPDATE 14TH SEPTEMBER: I've just head back from developer Binx Interactive and the Nintendo Switch version of I Hate Running Backwards is apparently going through certification now, and should be ready in a matter of weeks. ORIGINAL STORY 13TH SEPTEMBER: A transformational patch quietly rolled out yesterday for wrong-way-around shoot-'em-up I Hate Running Backwards, and it's now even better. I've been playing the game for months with my son (Lava Golem still flattens us). I Hate Running Backwards is the game I tried to convince you could fill a Broforce-like hole when I wrote about it in May. It's a voxel-y, Serious Sam-y, couch-co-op-y romp. Yes arguably nothing can fill a Broforce hole (my son and me love it immeasurably) but IHRB isn't far off. Read more… UPDATE 1.1.1 - HIGH STAKESJul 6, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/0c0bcb0033270748f65c698668ffcf6b57c97eb8.png 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: New Features - Added all the assault rifle, pistol, shotgun and knife type tier 3 weapons bringing the primary weapon count to 67 up from 50 - Achievements have been added to NETRICSA - The score is now visible throughout the game - The combo counter was added to the HUD - Reworked the models and animations for Rocketeers, Kamikazes, Bombers, and Firecrackers Tweaks and adjustments - Bull won't spawn while near shortcuts - The boat is now more agile, also, fewer mines ;) - Loading screen now requires player's input to start the game (so you guys can read the tips in peace) - Arrows near the lockers now stay visible - Fixed the error which would appear on taking a shortcut when the tutorial is active - Fixed a bug where the helicopter would not be visible if it was destroyed in the first loop - Collider height around the helicopter area was raised to make jumping off the platform with the broken jetpack impossible - Added tier stars to weapons to make it easier to identify what rank all the weapons are - Gunslinger perk now affects BonePistol weapon and Colt45 weapon - Final Assault no longer works with BonePistol and Colt45 as they are now categorized as pistol weapons - CrossBone weapon now consumes the amount of ammo it fires - Rocket launcher tier 3 ammo increased to 15 up from 12 - Increased tier 2 and tier 3 Omicron laser damage to 12 up from 8Road to the "Mega Update" patchJun 29, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/f4dfa0a0676c4e7ace20ae0f8949c0b09072d578.png 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! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/a5adb9610c5ae26bf2d7e8642a29c4e29e2f35ae.png 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. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/b9a237d904d1fd4d2baf9de7fa5cc56a4d012b5e.png To give the players even more options we introduced a new set of weapon focused perks. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/791ea8c32a15845d850659cc212aa2b0253c4889.pnghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/09a5e0e62878d440f8b70971dc6b5ff7ecc2dd55.pnghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/e6d9ef2937c1eb4e691e49f7473651ad245375bc.png 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 skew...I HATE RUNNING BACKWARDS ON LINUX!Jun 28, 2018 - Community AnnouncementsHave you not heard? It was our understanding that everyone had heard. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/8d23ec718442fb33e68d8a03ff8528c6b462e49a.png 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.Update 1.1.0 - MEGA UPDATEJun 22, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/00b112be5f787ba514ec536786e892156dc07e41.png 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! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/e98d7fb4934d7a08aacf5216d6d725c6362eef8a.png 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. https://media.giphy.com/media/1nc2C0VGlobysI8JRb/giphy.gif We have a lot of other features ready for you which you can check out below: New Features - More than 30 new primary weapons! - Added weapon locker, players can now change their primary weapons - All primary weapons got more powerful versions (mk2 and mk3) - New Perk: Stormchaser - enables shooting while spinning - New Perk: Bomberman - increases the radius of explosions - New Perk: Skewer - primary weapon bullet pierce - Added new character models for Serious Sam, Dancing Denzell, Fast Finger Freddie, Lo Wang, Chux, Rambro, Richard, Zombie Zed - At the start of each environment, the game will slow down and give you the chance to switch your primary weapons with the weapons in the weapon lockers - Added the option to browse daily by date Tweaks and adjustments - Deeper Pockets perk now grants 50% more ammo (up from 20%) - Mouthful Of Lead now grants 50% more ammo (up from 20%) - Improved the tutorials so that they don't stop the game and give them a more organic feel - Lady Death's ultimate ability now destroys mojo barrels and enemy projectiles - Bloater health was reduced and their explosions now to damage to other enemies - Blasphemy (The Bullets weapon) damage increased - New ultimate ready sound added - Fixed an issue where the mojo bucket would stop a vehicle - Mine explosion sfx updated - Velcro weapon projectile explosion speed increased - Updated the user experience of the traps in the environment, now it's a lot easier to ...Play I Hate Running Backwards online!Jun 13, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/3e1255fed90ac8cb6b094778436f43312eaf3cca.png For those of you who don't have the chance to gather with friends in local co-op - our friends from Parsec gaming have solution for you! By using "Parsec" gaming software, you can have two people from anywhere in the world connect to one PC and turn any local co-op game into an online multiplayer. :IHRBRocket: As long as you don't live too far apart from your friend, and have a decent internet connection, you will experience almost no input delay. Setting it up is really easy - so we made a short tutorial video on how to do so! https://youtu.be/rf6Mio2py48 Join us on Discord to find new friends to play with! :) Update 1.0.3 - Re-Armed!Jun 1, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/3c95d6aa8765d1f99cf18ff142b8bba40c20e939.png 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!UPDATE 1.0.1. - BALANCE!!May 25, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/94965c069da7eb7485e44d68acd8ac9aa390374b.png 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. A vote of confidence for new arcade co-op shmup I Hate Running BackwardsMay 24, 2018 - EurogamerI love Broforce and I'm constantly looking for games like it - fast and fun arcade games I can play with someone else at home. Well, one was released yesterday which fits the bill. The game is I Hate Running backwards, published by Devolver and made by Croatian team Binx Interactive, and it's available on PC ( 11), PS4 and Xbox One (both 12). It's a top-down, vertically scrolling shoot-'em-up for two players (on the same machine). I Hate Running Backwards' twist is instead of facing enemies coming from the top of the screen, you face enemies coming from the bottom - you run, as the name suggests, backwards. Read more… Time to start running... backwards!!! :)May 22, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/cd17d8c01881d4ebcdb6d6b4707c49227aad9d81.png 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)! :tgrin: 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. :tlove: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/b62cd6e89eec49a0629a0a3ba6c17487c636a70d.gif 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! :csdsick: We already prepared a bunch of useful guides on Steam so you can access them via Steam overlay while dying playing. :thumbs: 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 :vs: 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 https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30695457/a672438c3951c9dd080d1fd2183b468bcac85a79.gifThe World of I Hate Running BackwardsApr 12, 2018 - Community Announcementshttps://i.imgur.com/X4rJyMI.png 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. https://media.giphy.com/media/KYEUr49pEWN1mCvzwp/giphy.gif 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. https://i.imgur.com/DAcZFz5.png 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. https://media.giphy.com/media/3qskL6W5O5MZWzJeXW/giphy.gif 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! The Bling Bling of IHRBApr 10, 2018 - Community AnnouncementsShiny 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: https://media.giphy.com/media/5YfcY11tbKACdqGXPX/giphy.gif 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: https://media.giphy.com/media/58FpunRsznVfbkCgeP/giphy.gif New Effect: https://media.giphy.com/media/2rACpmTu2VznAPTqyA/giphy.gif 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. https://media.giphy.com/media/9XXXdqnBfGqjjzDnY0/giphy.gif https://media.giphy.com/media/9zZm533qbkCmzuCi8W/giphy.gif https://media.giphy.com/media/1AeRkIIRxWWNAncDYG/giphy.gif https://media.giphy.com/media/2kKjWVFd1IUH54rwmJ/giphy.gif https://media.giphy.com/media/1xmXev7zukYdApMdtM/giphy.gif https://media.giphy.com/media/5UH3...The Bling Bling of IHRBApr 10, 2018 - Community Announcementshttps://media.giphy.com/media/2w4NSiBfQj8dzp13GG/giphy.gif 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: https://media.giphy.com/media/5YfcY11tbKACdqGXPX/giphy.gif 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: https://media.giphy.com/media/58FpunRsznVfbkCgeP/giphy.gif New Effect: https://media.giphy.com/media/2rACpmTu2VznAPTqyA/giphy.gif 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. https://media.giphy.com/media/9XXXdqnBfGqjjzDnY0/giphy.gif https://media.giphy.com/media/9zZm533qbkCmzuCi8W/giphy.gif https://media.giphy.com/media/1AeRkIIRxWWNAncDYG/giphy.gif https://media.giphy.com/media/2kKjWVFd1IUH54rwmJ/giphy.gif https://media.giphy.com/media/1xmX...What's happening?Feb 5, 2018 - Community AnnouncementsSO…WHADDUP? Dayummm have we got news for you! Last time you heard from us our heads were up in the clouds from the amazing feedback that we got from both the press and players at Gamescom 2017. The award was a nice touch too 😉 We were also participating at Reboot InfoGamer 2017 that took place in Zagreb in November, where we showcased the game once more. Last year we took home the “Best Gameplay” Award at the same show, so this time around we were not eligible to compete again. But just because we haven’t posted a blog article since then doesn’t mean we’ve been sitting on our butts and doing nothing. Au contraire! Well we kinda were sitting on our butts since that is pretty much the life of every game developer – but we managed to put in a s***-ton of changes and features into the game! There is so much to go through that we literally don’t know where to start! YOU DID WHAT?! Ok, so we’ll just put in the most noticeable changes and upgrades: Leaderboards – We integrated Steam Leaderboards so that our beta testers can compete for glory and fight each other over who has the biggest score! That one might be a mistake because they’ve gotten so good at the game that none of us devs can now beat those high scores. Guess we’ll have to do a reset and wipe those leaderboards clean and save ourselves from the embarrassment. Daily Challenges – To spicy it up even more we added Daily Challenges to the game. All players get one shot each day to get their name on this leaderboard. Every player will get to play the same character and the same level layout. You might even get to play a Daily Challenge with a character that you didn’t unlock, if the game decides so. It’s a cool feature that gives the players a sneak peek at the content that they still haven’t unlocked. Improved N.E.T.R.I.C.S.A. – We actually made this bad girl function properly. All the info about the characters you unlock, weapons you pick up, enemies you run into and bosses you defeat, all under one roof! Who doesn’t like a good read? I know, right? Final Boss – We added the final boss in the game. The mighty Ugh-Zan robot! It’s our very own take on this monstrosity and this battle will really test your nerves. And just when you think that you defeated him – he comes back IN A TANK! This flammenwerfer-rotating-boost-charging-rocket salvo-firing beast will make you beg for mercy! New vehicle – Speaking of final boss fights, we forgot to mention that Ugh-Zan is so freakin’ huge that you are going to fight him in a chopper! That’s right! We added yet another vehicle in the game. After jeeps and boats, it’s time for helicopters. Fire your minigun and missile launcher at the monster while dodging beams and deflecting his rockets with your rotor blades. Fun times, eh? https://media.giphy.com/media/26DN8E0bISvGPXsMo/giphy.gif New characters – Boy do we have those, along with their passive and special abilities. But we’re not gonna say who they are. It’s a surprise. And a big one at that. You’re gonna ...What's happening?Feb 5, 2018 - Community AnnouncementsSO…WHADDUP? Dayummm have we got news for you! Last time you heard from us our heads were up in the clouds from the amazing feedback that we got from both the press and players at Gamescom 2017. The award was a nice touch too 😉 We were also participating at Reboot InfoGamer 2017 that took place in Zagreb in November, where we showcased the game once more. Last year we took home the “Best Gameplay” Award at the same show, so this time around we were not eligible to compete again. But just because we haven’t posted a blog article since then doesn’t mean we’ve been sitting on our butts and doing nothing. Au contraire! Well we kinda were sitting on our butts since that is pretty much the life of every game developer – but we managed to put in a s***-ton of changes and features into the game! There is so much to go through that we literally don’t know where to start! YOU DID WHAT?! Ok, so we’ll just put in the most noticeable changes and upgrades: Leaderboards – We integrated Steam Leaderboards so that our beta testers can compete for glory and fight each other over who has the biggest score! That one might be a mistake because they’ve gotten so good at the game that none of us devs can now beat those high scores. Guess we’ll have to do a reset and wipe those leaderboards clean and save ourselves from the embarrassment. Daily Challenges – To spicy it up even more we added Daily Challenges to the game. All players get one shot each day to get their name on this leaderboard. Every player will get to play the same character and the same level layout. You might even get to play a Daily Challenge with a character that you didn’t unlock, if the game decides so. It’s a cool feature that gives the players a sneak peek at the content that they still haven’t unlocked. Improved N.E.T.R.I.C.S.A. – We actually made this bad girl function properly. All the info about the characters you unlock, weapons you pick up, enemies you run into and bosses you defeat, all under one roof! Who doesn’t like a good read? I know, right? Final Boss – We added the final boss in the game. The mighty Ugh-Zan robot! It’s our very own take on this monstrosity and this battle will really test your nerves. And just when you think that you defeated him – he comes back IN A TANK! This flammenwerfer-rotating-boost-charging-rocket salvo-firing beast will make you beg for mercy! New vehicle – Speaking of final boss fights, we forgot to mention that Ugh-Zan is so freakin’ huge that you are going to fight him in a chopper! That’s right! We added yet another vehicle in the game. After jeeps and boats, it’s time for helicopters. Fire your minigun and missile launcher at the monster while dodging beams and deflecting his rockets with your rotor blades. Fun times, eh? https://media.giphy.com/media/26DN8E0bISvGPXsMo/giphy.gif New characters – Boy do we have those, along with their passive and special abilities. But we’re not gonna say who they are. It’s a surprise. And a big one at that. You’re gonna ...Gamescom! Steam! And more...Sep 21, 2017 - Community AnnouncementsTHERE’S A FIRST TIME FOR EVERYTHING And wouldn’t you know it…it 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. It’s 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 that’s 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 we’re 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! https://i.imgur.com/3BsfMw5.jpg https://i.imgur.com/sgJo8ff.jpg https://i.imgur.com/blzAnGY.jpg https://i.imgur.com/zQOO5qt.jpg https://i.imgur.com/y86DhHl.jpg https://i.imgur.com/Yg4T153.jpg https://i.imgur.com/VVAuCJn.jpg https://i.imgur.com/33gYBLj.jpg 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 yo...Gamescom! Steam! And more...Sep 21, 2017 - Community AnnouncementsTHERE’S A FIRST TIME FOR EVERYTHING And wouldn’t you know it…it 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. It’s 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 that’s 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 we’re 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! https://i.imgur.com/3BsfMw5.jpg https://i.imgur.com/sgJo8ff.jpg https://i.imgur.com/blzAnGY.jpg https://i.imgur.com/zQOO5qt.jpg https://i.imgur.com/y86DhHl.jpg https://i.imgur.com/Yg4T153.jpg https://i.imgur.com/VVAuCJn.jpg https://i.imgur.com/33gYBLj.jpg 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 yo...
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