Rad Rodgers is back and he brought a bunch of fine friends: Duke Nukem, Lo Wang, Cosmo and other iconic action game heroes are joining the teenage adventurer and his loyal console companion Dusty on their mission to save the video game world.
You want your friends to join too? No problem, the new Rad Rodgers Radical Edition will feature local co-op and a versus multiplayer mode as well as an action-packed package of thrilling levels, outstanding mini-games, a fine arsenal of crazy weapons and tons of secrets, collectibles and unlockables.
The update is out now and absolutely free. Thanks for supporting us and have fun with Rad Rodgers Radical Edition!
The first update for the new Rad Rodgers is now available!
We've read a lot of feedback from you guys, and it seems like some of you had some issues with the game others didn't have.
We've located those issues, and have fixed them! We also changed a few key things in the game, which hopefully makes it a bit more joyful to play:
Below you'll find the changelog:
A crash happening in some cases when you 100% Pogo Vertigo 2 has been fixed
Hard Mode will no longer deal double damage (Hearts will work as they do in other difficulties)
Broken achievements will now work properly (Level 8).
Pogo Levels Tweaked so it's possible to reach all gems in one playthrough.
Hazards Colission tweaked. It's currently a lot more precise than previously.
Rapid Fire has been tweaked. We removed the "Spin-Up" time, to make it much more satisfying to use.
Added a fix for D3D device lost. If this causes you any issues you can add -ExtraDeletionLatency as a parameter in the launch options.
Added missing "Accept" button to the "Controls" menu.
Fixed potential crash on game end cut scene.
Fixed issue where the mouse cursor wouldn't function properly in huts.
Fixed issue where Main Menu sounds would play during the intro/credits movies.
Fixed incorrect splash screen.
Fixed issue where weapon attachments would show up floating in Pogo Vertigo levels.
Fixed issue where in some instances the mouse would not work in the main menu.
It's been quite a ride! From the initial idea for Rad Rodgers, almost 2 years ago to the amazing Kickstarter campaign, we're extremely proud to (FINALLY) release Rad Rodgers 1.0!
We're so proud of all the support and feedback we've been getting from everyone. As a very small and independent studio, this is a game we've put sweat, blood and tears into and we sincerely hope you'll enjoy it. It means the world to us, and will allow us to continue making new Rad Rodgers adventures in the future.
<3 <3 <3
Added Surfatron Mobile App Crossplay!
Fixed issues with translucency sorting
More Tweaks to Easy, Normal and Hard Mode
Added option to Enable/Disable the Bug Reporter
Added new "Help" Section
Added new "Ordering Info" Section
Enemy Kills counter added to main HUD
Improved the Dusty Slam
Added censored VO's for Kiddiemode
Added new inhabitant items
Added "World One" title to the Overworld
Added Dialogue to Level endings
Added new Intro Cinematic Segment!
Fixed issue where it would be hard to Auto-Target multiple enemies in the same space
Heavy Inhabitant Effects have been added
Optimized Graphical settings
Fixed bug where the game wouldn't use your selected resolution in fullscreen mode
Added scrolling text in dialogue boxes
Fixed issue where Shamans would stop shooting if they were hit by bullets
Improved visuals of spikes
Improved visuals of swams bubbles
Fixed issue where Heavy Inhabitants would turn their back to the player
Loads of fixes to the Main Menu
Added new Controller section to the Main Menu
New Logo Intro Added
Updated and Finalized Credits (With special Ending Credits that ONLY plays after finishing the Boss Battle
New Soundpass on the Exit Doors
Fixed and Finalized Achievements
Glowbees destroyed by Grenades no longer turn into ghosts
Added effect when Heavy Inhabitants die
Increased the Health of Shamans and Heavies
Level 1: Fixed wrong statistics
Level 1: Adjusted collision volume on a branch where the space was too visible
Level 1: Fixed elevator that was using the wrong collision type
Level 2: Corrected flat looking background
Level 2: Fixed Checkpoint that broke the camera
Level 3: Brand new Log Animations (Pretty!)
Level 3: Enemy Respawner fixed
Level 3: Fixes statistics
Level 3: Added and modified some minor setdressing at/around the exit gate
Level 3: Lowered annotation radius for the big saw in the western part of the level
Level 3: Lowered substancially the required amount of pixels at the conduit inisde the pixelverse in the western part of the level
Level 3: More minor pixelverse tweaks for the level
Level 3: Removed the heavy from the bridge in the cave. (RAD-3254)
Level 3: Quick Crate Pass.
Level 3: Added some embers to fires.
Level 3: Fixed invisible hazard that was blocking the player
Level 4: Made Pixelverse Hazards look less blocky
Level 4: Fixed washed out mist
Level 4: Fixed statistics
Level 4: removed apparent leftover Pixelverse hazard
Level 4: Fixed fog sheets at the end of the level that were looking wierd
Level 5: Fixed blurry camera in Jumppad section
Level 5. Fixed borked secret
Level 5: Collision volume adjustments
Level 5. Fixed statistics
Level 6: Added Huts
Level 6: Balanced Hut rewards
Level 6: Updated statistics
Level 6: Moved away old triggering system at the end of the level, that was causing old ending system to start and then cause the game to crash
Level 6: Added some vfx to secret areas
Enjoy guys!
Unlocked Difficulty Feature! You can now play on Easy, Medium and Hard!
Reworked how Platforms and Collision works. The game should feel way more reliable now in terms of what platforms you can land on
Added Pixelverse Gems. These new Gems will give you +5 gems each
Make Heavy Inhabitant Spear Throwers more accurate
Optimized Woodchip VFX overdraw
Added materials for Darker Bark versions of Tree Faces
Added 1up notifier on the main HUD
Added new Gem Hud to the top right corner
1ups and Gems are now carried over between levels
Added Pixel gravitation to main game
Overall texture optimizations
Fixed issue where buttons on the overworld wouldn't switch according to controller/keyboard
Added new achievements for difficulty modes
Polished Classic PC Controls Graphics
Fixed Bug with the Laserblades
Added new Visual Effects to Trophies, Extra Lives, Keys and Exit Chunks
Added new Gem Clusters. You can now find clusters of 5 or 10 gems
New Dusty Fight effects in the Pixelverse
New Pixelverse Hazard Effects
New Bug Effects in the Pixelverse
Replaced sound for placing platforms in Pixelverse
Tweaked Fog to be less intense in certain areas
Fixed NPC Oneliners to be in Stereo
Free Roam Feature added. After placing Exit Chunks you can now Free Roam levels
Ambient Music added to Levels once you've placed all exit chunks
Overall Performace Optimizations
Fixed issue where certain Achivements wouldn't unlock
Changed "New Game" menu with new Difficulty Settings
Added new Parental Control Graphics
Fixed certain NPC Vo's
Pickup Highlight should no longer clip through geometry
Fixed issue where Scoreboard counter would count incorrect amount of gems
Added 1up Soundeffect
Huts added to Level 2,3,4,5
Fixed Muzzleflash on Grenade Launcher
Fixed issue where Grenades wouldn't follow trajectory
Fixed issue where weapon attachments were visible in the Pixelverse
Fixed critical issue where Rad was unable to move in Pipes using Classic PC Controls
Fixed Gem and Lives inventory exploits
Added Pixelverse Hive Delay
Fixed issue where Fire particles would show in the Pixelverse
Fixed issue where checkpoints and saves would break when exiting game
Fixed issue where you would take damage if you were above a Heavy Inhhabitant
Removed trail effect when pixels fly into the player
Fixed issue where the Statistics on the Overworld wouldn't save, or would reset
Added Swing Sound for Rope
New Door and Key Sounds
New Wooden Wheel Sounds
Level 1: Removed Fireplace
Level 1: Fixed issue where VO wouldn't play in the intro sequence
Level 1: Fixed Upside Down leaves
Level 2: Fixed weird silhuette
Level 2: Fixed issue where you could go through a boulder
Level 2: Fixed NPC Teleport Issue
Level 2: Fixed Underwater Secret Trigger not Triggering
Level 2: Fixed wrong secret statistics
Level 3: Placed new heavies and changed statistics
Level 3: Fixed issue where Logs didn't have collision
Level 3: Fixed issue where Exit Chunk would be available to pick up before solving the puzzle
Level 3: fixed southern leaf platform collisions, so you can't jump down too early
Level 3: Replaced the lift's platform collision volumes with new ones that block all
Level 3: Fixed missing environment behind the spring inside the pixelverse puzzle
Level 3: Modified and Improved overall pixelverse look a feel in the level
Level 3: Replaced 'MusicTrigger' with new 'RadMusicTrigger' system
Level 5: Fixed unreachable 1up
Level 5: Fixed issue with Heavy Inhabitant on the bridge
Level 5: NPC's are now in correct scale
Level 5: Fixed TNT secret
Level 5: Added missing Secret Trigger
Level 5: Added Rope to TNT Secret
Level 6: Water Swirl Effect Polished
Level 6: Fixed place where you would get stuck
Level 6: Fixed broken platform collision
Level 6: New Secret Added
Level 6: New Exit Added
Level 6: New Music Added