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RUNNING WITH RIFLES is a top-down tactical shooter with open world RPG elements. In RWR, you join the ranks of an army as a common soldier, just like the thousands around you.
Release Date: Mar 13, 2014
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Early Access Game

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Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

“RUNNING WITH RIFLES is currently in beta. To be honest, it's been in beta for the past 2.5 years, so it seems we're on our way to make RWR 1 with sequels 2 and 3 all in one game! This, my friends, happens when the developer keeps listening to the player feedback! Thanks guys, we love you!

By now, the game comes with lots of content, vehicles, deployable elements, sick amount of AI logic, multiplayer and dedicated servers, multifaction battles and a campaign. You might think we're on the final stretch here and you're right, we sort of are! Nevertheless, we still think Steam Early Access is the right place for RWR right now, as we still anticipate about 6 months of hard work ahead of us to utilize the most of the potential in the underlying game system, and, you can still affect what goes in the game!

It's also not absolutely set in stone that we wouldn't deviate from the current plans completely if things required it. For example, it'll be interesting to see how Steam Early Access will affect the player counts in RWR online, we're hoping it will!

Check the bottom of the Steam page for the upcoming stuff. We hope you have fun time running around in the game, and come say hello on our IRC channel #rwr at quakenet.

Remember to try the demo before throwing your money at us, it's common sense. We'll have the demo available in Steam soon, but in the meantime you can find it on our website http://www.runningwithrifles.com.

Cheers!”
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Buy RUNNING WITH RIFLES

$9.99

Buy RUNNING WITH RIFLES 4-Pack

Buy the four-pack to get one copy for yourself and three copies to give away to friends!

$34.99

Recent updates View all (6)

0.98 update released!

September 13

Changelog:


* gameplay: in-air spawn height adjusted

* gameplay: fixed enemy weapon deliveries not working after being removed from stock until map change

* gameplay: fixed some online bugs with vehicles that utilize locking, like cargo truck

* gameplay: remote detonable grenades near a respawning vehicle now get removed

* gameplay: enemy anti-air emplacement not prohibiting usage of air drops in fixed

* gameplay: added short celebration time after winning a map, AI shoots in air

* gameplay: wounded soldiers no longer contribute to capture force

* gameplay: fixed squad size not reaching maximum value when capped

* gameplay: last base capture timer restart bug fixed

* maps: 1st final battle map added

* maps: racing mod map and assets added

* items: new valuable items added

* items: riot shield can now block one blast, only second blast will cause the stun

* items: support for resolving the origin item from transform chain in order to attempt respawn with the original item

* weapons: 2 new (rare) weapons added

* vehicles: vehicle-vehicle collision handling improved

* general: pause functionality (SP only) added

* general: campaign and quick matches save with different names by default

* general: squad chat key added

* general: savegame loading handles vehicles properly now

* general: saving without weapon made the previous weapon put back to hands when loading; could be used to duplicate rares - fixed

* general: surrendered enemies show no longer as battle alert in map view

* general: removed neutral faction reports

* online: server mode tag field added

* online: player squads added, the tag input field is in profile settings in menu; set squad tags same to form a squad; syncs marker color with small variations

* online: potential fix for a delivered cargo truck continuously being reported as delivered again, when the cargo truck can no longer respawn

* online: fixed online profiles not saved at map change

* visuals: squad player and Steam friend player markers added

* visuals: improved arm orientation handling in animations

* visuals: player markers redesigned

* visuals: valuable item icon style matched with rest of items

* visuals: soldier/commander head icons for radio bubbles

* AI: AI can now attempt to dive to safety from grenades

* AI: some bots not alerting the area when shot at with a suppressed weapon fixed

* AI: bots not remembering where they were shot at from when shooter is beyond sight range fixed

* AI: when fighting, bot turns no longer face to last known enemy when not seeing the enemy

* AI: fixed the occasional guarding ai duck dance bug

* chatlog: squad chat filter option added

* chatlog: radio chat messages no longer popup at left top when in chatlog/statsview

* statsview: sorting functionality added

* campaign: final battle unlocking support

* campaign: first maps in campaign are a little less friendly-boosted

* campaign: last maps in campaign are a little less friendly-nerfed

* campaign: the enemy faction indices are no longer randomized on each savegame load

* quickmatch: new settings added

* quickmatch: possibility to pick initial commands from a user defined file; no range checks, start that 10k AI match if you want

* usability: ladders now have backside visuals

* rewards: base capture gives also XP reward now

* rewards: side base capture gives slightly bigger XP and RP rewards

* rewards: promotion gives slightly bigger RP reward

* achievements: tracker ranks now require delivering hidden cargo pickups

* performance: non-nvidia + opengl character rendering optimized

* menu: host/join server error message event bubbles show in menu now

* menu: menu music and ambient sound fx volume controls added

* linux: fixed some black decals on opengl

* compatibility: mac stuff added

* usability: unaffordable items in armory are no longer draggable

* usability: added a different cursor in inventory for hovering over draggable items

* usability: option to fade out speech bubbles when hovered over with mouse

* modding: quick matches can now be made to start a script at match start, could be used to enable things like cargo truck deliveries and whatnot in quick matches

* modding: added active property for commander ai command

* modding: added attack_target_base_id property for commander ai command

* modding: added backpack_weight_capacity modifier for vests; could have a rare vest that enables arsenal mode

* modding: calls are now reported to script, making a variety of call-action bindings possible

* modding: detectability factors added in character specification

* modding: detectability modifier added for vests

* modding: exposed fire_open_min_time, using_cover_min_time and using_cover_max_time AI parameters

* modding: update_base XML command added, can be used to control base ownership from script

* modding: default squad config parameter added for character

* modding: drop_count_factor_on_death parameter added for weapons, projectiles and carry items

* modding: time_to_live_out_in_the_open added for weapons, projectiles and carry items

* modding: bases now have a new field "key", gets name assigned to it if left empty; can be used when defining starting bases for factions with start_game

* modding: camera fov field added

* packaging: rwr_server is now included in game releases; SteamCMD could be used to keep the files updated

13 comments Read more

0.97 update released!

July 10

Changelog:

* maps: ninth map, Black Gold Estuary, added

* general: removed anti-air from quick matches; can't know which faction is to have the AA as only one can have

* character: wounded now falls down properly when crawling over an edge

* character: character now visually says spotting of a target

* menu: campaign menu clean up

* menu: added confirmation for save game deletion

* menu: added loading screen and menu soundtrack

* menu: possibility to reconnect without going to lobby first

* inventory: inventory UI made to support scaling better

* mapview: chatting in mapview now works again

* usability: when control helpers are enabled, pickup key is shown with on-ground items

* usability: deploying sandbags and weapons now automatically align placement with overlapping elements in front

* usability: mod key + pickup key puts an item straight to backpack

* campaign: unlockable items now stay in stock for 4x longer time

* campaign: armories accept bringing in enemy weapons, 5th will make the weapon available in the armory

* campaign: map specific AI-player compensation parameter added,
Moorland Trenches made tiny bit easier this way - mostly affects heavily populated online

* campaign: hidden vehicles added, can be delivered to armories for a reward

* weapons: rare flashbang launcher added

* online: fixed respawning on reconnection without a weapon in hands recreating the previous weapon regardless if it was rare

* online: "-character now allowed in server name

* config: config now offers choosing which monitor to play in, Windows only

* hotkeys: pressing hotkey picks up a player id when pointing at a player

* Steam: Steam integration work began; player's public SteamID is shared in online, friends IDs are queried; can be used for tagging in 0.98

15 comments Read more
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Reviews

“Average community rating”
9.5/10 – Desura

“Running with Rifles is the kind of game that you think you know how to play, but after you die a dozen times in a row you'll realize it's not actually about running around with rifles. [...] This ain't no arcade game!”
Co-Optimus

“This game stands out as a truly iconic shooter. With the vast range of gameplay aspects as well as the addictive style and pace, this game is truly one of a kind. War games have been done before, but never to such a free and open extent.”
10/10 – TheSmilingArsonist @ Desura

About the Game

RUNNING WITH RIFLES is a top-down tactical shooter with open-world RPG elements.

In RWR, you join the ranks of an army as a common soldier, just like the thousands around you. To your superiors, you're nothing but cannon fodder...
The open world approach lets you define your own path and story in the campaign. Push back the enemy with your comrades or go deep behind enemy lines to sabotage their efforts and loot valuable items.

As you gain experience, you are promoted with higher command over soldiers and equipment. Call in artillery fire missions or paratrooper reinforcements when the situation gets tight! Use your squad to man armed boats, tanks and APC's, or, become the expert lone wolf you always aspired to be - it's up to you!

STEAM GREENLIGHT



KEY FEATURES

  • hundreds of locations to explore from trenches to towns, deserts to snowy valleys
  • emergent AI that will question if you're as smart as you think you are
  • realistic cover system
  • dozens of different weapons, support and cover items, radio calls, vehicles
  • 40+ multiplayer support, dedicated servers, coop, PvP, PvPvE
  • speech bubbles!
  • deaths and fails, a lot of them, including your own!
  • ...and of course, mods!

MORE STUFF COMING


  • Boss battles - when a faction is completely defeated, it's time for a boss battle. These maps will be something different from the usual campaign maps, possibly placing the player against overly powerful enemy units, on a special stealth mission or a frontal assault against the remaining enemy forces - we don't know, help us decide!
  • More maps - with 9 maps already in the game, we are still working on at least 3 new maps
  • New side objectives - we have comms truck and radio tower sabotage objectives, cargo truck and item theft missions, spotting, and more is in the works: there will be prisoners to set free, strategic structures to destroy, treasure to hunt - we're open to ideas too!
  • AI improvements - the players know the crux of RWR is the AI, but we're not quite done there yet: would be great to see the AI building defenses with sandbag cover, for example
  • More online game modes - What mode would you want to play? It would be possible to add e.g. Capture the flag (or vehicle), survival, bomb planting - the modes are scripts so they can be modded too
  • Usability - we know certain things are a bit in the dark for newcomers so more attention needs to be directed on discoverability of features, possibly by providing special maps to function as training grounds
  • Badges, ranks, medals, ribbons - we're overhauling the award system
  • Writing - we've barely started to bring forth the background and setting of the game
  • Steam Integration - achievements, server lists, Workshop
  • Mac port!

PC System Requirements

    Minimum:
    • OS: Windows XP
    • Processor: 1.6 GHz Dual Core
    • Memory: 1 GB RAM
    • Graphics: NVidia Geforce 6600, ATI x800, Intel HD3000 or equivalent with 256MB VRAM
    • DirectX: Version 9.0c
    • Hard Drive: 400 MB available space
    • Additional Notes: Try out the latest demo to see if the game will run fine for you.
    Recommended:
    • OS: Windows 8.1/8/7/Vista
    • Processor: 2.4 GHz Dual Core
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection

Linux System Requirements

    Minimum:
    • Processor: 1.6 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: NVidia Geforce 6800, ATI x800, Intel HD3000 or equivalent with 256MB VRAM - please note that the game is not playable with ATI/AMD proprietary drivers!
    • Hard Drive: 400 MB available space
    • Additional Notes: Try out the latest demo to see if the game will run fine for you.
    Recommended:
    • Processor: 2.4 GHz Dual Core
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
Helpful customer reviews
22 of 26 people (85%) found this review helpful
8.0 hrs on record
Early Access Review
This game impressed me more than Battlefield 4
Posted: May 5
Was this review helpful? Yes No
14 of 15 people (93%) found this review helpful
51.3 hrs on record
Early Access Review
Running With Rifles is the sequel to Cannon Fodder I've been waiting for for decades. The combat is instantly fun and intuitive, the levels are beautifully made, the scale is appropriately epic with hundreds of little army men scurrying about, and the whole experience is thoroughly immersive - it almost feels like being in the middle of a well made, large scale, top-down Arma mission.

(A demo is available at http://www.modulaatio.com/runningwithrifles/?page_id=22 .)

The strategic command AI is a little vague - it seems to set a target and all the unit AIs just mob it, where a sense of greater direction might be nice. On the other hand the unit AI's tactical responses to situations seems extremely good - it uses cover in a very smart, organic way (it seeks out and moves between cover in a way that respects any potential/changing threats around it), and responds to threats very effectively (it never gets overwhelmed by targets and ignores obvious dangers - once it notices an additional threat it'll try and react to both it and its original target). The chaotic higher-level strategic AI may make you feel like you're in a 64p Ro2 pub server or something, but the very effective low-level tactical AI does such a good job responding ad-hoc to its changing circumstances that engagements and fire-fights feel convincing.

It's occasionally a little difficult to get a sense of and accommodate for terrain changes - you'll still sometimes find yourself shooting in to small hills you didn't know you were there, having difficulty visualising exactly where your LOS is blocked, or struggling to easily identify whether a terrain feature is concave or convex, but various improvements (the introduction of isolines, a shadow effect onwards from the point your LOS is blocked at, and a general flattening out of small but noticeable terrain features in maps) have made these manageable. The aesthetic and visual design is generally very appealing.

Vehicle AI is currently woeful and there are occasional glitches, but the game already feels extremely solid (both in operation and features) and very much like a playable product rather than a half-way there pre-production model. Multiplayer works very well with seemingly effective netcode.

The gunplay/tactical AI provide RWR with never-ending fleeting, tense, organic skirmishes. The core combat gameplay is just so much fun that RWR's open-world battlefields seem like they could offer endless fun. Also, moddable!
Posted: April 4
Was this review helpful? Yes No
9 of 9 people (100%) found this review helpful
445.2 hrs on record
Early Access Review
Best 10$ I spent in a loooooong time! This game is so much more complex (in a good way) then it seems at first glance. Good for all types: heavy teamwork, lone wolves, support players... the online coop is truly amazing, one of the best online gaming experience one can have nowadays!!!

Devs are active in the community (very), and are also very open to ideas from the players, which is a nice change from the big corps. They even plan on adding a workshop for people to make their own mods, some of which have already made it into the game as we speak!

All in all, for 10$, you can't go wrong with this one. Could be 40$ right now and it'd still be a good deal, and the game's not even finished yet!!! (as of April 25th 2014)

Check the vids, the pics, and then if you're still on the fence, try the (free) demo. That'll convince you for sure!

See you in the game!
Posted: April 25
Was this review helpful? Yes No
8 of 8 people (100%) found this review helpful
11.2 hrs on record
Early Access Review
This is a brilliant game. When I first saw this game I thought it would be a campy fun little game that was just a little distraction for a bit, I soon learnt I was wrong. When I first got this game my friend and I decided to get on a multiplayer server for a bit of fun, and after a four hour session of large scale warfare and small spec-ops raids I can say that if you want an awesome war game that brings you into the action, this is the game. There's just something special about running with twenty or so of your fellow compatriots to the enemy's ground and not knowing whether you're about to face total annihilation, completely destroy your enemy or get caught in a vicious deadlock where ten feet is a gain. Not to forget that none of this would be possible without smart friends and enemies. The A.I. is so good, it reacts to suppersion, it understands whether it is out numbered and should fall back, it knows when just rushing a target will just over power them, and it uses cover in some of the best ways I've seen an A.I. do. My only gripe with the A.I. is it at sometimes does not prioritize the dangerous target and ends up being gunned down, this is a small nit-pick though. This game is so great, it's odd how it manages to be easily picked up and played and at the the same time is actually a pretty hardcore experience that is incredible enganging. This game truly is amazing.
Posted: May 1
Was this review helpful? Yes No
8 of 9 people (89%) found this review helpful
14.7 hrs on record
Early Access Review
Played the Desura release for 100+ hours. Never gets old.
Posted: April 24
Was this review helpful? Yes No
167 of 180 people (93%) found this review helpful
54.1 hrs on record
Early Access Review
I've played the Desura release of RWR for probably at least 100 hours (and most of that's just in single player) and can confidently recommend it to anyone looking for a fun shooter with some very unique qualities. More to the point, I've described this to friends as a combination between Cannon Fodder, General Chaos, and War Hawk. On top of that, the game really gives a sense that you're a tiny soldier in a big war. You won't be able to Rambo your way to victory, but instead will need to work with your team (even if they're just AI) to achieve objectives. Speaking of the AI, it's really good and constantly being improved. I believe the developer even had an interview somewhere about developing the AI. It reacts to situations dynamically and can do almost everything the player can.

All of this comes together in a really fun way. If you like pick up and play shooters but long for something a little more dynamic/deep then this is the game for you. I find myself just enjoying watching the AI soldiers fight and it's satisfying knowing I'm a part of a larger battle. There's really nothing else like this out there.

Edit (as of June10/2014): A player experessed some concern that RWR isn't very similar to Cannon Fodder, so I want to make a note here about my comparisons to other games. Read on.

Cannon Fodder: Cannon Fodder's movement feels "floaty" to me (in an arcady good way), and the mouse aiming, while less precise than RWR's, is similar.

War Hawk: Mostly because RWR is a fairly large-scale multiplayer game, but also because even in singleplayer, as I've mentioned in my review, RWR makes you feel like part of a team. That's something I felt quite strongly in War Hawk as well.

General Chaos: Probably the least warranted comparison, but hey, obviously I like General Chaos and wanted to make some connections. General Chaos has been described by some as an RTS, and certainly it has tactical elements. You control where your soldiers move and then just hold down one button to shoot (which you absolutely do NOT do in RWR) but in commando mode you control one character directly. Again, the movement is similar and there is cover. The battlefield is isometric, so not quite the same perspective, but close.

Net War: I sincerely doubt many people played Net War, but basically it was one of the first online only shooters. It was overhead, had team based modes and there were vehicles. Pretty similar actually, but RWR is better.
Posted: March 13
Was this review helpful? Yes No