RADtv launches August 2nd 2019

Posted by on 3 Jul, 2019 in RADtv

RADtv, a hot-seat multiplayer Oculus Rift VR game launches August 2nd, 2019

Smash your friends in 25 mini-games to become the RADtv champion

Wishlist on Steam


Dundee, Scotland, 3rd July, 2019 – Ruffian Games, most recently known for their work on Microsoft’s Halo: The Master Chief Collection today announce RADtv, a hot-seat multiplayer VR game where fighting off the competition will see you crowned as the RADtv champ and give you ultimate bragging rights.

Featuring 2-6 hot-seat multiplayer action, RADtv sees you sucked into the channels of a sentient TV where weird and wonderful experiences await. Take part in western shootouts, eat burgers as fast as you can raise hand to mouth or just play baseball (… in prison) – RADtv has something for everyone. Solo players can also get involved in the Challenge mode where over 100 challenges await the hardiest of players; and if feet for hands is something you’ve always dreamed of, maybe there’s an unlockable in there just for you! 

RADtv was so much fun to work on. It has easily been the most collaborative, funny and entertaining experience of my career, and that translates seamlessly to how the game plays.” said Billy Thomson, Creative Director at Ruffian Games. “We’ve created a competitive and highly social hot-seat VR party game that’s as varied in experience as it is silly and playful. Great fun to play on your own, and even better if you have your friends along for the ride with you.”

Priced at £6.99/$9.99/7.99, RADtv is now available to wishlist on Steam and will be available on August 2nd, 2019 for Oculus Rift headset owners. 

Wishlist on Steam


Posted by on 2 Jul, 2019 in Halo


HALO: REACH is coming to The Master Chief Collection courtesy of Ruffian Games and 343 Industries.


It’s true. Ruffian Games is again working directly with 343 Industries – this time to bring Halo: Reach, Bungie’s 2010 prequel to the original Halo: Combat Evolved, to Halo: The Master Chief Collection.

Adding to Ruffian’s previous success in bringing Halo 3, Halo 4 and Halo: ODST to the Xbox One and Xbox OneX, Ruffian Games is proud to continue expanding this unique collection with the addition of Halo: Reach – including 4k resolution, HDR graphics and a 60fps frame rate.

Welcome back to Reach, Noble Team.



Fun times with game demos at GlesGames

Posted by on 22 Jan, 2016 in Fragmental

This past weekend, as Martin wrote last week, a bunch of Ruffians headed over to a great pub called Sloanes to show Fragmental off at GlesGames which is a bi-monthly event arranged for fans of multiplayer gaming in Glasgow. It was my first time demo’ing Fragmental in public and we were expecting in the region of 50-100 people to come and play, have a laugh and give us some feedback on the game. It had been a while since the team last put it in the hands of the public and we wanted to know if we’d done the right things in the eyes of players… But hold this thought because I’m about to go on a slight diversion.


Lots of happy faces on the way to setting up a Fragmental demo in sunny Glasgow

I had a scary alert from LinkedIn this week that I’ve been working at Ruffian for seven years. We’ve done some great things in that time and worked on lots of cool stuff that we don’t get to talk about. Conversely we’ve also had some disappointments and embarrassments but so it goes, gamedev has its highs and lows and we surf through them. Anyway! My point is that despite being a veteran Producer at Ruffian I’m a relative newcomer to the Fragmental team. This is my first Fragmental blog post (more to come!) as I’ve been working on other things *cough* Halo *cough* until we decided to put Fragmental into Greenlight. At which point I joined in to help pull some strings behind the scenes and help promote Fragmental by, err, spamming the shit out of every website that’d let us.

I got banned from Reddit. Seriously, man, fuck Reddit.

Anyway. When I joined Fragmental the project was on a bit of a high because we’d gone into Steam Greenlight, it was going well and we all felt that we had an exciting game on our hands. And that is pretty much exactly the worst point in time to bring everyone back down to earth and figure out how we can actually finish and ship the game. In general, game developers are massively ambitious and they try to do too much. Hands up, we’re no different. So the fist thing we had to do was figure out the long term plan and shape of the game, what content we’d release and how everything we wanted to do might fit into a reasonable timescale longer term.

Our first goal was that we wanted to capitalise on the success of Greenlight as quickly as possible and get the game ready for launch on Early Access and I’m glad to say we’re just a few weeks away from that happening in February.

(I was going to write a bit more about the production side of game development here but, by heck, it’s boring to read about spreadsheets. I’m going to talk more about our development roadmap in a future blog post so I’ll go into a bit more background then instead)

Now back to the GlesGames demo we just did. There’s never a good time for a demo. No matter what size your project is, someone will want a demo of your project at exactly the wrong point in time. It’ll be when your build is going backwards, just when that quickly-hacked-feature-that-never-had-any-right-to-work-in-the-first-place falls to bits and you need to refactor nearly every system just in order to do one trivial thing properly. On big games this usually happens about 2 months before E3.

On the smaller indie scale, things will start to go wrong 2 weeks before you setup in a pub ready to demo in front of some Glaswegian gamers. And, at risk of getting pulled too far into stereotypes, Glaswegians aren’t generally known for pulling their punches when it comes to opinion.

Now I’m going to blow the Ruffian trumpet for a bit. The typical scenario for a game being demo’d is that you’d be up late the night before trying to figure out a problem that is usually explained with the words “But it works on my machine”. Not this time. We had a demo build ready a whole three days before the day itself. This is actually amazing and it’s credit to a lot of hard work and experience in the team. To get to a point where, three whole days before a demo, you have build that is stable, shows approximately 95% of everything you wanted it to show and you’re playing it and everyone is laughing you just, well, you just can’t quite believe it’s happening. But it did happen. Everything was great, so we polished it a bit more. And then we broke it. Fixed it. Broke it again. Fixed it. And then it was Friday afternoon with a demo looming on Saturday and I started to worry and it was getting all dramatic and tight and… We spent the entire afternoon playing the game. It was great! We’d nailed it, the build was rock solid, played fantastically well and we were all really excited about showing the game. Hand on heart, this is the first time I’ve gone into a demo feeling confident that the game isn’t going to do something spectacularly stupid in front of a bunch of people. All I could think about was how much fun we were going to have playing it and that is a very rare feeling to have. I’m not suggesting everything else I’ve ever demo’d isn’t fun. It’s just that there’s always been situations where I’ve been stood in front of hundreds, thousands of people knowing with absolutely certainty that if A or B happens, the game will crash or turn itself inside out and make us look stupid, but not this time. Of course, I realise I’ve totally cursed the next demo by raving about all this. Oh well, you’ve got to ride the good waves when they show up.


The first few players of the evening get hands on with Fragmental. Hopefully, BIlly and Gary play nicely.

A good number of people played Fragmental through the evening and we had a nice crowd around our PC at all times which is always a nice feeling. We also got to see old chums and generally have a Good Time. There was a lot of positive feedback that we got and I think it’s best expressed in the way the evening’s Tournament came to a climax in a 79 round epic battle that pushed and pulled between the two players who remained at the end of the evening. You can see the winning moves under the effect of the slow motion modifier with a shotgun kill in the Vine below.

So that’s it for now. I’ll sign off my first Fragmental blog post with greets and thanks to the guys who made GlesGames possible, we had a great time and we had loads of really positive feedback about Fragmental. Watch out for news of our next demos as we’re aiming to be touring around the UK in the coming months to show Fragmental at various events and expos.

Custom Essays Contact Number

Posted by on 27 Dec, 2013 in Uncategorized

Each produce fries using a tbsp (or less) of cooking fat, foods and poultry, nevertheless they achieve this in marginally other ways helping to make what otherwise it is possible to prepare inside them vary. I assume everything you must decide is what type of airfryer dishes you’re not most custom essays contact number unlikely to create. The position of the aspect along with the retaining jar for your food makes a difference in the types of foods you’ll be able to cook within these fryers therefore several of the airfryer pay to write a research paper recipes can vary, while could be adaptable on your unique kind of low atmosphere fryer that is fat.


Posted by on 7 Mar, 2013 in Featured Posts

…to Ruffian Games! Since forming in 2008, Ruffian has become one of Scotland’s most exciting, independent computer game developers. Our highly experienced team have worked on some of the world’s largest AAA franchises…