Super Rude Bear Resurrection is a hardcore platformer. Every time you die, you leave a permanent corpse that you can use as a meatshield, paperweight, raft, platform, carpet (etc.) to shield you from the dangers of the world. As you die and rack up corpses, the game becomes gradually easier until it matches your optimal difficulty level and you can beat it. Not only do you get better as you play, but each attempt helps you get closer to the end, and you can see all the corpses of your failed attempts.

It’s been exhibited at Tokyo Game Show, EGX, GameCity 9, Insomnia51/52/53, Radius Festival, Feral Vector, CultureTECH  and Update.


1st place for Innovation, Ludum Dare 28  1st Place for Jam Innovation – Ludum Dare 28

Like in Dark Souls, you can guide or mislead others. Unlike Dark Souls, you’re a bear.- Porpentine, Rock, Paper, Shotgun

Un-bear-ably good.- Chris Higgins, Indie Haven

The concept is hilariously innovative. Plus you’re a bear with a baseball cap.- Adam Paris, Indie Statik

If Super Meat Boy was a puzzle platformer, it would probably look something like this.- Gamezebo

Bizarre.- Keith Stuart, The Guardian

Rating: PREPARE TO BENEFIT FROM THOSE WHO DIE/10- Adam Smith, Rock, Paper, Shotgun


Alpha Footage

Here’s some footage from the early alpha of the game:


World 1 gameplay:

Prototype footage:


SRBR is developed by a small group of Brits working collaboratively online.

Alex Rose is the lead developer and project manager, handling the code, design, site, promotion and whatnot. He’s a serial game jammer who founded the Rude Bear series for Ludum Dare, and has also been involved in competitive jams like the Eurogamer Rezzed game jam. His background is in physics so his aim is to make the feel of the game perfect, with responsive controls, bosses that are influenced by your behaviour and change strategies, and adding tonnes of fun mechanics without diluting the gameplay.

Daniel Burrows is the lead artist. He paints everything in the game, and handles concept and promotional art. His aim is essentially to turn Alex’s terrible MS Paint sketches into beautiful works of art. He’s trained as a fine artist, has been painting professionally for five years and has worked on numerous commercial games.

Deeco produces the game’s soundtrack. He’s a grime producer who produces tracks for the founder of the grime genre, Wiley. He also produces for the creator of the UK’s most influential rap group (Boy Better Know), JME, and affiliated acts like Tempa T. Tracks that Deeco has produced have charted favourably in the UK Singles Charts, Dance Charts and Indie Charts, and his huge catalogue of consistently high quality tracks make him one of the most respected producers in the UK rap scene. His video game inspired twists on traditional grime music are second to none.

Open Development

SRBR is in open development. You can directly influence the game with your feedback, or just watch the project as it happens, task by task. Everything except the assets is open to the public. You can keep up with the progress here. We also do a fair bit of stuff live on stream. The code/design stream from Alex is here:


The art stream from Dan is here:


Press and Streamers

There are alpha builds available for any interested press or streamers. If you’re one such person, feel free to drop an email for access. Right now an xbox 360 controller is required to play. For interested streamers/youtubers, we’d be happy to provide personalised touches for your stream too, like a personalised version of Rude Bear just for your stream.


If you’re interested on playing the game before anyone else, you can playtest and get the game for free in exchange for your time and help. If you’d like to join in, please add your details here.