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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Slopecrashers 

 

Developer

 byteparrot 

 

Publisher

 byteparrot 

 

Tags

 Indie 

Casual 

 

Sports 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 Q4 2022 

 

Steam

News

 19 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1619580 

 


LINUX STREAMERS (0)




Another one!

Little Update to the demo - Thanks to all the #ZLAN players that have reported these issues to me!

- fixed players getting stuck in or in front of the neon city elevator when a certain item was equipped (this was a weird one)
- patched map barrier exploits that could result in skipping half the track (in all 4 current demo tracks)
- fixed a section in neon city where people could get stuck and unable to move
- added a new fix that triggers if the client loses sync to the server when searching for a respawn point - which could result in the player respawning in nowhere and falling endlessly... (If this still happens to anyone - please report it to me and describe what happened when it happened)
- character select hover / order fixed
- exit options menu ingame with ESC button
- respawn button added to key bind (this should also make it possible for players with older savegames to use the respawn button now)
- the majority of rails is now oneway -> cannot clip through the floor anymore
- clients shouldnt loose connection to the track anymore if the server does and vice versa
- respawn button disabled when the race is starting
- shortcut detection should be more consistent online
- fixed items being loaded from wrong level
- items are refreshed when spectator changes view
- mirror mode should be properly and fully synced to all players again
- fixed neon city scenic construction shortcut respawn points
- fixed an issue that could cause clients to respawn at an old respawn point
- fixed an issue where the game didnt know what is forward on the starting line which could cause boost to be inconsistent and sometimes launch you backwards
- ^this also fixes an issue where the character wobbles weirdly when you hold forward on the start
- boost rockets are now mounted correctly in mirror races
- fixed an issue that made items on clients online behave weirdly
- fixed an OP spawn point on the scenic route shortcut
- made the window of the scenic route construction shortcut more visible
- fixed an invisible wall in scenic route shopping mall when exiting the arcade


[ 2024-04-18 15:54:39 CET ] [ Original post ]

Another Update

Hey there,
I am still working on finishing up the game, and again there is a few bugfixes and enhancements, that I want to carry over to the demo, so here is the patchnotes:


  • fixed some artificial deadzone issues when holding the joystick forward (it is now easier to do some micro movements when pushing the stick forward and a little to the left/right)
  • neon city scenic route is back again
  • fixed an issue where super tricks can be triggered accidentally
  • fixed an issue where skilifts put characters within the same spot (resulting in one not being able to jump out the seat correctly)
  • fixed a material issue in character select where one character could get the skin of another character - sometimes resulting in penguin getting lemur fur for eyes... ngl this was some horrifying stuff
  • super tricks landings do not result in wipeouts when stunt safety is enabled
  • super tricks now showing in points UI as well instead of "flip or spin"
  • PB should show up correctly again (both in results UI and as Ghost you can race against)
  • pushing forward doesnt rotate you down waterfalls anymore and therefore made them more complicated to cross if you hold forward than if you would have pressed absolutely nothing
  • fixed results name overlap UI in online mode
  • fixed an issue with snowman slope tunnel where you crashed when driving on top
  • made some tutorials more clear
  • fixed an exploit where you could fill the boost bar on the rail by steering left right quickly
  • fixed a visual issue where the character jumps into the lift and starts flying in there for absolutely no reason
  • fixed an issue where the character jumps in the wrong direction on the starting line
  • fixed an issue that let the glider be opened right when hitting the ground which looked kinda weird


So yeah - lots of little updates - nothing major here. Stay tuned for more!

- peekstone


[ 2024-04-11 14:29:43 CET ] [ Original post ]

New Demo Update

Hey there,
I have been quiet for a bit / have been working on finishing up the game (the release is only a few months away ).
In the meantime I thought I push an update from the current devversion into the demo - nothing really big here but just a lot of polishing and bugfixes (A lot to the multiplayer).

Thanks to all the players who have provided feedback via the google form or discord! I tried to fix everything that was mentioned there in this version. Please let me know if you have more issues / suggestions / etc..

I will soon tell you about some more upcoming things, stay tuned!

[h2]Until then, here is the patchnotes:[/h2]

Gameplay:
- added steam input system -> now you can play with playstation controller (to show the right symbols you still need to change that within the settings of the game - to play with switch controller you have to enable that in the steam controller settings and also disable the automatic button swap for a better experience - I'll try to make this a better experience in the release but for now it works with this small workaround)
- added respawn button (select / options button on controllers / R on keyboard - still need to expose it to key binding)
- stunt tutorial better exploitation
- lift exit jump now consistent
- map progress bar in splitscreen
- more consistent teleporter tunnels on neon city and snowy mountain
- reduced wait time on lift in snowy mountain
- glider can be unequipped
- tail physics added <3
- Little helper feature that tells the player that gliding would be a good idea now

Multiplayer:
- multiplayer menu camera fixes
- replicate stunt rotation better in multiplayer
- fixes to spectator mode
- join as spectator
- multiplayer join match less prone to errors
- multiplayer joining during level transition doesnt cause character switch or even a character not being able to join the race at all
- multiplayer setup carries over between lobby and match now more consistent
- fixed options visibility in multiplayer
- multiplayer ragdoll now has gravity
- online items shouldnt result in shooting yourself anymore when ping is high
- lift camera replicated to spectator
- camera fov replicated to spectator
- added option to not automatically stop online events
- in lobby ranking
- loading screen info on clients
- show ping to players online

Art:
- snowman slope lighting enhancements
- character hit icons fix
- character shaders enhanced

Menu:
- character select menu fixes
- menu design fixes
- guides menu rework
- switching between controller and mouse more consistently working
- mouse counts as any button consistently
- scrolling lists now better working with mouse being used
- menu better designs

Level design:
- snowman slope more billboards and level design fixes
- snowman slope tunnel ceiling smoother (dont get stuck anymore when driving on the tunnel)
- lift entrance better design
- fixed gaps on snowman slope where player could get stuck
- neon city construction lamps / fence gap fixed
- better OOB declaration in neon city

Sound:
- character hit sounds
- more sfx

Bugfixes:
- lap counter fixed
- item particles fixed
- glider opening animation fixed
- entering lift animation errors fixed
- player shouldnt be controlled anymore by AI after exiting lift
- crashing at the start of the match shouldnt result in falling endlessly anymore


[ 2024-03-25 15:52:51 CET ] [ Original post ]

Demo patch that fixes a lot of things

Hey gamers

I have been working a lot on Slopecrashers since all the summer fun stuff - mostly on things that isnt in the demo and lots of exciting stuff that I cant show yet (cry)..
But well.. the release is approaching.. soon-ish so it wont take too much longer to see what Ive been cooking!

Anyway, some of the things that I worked on also affect the demo, so I made a new patch for it that should make it all smoother! (Sorry for the big patch size there is actually a lot of under the hood changes). As per usual, let me know if you have issues / feedback / etc

Stay tuned for exciting updates in the next couple of months!

So here is a wild potpourri of patchnotes:

- Items have better homing capabilities
- Snowman behaviour is changed - it is now more of a throwable that spawns a snowman on impact (if you hit a character it still acts as a catapult as before)
- Campaign structure changed - more race events and smaller challenge events. Not everything needs to be played to progress further (The demo campaign is only a glimpse of this).
- More sound effects (items)
- Bugfixes with camera in main menu and lobby
- Main menu fixes when coming back from multiplayer or tutorial which could result in opening menues twice? It was a mess but not anymore
- More character animation in character select
- Select board and glider color in character select
- Intro Text shows which game mode is being played
- First time playing a game mode gives an explainer on what you should actually do
- Fixed boss battle issues
- Better ocean interaction when jumping into a wave (there was this weird snappy movement that i cant really explain but just believe ok)
- Better OOB respawn volume placement in neon city construction
- Fixed particle effects on water
- Particle effects scale with scalability settings (low disables some)
- Capybara can now be unlocked through campaign
- Better Lift visibility with this like air ark thingy that says lift on top.
- The game suggests using the glider when it detects that you are falling off the course or will likely crash soon.
- Boost flames will show that the boost is still active if contact with floor has been lost for a bit
- The AI cannot glide endlessly anymore which could result in them never coming back down to earth anymore.
- Fixed ingame UI issue with side goals overlapping with progress meter.
- Neon city bridges now have a better start that allows for simpler boardslides on them - it looked like you can boardslide them before but instead you crashed - now you can do the slide.
- Gliders have a minimum opening / closing time - so spamming the glider doesnt look as weird anymore - its still weird but not as weird.
- Reworked movement to be more stable
- Fixed some animation priority settings -> stunt animations should not be interrupted anymore by other animations and then look like no stunt is active even though there is
- Fixed some camera lag when driving slow which looked like the game is lagging although it was only the camera
- Fixed a calculation issue which resulted in the character lagging even though the game isnt - it was weird
- Fixed visual issues with trees
- Fixed a shaderbug with snowtracks that could result in a pixel becoming a value of minus infinity which caused some graphic cards to render everything black as long as that pixel was visible. This was a wild one.
- Mole dirt is getting removed from the floor as soon as any character drives into it - this also means you are not becoming as slow anymore as you did before (but I still suggest not driving into the dirt but jumping over instead)
- There is a helper tool now that automatically accellerates the player if they forget to jump to accellerate when slow. You can disable that like the stunt safety but it doesnt really hurt having it on.
- Made lots of optimizations on snowy mountain / snowman slope and neon city to run better on lower end hardware!
- Fixed some respawn issues where shortcutting too much could break the calculationn on where the character actually is which could have resulted in resetting the player very far
- Mole item cannot exist more than once at a time - this should remove that sometimes multiple moles make the whole map into a full on dirt track
- Fixed an issue where helper tools are disabled on new savegames which is against the whole purpose
- Fixed an issue with entering the next lap on pirate bay
- Fixed an issue with loosing grip on the halfpipe wall
- Boss battle is now added to demo campaign
- Demo campaign has been restructured
- Updated guide videos
- Fixed videos to now be also shown on steamdeck and linux systems (through proton)
- Fixed some tutorials to be phrased more understandable / understandably - i dont want to google whats the correct english form here
- Changed visuals on the campaign menue to be easier understood
- Fixed an issue where the game could get stuck when changing character selection to the almighty Capybara
- Were rail tricks in the last patch? I think they were - but they are cool so here they are again woop
- Thats all the changes that I tracked for the demo - there might be more that I dont recall sorry for not telling them
- Reading this far? Thats cool! Hope you have a good day!


[ 2023-11-24 14:48:35 CET ] [ Original post ]

OTK Expo!

OTK Games Expo

Heyy! Happy to announce that we will celebrate Summer of Gaming with Slopecrashers being a part of the OTK Games Expo!

In the expo you will see a new trailer with lots of new footage! Also you will be able to immediatly hit the waves with a new demo dropping just to celebrate the Summer of Gaming, and what better way to celebrate the summer than with a tropical map!

Watch the whole OTK Expo on Saturday June 10th 2023 via asmongold's twitch channel

NEW DEMO / NEW MAP

The new demo contains the new Tropical Island / Treasure Bay / Pirate Bay? (Honestly I am open to ideas for names ^^) part 2 map both in online and offline modes plus a few fixes and a new feature!

Hope you have fun, let me know if you find more issues in the discord!

Patch notes:

Brand New:
- New Level: Pirate Bay Part 2 - play on this tropical new track both in offline and online mode and explore it's various routes and instead of hitting slopes, you will start catching waves and surf across the ocean!
- New Feature: Super Tricks

Multiplayer Fixes:
- Options in Multiplayer
- Double Items should be fixed
- Multiplayer Timer now showing up on finished racer's screens

Other Fixes:
- Tutorial Music now restarting when restarting the level
- Splitscreen didnt work once the player went into the online multiplayer mode - this is now fixed
- New Guide for Super Tricks
- New Tutorial for Super Tricks


[ 2023-06-06 14:13:44 CET ] [ Original post ]

Future of Play Direct!

Future of Play Direct

Heyy! Happy to announce that we will celebrate Summer of Gaming with Slopecrashers being a part of Future of Play Direct.

In the direct you will see a new feature that I have been working on! Also you will be able to test it immediately after the direct with a new demo!

Watch the direct on May 24th at 12:00pm ET here: https://heyglitch.com/future-of-play-direct

NEW DEMO / NEW MAP

The new demo contains the new Tropical Island / Treasure Bay / Pirate Bay? (Honestly I am open to ideas for names ^^) part 2 map both in online and offline modes plus a few fixes and a new feature!

Hope you have fun, let me know if you find more issues in the discord!

Patch notes:

Brand New:
- New Level: Pirate Bay Part 2 - play on this tropical new track both in offline and online mode and explore it's various routes and instead of hitting slopes, you will start catching waves and surf across the ocean!
- New Feature: Super Tricks

Multiplayer Fixes:
- Options in Multiplayer
- Double Items should be fixed
- Multiplayer Timer now showing up on finished racer's screens

Other Fixes:
- Tutorial Music now restarting when restarting the level
- Splitscreen didnt work once the player went into the online multiplayer mode - this is now fixed
- New Guide for Super Tricks
- New Tutorial for Super Tricks


[ 2023-06-06 14:13:37 CET ] [ Original post ]

New Beta for Steam Sports Fest starting TODAY!

STEAM SPORTS FEST IS LIVE

Hey people! It has been a few months and I have been hard at work on the game.
Now that Steam Sports Fest is happening, I put together a new demo with a brand new map plus lots of fixes from all your feedback from Steam Next Fest.

NEW DEMO / NEW MAP

The new demo contains the new autumn forest part 1 map both in online and offline modes plus a lot of other fixes that mostly concern the online mode.

Hope you have fun, let me know if you find more issues in the discord!

Patch notes:

Brand New:
- New Level: Autumn Forest Part 1 - play on this colorful new track both in offline and online mode and explore it's various routes

Multiplayer Fixes:
- Settings are persistent between events
- Multiplayer End Timer - when someone finishes an event, a tiemr is started so the player doesnt have to wait forever for the others to finish
- Lobby should now correctly show the number of players and what is being played before joining a lobby
- Transitions between Tricks and Manuals should now correctly show up on other player's screens
- Double Item Get Fixed
- Fixed a bug where the player lost connection to the track and the game thought that they were still in a shortcut which could result in "wrong way" notifications or wrong respawns
- making lobby private fixed
- lobby music fixed
- Stuntshow events now have a live leaderboard so you can see how good you compare to your opponents
- Lifts do not eject players into nothingness anymore when a bot enters the gate at the same time
- join button now working

Other Fixes:
- Better Tutorial Messages and More Tutorials
- Guides in Main Menu
- Medals are now separated in Speed Classes (Casual has Bronze, Silver, Gold Medals, Fast has Bronze, Silver, Gold Medals etc...)
- Combo not breaking in elevator anymore but is paused instead
- Super Tricks Overhaul
- option to disable button prompts
- option to disable left stick grab select
- new speedometer
- ghosts do not endlessly flip anymore
- snowmen in shootout mode reset when retrying
- combo boost is now counting as a combo point again so you can extend the combo with it


[ 2023-05-15 18:48:49 CET ] [ Original post ]

Multiplayer Combat Snowboarding Showcase

Join the developer in their livestream, showing off the latest Demo of Slopecrashers with it's newly announced Online Multiplayer right here and on the steam page!

Also if you haven't seen it, check out the latest trailer:
[previewyoutube=80ZDGWYVErw;full][/previewyoutube]


[ 2023-02-05 23:05:35 CET ] [ Original post ]

Multiplayer Combat Snowboarding Showcase

Join the developer in their livestream, showing off the latest Demo of Slopecrashers with it's newly announced Online Multiplayer right here and on the steam page!

Also if you haven't seen it, check out the latest trailer:
[previewyoutube=80ZDGWYVErw;full][/previewyoutube]


[ 2023-02-05 23:03:57 CET ] [ Original post ]

Online Multiplayer is coming! (and playable during Steam Next Fest!)

[h2]Slopecrashers in STEAM NEXT FEST[/h2] (Feb 6. - Feb 13.)

[previewyoutube=80ZDGWYVErw;leftthumb][/previewyoutube]

Slopecrashers is in the upcoming next fest with a brand new demo!

The new demo contains a LOT of improvements based on your feedback from the last demos, and it also introduces a new way to play:

[h2]Online Multiplayer![/h2]

Yes! Online multiplayer! A lot of people wanted it, and after a lot of consideration and research, I finally put it in! We did some internal testing in the community already, but it is still an early test, so feedback would very much be appreciated on that!

[h2]Single Player Content:[/h2]

The next fest demo also contains a demo campaign that you can progress through and I switched out a map from the old demo and added a few game modes for you to play! I hope you enjoy!
And you can also play the offline modes with up to four players splitscreen again!

[h2]Multiplayer Showcase Livestreams:[/h2]
I will showcase the Multiplayer Mode (Either live or pre-recorded and live in chat) during next fest:


  • on Monday 22:00 CET
  • on Tuesday 20:00 CET

[h2]After Next Fest:[/h2]

Except for a few bugs (that I mostly introduced with adding multiplayer ) and a few more tweaks that I havent found time to put in yet, I am finally quite happy with the state of the game, and will work on finishing everything up after next fest, to finally bring the full experience to you all! Stay tuned for news on that!

[h3]Stay up2date:[/h3]
If you wanna stay updated on everything Slopecrashers, make sure to join the community: Discord

And yeah the demo is already online and works, but I am still fixing bugs for next fest - but if you have troubles transitioning from the multiplayer lobby into the game, you might have to let another one host the game (I am still working on this issue)

[h2]Full Patch Notes:[/h2]

Version 0.4

New Features:

  • Added online multiplayer
  • Create or Join Open Lobbies
  • Invite or Join Friend Lobby
  • Join via Steam Friend Overlay or via ingame Invites
  • Login automatically via steam (no extra login needed)
  • Use characters and equipment unlocked in offline mode
  • Native Linux version (also for steam deck)* coming right in time for next fest
  • New campaign with new events exclusive to this demo


Menu Tweaks:

  • Arcade Menu got an overhaul and event settings are now easier to read and to edit
  • Message box inform you about connection errors
  • Video playback fixes that could crash the game


Gameplay Tweaks:

  • Goofy grinding weird snapping behaviour fixed
  • Respawn Button (Spam to respawn quicker)
  • Breakout Button (Spam to breakout of balloon or ice)
  • Steer in air (When not in a stunt; you can aim your board a bit to redirect where you are going after landing)
  • Camera bugs after respawn fixed


Other Tweaks:

  • Mouse cursor bugs on starting the game fixed
  • Art Tweaks:
  • Menu Art enhanced
  • Ingame UI enhanced
  • Character Icons reworked
  • New meshes and animations for capybara, ferrets, toucan, raccoon
  • Glider facing wrong way fixed
  • Reworked camera rotation to fix certain snapping bugs and camera lags
  • New Voice Lines for the characters


[ 2023-01-31 16:08:50 CET ] [ Original post ]

Slopecrashers @ Day of the Devs 10th Anniversary

Hey there,

Slopecrashers was selected to participate in the Day of the Devs 10 year anniversary edition!

This means two things:
- If you happen to be in San Francisco this weekend, check out the event in person and play Slopecrashers at the Day of The Devs In Person Event!
- If you aren't, I just pushed a new update to the demo here on steam with even more feedback points that I got recently.

For more info on the event, check out www.dayofthedevs.com

--------------

Patch Notes

This demo contains improvements to the AI balancing, lots of fixes on AI misbehavior and improved items for battle race!
- AI is now balanced according to the speed classes -> meaning if you select "slow", they won't target you that heavily, but if you select "too fast", you will be in for a challenge!
- Item effects were improved, the bees actually put honey on your board that you can see now, the ice cube freezes the screen and breaks apart when you get out of it, the balloons fly away when you get away from them and the rockets now look even more dangerous with their new fire trail effects!

-------------

Whats next

I am currently working a lot in secret on features that will be revealed closer to release, but I can already say: Some cool things are coming to the world of Slopecrashers so stay tuned for the upcoming steam next fest in February, which is the next fest I am aiming for to deliver the final big demo before release!

As per usual, let me know if you have issues with the demo either in discord or in the steam forums!

Have fun!
- peek



[ 2022-11-03 16:02:47 CET ] [ Original post ]

Dreamhack Demo Update

I fixed a lot of bugs in the recent demo - here is the full patch notes!

- different players can now choose different control layouts without weird double bindings
- entering the options menu caused a lagspike (reduced that up to 90%)
- the AI got stuck in front of the lift in certain occasions
- the AI didnt want to progress into the next lap
- the lift did let you in but didnt bring you to the top in certain occasions which caused the race to soft lock if it happened to a player
- AI scaling based on speed classes actually works now lol
- AI is now using the boost bar
- fixed bugs with control schemes getting overriden by default controls
- fixed bug where key binding was ignored
- fixed bug where deletion of key binding caused new key bindings to be ignored
- it is now possible to invert specific axes in the keybinding
- rotating camera does now consider the gravity and not the character rotation
- fixed bug that caused the mouse cursor to appear even if you used the gamepad which could cause wrong inputs
- fixed mouse navigation in key rebinding
- fixed bug that prevented player 2,3,4 to access their options
- fixed bug that caused showing player 1 controller in player 2,3,4 options
- fixed character voice audio getting cut off constantly in splitscreen

If you find more bugs / have feedback - let me know!
Have fun,
-peek


[ 2022-10-24 16:58:03 CET ] [ Original post ]

New Demo for Dreamhack Beyond!

Heyo!

I have been hard at work on integrating all of your feedback into a new demo version, that will release Friday the 14th of October.

My main focus for this update was making the game more accessible and easier to understand / get started. For this I have been collecting a ton of data on things that were frustrating in the game, and have been working on fixing those!


  • AI overhaul:
    AIs have different difficulties and scale with the speed classes - they are also way more chill now and don't bombard you with items when they have some (also everyone acts a little different during the race)

  • Collision/Crash Detection:
    There was a lot of inconsistency when colliding with walls - sometime you crashed, sometimes you were sliding along -> so I have reworked that completely and the game now is way more forgiving and you crash based on speed and angle to the wall.
    Also you do not crash with a wall when you are slamming the brakes.

  • Lift
    The above fix also helps a lot with getting into the lift because you don't always crash against the lift door. But I also made some tweaks to the lift triggers & lift duration to make the experience less frustrating whenever you miss the lift.

  • Ingame UI and new incoming items alert
    I finally implemented some more UI for the ingame view which is more in line with the menues, but also a new "radar" that tells you where items are coming from and how far they are away. This helps a ton in avoiding by charging a jump and jump over them, or get behind a tree, destroy them by shooting back, etc...



-------------

Again thanks for all the feedback - it really helps me a lot! There is a lot more that I am not revealing yet but it will be great - Hope you have fun with the demo - as per usual, let me know if you have feedback / issues and I try to fix it!
And let me know if you wanna participate in upcoming playtests (cool secret new features and maps to test).

Discord
Twitch

Other Patchnotes:

- glider stunts not stopping when closing glider while in rotation
- tutorial asks you if you want a simple or advanced control scheme
- configurable control schemes
- fixed a bug where gliding backwards could result in no updraft
- tutorial simplified messages
- tutorial messages reflect control scheme
- lots of optimizations which should bring a lot of performance improvements
- better UI scaling on multiplayer
- fixed bug where the game started at 100% volume on a fresh save file
.. and more


[ 2022-10-13 22:51:52 CET ] [ Original post ]

New Demo for #indieracersfest

[h2]NEW DEMO AND #indieracersfest[/h2]

This weekend is a special weekend! From August 26th to 29th a few indie racing game devs have come together to bring our own little festival to life! Every game has their own little event for the festival, so make sure to check it out and play demos, receive steam keys and much more.

Link to festival: indieracers.com
I will stream the festival on Saturday: twitch.tv/peekstone

[h2]Win a Slopecrashers steam key:[/h2]

Everyone who got all the gold medals in the new demo and shows me all their gold in the Slopecrashers Discord will enter a steam key giveaway!

[h2]New Slopecrashers Demo[/h2]

Of course for this occasion I prepared a new demo version with TONS of things that I talked about in the previous announcements (not all yet, but a lot).

Changelog:

Content:


  • Snowman Slope is now a playable track.
  • Arcade mode with 7 different events (no demo tour for now since I am revamping the campaign structure of the game (I will talk about that more soon and also will need your feedback on my ideas)

Gameplay:

  • Opponents have different difficulties (still needs more enhancements)
  • Grabs can now be chosen via Left Stick + R1 (or use the right stick directly)
  • Manual steering considers driving fakie now (no more steering left and going to the right)
  • Opponents in pole positions are trying to defend their position better
  • Opponents don't have a trigger finger anymore and are a little more chill now
  • Slow speedclass is slower
  • You cannot snowboard on light cones and fog anymore (yeah that was a thing under specific circumstances)
  • Manuals on right stick change direction directly instead of needing to also use the left stick
  • Slight steering while charging a stunt is now possible
  • Steering while doing a manual and charging a stunt is now possible
  • Stunt safety and (Jump button tap) now will also let you do a stunt if it prevents it but then recognizes it is actually possible
  • Special tricks implemented
  • Added more visibility to the lift on snowman slope
  • Reduced wait time on Neon City Lift
  • Breaking is faster so if you want you can actually stop in front of the lift
  • You can stop the character with the brake buttons (Left stick back or (B) <- or whatever you bind to it)


UI:

  • New ingame UI
  • New endscreen (I already noticed the layout problems with the points animation)

Menu:

  • Returning to the menu brings you directly to the current mode instead of the title screen
  • Items don't "randomly" explode (when there are slight bumps in the road)

Sound Effects:

  • First character voiceclips integrated

Bugfixes:

  • Manuals without any directional input does not make you able to fly up walls
  • Stunt safety is not showing up anymore when it actually didn't really help at all
  • Removed target practice sound effects from other modes
  • Removed infinite rotation inside lift (It was a fun bug... But it had to go)
  • Removed a bug where under specific circumstances the player respawned in a shortcut, even though the shortcut has been passed for quite some time already)
  • Fixed AI bugs that sometimes disabled them from steering until they crashed into a wall

Options:

  • First startup initiates an auto benchmark and should choose settings according to your setup
  • Added Keybindings per Player (This was a massive change actually and I am still working on it and ironing out some bugs, it is also now possible to separate prewind from steering for the old school players)
  • Scalability Goups


[ 2022-08-26 13:53:22 CET ] [ Original post ]

Demo Feedback & What's coming!

Hey thanks so much for everyone who played the demo and gave me feedback. Every comment helps a lot in knowing where the game is at for newcomers and what I need to focus on!

I thought I'd quickly put together a list of issues that were pointed out and what I am actively working on and what can be expected in the next demo or later!

AI


  • Opponents will have different difficulties
  • Opponent balancing based on speedclass selection
  • Opponents will be able to shoot backwards & deflect items


Tutorial

  • more time / space for finishing certain training segments
  • every training will get its own "test - that combines the previously learned short segments
  • item avoiding tutorials (jumping over / shooting backwards)
  • Tutorials that teach the more advanced mechanics of the game


Options

  • an "auto" preset - that will be enabled by default to not blow up a low-specs PC when you first start the game
  • initially cap the frame rate to 60fps
  • frame rate slider
  • adding more stuff to the graphics options (disabling certain particle effects (waterfall or disabling AI trails etc..))
  • rebindable keys
  • dualshock & other controllers support
  • setting explanations
  • vibration toggle


UI

  • ingame UI will be overhauled to be more in line with the menu UI (better points & combo view; separating boost & points for easier readability; trick names; ...)
  • endscreen will be overhauled
  • not always land on the title screen when you are done with an event but land where you left off
  • less button presses needed to go through arcade mode + setting explainations
  • better "main quest" view


Core Gameplay

  • advanced manual (the right stick can be used for specifying grabs and going into a manual -> the manual will use the sticks direction then)
  • stopping the character faster and stopping completely will be possible (should help with the lift)
  • less lift time & a bigger area of lift "acceptance"
  • auto accelerate helper tool
  • stunt safety will be enhanced
  • campaign will focus more on races & battle races than on other modes
  • special tricks
  • trick repeating will grant less points


Sound

  • character sound effects
  • more sound effects in general


There is even more that I am working on or things that I still have to think about how / if they should be changed.. But let me know if you have anything else that you think needs improving! I also have a discord server and a twitch channel where I stream the development frequently, so if you have any questions or anything else, let me know!



In the meantime, stay fresh!
- peekstone


[ 2022-07-08 16:25:26 CET ] [ Original post ]

New trailer showcase today & a new demo!

Guerrilla Collective Showcase TODAY!

Tune in today to the guerrilla collective 3 showcase to see a brand new trailer of Slopecrashers with a sneak peek on whats coming! Guerrilla Collective Event Page

Furthermore a new demo version just dropped to celebrate the occasion! The demo features the all new demo campaign that you can progress through and unlock a glider and a board along the way!

New Demo + The Demo Campaign:

Demo v0.2.5 - the DEMO CAMPAIGN update

Progression:
- new demo tour is implemented: Choose any speedclass and any event you wanna play!
- tour events have side objectives aside from the main objective
- every fullfilled objective gives you a medal
- unlock new glider and board after a certain amount of medals
- tour events also count towards the arcade mode progression

Multiplayer fixes:
- Players can now only join in the character select
- Fixed a crash that could happen on a certain order of players getting ready

Gameplay changes:
- Breaking is faster
- Ragdoll, Balloon, Ice time nerfed

and more fixes...


[ 2022-06-11 15:44:23 CET ] [ Original post ]

Demo Update #2 Out Now

Demo v0.2.4.2 - Demo Feedback Update

Progression:
- ingame UI now shows your current target (gold if you've already beaten silver etc...)
- personal best now shown in end screen
- easier medals in target practice

Gameplay:
- stunt safety enhanced (icon not showing up anymore when it triggered even though the player did the right thing)
- possibility to stop the character when breaking
- pushing forward from stop more consistent
- changing first controller is second player now releases all buttons to avoid controls being stuck
- characters in goal stopped being spider man
- elevator times reduced
- more visual guidance on train station snowy mountain
- railway rails now are all boost rails
- snowman particle stops blinding you
- boosts have more downforce
- double item boxes in time attack now work as expected and give you triple chilli instead of offensive items anymore
- ragdoll velocity cannot exceed max speed anymore

Tutorial:
- joysticks now labeled in tutorial
- made gliding tutorial easier

Menu:
- fixed mouse hover inactive elements in main menu bug
- holding directions now scrolls trhough menu
- options menu scrolls fixed offscreen selection
- Splitscreen multiplayer now more visible and UI behaviour changed

Optimization:
- changed level loading behaviour to wait until everything is loaded to avoid PCs with slow HDDs to load levels later than needed and character falling through and reduce stutter after level loaded

Bugfixes:
- fixed some tunnel portal bugs
- fences collision in tutorial more consistent
- teleporters do not trigger when character crashed
- crashes do not trigger when character teleports
- character stops grinding rails after crashing
- fixed wrong video playing in speed selection
- fixed video switch lagging out game in guides and speed selection
- game music stopping on retry
- stunt safety setting in pause menu now on correct screens and correct color


[ 2022-06-04 13:31:47 CET ] [ Original post ]

Slopecrashers @DreamhackBeyond

Slopecrashers will be at Dreamhack Beyond, which is an online steam event!

During this time you can play the Slopcrashers Demo!
Furthermore I will stream on two times and show off what can be done in the demo and tell you some tricks to make those gold medals easy wins!

The streaming times will be:
- Tue: 11am EST (17:00 CEST)
- Fri: 2pm EST (20:00 CEST)

See you then!
peekstone


[ 2022-05-31 08:53:22 CET ] [ Original post ]

DEMO INCOMING - 23 MAY!

Hey there shredders!

Slopecrashers will be part of the Steam Racing Fest with a limited time demo starting May 23rd!

The demo features a sneak peek of two slopes (one in Snowy Mountain and one in Neon City) with 6 game modes + split screen multiplayer!

[h3]Can you get all the gold medals?[/h3]

See you soon on the slopes!
Also make sure to join the discord server: SLOPECRASHERS - DISCORD




[ 2022-05-20 09:40:08 CET ] [ Original post ]