





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hey everyone, it is finally here, the first big update for Slopecrashers! This update contains 3 major key points and a lot of smaller fixes, so here are the patchnotes!
Heyy everyone,
Slopecrashers has recently been reviewed by steam and is now finally steam deck verified.
So if you've got a steamdeck, you can play the full game on that device.
I also added cloud sync quite some time ago so if you switch between your PC and the steamdeck, the savegames will be synced between those machines.
----
Also a quick note about the upcoming update. I finally added and tested all the things I wanted in the new update (coop campaign, online rewards, etc...) and we are now in the final tests with the community, so it should only be a matter of days until you can play the new update. Sorry for the delay, but it has been quite the undertaking.
Anyway, see you in a couple of days with the patch notes of the next update.
Btw, if you want to join the discord community, here is the link: www.slopecrashers.com/discord
Best,
-peek
Hey party people,
Grab your controllers, pile onto the couch (or fire up Remote Play), and get ready to shred the slopes with your crew - because Slopecrashers is sliding into the Steam Couch Co-Op Fest with a 20% discount!
Hey everyone, hope you all had a nice holiday! I wanted to do a little post about what I am working on atm and what is happening with Slopecrashers in the next few months:
New holiday update is out with customisable holiday outfits!
Deck your characters in new Santa, elf, and reindeer hats, jolly white beards, festive lights, and new costumes!
Patch notes here
- edited stats progress window
- dnf timer enabled automatically online
- fixed grind stunt exploit
- fixed motion blur error in neon city when looking back
- fixed platinum peaks skips
- fixed a level loading bug in online mode
- fixed sandlands CPU lap skip
- fixed tropical lap skip
- fixed sandlands lap skip
Have a nice holiday!
-peek
Hey Slopecrashers!
Ive got some snow-stopping news to share with you as we slide into the holidays! Introducing the Tricky Slopes Bundle, the ultimate winter treat for fans of retro arcade snowboarding action. Whether youre looking to dominate the slopes solo or bring friends along for some frosty fun, this bundles got you covered. And it's 15% OFF the cost of the games!
PLATINUM PEAKS is back in Online Mode:
- I fixed the issues in PLATINUM PEAKS in online mode that prevented some players from progressing into the next lap, so I enabled the map again now in online mode!
LIGHTING UPDATE:
- some lighting did not carry over from the game engine into the final version of the game, which made some sections look a little odd. This is fixed now (See example screenshots)
BALANCING:
- jetpack power nerfed
Other BUGFIXES:
- Platinum peaks rail grinding on pipes more reliable
- platinum peaks cave exit collision fixed
- fixed achievement bug with tours
- some spelling issues fixed
- platinum peaks goal respawn added
- digital brake now correctly affects steering sensitivity as does analogue brake
- cpu opponents less jumpy
- platinum peaks no headstart for racers starting in the ground
- fortress descent bots not blocked anymore at the end
- tour events that enforce certain type of equipment should now refresh the loadout when going into character select
- island lighting loading behaviour changed (should not be possible anymore to have the level loaded without lights)
- falling out of cannon in tropical island in lap 3+ is fixed
- pigeon bomb not passthrough-able anymore when its currently spawning
- item effects should now work correctly online (snowman can grow and are not in the ground any more and rocks should be affected by gravity when spawned by a client)
- sidegoals from tour shouldnt appear anymore in grand prix
- medal count to unlock rewards has been reduced in campaign
- players now also have iframes after respawning in online mode
- server remembers if lobby was private after event is over
- added UE logo
- added credits
- preset UI changed in customization
- preset automatically loaded if not in a dirty state
If you have any more issues, let me know either here in the steam forum, or in our Discord server!
Have fun on the slopes!
-peek
Thank you all for all the feedback so far!! There will be multiple patches rolling out in the next couple of days, here is the first patch fixing a bunch of things: NEW:
The title says it all, but I wanted to reassure interested crashers of slopes and pro-boarders alike that YES, indeed, Slopecrashers is playable on Steam Deck!
Youll get a FANTASTIC experience on the Deck, and its one of the main ways I play the game.
In fact, I designed the game with Steam Deck as a focus!
Heres how Slopecrashers looks running on the device:
Aint it purdy? I certainly think so.
Todays the day, folks. After six years of hard work, countless tweaks, and a whole lot of love, Slopecrashers is officially out now on Steam!
As a solo developer, this is a moment Ive dreamed about for a long time. I grew up playing snowboarding games like SSX and Snowboard Kids, and my goal was simple: bring back that arcade-style fun and supercharge it with a fresh, modern twist. Whether youre racing your friends on the couch, taking on players online, or mastering every last event solo, Ive designed Slopecrashers to be easy to pick up but packed with depth for those who want to shred to the max.
Todays the day, folks. After six years of hard work, countless tweaks, and a whole lot of love, Slopecrashers is officially out now on Steam!
As a solo developer, this is a moment Ive dreamed about for a long time. I grew up playing snowboarding games like SSX and Snowboard Kids, and my goal was simple: bring back that arcade-style fun and supercharge it with a fresh, modern twist. Whether youre racing your friends on the couch, taking on players online, or mastering every last event solo, Ive designed Slopecrashers to be easy to pick up but packed with depth for those who want to shred to the max.
I cant believe its finally happening Slopecrashers launches on Steam next week!
First things first: Im tired. Like, really tired. Being a solo dev is no joke, and even with the incredible support of collaborators, friends, and all of you, this journey has been a serious labor of love (emphasis on the labor). But its almost here! The finish line is in sight.
Of course, I know the work doesnt stop here. Post-release updates and patches are already on my mind. But right now, Im sharing the content-locked version with playtesters, and its a surreal, wild feeling to see it finally out there.
Im so proud of what Slopecrashers has become (or at least I will be when Ive caught up on some sleep). Its packed with features Im excited for you to experience. And hey, since Im a mathematician by training, lets talk numbers:
Save the date! Were officially launching DECEMBER 4TH! Aaaahhh!! I cant believe it! After years of development/teaching animals to snowboard, its finally happening! While my veterinary bills may have skyrocketed and, well, Im not exactly sure what Im supposed to do now with my degree in Advanced Lemurology, I think it was all worth it. Slopecrashers, my baby, our beloved, is confirmed to launch December 4th. Snowabunga!! To mark the announcement, were so excited to exclusively reveal our new trailer at Cozy Quest, which shows off our vision for this chaotic, ultra-satisfying arcade snowboarding game. Take a look and be sure to let us know what you think! https://youtu.be/VnN2V7wmlt8?si=T5i17QNRN4K7Q44L Thank you so much to the team at Secret Mode for the opportunity. We cant wait to see you on the slopes (specifically, losing to us).
Hey shredders! Ive got some exciting news about Slopecrashers that I cant wait to share with you!
ZLAN is happening right now! And Slopecrashers is a part of it!
Check out the official tournament here: https://www.twitch.tv/zerator
-----
Also the game will get free ZLAN designs for boards and more soon! Stay tuned!
Until then: Have fun watching players compete in Slopecrashers!
- peekstone
ZLAN is quickly approaching! And I tried to fix all the issues you've been having! So here is the (hopefully) last patch before the event! v0.6.4.5 - Item fixes: (It should not be possible anymore for the snowman to hit yourself) - also the items are not having these visual glitches anymore on clients (there is still a bit of sync starting jitter going on when shooting but afterwards it looks much better now) - the snowman (that is standing arround) cannot hit clients two times anymore - state of snowman and rock properly synced now - items have proper visual hit effects on clients now (explosions etc..) - bees properly synced between machines - Finishing at same time in a race should now correctly show both players having the same rank - plus no server bias anymore - best lap time now showing up correctly - spectator now has character sound - spectator stunt properly replicated - show end result on spectator - spectator ranking shows up when late joining - spectator waiting for lift to finish before attaching itself to character again Old Patch notes from this week: v0.6.4 - made the snowmanslope gliding shortcut towards the end visually more appealing (it feels like a shortcut now and not like a OOB area) - made the shortcut in snowy mountain around the fences less of a "try to remember where death barriers are" but instead make fences bigger so it is more clear where the barriers are. - neon city scenic route: construction shortcut made more visually stand out so it looks like an intended shortcut now - neon city construction: construction shortcut made visually better so it looks like an intended shortcut. - looking back in the lift doesn't restart the match anymore in offline mode when playing alone... - item alarm is reset once the player controller loses its character - fixed a lot of lods with fences - ready go sound now in effects category so you can mute music and still have that sound - removed possibility to start a stunt while getting ballooned - snowy mountain river sticking through the floor fixed - fix tunnel lod - fix landscape lod issues when boosting or splitscreen - made fence between gates a different color so it is more distinguishable from the gates - sync cars / lifts / helicopters to the "START" of the match to avoid a random unfair advantage in online or time attack etc... - fixed an execution order inconsistency when jumping and boosting - added the possibility to disable items in time attack (current mode will also be shown on end screen) - fixed camera for spectator when entering a teleporter - fixed an issue where a UI element could pop up on the spectator which wouldnt go away after - snowmen shouldnt hit you anymore if you shoot them backwards - train is now a snowboard-able surface - neon city sidewalk collision issue fixed - added red / blue explanation to guides - added super trick explanation to guides - changing helper tools in a race in online mode should now get carried over back to the lobby - added scenic route to progress view - fixed campaign progress - fixed a bug, that could cause the host to start the match, even though a player wasn't loaded yet, but a spectator took its place... Which resulted in the one player not being able to play. - fixed a bug in which reopening a lobby could result in the game not registering the amount of players in the lobby correctly - full lobbies now showing up in server browser - spectator UI refreshes now when you switch character - updated splash screens v0.6.3 - fixing respawn at goal after going through lift - fixed an issue where the game is getting confused when shortcutting too much on snowy mountain and neon city and shows "WRONG WAY" - entering a shortcut while crashing doesnt automatically make you enter the shortcut anymore - fixed speed lines and camera speed effects not working online sometimes - start camera wrong direction fixed - fixed blue / red item box inconsistency when all of the items are disabled - fixed an issue where the camera was closeup when standing online on some machines - look back when entering lift has weird camera behaviour fixed - spectator left right inconsistency fixed - players need to wait for bot to finish race when player leaves and gets turned into bot fixed - respawn skip in neon city removed - spectator gets wrongly assigned to a player in full lobbys fixed - player join crashes game on host fixed - players dont get kicked anymore if they spam (A) at the end of a race in online mode
Patch Notes: (There will be another update tomorrow that fixes the items online! (So that you cannot hit yourself anymore and that they just appear better)) v0.6.4 - made the snowmanslope gliding shortcut towards the end visually more appealing (it feels like a shortcut now and not like a OOB area) - made the shortcut in snowy mountain around the fences less of a "try to remember where death barriers are" but instead make fences bigger so it is more clear where the barriers are. - neon city scenic route: construction shortcut made more visually stand out so it looks like an intended shortcut now - neon city construction: construction shortcut made visually better so it looks like an intended shortcut. - looking back in the lift doesn't restart the match anymore in offline mode when playing alone... - item alarm is reset once the player controller loses its character - fixed a lot of lods with fences - ready go sound now in effects category so you can mute music and still have that sound - removed possibility to start a stunt while getting ballooned - snowy mountain river sticking through the floor fixed - fix tunnel lod - fix landscape lod issues when boosting or splitscreen - made fence between gates a different color so it is more distinguishable from the gates - sync cars / lifts / helicopters to the "START" of the match to avoid a random unfair advantage in online or time attack etc... - fixed an execution order inconsistency when jumping and boosting - added the possibility to disable items in time attack (current mode will also be shown on end screen) - fixed camera for spectator when entering a teleporter - fixed an issue where a UI element could pop up on the spectator which wouldnt go away after - snowmen shouldnt hit you anymore if you shoot them backwards - train is now a snowboard-able surface - neon city sidewalk collision issue fixed - added red / blue explanation to guides - added super trick explanation to guides - changing helper tools in a race in online mode should now get carried over back to the lobby - added scenic route to progress view - fixed campaign progress - fixed a bug, that could cause the host to start the match, even though a player wasn't loaded yet, but a spectator took its place... Which resulted in the one player not being able to play. - fixed a bug in which reopening a lobby could result in the game not registering the amount of players in the lobby correctly - full lobbies now showing up in server browser - spectator UI refreshes now when you switch character - updated splash screens v0.6.3 - fixing respawn at goal after going through lift - fixed an issue where the game is getting confused when shortcutting too much on snowy mountain and neon city and shows "WRONG WAY" - entering a shortcut while crashing doesnt automatically make you enter the shortcut anymore - fixed speed lines and camera speed effects not working online sometimes - start camera wrong direction fixed - fixed blue / red item box inconsistency when all of the items are disabled - fixed an issue where the camera was closeup when standing online on some machines - look back when entering lift has weird camera behaviour fixed - spectator left right inconsistency fixed - players need to wait for bot to finish race when player leaves and gets turned into bot fixed - respawn skip in neon city removed - spectator gets wrongly assigned to a player in full lobbys fixed - player join crashes game on host fixed - players dont get kicked anymore if they spam (A) at the end of a race in online mode
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
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:
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!
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!
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]
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]
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
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
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!
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
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
[ 6077 ]
[ 2063 ]
[ 4245 ]