Yup, it's been 3 years, and pretty much minimal updates for the game since then.
But that doesn't mean the anniversary shouldn't be celebrated! After all, the PalmRide franchise is still in development, with our newest installment that's gonna be released next year, PalmRide: After Flight.
This being said, PalmRide will be on a 60% discount September 16-22. This will be the highest discount of the game so far, and probably the highest discount the game will ever have.
Also, we'll organize another giveaway on our Discord server giving away 10 PalmRide keys this time, so make sure to join our community!
You asked for it on Discord, and now you got it!
Just head over to https://pixelbois.myspreadshop.com/ and find the t-shirt that you like!
Enjoy unique designs by SilviuShader (actually, most of them are just PalmRide achievement icons, slightly modified, but ehh).
There is also a 25% discount if you buy merch before 1st of July!
That's about it for this PalmRide update.
If you haven't already, please head over to PalmRide: After Flight, the spiritual successor of this game, and give it a wishlist & follow. The game is turning out surprisingly well actually (even though the Steam page of the game is a bit outdated... something to be taken care of).
Now PalmRide: After Flight finally has a Steam page!
And a trailer!
[previewyoutube=bYPDbxdcEAI;full][/previewyoutube]
Please make sure to wishlist and follow it on Steam: https://store.steampowered.com/app/2812540/PalmRide_After_Flight/
And then wait for me to actually finish making this game!
Working on the demo! And then the full game! Exciting times!
That's it for now, keep an eye out for updates!
A few days ago I asked you to vote the name of the new game on Discord. The results are in, and it seems that PalmRide: After Flight is the winner!
One option very close in terms of votes was Vecter: Retro Horizon which would've been a really interesting choice. If that was chosen, I guess I would've been responsible for the future of the Vecter franchise.
Now that PalmRide: After Flight was chosen, I am still responsible for the PalmRide franchise. Which is a good thing because it allows for more flexibility in terms of lore and how the world of the game behaves.
That's it, great victory! I want to thank everyone who voted on the polls for the name! Now that the name was settled, I will begin working on the Steam page of the game!
In the previous post I talked about a new game that I am currently working on codename "StarRide".
Here's a short video with how the game currently looks: https://imgur.com/a/7YSCCsz
I'm preparing to make a Steam page for that game, so I need to settle on a name.
There is a poll on the Discord server where I suggested multiple options for the name of the game. It would help me a lot if you voted your favorite options! Or suggest any name that you think would be suitable.
In case you haven't already joined, here's an invite for the Discord server: https://discord.gg/NgZ3ygb8N5
Thank you! Please make sure to vote!
Firstly, I would like to thank everyone for staying with us during the past couple of years. It's almost Christmas and PalmRide has been on Steam for mor than two years now (Now you got the chance to get that Christmas achivement).
For me personally, 2023 has been quite an interesting year in terms of game development. No update was made to PalmRide and no new game was released, BUT I can't underestimate the journey I went though this year as a game developer.
This 1-minute video summarizes the gamedev projects that I have worked on in 2023 (mostly stuff for college, remember that I'm a masters student): [previewyoutube=4rx95WYpEHM;full][/previewyoutube]
Besides gamedev/ programing, I also changed a lot as a person in 2023, from adopting a more "grinder" mindset to discovering more philosophical concepts and learning more about Christianity. Anyway, this is not what the post is about, these things can be discussed on the Discord server.
You may remember The Galaxy Rider, the Crazy Taxi-like synthwave space game which I officially announced back in 2022 and created a Steam page for in 2023. Since the page was created, both my interest in the game but also community's interest started to fade away, so, during October I announced on Discord that I will stop working on that game for a while and instead focus on creating an experience that resembles PalmRide more.
The choice to postpone The Galaxy Rider was amplified by the fact that I struggled a lot with the spaceship movement, world generation and overall, I couldn't make the game fun. Until these problems are solved as I get better at game development, the game will remain postponed.
I then started prototyping with a retro Synthwave Star Fox-like game and I found myself quite enjoying it. I ditched Unity in favour of Raylib + EnTT and so far I'm enjoying this minimalistic way of making games. That drive I had when making PalmRide pretty much disappeared after the game had been released, and although I tried making games in the meantime, it kinda felt soulless in a way. This is how the things have been until I started this new game that I'm talking about.
Let's call this new game "StarRide" for a moment, as it currently don't have an official name. This is how the game looks like at the time of writing this post:
It's not much (but it's honest work hahahahaha using antique memes), but this features movement, world and biomes generation, path generation, path following, enemy systems, shooting systems, health systems and a few custom shaders for making the game look retro. This prototype was started in October, and now in December it's in a pretty decent state considering that I didn't work full time on this.
If things work out good, I might release the Steam page for this game during January or February 2024. Again, the name of the game was not set, so if you want, you might give me a name suggestion on the Discord server.
When I switched from Unity to Raylib + EnTT, I realized something: I'm bad at making games using game engines lol. The thing is, I'm much better at implementing my own functionalities into a game rather than modifying existing ones to suit my needs. I don't want to say that engines are bad, they aren't, it's just that I am more comfortable with implementing functionalities from scratch.
That being said, I may pick up again The Galaxy Rider in the future, but implement it without a high-level game engine, and instead use frameworks such as Raylib or MonoGame instead.
I now realize that I turned this Merry Christmas message intro an announcement/ devlog/ story post, but whatever... the more content, the better, right?
I want to again wish you Merry Christmas along with family and friends, and let's enjoy some games & synths in 2024!
During October 2 - 9, PalmRide will be on a 24% discount!!! In simple terms, this means more game for less money.
Unfortunately, I've been really busy during the past couple of months and couldn't celebrate PalmRide's anniversary properly! This discount can be treated as my apology for this! Don't worry, the game will be PROPERLY celebrated next year.
So yeah, enjoy cheaper endless runner s y n t h w a v e retro pixel driving game.
About one year ago I (SilviuShader) wrote a post about the development timeline of PalmRide, and the announcement of our upcoming game, The Galaxy Rider.
For those who don't remember, The Galaxy Rider is a space game where you are a space taxi driver who takes people from one planet to another.
Since that post, I think the game was started all over again from scratch about 3 times..... I know.... but now it's finally on the right path and it's got a Steam page.
The first times, the game design objectives weren't so clear, and the implementation of the game we started was too complex for us to maintain, so the architecture of the game was pretty much replaced.
As for the game design objectives, we now have a much clear picture of what the game is going to end up being (aka we are copying Crazy Taxi and slapping a Synthwave skin on top).
As you can already tell, this post ain't about PalmRide, it's about The Galaxy Rider.
Here are some screenshots with the game:
Woo, a game!
A space game wow!
Driving underwater, nice!
As you can see from the screenshots, the game is still very early and it will take a while until we actually make it look good, but the Steam page is still one step closer to release.
If you want to know more, check out the Steam page of the game:
https://store.steampowered.com/app/2544060/The_Galaxy_Rider/
https://store.steampowered.com/app/2544060/The_Galaxy_Rider/
https://store.steampowered.com/app/2544060/The_Galaxy_Rider/
https://store.steampowered.com/app/2544060/The_Galaxy_Rider/
https://store.steampowered.com/app/2544060/The_Galaxy_Rider/
(I spammed the link 5 times so it's more visible... preview showed me that the link wasn't so visible)
Make sure to Wishlist and Follow the game, this really helps us a lot.
Alright, that's it for this update!
Steam Deck Native Port
It'ssssssssssss here! The game should now work properly on Linux, and of course, THE STEAM DECK! You may be saying "Why did you port it? Didn't you say that you have no desire to work on the game anymore?". That is true, but in the meantime, I started being a full-time indie developer, which forced me to make some decisions. I decided that I would continue working on PalmRide just so I can get it in a more "final" state. So yeah, enjoy PalmRide on the Steam Deck and any other Linux device. :)
!!!! It doesn't work with Proton, you need to force it to use the native game!!!
Dev.Play
For those who don't know, Dev.Play is an Eastern European conference where game developers meet, attend workshops and talk to publishers.
This year, the event takes place in Bucharest, so if you come, there is a good chance we'll meet. The game is now on a 50% discount due to Dev.Play, and it is also featured on the Dev.Play sale page (you should see it on the front page of Steam). This 50% discount will last a week.
Clujotronic
Clujotronic? Ja! Clujotronic? Ja! A few weeks ago, I attended Clujotronic, where PalmRide was showcased on a computer. I am thankful to everyone who played and liked the game @ Clujotronic, it was nice meeting you, guys!
(please ignore the typo, the sign should've said "PalmRide" instead of "Palm Ride")
The last PalmRide update is pretty minor. Changes:
- Cloud Saves probably work now.
- Migrated the project to .NET 6 instead of .NET Core 3.1 (this shouldn't impact the game much, but if it does reveal bugs, please let me know)
- Upgraded the external dependencies that PalmRide relies on (MonoGame, NAudio, Spectrogram, Discord SDK, Steamworks API)
- Fixed bug where you couldn't change the name of the player unless you explicitly clicked on the text box.
The beginning
When I was 20, I had a college course called Object-Oriented Programming for which we had to make an application using C++. I made a small pseudo-3D game which I liked. I knew I wanted to make an Out Run-like game with Outrun aesthetics. So I started working on PalmRide with my friend COVALENT. After the summer of 2020, most of the mechanics of the game were already in place. The art was 100% done by myself. It wasn't terrible, but it wasn't great either. A guy saw one of my reddit posts where I would showcase the game, and he offered to redesign the car of the player. I accepted his proposal, and I let him redesign that car. The result was astonishing. I was so impressed that I proposed him to redraw all the assets of the game. At that time, only the city (Shinjitsu) game map was done, so he redrew those assets. When he was done with that, we released the demo of the game which received quite some positive feedback among the people who played it. The guy I'm talking about is Renegade_John.
Until that point, the development of the game was not fast, but at least it was slow and steady. In March of 2021, the development would almost stop for various reasons. I was not only overwhelmed by the college assignments I had to do, but I was also depressed about some personal troubles. At that time, we were in the middle of the pandemic. Not leaving the house for a year had a very negative impact on me, and accentuated my depression. I was almost miserable. Working on PalmRide was the last thing I was thinking about. COVALENT couldn't work on the game much either. College kept him busy too. Not only that, but he was fighting with his own personal troubles too. Regarding Renegade_John, he just got a job at a game studio as an artist, so he had less time to work on PalmRide. Not only that, but he didn't feel that confident working on a game with pixel art graphics, as that was not really his art style.
The game had to be released, so I pushed myself hard to finish the game in June 2021, as I had successfully passed all my exams. I talked to Renegade_John and he agreed that he would create the remaining assets for the game in the following weeks, and so he did. After that, only me and COVALENT were left to finish the game. I was still depressed at that time, so initially I didn't code that much. I pushed hard during August and September, right before the launch. Luckily, the depression started going away before launching the game (as a side note: I recommend the book The Subtle Art of Not Giving a F for situations like these. Reading philosophy books also helps combat depression, but better off consult a specialist).
One week before launching the game, and the game was missing only one important piece. That piece was the song for the beach (Ocean Drive) game map. COVALENT started working on it pretty much when we started development, but he couldn't get it to sound right no matter how hard he tried. He was now rushed to finish it so we could ship the game. What ended up happening was that he completely threw away the existing song he was working on, and started a brand new one. He stayed up all night just so he could finish the new song. The new song is the one currently in the game.
The launch
It's September 16 2021, PalmRide gets launched. During the launch what I mostly did was share the game with Discord/ Reddit/ Facebook/ Twitter/ Instagram.... basically every social media platform possible. I had my posts already prepared in a Google Doc, all I had to do was post them, but still it took some time. Luckily, my friend Taranasus helped me with some posts. He also showcased PalmRide to the fans of his own game at that time, Vecter.
A few days would go by, the feedback for the game was extremely positive, and the sales were way better than I expected. I am grateful for that. Sure, some people didn't like the game, and their reasons were perfectly valid. I noted both the positive and negative feedback, and I will use it for future games, so I know what works and what doesn't, and how things can be improved.
The game would often crash, or take very much to load. After launch I fixed most of the crashes, and also made the game load faster. When it was initially released, the game had no controller support. A few weeks after release I would buy myself a controller and implement controller support too. We also published Episode 1: Dreadful Diagnosis on the official website of the game short time after. That short little story was written by DabuAlexandru, and polished by COVALENT. Updates were going great, and everyone was happy. People enjoyed the updates that improved the game, and I enjoyed making people happy, and also the Discord engagement we had.
A few weeks would go by and the final year of college would begin. PalmRide updates would slowly cease while I was busier and busier with assignments, deadlines, exams and working on the bachelor's thesis. Eventually, the updates would stop, as I would have less and less free time to work on the game. At that time, the pandemic was still going on, and I can't say I was enjoying that time much. A few more months would go by and I would start being motivated to work on the game too. The planned updates were: Linux port, Android port, a new game map and more story episodes. I started with the Linux port. I made the game compile for Linux, but that version was still very bad, lacking sound, crashing.... I also saw the codebase of the game for the first time in a few months and I was horrified of how bad the code was. I had no desire to continue working on that codebase so I stopped. I few month would go by again, and I would start adding the new game map. Again, I realized that I had no desire to work on that codebase, and that I could do things better if I were to start a game from scratch.
Rockets
While these were happening, the last semester of college began, and I had a course called "Simulation applications programming". The subject was about making a video game which contains physics, AI and graphics programming. The game had to be made in a team. After the requirements for the game were set by the professor, I received a text message from a person, and asked me if she could join my team. I said yes, and now she was part of the team.
The project we made was a planet lander game, where the player had to successfully land on 5 planets without hitting asteroids or landing too hard. That project can be found here. Also, here's me presenting the game to our professor (sorry, but I speak Romanian in the video): [previewyoutube=wqB4atBzNfA;full][/previewyoutube] I enjoyed working on it, so I decided that it may be worth turning the prototype into a full game too. That person who joined the team for the assignment is Gunter. While working on that game for college, Gunter proved to be very good at designing things, choosing aesthetics, 3D modelling and presentations. I asked Gunter if she would join me and COVALENT in making a full game with rockets, and she said yes.
So that's the team, me, COVALENT and Gunter, making a new game with rockets. I can't say that much about the game, as we're very early in development, but I can at least give you some hints regarding the game. The game will probably feature multiple game modes:
- A game mode similar to Vecter/ PalmRide where you have to drive a spaceship endlessly
- A racing game mode
- A taxi driver game mode where you take people from one planet to another
- Rocket launching
- Maneuver the rocket around a planet
- Control the rocket as a spaceship when far from a planet
- And here's one rocket model prototype, made by Gunter
It doesn't seem like much, but what we have is the foundation for the game we are making. We must make sure that the foundation is strong before actually making the game, otherwise, the development process will be very painful. Right now I'm implementing the rocket/ spaceship physics and making a system general enough that it would allow for many types of rockets, each with its own unique properties. As for the models, we're still experimenting to see what import/ export settings work, how the models should look, how the scripts should interact with them..
Giveaway
Since PalmRide turns one year, we are giving away 10 PalmRide keys. All you have to do is join our Discord server, and keep an eye out on the #giveaways channel.
Discount
The game will also be on a 50% discount during this week, it's an anniversary deal. It's the biggest discount the game ever had, so if the game seemed to expensive before, now's your chance to get it cheaper in the case you don't win at the giveaway described above.
The author of this post
My name is SilviuShader, but everybody calls me Shader.
SVET
This section has nothing to do with PalmRide, nor with the game that we are currently working on. The post pretty much ended with the previous paragraph. PalmRide benefited much from the help of Taranasus, who kept a link towards the PalmRide Steam page inside Vecter for almost a year. I think that link brought many Vecter fans to PalmRide. To those of you who are Vecter fans, I want to let you know that Taranasus is working on another game, Super Vecter Elite Turbo. You might want to keep an eye out for that. I don't know how the game is gonna be, but I believe that it's going to be similar to the game with rockets we are currently making. Here's a video about the game: [previewyoutube=BG-fdlEdGgA;full][/previewyoutube]
Livestream
It seems that the organizers of Dev.Play have talked with a few streamers to stream the Dev.Play games.
PALMRIDE WILL BE STREAMED TOMORRW (October 26) AT 14:15 - 14:45 EET BY REDDYSH (her Twitch account: https://www.twitch.tv/reddysh)
I (SilviuShader, lead dev of PalmRide) THINK I WILL JOIN THE LIVESTREAM TOO, AND ANSWER ANY QUESTIONS LIVE. So don't miss this out.
The most popular game
Last week, PalmRide has been nominated by Asus for the "Best Romanian Indie Game" award. That voting is not over, so if you haven't already make sure to vote for PalmRide:
https://rogmasters.ro/rogindieaward/
I think that the game may actually have a chance for that award.
Now, the game has been nominated by Dev.Play too for the "Most Popular Game" award. To be honest, I don't think that the game has any real chances against the other games nominated for this award, but anyways, let's see what happens.
Here's the link for this vote: https://dev-play.ro/call-for-indies/indie-games/
Supporting PalmRide would be appreciated.
ROG INDIE AWARD
Apparently, PalmRide has been nominated by Asus for the best Romanian indie game (don't know how they found out about the game, but exposure is exposure).
Please vote for PalmRide here: https://rogmasters.ro/rogindieaward/ (click on the "VOTEAZA" button right underneath PalmRide).
If the game wins the award, this would be the first award of the game. If this game doesn't win, then we can just add the "I wish I had an award" award on the Steam page.
DEV.PLAY 2021
As we were saying in a previous update, PalmRide is attending Dev.Play 2021, which is an event dedicated to the Eastern European game developers.
This page https://store.steampowered.com/sale/devplay will be featured on the front page of Steam on October 25-26, and this may bring a lot of exposure to the game.
It is worth checking those games what attend Dev.Play, as some of them are really great.
Also, most of those games will have a discount during the event. This includes PalmRide. PalmRide will have a 35% discount during the event.
CHEERS
Remember, vote for PalmRide, and check out Dev.Play on October 25-26. Cheers guys!
That's right, PalmRide was released on this day last month.
Since then, we tried to polish a few things that weren't quite right, and add some of the features you requested.
The first month
When we released the game, we didn't know what to expect. This was our first game on Steam, so we had no experience with that. We were a bit pessimistic too, knowing that the games we published for Android didn't have many downloads.
After the first day of release, we had already received tons of positive feedback, and the downloads were going great. For that, we are deeply grateful. The rest of the month was good too, a lot of people tried the game and got some pretty good scores in the Rad Guy game mode. REPTONE got a score of over 80k, which is a lot more than us, the devs, can achieve.
Thank you for making the launch of the game a success!
Giveaway
To celebrate this milestone, we'll be giving 3 keys for the game.
All you have to do is join our Discord server https://discord.gg/NgZ3ygb8N5 and keep an eye out for the giveaway in the #giveaway channel. The giveaway is set to begin at around 10AM PDT, but it may be delayed a bit/ it may start a bit earlier.
PLEASE DO NOT ATTEND THE GIVEAWAY IF YOU ALREADY HAVE THE GAME IN YOUR LIBRARY!!! (unless you want to give the key to a friend who can't buy the game)
Patch notes
Since the last update, the game received a few minor updates. So here are the changes:
- Faster loading/ unloading times.
- Probably fixed some of the end game crashes.
- Added x64 support for PalmRide.
- Added horn.
- Fixed a bug when using the controller for the UI.
Keep in mind that since the last update, we started college, and we don't have that much time remaining for updates to the game. That is not to say that the game won't receive any further updates, in fact, we have some really cool things planned, and we'll reveal them eventually.
Dev.Play 2021 Dev.Play is coming back this year, and PalmRide is attending the event... again...
The event will have dedicated page on Steam, which will be featured on the front page of Steam on October 25. On that page, there will be PalmRide too. We may add a discount to the game specifically for that event, so keep an eye out for that in case you want to buy the game cheaper. This event is mainly focused on game developers and publishers, so I wouldn't suggest attending the event to see PalmRide there, because there will probably not be any livestreams with the game. We'll let you know if the event is worth attending for regular gamers, but as far as we know, the conference is dedicated to the devs. We'll have to dig a bit deeper into the details though. Thank you Again, thanks for this first month of the game. We'll continue to bring (bigger or smaller) updates to the game, so keep an eye out for these updates. Until next time, keep driving, and don't forget to shoot those motorcyclists.
The game now fully supports Xbox Controllers! Other types of controllers (like PS4 ones) may work, but through emulation (DS4Windows). MonoGame uses XInput for the Windows projects, and XInput only works with Xbox Controllers, that's why this update didn't bring support for other controllers too. I may try to find some workarounds for this, but in the meantime, the game has support for Xbox controllers only.
Okay, this update is a small one. Patch notes:
- Hopefully fixed the crash when the game ends in Rad Guy game mode... again...
- There is now a leaderboard that doesn't reset daily. You can find it here: https://www.palmride.online/leaderboards.html?table=radguy&type=alltime
- You can now choose if you want the CRT effect over the UI elements. Disabling the CRT effect on the UI may make reading text easier, while still having the CRT effect enabled for the rest of the game.
Patch Notes
- Fixed a memory leak related to the music (if not solved, this would've caused the game to frequently crash due to the high amount of memory that was used).
- The prior update introduced a new bug. When a default song ended, the music visualizer would disappear. This problem was solved in this update.
- When you hit the "QUIT RIDE" button, the "life lost" sound is no longer played. It was a pretty minor bug, but now it's solved.
- On Firefox, the footer of the website would overlap with the text from episode 1. This was fixed.
- Replaced "getting" with "taking" in a sentence from episode 1.
- Tweaked police vehicles. Now they are easier to spot and avoid.
- To use NITRO you now have to HODL CTRL, instead of just pressing CTRL once and waiting to drain the nitro tank. This is how all driving games handle NITRO, so it would probably make sense for PalmRide to do the same.
- You can now skip the current song while using custom music. You just have to press N on the keyboard, and it will play the next song.
- There is now a timer in the LEADERBOARD menu which shows how much time is left until the leaderboard resets. This one suggested by @Reptone from our Discord server.
- The player no longer shoots with bullets when you hit the "RESUME" button.
Initially I thought I was buying an Xbox One Series X controller, but apparently it's an Xbox One controller. It doesn't matter that much though, they are pretty much the same thing. One minor difference I noticed is that the Xbox One controller uses replaceable batteries, but that's a pretty minor inconvenience. Alright, that's it for this update. Thank you!
Hello fellow palm riders. Hope you enjoyed Episode 1. In case you don't know what episode 1 is, you can find it here: https://www.palmride.online/episode1.html
The next episodes will be released... eventually...
Now, let's get to the updates:
New achievement
There's a new achievement which was added to the game. However, it is hidden, so good luck achieving it (there are some hints in the game though).
Patches
This game uses MonoGame, which is great for a pseudo-3d driving game. But, it is pretty terrible for dynamic sounds. So far, the music and the engine of the car were using dynamic sound effects. For the engine, this solution works relatively okay, but for music it's not a very good idea. I have changed the systems, and now, the music no longer uses dynamic sounds.
This fixed the music stuttering and distortion problems. I think this fixed some crashes too, although I'm not 100% certain.
Now the music system is more stable, but the game may take a bit longer to load (1-2 seconds).
Leaderboard
Now, when you die in the Rad Guy game mode, you are presented with a small leaderboard before the end menu. This way you can see how good you were compared to the others. This feature was requested by you guys, and it made its way into the game.
What's next?
First of all, we'll see if this update broke some things, and if it did, we'll fix them.
We'll then implement what is left on the to-do list. There are quite a few things you people have suggested, and some of them will make their way into the game really soon.
Thank you!
What? You thought this game had no story?
You are wrong! We just released the first episode.
You may read it here: https://www.palmride.online/episode1.html
This story has been written by @DabuAlexandru from our Discord server, and polished by @COVALENT, the sound guy of the team.
Patch notes
- Fixed a crash that appeared while Rad Guy game mode was loading (bug reported by @COVALENT)
- Now the names of the players appear as they should when having the Left Hand Driving option enabled (bug reported by @cowboink from our Discord Server)
OST PalmRide was released a few days ago. A few of you asked for the OST, while it was still not uploaded anywhere. Now, the OST has been uploaded on YouTube, check this playlist: https://www.youtube.com/watch?v=AWKYH4pIKIw&list=PLdp_lGICvk0hbeM_v2wxQHpHQpxjTvTRR Patch Notes Game:
- made other vehicles a bit bigger so they are easier to see
- now when you die there is a small fade-out animation
- tweaks/ fixes related to the sound (probably fixed stuttering/ crashes..)
- tweaked the default music files
- changed the Instagram link on the website
- removed the join messages in the #general (off-topic) channel
- fixed typo in the PalmRide bot (sometimes it prefixed the name of the players with $)
You read the title right! This video game is now available on Steam! PALMRIDE !!! Now, you know what this game is about (otherwise you wouldn't have wishlisted it and received this notification). Just go ahead and try the game! If you need a refresher, here's the trailer of the game: [previewyoutube=_QMPSSKwRME;full][/previewyoutube] All right, that's it! That's the big moment! Download PalmRide!
The game finally has a release date! It's going to be released on September 16, at 10AM PDT. New trailer PalmRide got a new trailer... again.... Anyways, here you can see most of the stuff you can do in the game: [previewyoutube=_QMPSSKwRME;full][/previewyoutube] Other news? Since the last update, we've focused on polishing the game and there is really not much that was added, just bugfixes/ polishes. We are getting really close to release! Stay tuned!
Time for another "regular" update!!!!
Since the last update, Unbound: Worlds Apart , the game I previously mentioned, was released! If you haven't already, go give it a try!
Now, let's get back to PalmRide!
Release date
No, I don't know for sure what the release date of PalmRide will be, but it will most certainly be in september (late september). So yeah... stay tuned for the announcement with the precise date.
CRT Screen
This one is a minor feature, but now the game looks like it's being played on a CRT monitor. Something like:
Of course, the effect can be disabled in the options menu if you don't like it (notice that there is now a frame that covers the game... that one can be disabled too).
[strike]Taranasus's[/strike] Vecter
There have also been improvements to the "Vecter" gamemode since the last update (the one with the wireframe mountains and the retro sun). Lots of game mechanics added to this gamemode were [strike]stolen[/strike] inspired from Vecter\
Take a look:
(you know the story... Steam doesn't let me upload better gifs... also, please ignore the UI for flying in this gif, since that recording was made, the UI has changed a bit... the bonuses for flight also changed..)
Custom music
As some of you requested, I implemented the ability to import your own music into the game, so now all you got to do is drop your .mp3 files into a folder and the game will take care of the rest. I must admit that my implementation for this is not the best, it uses too much memory and may even crash the game. But whatever, the game is not finished yet, I'll fix this before the game is released.
General bug fixes and polishes
The game is close to release, and now I am actively fixing bugs and polishing game mechanics. Now, I can't really show screenshots or gift of them because you know... you can't see the polishes and bug fixes, you only notice them when they are present.
New website domain
Story time. The domain for PalmRide (palmri.de) expired on July 15 and I didn't notice that. I found out that it was expired a few days later. I tried to renew it, but it was in "redemption mode" so I had to wait a month to buy it back. I waited a month... and when it got out of redemption, it was immediately bought (I don't know by who), so I had to buy another domain... and so, I bought this new domain, palmride.online. Now this is the official website of the game, here you will find the leaderboard for the game after it's released.
Also, I have tweaked the website a bit and updated the "about" section. I will also add some lore for the game on that website after the game is released, so keep an eye out for that.
I've added some donation links to the website (mostly crypto), so if you're feeling generous and want to help the development of the game, you might consider making a small donation.
That's about it for this update
Thank you for reading this (or at least looking at the memes/ screenshots/gifs)!
Expect an announcement for the release date!
Huh, it's been a while.. What were you expecting? Regular updates regarding the game?
AHAHAHAHAHA. No, take this update post and then wait another eternity for another update.
Now let's dive into the game. I got good news! Most of the game mechanics/ visuals are already in place, now all it's left to do is polishing/ balancing/ marketing/ stuff. Sounds easy, right? Weeeeeeellll, no, that's the hard and boring part of game development, but hey, it must be done anyways.
Some info
Okay, first of all I want to say that there will be 3 game zones (or biomes if you prefer this term): a city, a beach and a zone with mountains. Now, you've already seen the city in the demo of the game, so in this post I'll talk about the other game zones, the mountains zone and the beach.
Mountains zone
This one is new, I haven't talked about it before, but now I can show you some footage. I must admit that this game zone is heavily inspired by Taranasus's Vecter.
And here's the footage I promised:
I am once again sorry for the bad quality of the gifs, Steam wouldn't let me upload better ones.
Don't forget, the zone is "inspired" by Vecter, so look at these balls:
Anyway, you get the point, that's the mountains zone, something more synthwave, unlike the city which is cyberpunk/ future funk
The Beach
The Beach is meant to give some kind of Miami of the 80's vibe. Here's how it looks right now:
I know it doesn't look best, but keep in mind that the game is still under development and there are still lots of things to polish.
Here's a cool thing:
You may be asking: Why did you trim this footage so badly? I wanted to the landing of the car!!!
Well, when I recorded that footage my landing failed and I fell into water (I know, I'm a noob at the game that I'm making) so because of my laziness I posted this footage instead of trying to redo the jump.
But yeah, in the final game there will be sections like those where you have to manage your speed in order to jump over water.
Flying
I think I've shown footage of flying in the past, but why wouldn't I show more?
If I post once an eternity, I should at least show cool footage of the game, so here it goes:
Here you can see how the city looks like. As you can observe, it's pretty much the same thing as the city in the demo. The improvements are very minor (there are banners on the buildings now, and some of the sprites for buildings have been tweaked)
Release and expectations
The release date of the game is still not set, but we are very close to release. We still have to polish more things, work on the ranked gamemode/ tutorials/ lore/ UI/ SFX/ post-processing/ assets/ game balancing.... you get the point
It's hard to estimate when the game will be ready for the release and which price it will have. Regardless of those factors, I'll try to post updates regarding the game. Note the word "try" in the previous sentence. That one is a veeeeery important word. Writing updates is time-consuming, and it's definitely hard for a lazy person like me.
Oh and, one more thing
Don't know if I mentioned this in a previous update (and I'm too lazy to check), buy my friend Milu is working on this game called Voidspeed Outlaw.
The game is a pseudo-3d racing game, similar to PalmRide. The first time I saw footage of his game I thought it was brilliant, and I am fairly confident that if you like PalmRide, then you would love Voidspeed.
And now, here's how an in-game screenshot looks like:
Here's a link to the Steam Page of the Game:
https://store.steampowered.com/app/1252130/Voidspeed_Outlaw/
I will definitely try out his game and I'm looking forward for the release.
One more thing.... Again
It so happens that at the time of writing this update post, an indie game is preparing for release. My friend, Serj, has been working on Unbound: Worlds Apart for AT LEAST 4 years, and now the game is finally being released. It will be released on 28th of July (this month), and I would highly suggest you give their Steam page a visit and wishlist the game if you are interested.
The game is a puzzle-platformer with portal mechanics. It's totally different than PalmRide, but hey, you may want to try it too, after all, variety is good. I myself think that the game will turn out to be great and I was a backer during the Kickstarter campaign of the game.
Here's some images with the game:
Again, the Steam Page of the game, for those of you who may be interested:
https://store.steampowered.com/app/814680/Unbound_Worlds_Apart/
That's all
Okay, now I think that's about it for this update, this one turned out quite long, I'm not gonna lie. I may have missed some details about PalmRide/ the games I tried to showcase, but I think that the essence is here. I'll try to post more updates regarding PalmRide, but for now, you get this update.
I noticed that these Steam posts have a comments section that I guess I should start reading. If you want to know anything about PalmRide, or just want to give some feedback, post a comment here. Oooor, you could join our Discord server: https://discord.gg/MdkxQAQ
All right, byeeeeeeee!
First of all, I want to apologize for the absence of updates regarding the game. College was tougher than I expected and I couldn't work much on the game (same applies to the guy who makes the SFX).
Luckily, the college semester is almost over (really soon) and I will be able to work on the game full time once again. Expect updates in less than 2 weeks ! ! !
Steam Next Fest
Ok, so apparently it's now called "Steam Next Fest", I think it used to be called "Steam Game Festival". Anyways, we are attending it. Or at least I think we are attending it. I'm pretty certain that I prepared everything required for the festival, but you never know. \_()_/ . It's probably gonna be a page full of upcoming Steam games, and PalmRide should be on that list.
Final words
Yeah, that's pretty much it. See you in two weeks !!!
It's Easter Ok, so it's been a while since I last posted something regarding PalmRide, and I thought I would share some thoughts with you. First of all, HAPPY EASTER to everyone who celebrates Easter today(or not) ! About PalmRide I've been pretty silent regarding the game lately, even on our Discord. That is because I found college very overwhelming this semester and I couldn't find some time to work on the game. And when I did find time, I was pretty much exhausted and couldn't get myself to work. Thus, the game hasn't progressed much since the last update. You might be like: - So.... you guys giving up? The answer is definitely: NO!!! We're committed to finish and release this game. Right now we have some amazing concept art for the palms/ beach zone and we'll soon show some images to you. I will have the summer holiday in a few months, and during that time I'll be able to work on the game and finish the coding part. As for the art, the artist has been veeeeeery busy with his job lately, but he's working on assets during weekends, so by the time I get back to coding, he will already have some assets for the game drawn. Except further updates in the following months. Until then, keep being awesome, and once again, HAPPY EASTER!
PalmRide
Pixelbois
Pixelbois
2021-09-16
Indie Racing Singleplayer Multiplayer
Game News Posts 29
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(100 reviews)
https://www.palmride.online/
https://store.steampowered.com/app/1415320 
So, what exactly is PalmRide?
PalmRide is a driving game heavily inspired by classic games and the modern Outrun aesthetics. It's all about driving and chilling out in a world where everything is retro. On your way you will find things like: reckless drivers, police cars, arcade machine robots, tunnels that trigger your epilepsy, hills, giant balls, and many more. There are tons of surprises waiting for you! Just download the game and hop into the car!
The world!
It's all about atmosphere, from "Future Funk" city streets, to "Outrun/Synthwave" mountains, to 80s retro beaches. PalmRide has it all, everything you need for some nostalgia rides into the night.
Each place you'll visit has its own unique mechanics and visuals, so just drive and enjoy the ride!
Play against others!
Got bored of driving alone? Play the RAD GUY gamemode and compete against other players! See how they played and try to beat them!
Climb to the top of the leaderboard, and show the world who the best driver is! Be the rad guy! duh.
What are your waiting for?
Just hop into the car, and let's ride into the night!
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