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More than eight years after work on it began, Switchcars just graduated to a full release alongside its biggest update so far!
[previewyoutube=CNr88PQjQAw;full][/previewyoutube]
Switchcars was rather polished at the time of its initial launch in 2016. I kept it in Early Access all this time, however, because I wanted to add more to it. An amount of 15 hefty updates were made in the meantime, and todays one is the biggest so far:
It adds almost 200 new vehicles (totalling to 1305), an editor for players to create their own vehicles and props, a new Rally game mode and many smaller improvements and bug fixes. The game is filled with lots of content, polish and replayability. Full changelog of the 1.1 update is available here.
The biggest addition is the new editor. I hope to inspire you all to create your own vehicles and props and share them with other players! Switchcars is already in IGCD top 10 for its amount of road vehicles, so seeing it grow further would be awesome.
https://www.youtube.com/watch?v=4ROOP8Yx2rc
With this update, Im also ending further development of Switchcars. Its been more than eight years and the time has come for me to let it go. A game can always be further improved -- I hear you say. I agree, but we must also consider this:
Switchcars was the first game I ever programmed. It was the first game I ever released. Not many such products typically see the light of day. Yet, Switchcars did a lot more than purely exist. Its a fun, polished game with brutal replayability. It left a footprint in the local game development scene, as one of the first games to be released on Steam from Serbia.
https://www.youtube.com/watch?v=TmZrg6Eqtas
Switchcars also helped slingshot Altfuture into a more serious, impactful and self-sustainable business that it is today. It helped us create Derail Valley. Jumping from Switchcars to a genre-disrupting train simulator was quite a massive step forward! It was exactly the thrust I was hoping Switchcars would produce back when it all started. With reviews at more than 92% positive each, our games are the two highest ranked Serbian games on Steam, and were only getting started.
It was a very ambitious vision back in 2012 when my work on Switchcars began, but here we are! I do wish I was able to do more on Switchcars, but for a small indie game that it is, it made a huge impact and it's time to let it go with pride. I look forward to focusing my energy on other prospective goals at Altfuture. If an opportunity arises, Id gladly do more with this title. If not, the game features the editor now, so that the community can keep adding vehicles and props for years to come.
Last but not least, Id like to thank everyone for your patience, understanding and support over the years. There were some rather challenging times in Switchcars history, both personal and development-wise, and Im glad all that is behind us now. Im happy to have the game finally see the light of a full release -- and I hope you enjoy it for many years to come!
-Slobodan
In about 7 hours from now, Switchcars will be released out of Early Access! With that you'll get a massive update 1.1, a new trailer, store page overhaul and some extra videos! Stay tuned for the second news post later today!
In the meantime, I thought you'd like a tease with the update changelog below. Enjoy!
v1.1 - April 30, 2021
Customization:
- Added Vehicle Editor
- Used to create sets of vehicles, animals and props, in-game
- Accessible as a game mode
- Features simple icon-selection interface for most object parameters
- Features colorized input fields for easy behavior overview
- Features sprite browser
- Features object operators (copy, delete...), with keyboard shortcuts
- Features previewing of sounds (e.g. horns)
- Features automatic paint-area and collider settings
- Features simple descriptions for every setting
- Made vehicle features into pre-installed passive powerups (e.g. Neon Light)
- Added mod manager
- Used to enable/disable mods, in-game
- Accessible as a database category
- Human readable data files, easy to edit directly
- Created a color palette for modders
- Menu controls can now be mapped too
- This makes DirectInput controllers usable now
Gameplay:
- Added Rally game mode
- Reach stage 5 in The Run to unlock
- Player has 3 minutes in 3 rounds, to outrun previous record distance
- Features no aliens and no grappling hook
- Offers 4 categories, each set in a certain year
- Doesn't spawn alien-related powerups (Spikes, etc.)
- Added button to remove powerups (default Q)
- Fuel is no longer being consumed in Safe Zones
- Changes to draft
- Increased intensity
- Now only happens on racetracks
- Prevented drafting if pushing object ahead
- No longer works at low speeds
- Added sound to draft effect
- Has its own tutorial tip
- Only happens after seeing the tutorial tip
- Changes to wind
- Increased intensity
- Installing Helium Balloon makes you affected by wind on ground-level too
- Storms affect wind power
- In extreme weather (e.g. sandstorm), wind affects even vehicles on ground-level
- Added two wind sounds, depending on direction
- Has its own tutorial tip now
- Only happens after seeing the tutorial tip
- Increased powerup deck to 4 in Hardcore mode
- Reduced chance to fuel leak by 25%
- Reduced hitpoint loss induced by powerup installing
- Drogue Parachute now activates when braking, no longer an active powerup
- Removed Grapple Hook from most offroad vehicles, might find one inside instead
- Merged Hull and Ballast Tank int oa single powerup
- Added ability to hide in objects (e.g. entering a tree)
- Hiding objects will remain in place when you leave them
- Hiding objects don't replace vehicles in your inventory
- Improved quality of powerups in Hardcore game mode
- Removed Nuclear Reactor speed penalty and beefed up power
- Removed Offroad Wheels speed penalty
- Reduced top speed of Helicopter Rotor powerup
- Nerfed acceleration of supersonic airliners
- Doubled rate of alien soup health regeneration
- Added Chauffeur powerup (same behavior Road AI, different art)
- Added rare chance of naval battle area type to appear on sea free roam theme
- Improved case of accidentally entering a vehicle behind player
- EBS no longer works when diving/drilling or using Siren
- Horn no longer uses stamina
Content:
- Added 195 new vehicles
- Remade how props work, now having procedural paintjobs and production years like vehicles
- Added 4 new engine sounds (old truck, old car, medium electric, old prop)
- Added "vtolplane" air lift type, for winged VTOL vehicles
- Added complex tags to all vehicles
- Reduced pitch of SUV revving sound
- Updated various vehicles' behavior and sounds
- Renamed various vehicles
- Improved future lane graphics (constrast)
- Older vehicles now have yellowish headlights
- Redesigned a few vehicles for size/style consistency
- Renamed Alien Pollen to Alien Decoy
- Renamed Laser to Ion Cannon
Cosmetic:
- Traffic no longer honks at player when using Siren powerup
- Alien Decoy and smashing through Alien Cyst now paint player vehicle cyan
Interface:
- Updated main menu GUI
- Current stage is now written in "Stage n/10" format when exiting Safe Zone
- Added speedometer to HUD
- Includes meter of wind and draft strength
- Includes odometer (per vehicle)
- Shows speed yellow when going over the top speed
- Shows speed orange when below stall speed, if plane
- When leaving Safe Zone, a notification stating current Stage pops up
- Free Roam mode now allows choosing theme with Z/X keys both
- Renamed "vehicle suggestion" option to "UI hints", with more descriptive choices
- Some alerts no longer show, depending on the UI hints setting
- End-screen vehicle history now spaces out based on amount of vehicles used
- Unlocked vehicle is now listed at the bottom end-screen text
- Prevented tutorial tips from showing during segment transition
- Added to Rail Wheels powerup description that it increases speed
- Lowered "warning: low framerate" threshold
- Added limits to camera scroll option
- Removed option for lane age variants
- Fixed "press enter to remap" on unmappable buttons (autorun, back...)
- Instead of "Enter", menu now shows the Menu Confirm key
- No longer suggesting how to unlock database entries if all are unlocked
- No longer writing "Stage progress will be lost" if on game over screen
- Tweaked wording of win ending messages
- Renamed Thruster powerup to Rocket Thruster
- Changed Tutorial description to "Learn the basics in 2 minutes."
- Removed black dither from logo on preloader posters
- Fixed missing error sound when trying to change resolution in windowed mode
Major Bugs:
- Fixed going left in tutorial with a vehicle in slot 2 crashing the game
- Fixed super-rare crash caused by alien jumping on player
- Fixed rare crash caused by being a human character when slot lock tutorial activates
Minor Bugs:
- Fixed first segment in stage able to have unfitting weather
- Fixed falling through abyss or underground passage buggy-ing player position
- Fixed mine-resistant vehicles not being mine resistant
- Fixed shield not lifting vehicles when out of fuel
- Fixed animal EBS alert having no background
- Fixed beating the game twice in a row unlocking the same vehicle
- Fixed Rocket Thruster powerup not refueling pre-existing Rocket Thruster
- Fixed Disposable Power Bank fuel being minimal when installed on fuelless vehicles
- Fixed installing Helicopter Rotor removing Rocket propulsion
- Fixed hover and flying vehicles unable to use Drill
- Fixed glitching sound when holding left and right with Autorun turned on
- Fixed vehicle not getting destroyed if exited during mine strike
- Fixed parked vehicles sometimes spawning damaged
- Fixed showing recharging glow when braking airborne with electric vehicles
- Prevented alerts from showing on game over screen
Code:
- Converted all vehicle/prop data to a new format
- Converter for old savegame to new format (for vehicles/props)
- Overhauled data parsing and handling, for Vehicle Editor support
- Overhauled how scenery props are handled, to be editable
- Various code cleanups
Other:
- Optimized clouds to not render twice
- Other minor tweaks
Hi everyone, It’s been a long time since Switchcars was last updated, so I want to let you know the current situation.
Hey guys!
A new update is here - this time primarily focused on your suggestions from the forum, mainly the Random ideas thread! Thank you everyone for the awesome suggestions - keep them coming! The update includes some not yet visible work too, but more on that in a later update.
Hey guys!
A new update is here - this time primarily focused on your suggestions from the forum, mainly the Random ideas thread! Thank you everyone for the awesome suggestions - keep them coming! The update includes some not yet visible work too, but more on that in a later update.
Hey all! The new Switchcars update is up! While it's got a lot of small fixes and a ton of work that's yet to be utilized in the coming builds, here are some of the highlights: Note: Hardcore mode and database entries for four specific powerups will need to be unlocked again, due to changes in the savegame system.
Hey all! The new Switchcars update is up! While it's got a lot of small fixes and a ton of work that's yet to be utilized in the coming builds, here are some of the highlights: Note: Hardcore mode and database entries for four specific powerups will need to be unlocked again, due to changes in the savegame system.
Hey guys,
As I wrote in December, something new has been cooking for about 8 months now. Today Im super excited to introduce you to our new upcoming VR game - Derail Valley!
Before I continue, let me just say this - Derail Valley actually already helped fund further Switchcars development! Theres a ton of interesting things to share, but Ill try to keep it as short as possible and stick to the key points, so please bear with me:
https://youtu.be/p5PEKotBNfo
Hey guys,
As I wrote in December, something new has been cooking for about 8 months now. Today I’m super excited to introduce you to our new upcoming VR game - Derail Valley!
Before I continue, let me just say this - Derail Valley actually already helped fund further Switchcars development! There’s a ton of interesting things to share, but I’ll try to keep it as short as possible and stick to the key points, so please bear with me:
https://youtu.be/p5PEKotBNfo
Hey everyone! Only a news update this time - but a rather important one: I made a blog post detailing some key information related to Switchcars, which was never posted so far. It's related to the game's success since release, how it almost never got made, as well as future plans for both the game and the company! Switchcars and Altfuture: a look at 2016 and future plans Just keeping you guys up to date - soon there will be more concrete news on the new features, can't wait to share those! Now heading back to work, and see you next time with another game update. As always if you have any questions, comments or suggestions, feel free to post on the forum! Happy holidays and have a great New Year guys!
Hey everyone! Only a news update this time - but a rather important one: I made a blog post detailing some key information related to Switchcars, which was never posted so far. It's related to the game's success since release, how it almost never got made, as well as future plans for both the game and the company! Switchcars and Altfuture: a look at 2016 and future plans Just keeping you guys up to date - soon there will be more concrete news on the new features, can't wait to share those! Now heading back to work, and see you next time with another game update. As always if you have any questions, comments or suggestions, feel free to post on the forum! Happy holidays and have a great New Year guys!
Hey all! Before diving into update details, I'd like to announce that I was temporarily joined by a programmer and a friend of mine, Damir Veapi, in solving some technical issues in Switchcars. He already did some notable work prior to release, but also in the previous update 12 and now, 13. His involvement with the project likely won't be long, but it's very meaningful already. In this update, and throughout next several ones our aim is to make the game as stable as possible, so that it will be able to leave alpha and have its development continue in a more mature beta state. This also means that, besides getting more stable, the game might get some awesome new features! I'm not going to announce them just yet - first we want to make sure they work. Now onto the update!
Hey all! Before diving into update details, I'd like to announce that I was temporarily joined by a programmer and a friend of mine, Damir Veapi, in solving some technical issues in Switchcars. He already did some notable work prior to release, but also in the previous update 12 and now, 13. His involvement with the project likely won't be long, but it's very meaningful already. In this update, and throughout next several ones our aim is to make the game as stable as possible, so that it will be able to leave alpha and have its development continue in a more mature beta state. This also means that, besides getting more stable, the game might get some awesome new features! I'm not going to announce them just yet - first we want to make sure they work. Now onto the update!
Hey everyone! The new update is up, bringing us the biggest Switchcars changelog yet, not only since launch, but since Switchcars development began in 2012! The shear amount of general small changes is enormous. Here are some highlights, although I recommend reading the full notes too. Note: this update will reset the "config.ini" file which contains your graphics, controls and other settings.
Hey everyone! The new update is up, bringing us the biggest Switchcars changelog yet, not only since launch, but since Switchcars development began in 2012! The shear amount of general small changes is enormous. Here are some highlights, although I recommend reading the full notes too. Note: this update will reset the "config.ini" file which contains your graphics, controls and other settings.
Hey everyone! A new update is out and brings a number of new things to Switchcars!
Hey everyone! A new update is out and brings a number of new things to Switchcars!
Hey all! As of this update, Switchcars features a long-awaited new means of transport - animals! -- Animals Trailer -- The update includes 4 animals, and now that the system is on its feet, around 10 more animals will be added soon.
Hey all! As of this update, Switchcars features a long-awaited new means of transport - animals! -- Animals Trailer -- The update includes 4 animals, and now that the system is on its feet, around 10 more animals will be added soon.
Hey all! The new update is here, and it's quite exciting not only for its content, but also because it was the last scheduled update before I can start work on the animals! Some of the new things brought here have been suggested by you on the forums, like before, and some came from simply watching gameplay videos and streams, so I just want to express huge thanks for doing that and helping me shape up the game to be more awesome with every new version! Here are the main changes: Improved Tutorial: Tutorial tips now pause the game, requiring player action in order to continue. They're still not perfect, but at least a lot easier to process. Tutorial tips can now be re-enabled in the options, if you want to redo them. Radar can see through fog: We all hate fog in Switchcars, and now we're gonna hate the rain too as it was made foggy as well. However, we're also gonna love the Radar powerup more, because it helps us see clearly through all that bad weather, at a cost of a greenish "monitor effect". Accordingly, most airplanes are now fitted with radar. "Minimal" vehicle suggestion option: Vehicle suggestion flashing tended to be annoying, but turning it off completely was not adequate either. Now you can choose a third option, "Minimal", which still shows suggested vehicles and lanes, but without the annoying effects. Better visibility of used vehicles: Thanks to your screenshots of used vehicles (listed after game over), I realized that environment and HUD were making the screen too cluttered. Now, when a run ends, a grey "fog of death" appears in front of the game world, making used vehicles clearly visible on any background environment. A few new vehicles:
Hey all! The new update is here, and it's quite exciting not only for its content, but also because it was the last scheduled update before I can start work on the animals! Some of the new things brought here have been suggested by you on the forums, like before, and some came from simply watching gameplay videos and streams, so I just want to express huge thanks for doing that and helping me shape up the game to be more awesome with every new version! Here are the main changes: Improved Tutorial: Tutorial tips now pause the game, requiring player action in order to continue. They're still not perfect, but at least a lot easier to process. Tutorial tips can now be re-enabled in the options, if you want to redo them. Radar can see through fog: We all hate fog in Switchcars, and now we're gonna hate the rain too as it was made foggy as well. However, we're also gonna love the Radar powerup more, because it helps us see clearly through all that bad weather, at a cost of a greenish "monitor effect". Accordingly, most airplanes are now fitted with radar. "Minimal" vehicle suggestion option: Vehicle suggestion flashing tended to be annoying, but turning it off completely was not adequate either. Now you can choose a third option, "Minimal", which still shows suggested vehicles and lanes, but without the annoying effects. Better visibility of used vehicles: Thanks to your screenshots of used vehicles (listed after game over), I realized that environment and HUD were making the screen too cluttered. Now, when a run ends, a grey "fog of death" appears in front of the game world, making used vehicles clearly visible on any background environment. A few new vehicles:
Hey everyone, another update is here! After coming back from Reboot developer conference in Croatia (which was awesome by the way!), I made various improvements to the game influenced by the community feedback. Thank you all for your gameplay videos, forum reports, feedback and suggestions! Keep them coming! Note: This update will replace your config.ini. If you have custom graphics settings or a control scheme, they will have to be redone. Powerup Selection: Ever wanted to install a cannon, but you had rail wheels in your way? Now you can press a key to change the order of your powerups before using them. Powerup Tips: When a powerup is picked up or selected, a short summary of what it does will be displayed below the powerup deck. Many of you asked for this as database description just wasn't immediate enough. Vehicle lock option: Remember that time you had a rocket-powered tracked train with a big laser gun and spikes, but then accidentally replaced it for a mower? You can now lock a vehicle and prevent it from being replaced - based on another great forum suggestion. Locking and unlocking is done by holding the intended slot key. Fixed database crash: Some of you noticed that since update 1.007 there was sometimes a crash when browsing the database. This has been fixed. Recharging lane indicator: If you have an electric vehicle that can be charged, all recharging lanes will be shown with a blue indicator. Vehicle top speed and mass info ingame: Whenever you enter a vehicle, its top speed and mass will show next to its type name in the top info bar. As suggested on the forum, this immediate information can be useful to compare vehicles, or to measure better how powerups affect vehicles. Difficulty balancing:
It's update time! A lot of work was put into bug fixing, as well as some gameplay improvements. - Fixed ending bug As you may have seen, the update was postponed for a week after unsuccessful attempts to fix the ending bug. Eventually I dug in and during the last two weeks rewrote parts of the problematic code, which caused not only that one, but numerous other issues that have now been fixed, or at least reduced, including:
Hey everyone! This is one of the bigger updates, mostly focused on gameplay balancing and bugs, while also introducing some new features.
This week's update brings a lot of powerups changes, introducing some new ones as well as improving some of the previously less-commonly used ones! Note: This update may reset your config.ini file. Please back it up if you want to keep your old settings! Powerup changes: Spikes This new powerup will hurt aliens jumping on your vehicle Mad Max style, but it will also make them bounce higher with every consecutive hit. The faster they fall on the spikes, the more damage they receive! Spoiler New powerup that increases speed of any vehicle, regardless of propulsion type. Alien Pollen New powerup that delays alien arrival, by adding more time to the timer. Airless Tire Spare Tire was one of the not so useful powerups. This new iteration of it not only fixes flat tires, but also prevents wheels in general from ever going flat. Cooldown This powerup also wasn't very useful before, which is why it got improved to not only refill the active ability bar, but also increase its capacity by 10% with every use, allowing you to use all active abilities with a greater duration. This increase is essentially a player character upgrade, and is valid for the duration of the whole run, but is limited at 150% of the default value. Cooldown is now represented by an icecream icon, and can be found in vehicles with food, such as icecream trucks or motorhomes. Neon Light No longer only a cosmetic effect - now also makes aliens jump more frequently. Fire Extinguisher This is just a rename and new icon for what was previously called Car Wash. Powerups aside, I noticed that it wasn't clear to players that some of the non-powered vehicles are equipped with a grappling hook which can be used to propel them. Such vehicles now show a "Grapple powered!" message. Those are some of the bigger changes. You can check the full changelog below: Gameplay: - Added Spikes powerup - Added Spoiler powerup - Added Alien Pollen powerup - Cooldown now also increases active ability bar per use (and got a new icon) - Spare Tire has become Airless Tire (cannot be popped) - Neon light causes aliens to jump more frequently - Car Wash was renamed to Fire Extinguisher (and got a new icon) - Aliens jumping on player will no longer easily destroy the helmet - Alien can no longer kill/damage airborne player character - Increased chance of finding a rover on the moon - Spaceplanes now come equipped with radar - Ferries now give Swimming Belts Interface: - Non-powered vehicles equipped with grappling hook will now display "Grapple powered!" message - Notification pops out when a helmet has saved your life - Human powerups are now displayed with red background in the deck - Gameover message now displays stage and year (useful for screenshots) - Changed "Reconfigure controls" to "Remap controls" Bugs: - Fixed a bug with drill making sound on the moon - Fixed some missing pixels on new assets - Slightly improved Skip Loader graphics As usual, if you have any questions or comments, please post on the forum!
Another Friday update is here!
Update 3 is here! This time it is focused on bug fixes and some gameplay improvements. The most notable change is improved prop/vehicle spawning, which should lead to less situations with nothing to grapple to, or nothing to drive. It'll also make it slightly easier to avoid obstacles, as they will no longer appear in repetitive wall formations. Note that due to some changes with controls (adding d-pad on gamepad as default movement keys), settings will be reset. Please backup your old config.ini before updating if you want to keep them. Read on for more details: Gameplay: - Lessened lack of objects to grapple to or to drive on most terrain types - Improved prop/vehicle spawn positioning, now more scattered, less wall formation - Increased horizontal range for grappling up to flying vehicles - Slightly decreased chance of the second alien (after the first one was lost/killed) to appear - Reduced collision range on landmines and other explosives - Slightly increased chance of powerups spawning in free roam - Flipped airport staircase horizontally to look less like a jump ramp Code: - Added option to disable dynamic savegame (for slow HDDs) - Added gamepad d-pad controls to default movement controls - Implemented better identification of the unknown joy_axis input crash (issue #25[bitbucket.org]) by Nenad Interface: - Better explanation of how years affect difficulty in main menu - Years description now let's player know if they unlocked all years - Aspect ratio option can now be chosen using arrows too - After completing the tutorial, game mode automatically changes to The Run Bugs: - Fixed a bug with alien unable to reach edge of the world in 16:9 - Fixed plasma hovercrafts still gliding when out of fuel - Fixed loading screen being stretched in 16:9 - Raised position of database in 16:9 - Fixed upgrade notification text centering on 16:9 - Reduced camera shake imprecision build up - Fixed airborne cable vehicles from playing braking sound while falling - Fixed a super rare crash caused by train being derailed out of screen - Fixed tutorial tip appearing on damaged, or fuelless aircraft - Fixed powerup button being clickable while menu is active - Fixed areal radar beeping in space sky lanes - Added camera shake to grapple rope - A few more tweaks If you have any questions/reports about this update, please make a post on the forum! I'm starting work on the next update, which will include the new helmet powerup, among other things.
Hey everyone, I've been working non-stop since the release at solving some of the most pressing issues, obviously related to the screen size, fullscreen, and losing the window focus:
Hey everyone! As most of you know, Switchcars launches on Steam Early Access today! I just wanted to say a word or two about it prior to release.
Thrilled to announce that on 4th March 2016, after more than three years in the making, Switchcars will come to Steam Early Access, for Windows and Linux platforms! Announcement trailer In the meantime you can see the list of many Switchcars features in the Steam description, as well as information on its current state regarding Early Access. Don't forget to spread the word, start new discussions, and keep track of daily updates on Facebook and Twitter! For more information about the game you can check out the official Switchcars website and its pages. 10 days to go!
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