Changelog - Added the level "Henge". This is a slightly modified version of the removed "Woods" levels. - Removed some old achievements that are no longer obtainable (thanks for the reminder). - Enabled Steam cloud. (If you are on mac or linux, please let me know asap if you have any issues with this. In other news, I'm making good progress on adding WASD controls for road marking placement. I expect to have it done tomorrow. Along with this I'll be adding in a new level. It may get delayed until Friday because I also need to update the tutorial to explain the WASD controls. Enjoy!
[ 2024-12-18 18:01:03 CET ] [ Original post ]
Changelog - Exit button and mute button now work in the tutorial (thank you for the feedback) - BUGFIX: Fixed an issue in the dutch tutorial where a textbox was displaying when it shouldn't have been. I was hoping to get out WASD controls for road marking placement today but it requires more work than I expected. It should hopefully be out in a few days with a new level or two.
[ 2024-12-16 18:57:46 CET ] [ Original post ]
Changelog - Added a partial German translation - Added a partial Dutch translation The translation will be completed next week but for now the tutorial and start screen have been fully translated. A huge thank you to the translators for working so quickly. Russian, Japanese and maybe Spanish will also be coming relatively soon.
[ 2024-12-13 19:24:03 CET ] [ Original post ]
Changelog: - Fixed a bug where merges weren't properly working if you had multiple merge roadmarkings targeting the same origin tile. (Thank you for the bug report)
[ 2024-12-11 14:28:26 CET ] [ Original post ]
Changelog - Fixed stars not displaying correctly - Fixed some dev/andy scores being innacurate
[ 2024-12-10 13:18:36 CET ] [ Original post ]
Changelog - Fixed mac builds not running. (sorry) - Added a warning before resetting player scores. - Fixed a typo in the tutorial. Known bugs (should be fixed later today): - Star counts not showing correctly in the level select. - Dev/andy scores being innacurate.
[ 2024-12-10 11:21:45 CET ] [ Original post ]
GRIDROAD v1.0 Releases!
GRIDROAD v1.0 is finally here! In this update the AI drivers are much smarter and behave more realistically. The scoring system has been updated to be much more forgiving for newer players while keeping things competitive for the leaderboard junkies. And merging has been a point of confusion and frustration for many players so it has been completely remade to put the player completely in control and be a lot more understandable. For the full changelog look below! Thank you to all of you who have bought and played the game. Your feedback has been invaluable in making GRIDROAD a much better game and I can't put into words how thankful I am for all the help I've gotten from various people in the community. Love you all, xoxoxo (Also I will continue updating the game with new levels and features, a post will be made soon detailing my post launch plans) GRIDROAD v1.0 Changelog - 2 new levels: Pile-On and Sakura - Giga returns! Older players may remember the level Giga. It was retired because it was impossible... Now however thanks to the AI changes it's back! (and now guaranteed to be beatable! Probably...). - Completely revamped car AI/behaviour. Now cars will behave significantly more intelligently, actually checking for oncoming traffic before making a turn or merge. - Revamped merging to give players complete control. Cars will no longer merge automatically and will only merge on to a target tile if you have placed a merge sign on that tile (merge signage can be added to any existing sign by pulling the sign selector in a backwards direction). Additionally, the criteria for a "valid" merge has also been loosened. Now you just need a merge sign and 2x3 road tiles. - Added a merge indicator when hovering over a sign which will show if a merge is properly connected. - Added a turn indicator when hovering over a sign which will show where cars will turn. - Added a straight indicator just to keep parity with the other indicators mentioned. - Remade the tutorial for what I hope is the last time. - Scoring has been completely revamped. It is now impossible to fail a level. Instead, if a lane is blocked too long it will make any car reaching their destinations worth less. For example, cars are worth 3pts by default. If a lane has been completely blocked for a while (fully red caution sign) then cars will only be worth 1pt. Only the most blocked lane will effect the points. So it will never go below 1pt per car. - Increased simulation time from 1min to 1min30secs. - Simulation speed now saves between levels/simulation runs. (it still resets back to default if you restart the game however). - Tweaked car spawn frequency on each level. - Cars now spawn closer to the grid at the beginning of the simulation, so less waiting! - Completely removed the restrictions on road sign placement. Place signs right next to each other to your heart's content. - Car acceleration curves have been modified. Prior to this update cars would approach but never quite reach their top speeds. Now they reliably reach their top speeds. - Placing or copying traffic lights now always flashes a mini-traffic wheel. - Copying a traffic light now makes the traffic lights placement sound. - Traffic lights now have a very small pathfinding cost. So if two paths have the same length, the one with the least traffic lights will always be chosen. (how long the light is red does not effect the pathfinding at all). - Added some animations to the scoreboard tabs. - The level select screen has been reorganised into separate worlds. There's also a little number indicating how many of the levels you have played in each world. - In every level you can now load the DEV solution and ANDY solution. You will only be able to load these if you have beaten or equalled the score. (A small number of early levels have the ANDY solution auto-unlocked to help newer players). - If an entry lane doesn't have a valid path to it's destination you can now click on the car icons to see what tiles the car can reach with your current road layout. (Clicking on car icons that DO have a valid path remains unchanged and will still show you the route the car will take to it's flag). - Gave the save level layout button a better home. - Temporarily removed the level "Woods". It will be back later this week under a different name. - Removed the level "Double". Has very uninteresting solutions with newer AI. - BUGFIX(?): Hopefully fixed physics determinism issues between different computer processors/OS's. - BUGFIX: You are now prevented from opening the online leaderboard while the simulation is running. In certain circumstances this could lead to the score being effected. - BUGFIX: Fixed a problem where junk pathfinding nodes were being created and set to position(0,0,0). - BUGFIX: Fixed a problem where deleting an entry lane sign, replacing it with another sign with an incorrect direction and deleting it again would permanently prevent pathfinding from that lane until a sign in the correct orientation was placed. - BUGFIX: Fixed a problem where changing the position of a sign, despite giving the exact same path, would give a different score. (Thank you for the report) - BUGFIX: Fixed an issue where cars that have no space to spawn would briefly shunt existing cars for a frame before being deleted. - BUGFIX: Removed herobrine. - BUGFIX: Fixed a bug where you could load roads onto non-interactable tiles. - BUGFIX: Fixed a bug where the load autosave button would sometimes remain "greyed" out despite there being a valid autosave. - BUGFIX: Fixed traffic lights not visually updating their state when undoing/redoing or loading a road layout. - BUGFEATURE: A bug was reported where merges were being calculated as having a higher pathfinding costs compared to moving orthogonally. I've decided to keep this as is because if merges are costed as cheaper, cars will always take the path with the most merges which leads to unrealistic pathing. (Thank you for the report regardless).
[ 2024-12-09 22:04:46 CET ] [ Original post ]
Heyo, Just a small update to fix a few things: - Fixed an issue where level saves would disappear if you started the simulation. (thanks for the report!) - Fixed certain hotkeys not working on alternative keyboard layouts such as AZERTY. (thanks for the report!) - You can now also use ctrl+shift+z to redo for those of you who prefer it. (thanks for the suggestion!) Additionally, I forgot to publish the new achievements for the 3 new levels yesterday, so they should now be working. (thanks for reminding me!) Cheers!
[ 2024-05-31 12:04:56 CET ] [ Original post ]
Hey everyone!
Changelog
In this update I've added a few long requested quality of life features plus a few other things:
- Added an undo/redo system. Works as you'd expect: Use ctrl+Z and ctrl+Y to undo/redo any road building you have done (you can even undo the loading of a level layout!)
- Completely revamped the level save system. The save system is much more fully featured with autosaves-on-exit, infinite saves, overwriting/deleting functionality. Do not worry about old level saves, they will automatically be converted and be listed as "legacy save #"
- Added 3 new levels: Centre, Shortcuts and Woods.
- Added a traffic light indicator to make it clear what is happening when you use the new undo/redo system to revert traffic light phasing. (I had intended to have button to toggle this display for all traffic lights but the display is too small to be useful unfortunately)
- BUGFIX: Fixed a bug where you could unintentionally clone a traffic light by clicking in between the current tile and the inner edge of the traffic wheel.
What's next?
First of all, apologies for the long wait for this update. Going forward updates will be coming out weekly or fortnightly. Next week I will be releasing a level pack of somewhere between 3-7 levels depending on how many level I am happy with by the end of the week. This update will also include Steam cloud support and additional quality of life features. Then in a fortnight from now I will release the long awaited car AI improvement update. This update will aim to improve the behaviour of the drivers in GridRoad so they don't get stuck as often and behave more realistically. This does mean that your scores for levels will change, so please be aware. Beyond that, I am aiming (very loosely) to finish up GridRoad for release this August. So you will see a lot of content very soon. Enjoy!
[ 2024-05-30 17:22:25 CET ] [ Original post ]
- Added a new level: OverUnder. - You can now mute all sound (pressing the mute button sequentially mutes musics then all sound). - BUGFIX: Fixed a longstanding bug where the visual state of the mute button would not reflect it's state. Level week is done! This week(ish) was a bit of a challenge I wanted to set myself to see if I could put out fun quality levels relatively quickly. I think it was a success, hopefully you agree! What's next? After adding some QoL improvements, I had intended to move my focus onto the "car AI update" but a lot of recent feedback has convinced me I need to revisit the new player experience. So I will be spending the next couple of weeks adding QoL features, redoing the tutorial, adding features that let the player debug their road desins etc. I will still be adding levels/achievements during this time. So keep an eye out! As always, thank you for all the support and feedback!
[ 2024-02-02 16:21:04 CET ] [ Original post ]
- Added a new level Boulevard. - Added a new level Streets. Sorry for the delay peeps, I made a couple of levels I wasn't happy with so I delayed the update until I was satisfied with the levels. The last level of "daily" levels will be tomorrow. I will still be releasing levels frequently (1 or 2 a week) but I need to shift my focus to implementing new features/improving quality of life/improving the new player experience. Enjoy!
[ 2024-02-01 15:26:06 CET ] [ Original post ]
- Fixed the next level button either not showing up or leading to much harder levels - Fixed a rare instance of the flag highlighter staying active when it shouldn't have been (Thank you for the report!) I'm still planning on getting 2 levels out later today, so stay tuned ;)
[ 2024-01-31 12:46:57 CET ] [ Original post ]
- Added a new level: Squeeze. - Added a RHT variation of Cramped. - Flags are now highlighted when hovering over car icons in the entry lanes. (thank you for the suggestion!) I was supposed to be getting 2 levels out today but I wasn't happy with the second level. So the double level drop will probably have to wait until tomorrow. Until then, enjoy!
[ 2024-01-30 16:36:25 CET ] [ Original post ]
- Added a new level: Cramped. Sorry for the delay (although it is still technically the 28th in Austrailia!) Another new level should also be coming out today so that I can get back on schedule.
[ 2024-01-29 12:20:43 CET ] [ Original post ]
- Added a new level: "Corner" - Fixed the dev solution for Nimby failing (thanks for the report) Known issues in this version: - Seemingly some kind of non-deterministic effects when opening the steam leaderboard during play
[ 2024-01-28 03:30:15 CET ] [ Original post ]
Heya everyone, As I mentioned in the previous patch notes I will be releasing a new level every day for a week. Todays level is quite hard so I hope your all up for it ;) I'll try to make an easier for tomorrow daily level. Enjoy!
[ 2024-01-26 16:01:03 CET ] [ Original post ]
Sorry folks, I forgot to add the Steam leaderboards for Jam. It should all be working now!
[ 2024-01-25 22:16:10 CET ] [ Original post ]
Hello all! A lot to announce for this update!
GRIDROAD v0.26
GRIDROAD version 0.26 is out now! In it you will find: - 4 new levels (+ some mirrored levels). - Steam achievements! Try to get them all. - Various QoL changes. The main one being that traffic lights will now change depending on which segments of the traffic wheel you are hovering over. - A few bugfixes.
New levels, every day, for a week!
From today (Thursday 25th January) until next Thursday I will be adding a new level to the game every day. So be sure to check back every day. I will also be using this week to also add in lots of quality-of-life features along side the levels (undo system will be coming very soon!)
GRIDROAD is on sale!
GRIDROAD is on sale for the first time. If you or your friends have been waiting to get the game, now is your chance. FYI: I will likely be increasing the base price of GRIDROAD after the end of this sale.
What's next?
The next major update will focus on improvements to car AI, implementing new mechanics and types of levels and overall polishing the game. This will probably be the biggest update for GRIDROAD to date and will change a lot of things, so I hope you'll be excited! ---- That's it! Thank you for your support and I hope you enjoy the new update!
[ 2024-01-25 16:26:35 CET ] [ Original post ]
- Fixed a rare instance of the simulation behaving non-deterministically when fiddling with the leaderboard during play. (Thank you for the report!) - Fixed an issue with the leaderboard not scrolling correctly when approaching the last entries.
[ 2024-01-08 13:09:23 CET ] [ Original post ]
- Fixed leaderboards not working on macOS (hopefully, let me know if this doesn't work I don't have a mac to test myself) - Fixed a bug where in rare instances roadsigns would stop working - Removed some debug hotkeys Thank you for the bug report!
[ 2024-01-05 13:50:37 CET ] [ Original post ]
- Added page up/page down/last page buttons to the leaderboard - Fixed an issue where the load solution buttons were clickable despite the online leaderboard being up Known bug in this version: - Steam leaderboards not working for mac users. I apologise for the wait, I hope to have this fixed for you tomorrow
[ 2024-01-02 16:38:08 CET ] [ Original post ]
- Fixed a bug that would prevent you viewing the Steam leaderboard if you hadn't already submitted a score - MAYBE fixed a bug on macOS where Steam leaderboards aren't loading at all
[ 2023-12-28 23:38:26 CET ] [ Original post ]
- Fixed a bug where the "top of page" button for the leaderboard was not working. - Fixed a bug/crash where road signs being placed one tile into the grid would lead to a crash/softlock when running the simulation. Thanks for the bug report!
[ 2023-12-28 17:14:35 CET ] [ Original post ]
GRIDROAD v0.25
Hey everyone! GridRoad v0.25 is out. With it comes a couple of frequently requested features:
- Steam leaderboards!
- Right-hand-traffic variants for all levels! (The ones that need them that is)
- 2 New levels!
[ 2023-12-28 16:14:14 CET ] [ Original post ]
- Fixed an issue where outer tiles along the edge would be overwritten when starting the simulation
[ 2023-12-07 00:28:38 CET ] [ Original post ]
- Fixed an issue with the final level of the tutorial (Lights) not correctly moving the player to the next level.
[ 2023-12-06 23:28:36 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
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GRIDROAD is a traffic optimisation simulation game. Build roads, place roadsigns and tweak traffic lights to build the most efficient traffic junction!
Remember that time you were stuck in traffic for the umpteenth time at that idiotically designed junction? Remember how you swore you could have designed a better intersection in your sleep? Well look no further, GRIDROAD is the game for you!
GRIDROAD is under active development and new features/content will be added frequently!
- More Levels
- Right-hand-traffic version for every level (when needed)
- Online leaderboards
- Steam achievements
- Level creator/level browser
- OS: Ubuntu 12.04 (64-bit)
- Processor: 2 GHz or faster processorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Shader Model 4.0
- Storage: 90 MB available space
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