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Name

 Turbo Sliders Unlimited 

 

Developer

 Antti Mannisto 

 

Publisher

 Antti Mannisto 

 

Tags

 Action 

 Indie 

 Strategy 

Casual 

 

RPG 

 

Adventure 

 

Simulation 

 

Free to play 

 

Sports 

 

MMO 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2022-04-27 

 

Steam

News

 25 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1478340 

 
Public Linux depots

  [NAN ] 




LINUX STREAMERS (0)




Update Notes for v0.97.3 (client-only update)


  • AI Editor is now available, allowing creating driving lines for the AI players (to add AI support to new levels and vehicles)
  • AI players can now be used in custom local games as long as the level-vehicle combination has AI lines (online support coming later)
  • Level Selector now has a filter to only show levels that have AI lines defined (for the currently selected vehicle(s))
  • Various small changes to the AI behavior
  • Quick game: All built-in vehicles are now supported, including Random and Choosable
  • Quick game: Player count can be adjusted, skill level can be mixed (e.g. half medium, half high)
  • Quick game: Lots of other new options: e.g. drafting, ghost races, missiles for AI drivers
  • Local Custom Game now always starts at the Session Init state where changing levels is still possible
  • Immediate Restart (Ctrl+Backspace by default) now starts quicker in time trials and special stages (if not random start time)
  • Moved HUD elements so that Weapons and Health are on the right and Time on the left side
  • Some GUI screens that require using mouse now show a message about that if opened with keyboard or gamepad
  • Automatically changing the camera target to the last AI player when finished and playing alone against AI
  • When changing the camera target for the first time after finished or wrecked, skipping disabled players
  • Vehicle Editor: Fixed inertia tensors sometimes becoming temporarily incorrect when changing the vehicle properties
  • Miscellaneous other minor fixes and improvements


[ 2024-05-07 13:25:25 CET ] [ Original post ]

Meet the AI opponents

Everything in Turbo Sliders Unlimited has been designed with online multiplayer in mind, but now it is possible to experience the thrill of a 20-player race locally, too. You can either play the beta race campaign, or start a quick game that puts you against AI drivers on built-in tracks.

But, this is still just the beginning of the AI driver related features. Lots of related new options and possibilities are planned to come in the next versions, so stay tuned!

[previewyoutube=sUo_zvR5CjI;full][/previewyoutube]


[ 2024-04-15 17:10:39 CET ] [ Original post ]

Update Notes for v0.97.2 (client-only update)


  • Added Quick Game option to the Play Menu: starts a quick local game against AI drivers (only Sporty supported for now)
  • Added a new beta campaign with three racing events against AI drivers - to be replaced with a bigger campaign later
  • Lots of AI improvements (e.g. awareness of other vehicles, better recovery when getting stuck, random mistakes on lower levels etc.)
  • Added Create menu and moved the level and vehicle editors there - also placeholders for future features
  • Added help texts to many menus
  • Ghost Settings now have their own settings category, added more PB options and changed the fading options (all values reset to defaults)
  • Added an option to share levels and vehicles initially as hidden so that they can be privately tested more before made public
  • Health bar is now shown if the level has gradually damaging materials (damage effect still not enabled without collision or weapon damage)
  • Reduced water sounds audio volume, underwater sounds volume is now also affected by the sound effect volume in Sound settings
  • Level Editor: It is now possible to load a level in safe mode, removing all side objects (helps with some external road library issues)
  • Reduced the mouse cursor getting reset to the center of the screen at certain situations
  • Miscellaneous other minor fixes and improvements


[ 2024-04-15 11:50:57 CET ] [ Original post ]

Update Notes for v0.97


  • Added a simple beta test event to drive against AI drivers (tech to be used in single player campaigns in the future)
  • It is now possible to set a password when hosting a game - players and spectators need to enter it to join
  • Host List: Hosts with players are now shown first, even if the ping is high
  • Levels can now enforce minimum pit area slowdown even if the pit is not active (pit slowdown object property)
  • Pit area slowdown is now by default quicker (automatic braking) and the top speed is more correctly reduced by the slowdown amount
  • Added new color variations to oak trees, including a leafless winter version
  • Tag games: A tagged player hitting an untagged player with a missile now transfers or spreads the tag (can be disabled in Tag settings)
  • Soccer: Fixed the goal message showing the time a few seconds off
  • Soccer: The built-in soccer arena Punapark now has some team colored markings
  • Capture battle: Fixed the team name in the flag returned message when using non-standard teams
  • Doubled the maximum size of triggers
  • Editors: Better info if trying to finalize a level or vehicle when the same name is already in use
  • Level Editor: Texture indexes now start more consistently from 1, not 0
  • Level Editor: New markers are not added as circular anymore (caused ER road library issues)
  • Console command /savesettings (or just /save) now saves the settings to the default location (game.json) if no parameter given
  • Remote admins can now load and edit server level lists even for the levels they don't locally have yet
  • Miscellaneous other minor fixes and improvements


[ 2024-03-13 11:44:55 CET ] [ Original post ]

Update Notes for v0.96


  • Level Editor: Added support for trigger objects that can start, stop or reverse an animation when a vehicle, missile or other object touches them
  • Triggers enable creating e.g. openable doors and platforms that start rising when driven on or a missile shot at them
  • Level Editor: It is now possible to change the terrain textures of a level in Location Settings (only affecting the looks, not physics)
  • Level Editor: It is also possible to use terrain textures as the Edge texture (in Nature settings, the old name was Bottom Material)
  • Level Editor: It is now possible to to change which tree indexes are mapped to which tree types in a level (some new trees available, too)
  • Level Editor: Added two new Perlin noise stamps to detail modifiers to be able to create organically shaped texture or foliage fields
  • Level Editor: Added two new simple road textures with changeable colors: concrete and blank
  • Level Editor: Added complexity limits for nature and roads - removing trees and/or water may allow having more objects in a level
  • Soccer: All opponents getting disabled no longer scores a goal after the last ball has scored a goal in Wait All Balls mode
  • Transfer Tag: It is now possible to have up to 19 initially tagged players (starting from non-tagged spots if not enough tag start positions)
  • Added support for a fixed trackside camera as a forced camera, always staying in the initial position
  • Customizer: Fixed sometimes not updating the selected tool correctly when returning to Customizer after exiting to the main menu
  • Tech: Enabled more aggressive build optimizations, in-game tick times decreased by about 8%
  • Vehicle Editor: It is now possible to export a vehicle to a JSON file in the vehicle editor by holding Shift when clicking Save As
  • Added command "/vehicle /clear" to remove all possible vehicles (useful in server scripts before adding a certain set of possible vehicles)
  • Servers can now recover better from short hangs without clients having to go back in time (250 ms by default, tunable in Host Sync Settings)
  • Miscellaneous other minor fixes and improvements


[ 2024-01-16 11:36:05 CET ] [ Original post ]

It's rocket science!

Even though there already were lots of existing game modes in Turbo Sliders Unlimited, the latest major new feature, missile support, literally explodes the possibilities! Missiles can optionally be enabled in all existing game modes, and there are lots of related settings to tune, e.g. damage, impulse, blast radius and reload time.

As an example, here is one crazier way to use them in a regular race: no-damage, high-impulse missiles with respawning disabled:

[previewyoutube=dWqxNnHPcAM;full][/previewyoutube]


[ 2023-12-04 14:49:36 CET ] [ Original post ]

Update Notes for v0.95


  • Added a new built-in car, Speedy, with a high top speed but low acceleration
  • Added 7 new vehicle models to be used in user-made vehicles, also cosmetic fixes and tuning to the existing ones
  • Added new special settings to force the same camera for all and to potentially hide the player markers (to support hide game modes)
  • Vehicle collision settings (steadiness, stability and avoidance) are now automatically set based on vehicle properties (can still be overridden)
  • Added a WaterLevel object that can be used to animate the water level (not a realistic effect if vast areas are filled)
  • Levels: Increased the max animation keyframe count to 10 and doubled the max Stay and Move times to two minutes
  • Missiles: Added Friendly Fire percentage parameter - 0 means no damage from frindly fire, 100 means the same as to enemies, default: 25
  • Missiles: Increased max reload time, also added a setting to optionally shorten the initial wait, also shorter delay if nothing hit
  • Added a demo recording of a race with crazy no-damage high-impact missiles
  • Clients now have a button to switch between being spectators and not without reconnecting (if there are enough player/spectator slots)
  • Added command /spectator to see spectators or to change spectator state (admin having control over everyone), also slightly changed /who
  • Spectators no longer have a Ready button at event init (it didn't do anything previously anyway)
  • Timer: It is now possible to disable starting an event automatically when everyone is ready - useful for spectator hosts
  • Drafting is no longer on in ghost races unless specifically enabled in Drafting Settings
  • Soccer: Goal is now scored and reset performed if all opponents are disabled (unless turned off in Soccer Settings)
  • Damage can now affect downforce, too - laps affected by damage effects are not eligible for leaderboards
  • Levels: Added a new colorable Light Wood texture material
  • Level Editor: Fixed saving level previews and sharing levels if Hide Full Paths setting was enabled
  • Miscellaneous other minor fixes and improvements


[ 2023-12-01 12:00:27 CET ] [ Original post ]

Update Notes for v0.94.2 (Minor client-only update)


  • Added two weapon battle demo recordings (capture and deathmatch)
  • Customizer: Single individual paint jobs can now be saved and loaded as json files (editable but not easily shareable)
  • Recording player: When stopping playing a recording, automatically returning to the same folder where the recording was
  • Recording player: Warping forward and backward in time is now by default much faster, but not all skid marks are correctly added
  • Recording player: If you want more accurate skid marks (but slower warping), either disable fast warping or increase the history time in the Playback Settings
  • Recording player: Hold Alt to multiply the warp time by 4 (e.g. by default Alt+Right jumps one minute forward in time)
  • Holding Alt when pressing keyboard shortcuts is no longer considered the same as holding Ctrl (Thanks to Unity, AltGr is still also LeftCtrl)
  • Level editor: Animation keyframes are now correctly updated when the object is copied, loaded as a template, or rotated with "Edit All" on
  • Miscellaneous other minor fixes and improvements


[ 2023-11-02 11:03:48 CET ] [ Original post ]

Update Notes for v0.94


  • Added a new game mode, Weapon Battle, in which vehicles can shoot missiles
  • Weapon battle sub-modes: capture, infiltration, team deathmatch and all vs. all deathmatch
  • Missiles can be forced to be on in other game modes, too
  • Added lots of related Battle and Weapons settings - read the tooltips for details
  • Added multiround team battles in which the winning team is determined by the amount of rounds won
  • Capture battles are now multiround battles by default - it can be enabled for team deathmatches, too
  • Added the possibility to get damage by colliding with other vehicles or obstacles
  • Low health can optionally affect acceleration - when no health is left, the car is wrecked
  • Damage can optionally be fixed in the pit, automatically or by respawning - check the Damage settings for details
  • Added a battle camera preset which is on by default in battles - tunable under Camera settings
  • Player markers are now by default visible in battle events
  • Road marking objects can now use team colors, and dynamic mesh objects can use team-colored textures
  • Capture Battle: Flag Lost by Enemy Touch is now on by default, also changed the default points for capture
  • Added Boomington (Weapon battle) and Flaggerblast (Capture battle) built-in levels
  • Added a Capture Battle demo recording
  • Prevented leaving pit just before tire change is finished
  • Fixed sun flares sometimes being visible at night or where the Moon is
  • Event stats JSON export now includes the start time and host id
  • Miscellaneous other minor fixes and improvements


[ 2023-10-27 10:43:51 CET ] [ Original post ]

New super-fun game mode: Capture the Flag battle

Meet the latest and super-fun addition of the long list of Turbo Sliders Unlimited game modes: Capture the Flag battle. In it, your team wins by capturing and safely bringing home an enemy flag. Alternatively, you can of course just do it in the old-fashioned way, too, and wreck all enemies.

There are already many user-made Capture the Flag levels available in the Steam Workshop and they have proven to be great fun. This video shows an example of a 10 vs 10 online Capture the Flag battle event in the example level Flaggerblast.

[previewyoutube=H6MSFUpL4Vo;full][/previewyoutube]


[ 2023-09-27 14:51:33 CET ] [ Original post ]

Update notes for v0.93.2 (minor client-only update)


  • Capture Battle: The number of flags being carried is now shown in the HUD
  • Level and vehicle selector lists now work smoother even with lots of items
  • Level editor: Test Spawn Positions now shows team positions correctly in Capture Battle (also if teams otherwise active)
  • Vehicle editor: Fixed issues with collector and capture combat levels (reset crashed editor)
  • Vehicle editor: Added Load by Name functionality to be able to load a vehicle by its name (including built-in vehicles)
  • Editors: In addition to right-clicking Load icon to load by name, there is now a small button for it, too


[ 2023-09-13 17:31:31 CET ] [ Original post ]

Update Notes for v0.93


  • Added a new experimental capture the flag game mode, Capture Battle
  • Capture Battle can be won either by wrecking all enemies or by reaching an enemy flag and bringing it to the home base
  • If Flag Lost By Touch setting is enabled, the flag carrier loses the flag by getting touched by an enemy - otherwise, wrecking is required
  • In Infiltration sub-variant, it is enough to just reach an enemy flag to win
  • No built-in capture levels included yet, but there is level Flaggerblast in Workshop
  • Added the possibility to have extra time in a soccer match when tied (next goal ending the match)
  • Showing teams and colors better in soccer score and messages, the correct team order also kept in results
  • Refuel Time can now be set to 0, meaning refueling is not possible at all
  • Event recordings now by default embed enough level data to the recording so that the recording can be played back even without having the level
  • Added a workaround fix for a very rare issue on some systems where the resolution got too big while loading a level
  • Miscellaneous other minor fixes and improvements


[ 2023-09-09 12:13:41 CET ] [ Original post ]

Update Notes for v0.92.3 (Minor client-only update)


  • Added demo recordings of different game modes, see them in Play/Recording/Demo
  • Recording player: Restarting a recording keeps the old camera settings and target player
  • Recording player: It is now possible to quickly move forward in time by a button or Shift+Right (amount modifiable in playback settings)
  • Recording player: It is also possible to go back in time (Shift+Left) - this is done by restarting and fast-forwarding (may take lots of time)
  • Recording player: Current time is shown in the playback controls GUI
  • In shared collector mode, the HUD now shows how many coins there are left
  • Level editor: Fixed an error when a dynamic object has temporary physics on when starting testing
  • Vehicle editor: Fixed car suspension and other weight related physics properties behaving incorrectly after mass change until car reset
  • Fixed loading settings from an older version json file not initializing new variables correctly


[ 2023-07-11 11:44:35 CET ] [ Original post ]

Try Formula TSU for more serious racing

Turbo Sliders Unlimited has countless different game modes. In addition to all kinds of arcade craziness, it is possible race more seriously, too. This video demonstrates a 20-player 6-lap online team race using Formula TSU and track Circuit de Americas by Liskomies, both available in the Steam Workshop. Most formula tracks that are available in the Steam Workshop now also have global leaderboards for Formula TSU.

Event features enabled: teams, drafting, tire wear, fuel and pit stops
Physics: added extra collision steadiness, collision balance and stuck avoidance

[previewyoutube=yZNu4hB7otM;full][/previewyoutube]


[ 2023-07-08 18:37:22 CET ] [ Original post ]

Update Notes for v0.92


  • Added a new game mode, Collector, in which the goal is to collect coins as quickly as possible
  • In shared collector mode, the winner is the player or team collecting the most out of the common collectibles in the level
  • In exclusive collector mode, each item can be collected by every player or team
  • Added a new physics setting, Collision Extra Stability - when non-zero, extra angular mass is added to vehicle-vehicle collisions
  • With extra stability, it is harder to change the direction of other vehicles or make them roll by colliding with them
  • High extra stability can also reduce some cars getting stuck on each other when driving next to each other
  • The campaign event result screen now shows the requirement for the next star level
  • Added Sync Shore Damage location setting (on by default), setting WaterBottomShallow damage to be at least as much as the terrain damage
  • Sync Shore Damage setting is now enabled in all previously made levels, too, fixing unwanted safehavens in some sumo and tag levels
  • Fixed getting wrecked before start (for example, because of deadly terrain) actually making the cars invulnerable
  • Miscellaneous other minor fixes and improvements


[ 2023-06-28 21:26:27 CET ] [ Original post ]

Native Linux version released

Turbo Sliders Unlimited now natively supports Linux. This fixes some online connectivity issues there were when using Proton (either with Linux or Steam Deck), and also increases the performance. All online features of the game are cross-platform.

Join the community on Discord to find others to play with: https://discord.gg/QCHEsuwQwT

The game can be launched either with OpenGL or Vulkan. Which one is better for you might depend on your system and hardware.


[ 2023-06-09 17:36:23 CET ] [ Original post ]

Update notes for v0.91.3 (Minor client-only update)


  • Experimental Linux version included, with a better controller support, might work better with SteamDeck
  • Some controller profile updates for Windows - reset to defaults to take into use (if problems)
  • Fixed some graphical glitches in when using Vulkan graphics API, use command line parameter "-force-vulkan" to take into use (might be faster on some Linux systems)


[ 2023-05-26 15:02:02 CET ] [ Original post ]

Update Notes for v0.91.2 (Minor client-only update)


  • It is now harder to accidentally close the initial fuel and tire compound selection (when enabled)
  • Fixed wheel and engine effects not being reset when respawning
  • Miscellaneous other minor fixes and improvements


[ 2023-05-21 15:59:36 CET ] [ Original post ]

Update Notes for v0.91


  • Added optional tire wear - when enabled, tires lose their performance, and it is possible to change them in the pit
  • There can be up to three tire compounds with different endurance and initial performances (use left/right in the pit to change)
  • There are lots of tire wear settings to tune, use Physics debug (Ctrl+F6 twice by default) to analyze
  • If fuel and full tank slowdown are enabled, it is now possible to enable changing the initial amount of fuel
  • Added a new "action" control (by default Return on keyboard, replacing "brake2" for joystick), hold it to not get more fuel in the pit (while changing tires)
  • Added the possibility to create vehicles with "complex locking" braking: smoke doesn't come immediately - optionally affects grip, braking and tire wear
  • New steady collision box for the formula model - with 100% steadiness, fully contains tires (enable Physics / Old legacy collisions to use the old model)
  • Added a new experimental physics setting, Stuck Avoidance - reduces some cars getting stuck when driving next to each other (by adding sideways movement)
  • Vehicle camber angles can now be tuned separately for front and rear wheels - also inverted the sign to use the standard convention
  • Increased the maximum number of objects in a level, but with a new complexity limit (there can be more simple objects but not that many complex ones)
  • Doubled the maximum length of sequences (like walls) in levels
  • Session standings can now contain up to 100 players (multiple pages if more than 25), meant especially for multi-day sessions with changing players
  • Starting light object(s) in levels now change color based on whether the event is on
  • Removed the black glasses of the main lights in the Sport2 vehicle model (was LOD popping, too)
  • Made the maximum No ball touches time in soccer tunable, previously it was hard-coded to 30 seconds
  • Added a new Recording setting "Hide Full Paths In Logs", use e.g. when streaming and not wanting to show your user name in the path
  • Ultra graphics preset now uses SyncedMax as the FPS mode
  • Updated Unity version, possibly fixing some random issues
  • Miscellaneous other minor fixes and improvements


[ 2023-05-13 17:35:57 CET ] [ Original post ]

Celebrating the First Anniversary

Turbo Sliders Unlimited was released to early access one year ago and over 10 major updates have already been released after that. Among the new game modes and features added are e.g. team games, soccer game mode, stats charts, drafting, spectator cameras, tag game mode, racing with fuel, single-player time trial campaign, and lots of new content. But that just a beginning - many more features and game modes are still planned to be added!

What's the best thing about the game is its most amazing and devoted community! Players are constantly creating new levels, cars and game modes and organizing different kinds of events. Come to Discord to meet with other players, give feedback and take part in the future events!

To celebrate the first year, the First Anniversary Trailer below tries to capture some of the numerous game modes in less than a minute. But one minute is not nearly enough for everything...

[previewyoutube=ouKwFSQ0dbw;full][/previewyoutube]


[ 2023-04-26 23:11:14 CET ] [ Original post ]

Update Notes for v0.90.2 (minor client-only update)


  • Added a simple water splash particle effect when a car hits the water (disabled or limited with low graphics settings)
  • Added a new graphics settings preset, Ultra, for people who really want to punish their GPU
  • Fixed some minor engine audio issues (for example, gas sometimes on when respawning)
  • Made a possible workaround fix for a very rare Unity crash when the host list is queried
  • Miscellaneous other minor fixes and improvements


[ 2023-04-14 17:45:11 CET ] [ Original post ]

Update Notes for v0.90


  • Added a single-player campaign containing 10 time trial events - to race against ghosts and climb the leaderboards
  • Simplified session flow for single-event sessions (Instant play and Leaderboard play), result leaderboards can change ghosts when hotlapping
  • Level Editor: Added lots of road marking objects by Saku Tenkula aka Liskomies, kicking off the new new community content project
  • Level Editor: Added the possibility to modify many of the level colors
  • Level Editor: Added some new textures to be used by dynamic mesh objects
  • Level Editor: Increased the maximum number of checkpoints per level from 100 to 120
  • Editors: Checkpoint debug texts now show the speed of the passing vehicle
  • Small improvements to the formula model visuals
  • Wheel heights fixed for some other car models with certain suspension lengths
  • It is no longer possible to pass checkpoints by respawning
  • Added "Reupload ghost" button to leaderboards if ghost upload has previously failed (but score update still worked)
  • Fixed a performance issue noticeable especially when changing the camera position often with lots of players
  • Fixed a rare recording player error when switching the camera mode when paused
  • Fixed "Start behind when hotlapping" not working with overridden start positions
  • Fixed keyboard input issues with the file browser delete confirmation dialog
  • Fixed the in-game invite popup not appearing
  • Miscellaneous other minor fixes and improvements


[ 2023-04-09 11:21:37 CET ] [ Original post ]

Update Notes for v0.89


  • Added a new Formula model for user created vehicles
  • Added race setting Always Hotlap When Alone, on by default, meaning races are automatically switched to hotlapping sessions when alone
  • The default circuit hotlap start position is now the same as in race, but it is possible to start or restart further back
  • Added immediate restart (Ctrl+Backspace by default), starts further back when hotlapping in a circuit
  • Immediate restat starts further back if hotlapping (distance defined by Respawning / Hotlap Behind Distance)
  • Added setting Respawning / Start Behind When Hotlapping to always start hotlapping from the behind position
  • Vehicles being refueled are now by default immovable (uncheck Pit / Immovable Pit Stop to disable)
  • Refueling bar now shows the estimate on how many laps the fuel lasts (or percentage if no estimate)
  • Levels with pits must now define a pit slowdown area - how much (if any) slowdown there is is defined by event pit settings
  • Slowdown area can be defined either by corner points (convex polygon) or entrance/exit points (two checkpoint line segments with directions)
  • Added pit slowdown areas and some new decorations to the built-in circuits
  • The amount of fuel consumption inside the pit slowdown area can be changed (1/3 by default)
  • It is now possible to finalize a circuit without a pit, too
  • Editors now show messages on the amount of fuel if fuel is on when testing
  • The fastest lap audio sample is now much shorter and played after the first lap, too
  • The start/pit templates can now be used more easily by using the new prefabs under the Templates category in Level Editor's Object Editor
  • Vehicle editor now has its own event settings, also added a button to edit them
  • Fixed equal ghost mode start positions not really being equal if the level had overridden start positions
  • Fixed not being able to place paint textures correctly on certain places on certain vehicle models in Customizer
  • Miscellaneous other minor fixes and improvements


[ 2023-03-04 16:58:25 CET ] [ Original post ]

Update Notes for v0.88


  • Added experimental fuel game mode: when on, cars can run out of fuel or refuel by making a pit stop
  • There are lots of event specific fuel settings: how long fuel lasts (seconds of full gas), refueling time, empty tank slowdown and full tank slowdown
  • The default drafting speed effect is smaller now (10% vs. the old 20%), also renamed the Viscosity Reduction setting as Speed Effect
  • The most important drafting settings are now shown before an event (and the server also shows info about changes)
  • It is now possible to save session standings (bottom-right save icon), making it possible to continue a session later - or just check the standings and graphs
  • Standings can be loaded at the Session Init state - levels, vehicles and settings are not saved with standings so a session can be continued with different levels, too
  • To support loading standings in local games (or to check the standings of an old game), a local game can now also be started with a Session Init lobby (the gear icon)
  • Added a new more fair Spread Tag mode in which the first initially tagged player who tags someone else gets untagged
  • The new default tag mode is now Spread tag with two initially tagged players, with the first one being able to transfer the tag
  • If there are 20 Tag Start Positions in a level now, they are used for everyone when respawning as tagged (previously only the initially tagged used them)
  • Added information about the tag mode and start positions to the level editor help texts
  • It is now possible to give bonus points for players who survive untagged in Spread Tag (+5 by default)
  • Only dedicated servers automatically end a tag game now if there is only one player
  • Fixed interleaved team positions sometimes ending a team tag game immediately (if a tagged player position was skipped)
  • Cars driven by local humans are no longer shown as ghosts when watching a recording of a ghost race
  • Added a warning when trying to finalize a track with unbuilt roads (still ok if really intended)
  • Miscellaneous other minor fixes and improvements


[ 2023-02-12 14:14:04 CET ] [ Original post ]

Tag games are here!

The game now includes a fun new game mode, Tag, with two variations: Spread and Tansfer.

In Spread tag, getting tagged is permanent and the game ends when everyone is tagged. In Transfer tag, the tag is transferred and the goal is to stay untagged - or get rid of the tag as quickly as possible. There are two built-in tag arenas, but of course, players can also make their own tag levels with the level editor, or play tag in levels made for other game modes, too.

[previewyoutube=J4xablbVWcw;full][/previewyoutube]


[ 2023-02-02 22:42:33 CET ] [ Original post ]