Hey what’s up racers!?
We’re doing just fine! We’ve got a special announcement for you today: We’re going mobile!
We are partnering up with Lucky Kat Studios and we’re bringing the game to iOS & Android.
The mobile version of the game will go by the simpler name of ‘Road Warriors’.
As our focus shifts, we won’t be touching the steam version of the game for a while. We’re hard at work bringing you the most awesome racer ever to grace the app stores.
That’s all for now. If you’ve got any questions at all, feel free to ask. :)
https://www.youtube.com/watch?v=W93yHq6B75Y&feature=youtu.be
[ 2017-01-31 09:35:42 CET ] [ Original post ]
Hey guys, we’ve been silent for a while. It’s about time we gave you an update on the current status. In our last update we spoke about finding a publisher for the game. Because as it stands, we don’t have the resources to finish the game.
When we started development on IRW we had a vision in mind for what the final version of the game should be. This version would include stuff like online multiplayer, a single player story, customisable cars and a lot more.
To get to that point we need at least 8 months of full-time development. Now we both aren’t college students anymore, we’ve got used to a monthly salary and accompanying monthly costs. So for these 8 months we need the help of a publisher or an investor.
At this point I think it’s pretty safe to say we weren’t able to secure that help. We’ve talked to nearly every publisher you can think of, event went to Gamescom for that reason (thanks to Stimuleringsfonds, DGA & DGG ;)). The general consensus was we should’ve talked to them before releasing the game on Early Access. I guess the you have one release moment is true after all :).
Just to be completely open here, let’s share some numbers. At the point of writing we’ve sold 385 units. Because of steam sales and varying currency values that comes down to roughly $2,513.
Now consider that we’ve both put at least 4 months into the game. As a company we’re looking at a bleak situation. We can’t really justify spending more time on the current 8 month plan for IRW.
So yeah 8 months is a lot of money, money we don’t have and won’t get. At the moment we’re working on a plan to condense that 8 month plan into a 1 month plan. A final development stretch as you will.
That final plan we’re working on is going to change the game in a big way. It’s probably going to change the game in ways some might not appreciate.
The only investors we’ve got are you guys. We really appreciate you guys bought the game in Early Access and supported us. We want to give you guys a great game, an awesome experience you’ll never forget. Currently we’re standing still though, so we need to do something to keep moving forward.
TurtleBlaze, Benjamin and I. We want to thank you and ask you for your understanding. We haven’t quit, we’re just moving very slowly at the moment.
[ 2016-12-09 08:59:40 CET ] [ Original post ]
Hey Road Warriors! We just updated our youtube channel with a new video!
https://youtu.be/t9r-0qQ0UmU
[ 2016-08-30 12:59:18 CET ] [ Original post ]
Hey all,
Just a quick update, we just returned from gamescom last weekend where we exhibiting in the business area thanks to the dutch StimuleringsFonds. It was a blast!
(before the event started, too busy talking to take pictures while it was open x))
Our main goal there was to find a publisher to help us with marketing and possible funding so we're able to finish the game (fulltime, so it won't take ages).
Enjoyed a lot of conversations with publishers and other people from the industry, made new contacts and friends and saw a lot of awesome games.
So, fingers crossed for the oncoming couple weeks to see if we're able to strike a deal ːsteamhappyː.
In other news, we're working on an update for the game which will include an upgraded Unity version, an ingame UI overhaul and more :)
Race on o/,
Benjamin
[ 2016-08-25 07:35:50 CET ] [ Original post ]
Hey racers! Today we release the long awaited 0.3.1.0 update, Badger Badger. One of the biggest changes this patch is that we switched to our own 2d track builder tools. Previously we where using the unity 5.2 beta smart sprites for this, which meant that we where stuck on that unity version. That also meant that we we're stuck with all of the unity engine bugs that plagued that version. So no that we've got our own custom set of track editing tools we've also switched the game to unity 5.3.5. That means increased stability, engine bug fixes etc. All our tracks had to be reworked with our custom tools, they should be 99.9% identical but if you manage to find something disturbingly different let us know! Because the custom toolset rebuild for our tracks is about 99% accurate, we aren't resetting the leaderboards. Race on! :) Because of the new unity version we've reimplemented the in-game resolution switcher. This was previously bugged but is now working again. Since we've done a lot of 'hard' changes to the game systems, please let us know if you're experiencing any issues with the new build. We've also done a couple of minor fixes here and there. For a full list of changes, check out the list below. Fixes and features:
- Created our own track tools which means we can get rid of the Unity 5.2.0 beta and be right back on track with the latest Unity 5.3.5 which means a lot.
- Thanks to moving over our ingame resolution switcher works like a charm again, bye bye Unity dialog at boot.
- All tracks recreated using custom 2d toolset.
- Removed the insane view obstruction at the final jump before the finish line of the blazing fields, tends to throw off a lot of new people and since it's the first track you play we thought we should change it. It feels kind of empty right now so it will receive a little pimpage there.
- The Black hole powerup will no longer teleport you to an already finished player, if everyone is already finished you'll be teleported to yourself.
- The leaderboard in the track select overview in the time trial mode will now lay on top of the track select buttons, previously the bottom ranks were occluded.
- Time trials leaderboard will now load the top if you haven't put down a time yet, before it would keep loading.
- Speedboosters won't disable your engine anymore, which means you can quickflip right after the last booster in Desert Dunes
- Speedlines are now based on speed instead of only showing up when boosting.
- You can now hold down input in the menu's instead of hitting left, right, up and down for every move.
- Respawn time has been reduced from 2.0 to 1.5 seconds, also the same initial impulse as with a boost is added to your car upon respawning.
- On the time trial leaderboards you will show up as yellow
[ 2016-07-18 08:01:06 CET ] [ Original post ]
Time trials are here! Try to put down the best time on the leaderboards per track with a nopowerup, no cpu and 3 boost start. And let's not forget the new blazin' music track for the lava world o/ Race on and try to beat us in the leaderboards ;) Full list of changes:
- Time trials! You can now put your name on the steam leaderboards by doing our brand new time trials mode. In this mode you'll be racing 3 laps with no cpu or powerups, pure skill mode :)
- New finish animation! Much more rewarding and face-rub-worthy :)
- You're now unable to self-destruct if the race hasn't started yet.
- Lava world music track
- Moved self-destruct to back button to avoid accidental activation (stays the same on keyboard).
- Missile indicator, we threw it in there as a test for control. Not sure if it stays as is, would love your feedback on it.
- Bugfixes.
[ 2016-06-07 07:00:04 CET ] [ Original post ]
Hey guys, we just updated the youtube channel with a video to keep you guys in the loop! https://www.youtube.com/watch?v=C2oCHd-UaSY
[ 2016-06-06 13:05:08 CET ] [ Original post ]
Recently we've been hard at work with preparations for various events. We're showcasing Intergalactic Road Warriors on the dutch indie game event 'Indievelopment' on the 23th of May. So we've been working on putting a stand together with banners, stickers, flyers, swag and a big screen of course.
We'll also have a stand at Animecon 2016 on the 11th of June. We'll also be visiting Unite Europe in Amsterdam. If you're in the neighbourhood, come and say hi!
Lately we've been slacking on updating the Youtube devlog because of this. We're hard at work on bringing an (online) time trial mode to IRW and we're also polishing on the whole game in general because of the upcoming events.
Once things have calmed down a bit you can expect a new Youtube devlog as soon as possible!
[ 2016-05-20 09:38:17 CET ] [ Original post ]
The Blazing fields race track is here, enjoy! We feel like it's the best one so far in terms of mix of chaos and speed feel. Let us know what you think on the community forums! P.S. The new music track for the lava world isn't there yet, will be soon. But we didn't want to withold the race track itself any longer :) For the full list of changes, check below:
- The Blazing Fields race track added
- Performance fixes
- Turn off screenshake option added
- Total Angle now won't reset to zero when you do clean landings, this means you can land on a ceiling, jump off and finish your flip while still getting rewarded with a boost.
- Black hole teleport now correctly sets your rotation to the player you're teleporting to
- Whenever the CPU finished first your finished +time would show crazy big numbers, they now show the actual time behind the number one.
[ 2016-05-06 13:40:33 CET ] [ Original post ]
A small update fixing some issues people were having, a new track is on it's way for the next update! Full list:
- Input library updated, might solve input related problems
- Performance fixes
- Temporarily enabled Unity's default resolution dialog again due to issues with the ingame resolution changer (these ingame options are removed for now)
- Track select now remembers your last played track and will select it by default
[ 2016-04-23 19:01:48 CET ] [ Original post ]
In case you missed it, we uploaded a new video log last week! https://www.youtube.com/watch?v=pgtR2vaJDck In this video you can get a sneak peak on the new lava world. :)
[ 2016-04-19 08:23:21 CET ] [ Original post ]
A new ice track has been added, more CPU improvements and some fixes! Fixes and features:
- Your car will stop spinning after finishing a race (when the ai takes over)
- A new W.I.P. ice track!
- Improved explosion FX
- Improved AI, they know how to flip now.
[ 2016-04-08 14:05:35 CET ] [ Original post ]
In this video we give a small sneak peak at what the fire planet is going to look like. We summarise what we've been doing for the last weeks and we show how to properly use a copter. https://youtu.be/ZqXkv9W_PO8
[ 2016-04-01 12:17:40 CET ] [ Original post ]
CPU has been improved, they now know their way around a couple powerups now with more brain cells to come. Also started with a more human readable version format, don't worry, we'll keep the names <3. Full list below! Fixes and features:
- Smarter CPU, they know how to properly copter and more!
- More checkpoints in vapor peninsula to avoid cheating
- Fixed spawnpoint in vapor peninsula being behind a white foreground
- Debris from your car is now the correct color of your car again
- CPU won't get the scrambler powerup anymore
- You won't get the scrambler powerup when playing alone (vs cpu).
- Fixed an issue where your car would be uncontrollable (I mean as in no input) when you were supposed to die but a powerup would eject at the same time.
[ 2016-03-30 21:30:42 CET ] [ Original post ]
A minor update, the new audio track of vapor peninsula is here! Fixes and features:
- vapor peninsula now has it's own music track!
- splash screen now skippable
- fixed an issue where your wheel would dropdown into the track at the startline
- implemented dev console to help with debugging issues
[ 2016-03-26 16:45:11 CET ] [ Original post ]
A brand new ice-track, configurable cpu count from 0-12 and a configurable lap count from 1 to 9. We also live streamed right before this release if you want to watch that afterwards you can, over here. Fixes and features:
- A brand new track on another planet
- New planet also visible in the track select
- Race options! You can now add up to 12 bots to race against, change the number of laps from 1-9 and turn off the powerups if you so please.
- Improved A.I.
- Removed add cpu from character select, now part of the race options.
- car engine sound should stop being stuck after finishing
[ 2016-03-18 15:59:03 CET ] [ Original post ]
A lot of fixes and subtle changes, major fixes are ones related to your wheel getting stuck in the track and the ability to play splitscreen with a friend while only having one controller (one can play on the keyboard). Full list below! Fixes:
- Moving from trackselect to characterselect should no longer have any issues
- Keyboard won't be assigned to the same player as the first controller anymore, which means you can play split screen with only one controller!
- All respawnpoints are now auto placed at the correct height above the track, which should fix issues like spawning into the track or too high which flips your car as soon as your rear wheel hits the track.
- Car wheels are now moved properly as well when respawning, should fix issue where you would still be stuck after respawning.
- S.W.A.G. no longer disappears when moving through speedboosters
- Reduced rumble in controllers a little bit
- Ingame position / lap count / lap times are now hidden until race starts
- Removed turtleblaze logo from mainmenu since we have a splashscreen now
- Fixed image alignment of the controls image in the options
[ 2016-03-15 15:59:48 CET ] [ Original post ]
Since we began development of Intergalactic Road Warriors, we've been doing development video's almost every week. This week is no exception, our latest development video just went live: https://www.youtube.com/watch?v=DSai9nxaqxs This week is kind of a short video and more of a recap of the whole Early Access submission. You can expect more about the actual development process again in the next video! :)
[ 2016-03-14 10:06:35 CET ] [ Original post ]
A quick update which addresses mostly keyboard issues and added a keyboard control scheme in the options menu (if you have no controllers plugged in). Below are all the fixes! Fixes:
- Better keyboard support for the menu's
- Controllers no longer keep rumbling when leaving the racetrack
- ESC no longer quits the game when on a racetrack
- Keyboard controller map added to options screen if no controller is plugged in
- Missing controller keys added to controller map screen
- Changed boost, fire, jump and self-destruct keys to default to wasd on keyboard
- Fixed an issue where you couldn't get rid of the in game menu when using the keyboard
- Fixed an issue where the in game menu wouldn't work properly
[ 2016-03-11 15:52:25 CET ] [ Original post ]
We're finally on early access o/, thanks to you we got through our greenlight early this year, but we're far from done. It took us about 2 months to get to this point. Now we need your feedback and support to continue development of the game, so join us in our adventure and let's make the best side scrolling racer possible!
[ 2016-03-11 09:54:41 CET ] [ Original post ]
🎮 Full Controller Support
- Intergalactic Road Warriors Depot Linux [212.87 M]
If you win this tournament, you'll be set for life. Maybe that's why it attracts so many racers from all over the galaxy. You'll start with your shitty car and unlock better parts, guns, car paints, decorations by winning races and eviscerating opponents on the battlefield race track.
In terms of full disclosure as stated in MEGACOORP's Intergalactic Trade and Digital Distribution Treaty we hereby provide what's included in early access at this stage.
(Current) Early Access Features
- Intergalactic racing chaos: Fully featured racing including boosts, steering, jumping and firing deadly powerups.
- Crazy powerups: Teleport to a random racer by using the portable black hole, jam everyones screen with the scrambler, fling your card forward with the superboost, refill your boost bar with the quickflip, fire a seeker missile at the unsuspecting car in front of you and show off your coolness by driving in first and enabling S.W.A.G.
- Local multiplayer: Compete against your friends with up to 4 player split screen multiplayer, show them who's boss.
- Time Trials: Put down the best time on the intergalactic (steam) leaderboards.
- Singleplayer VS bots: Practice against bots to make sure you get hold of that precious S.W.A.G. once you play against your friends.
- Over 4 racetracks! (5 to be exact): Five race tracks which take place on the deserted sand planet BAK-ZAND, ice planet DUOK-7 and lava planet ORDEAL.
- Characters: 8 characters to choose from, one more visually appealing than the other!
Planned Features
- Singleplayer story mode: Experience what it means to be competing in the grandest tournament of all tournaments, upgrade your car, unlock new parts along the way and discover that this was never really just about racing...
- Online multiplayer: Competitive online multiplayer, put your skills to the test versus other extra terrestrial life forms. Climb the ranks and become the reigning champion.
- Even MOAR crazy powerups: Cluster bombs, tesla coils, grappling hooks, instant ramps and flamethrowers. Remember... no rules.
- Advanced car customisation: Pimp your ride with unlocked parts, put on that new exhaust and adjust your suspension to deal with that sticky track on HOTGUEL ZX-7.
- Loads of tracks on different planets: Every tournament new tracks arise, dealing with sandworms, loopings or reversed gravity? Why the hell not.
- Track editor: Who are we to think that we discovered every single planet out there?, MEGACOORP is always looking for new dangerous planets to organise their tournaments on.
- OS: Ubuntu 12.04+. SteamOS+
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