





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
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
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.
Hey Road Warriors! We just updated our youtube channel with a new video!
https://youtu.be/t9r-0qQ0UmU
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
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:
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:
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
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!
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:
A small update fixing some issues people were having, a new track is on it's way for the next update! Full list:
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. :)
A new ice track has been added, more CPU improvements and some fixes! Fixes and features:
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
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:
A minor update, the new audio track of vapor peninsula is here! Fixes and features:
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 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:
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! :)
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:
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!
[ 6081 ]
[ 1507 ]
[ 1999 ]