





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Today at 6pm PT, I'll be streaming Distance on PS5 and talking about the PlayStation development process, as well as the recently released Kinetic Update (v1.5). I hope to see you there!
Hi everyone! Today I have a special announcement for those curious about Distance on PlayStation. Distance: Console Edition has a release date for PlayStation 4 and PlayStation 5! You can get it July 19th on the PlayStation Store. Watch the exciting trailer with brand new music here: [previewyoutube=P1-xXN7ILns;full][/previewyoutube] If youve been following Distance for a while youre probably aware that the PlayStation version has had a fairly long and tumultuous development. It was our first time developing anything for a console, and its been an incredible learning experience throughout. For more info about this release as well as some behind-the-scenes development details, please check out the blog post below:
- Jordan (with everyone at Refract)[previewyoutube=0z9-ycV3djw;full][/previewyoutube] Hey everyone! Today we're releasing The Kinetic Update (v1.5) which features 15 incredible new levels from community creators, several improvements to the Steam Deck experience, an update to 64-bit on Windows and Linux, and more! See the trailer above for an overview. v1.5 Changelog (Build 7049):
Hi everyone! If you're wondering what Refract has been up to lately here's a quick update. I talk about the current state of Refract projects, Distance on PS4, and more:
Hey all, this is a quick update to say that Steam Cloud is now enabled for Distance! Your personal leaderboards, medal progress, editor levels, etc. will now be backed up after closing the game. Since it's a change in Steam's backend there is no new build to download, and it works cross-platform with Windows, Mac, and Linux. Thanks for your patience while sorting this one out!
The sixth annual Distance Advent Calendar (DAC) has started! For those new to Distance this year, DAC is a community-run event where each day in December leading up to the 25th level creators coordinate to release Workshop levels!
Follow DAC level releases by joining the Distance Discord and checking out the #dac channel. Discuss each day's level with other players, and see early previews of upcoming levels!
Hey all! This is a bit different from my usual posts but I want to share a fun bonus thing with you:
STATIC MIX // Fall 2019:
https://soundcloud.com/torcht/sets/static-mix
While working on Distance I frequently listen to instrumental music via mixes and live sets, so I thought it would be fun to give back by creating one of my own. It's filled with artists who have inspired me over the past few years, so I figured fans of Distance's soundtrack would enjoy it. Also, many of the tracks work well with Boombox mode IMO (tracklist is in the description). Hope you enjoy!
Hey all! Today the official soundtrack is getting a long overdue update to include remastered music from the Nexus update! If you already own the Soundtrack & Art Book DLC it'll update automatically via Steam. The OST now includes these extended / remastered tracks:
[previewyoutube=u9M5m4pchCQ;full][/previewyoutube] Has it really been a year since v1.0 launched? Seems like a good time for an update! The Horizon Update (v1.4) features new levels from Refract and community creators, a new Quick Join multiplayer feature, performance improvements, new editor tools, and more!
Today we're releasing v1.31 which is a minor update to fix a few bugs! Thanks for all of the positive comments on v1.3 so far! In case you missed it you can check out the official v1.3 trailer here.
Today's Deal: Save 50% on Distance!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Saturday at 10AM Pacific Time
https://www.youtube.com/watch?v=UVZ2lE3xasI
Hey everyone, today we've got another free content update for you! v1.3 features six new playable levels, a new speedrun timer, level editor improvements, and more! To celebrate, Distance and the soundtrack DLC are 50% off for one week starting at 10am PT! As usual look below for the full changelog and some fancy screenshots.
https://www.youtube.com/watch?v=IXi3g7d8RHo
Hey everyone! Today we're launching Distance v1.2: The Other Side! This update features the return of custom music, two new levels (Divide and Syncopation), an added shortcut to the Nexus track Terminus, several bug fixes, and a couple secrets. We also revamped our music visualizer tech so that Boombox mode looks better than ever. Check out the trailer for an overview!
https://www.youtube.com/watch?v=qiTAfwDqDKc
Systems have detected several crustacean energy signatures transmitting messages within Nitronic Citys walls.
While the intent of these entities have gone largely unknown, it has recently been determined that their outgoing messages stretch beyond the stars
Signals end at RA 5h 34m 32s | Dec +22 0 52
The Crab Nebula.
- Jordan (with everyone at Refract)
Today we're releasing v1.11 which is a minor update to remove holiday features, improve a couple community levels, and fix some bugs. Right off the bat I'll mention that this does not include the custom music feature as I'm still working on it. I've made some progress but as I'm also juggling the PS4 build and Kickstarter wrap up it's been quite a hectic month.
Hey all! Today we've got a special holiday treat for you. As our contribution to Distance Advent Calendar (DAC) we're going all out and releasing Distance v1.1: The Nexus Update! This is one of our biggest content releases yet with 12 new levels featuring 6 new music tracks and a new mini-campaign.
To celebrate, Distance is 35% off for one week! Check out the changelog for more details and see below for some fancy screenshots.
The fifth annual Distance Advent Calendar (DAC) has begun! DAC is a community-run event where each day in December leading up to the 25th level creators coordinate to release a new Workshop level!
In previous years DAC has resulted in some absolutely mind-blowing levels being released, so we can't wait to see what's coming. There also might be a very special DAC contribution from Refract this month, so definitely stay tuned.
Happy Halloween! For the next 24 hours we're releasing a special Halloween build of Distance! The Encryptor (skeleton vehicle) will be available to everyone during this time, and we've dialed its spookiness up to 11.
I've also re-added Boombox Mode and car visualizers on Windows OSes (restoring the previous functionality). Custom MP3 support and other OSes are still in the works. Check out the changelog below for the full details:
The Distance soundtrack is finally here! It features over 2.5 hours of original music from myself and The Quiggles, including extended tracks and a few bonus tracks, all remastered exclusively for this release!
If you already backed Distance at the soundtrack tier or higher you can access your soundtrack and art book via your Humble Bundle library. Otherwise you can pick up the full soundtrack below. All 54 tracks are available in both MP3 and FLAC formats!
It's finally here. 12 team members, 6.5 years of development, 4,174 Kickstarter backers, many many Steam Early Access players, dozens of patches, 2,500 workshop levels, 12 conventions, and probably around 10,000 cups of coffee have resulted in Distance v1.0!
https://www.youtube.com/watch?v=p7dp5mwhcl8
Plenty of mixed emotions at Refract today as we say goodbye to Distance Beta and hello to v1.0. Something definitely feels strange about not seeing that beta watermark in the upper right corner.
Distance was our first project outside the safety net of academia and I think it's safe to say that for most of us at Refract it was an incredible (and intense) learning experience. While we did our best to stay true to what we outlined in our Kickstarter, this project has continually evolved due to our skills improving, our tastes expanding, and our players' continually fantastic feedback.
We have the most patient and supportive backers, and the coolest player community on Earth. Thank you for believing in us to create something new and interesting in the racing genre! Your continued energy, excitement, support, and thoughtful feedback have kept this project going strong.
Speaking of which, remember that community press release we mentioned? It's going out to reviewers and content creators today! Thank you to anyone who took time to contribute. Out of the hundreds of responses here are a few of the quotes we included in the release:
Hey all, Just a super quick heads up that we're planning to wipe our Steam leaderboards in conjunction with the v1.0 release. This is done to clear out any unachievable times, remove broken times due to bugs or other issues, and make way for our newly optimized replay files which are considerably smaller in v1.0. Your old local replays will still work, we just figured that it would be nice to start fresh with the v1.0 release. If you happen to have a favorite replay uploaded to Steam, today's your last chance to capture it via video. Anyways, that's all. See you tomorrow for the v1.0 release! - Jordan (@torcht)
Today marks the epic conclusion to Survive the Editor 2: Month of Madness! At 12pm PST we'll be hosting Round 4 of STE2, a Reverse Tag tournament using three levels entered into last week's editor competition. It's also your last chance to win one of our participation raffles. As a competitor or a viewer we hope to see you there!
We have another big announcement to share leading up to v1.0! The Adventure campaign isn't the only campaign coming to Distance v1.0...
Hey everyone! We're going all out over here preparing for the launch of v1.0. In just one week you'll be able to access all of the secret new content and features we've been developing this year!
On Saturday we held our final editor competition for Survive the Editor 2! This week level creators were challenged to create Reverse Tag levels using the theme of "dreams." As usual some incredible levels bubbled to the top, and our top five were awarded live on stream!
Congrats to this week's Grand Prize Winner Sperzieb00n for their level Canopy!
Happy Friday! Can you believe Distance v1.0 launches in less than 11 days? Seems like an excellent time to release a bunch of new wallpapers and profile overlays!
This past Saturday we had our first tournament for Survive the Editor 2! Using levels submitted for the level editor competition in Round 1, several of the best Distance players in the world raced for the grand prize.
Congrats to Seekr our Grand Prize Winner! Amazing skills on display by all of our competitors. It was incredibly close between all five of our finalists.
Congrats to our first round of winners for Survive the Editor 2! We gave community creators two weeks to create a Sprint level using the theme celebration, and after much deliberation we awarded five winners live on Twitch!
For those curious about our various backer rewards (e.g. shirts, posters, arcade cabinets) here's a quick update I posted to Kickstarter:
Read: https://kickstarter.com/projects/refract/distance-a-next-generation-arcade-racer/posts/2271601
As you may have noticed we’re incredibly excited about the upcoming v1.0 launch! One of the best things to come from this experience has been seeing how players have made Distance their own. From user-created levels, to community-run tournaments, to charity streams, it’s been amazing for us to see such great support!
Since the community is such a driving force for us, we wanted to give you an opportunity to be part of the release. Our PR team is going to put out an announcement for us when the game launches, and we’d love to use some of your thoughts to tell the world about Distance. Please help us out by answering these questions:
FILL OUT: Distance Community Press Release
Thanks for being a part of this amazing journey with us!
- Jordan (@torcht)
Survive The Editor 2 is a multi-stage Distance competition leading up to the launch of Distance v1.0 on September 18th!
STE2 fuses two level editor competitions with two tournaments over 5 weeks. We’ll be taking the top submissions from each level editor competition and utilizing them in each tournament! Every Saturday from 12pm to 2pm PT we’ll be running a special live stream on Twitch for each stage of the competition!
Watch STE2 live: http://twitch.tv/refractstudios
Distance v1.0 is coming to PC on September 18th! This massive update features tons of new content including Adventure v1.0, our mysterious narrative experience. Check out the new trailer!
https://www.youtube.com/watch?v=0Z4G47P5vd8
Hey everyone! At long last we have another meaty devlog for you to check out. It covers what to expect from the impending v1.0 release as well as some personal notes on the development process so far.
Hey everyone! Today we're releasing a small patch to remove the Winter theme from Distance and fix a few bugs. I know this patch isn't exactly breathtaking, but that's because almost all of our time right now is being spent finishing Adventure mode and all other content to be released at 1.0. The ninety-ninety rule seems to be in full effect, but overall it's going well and we're still making good progress every day. Thanks as usual to everyone who reported these bugs and shared output logs with us! Check out the full changelog below:
Happy holidays! Today we've got a minor update that adds a bit of holiday flare while sneaking in a few improvements. Check out the full changelog below!
In checking out the new build I recommend playing through the incredible Distance Advent Calendar releases from this year:
Hey everyone! Distance Advent Calendar (DAC) is going strong for its fourth year and I want to give it a shout out. DAC is a yearly event where the community bands together to release new levels every day in December! Some of our most popular Workshop levels were released during previous DACs. The creativity and craftsmanship demonstrated is always inspiring.
Hey everyone! While we continue to crank away at the final pieces of content we intend to ship at 1.0 (Adventure mode and a few other surprises) we want to share some of the latest tools being used to create that content. The biggest feature we've added is a completely revamped skybox system! Now you have an incredible amount of power when creating your own universe, either in tweaking the default planet look or in creating something new.
While the update is heavily focused on exposing new editor tools, there are general improvements across the board. Check out the full changelog below!
Happy Halloween! Today we're taking a short break from Adventure mode development to give Distance a Halloween-themed makeover! Alongside various visual tweaks, this patch also features a brand new (super spooky) Sprint level called The Manor.
Hi everyone! We've got something really cool going on this weekend. We'll be hosting our first ever Sprint tournament this Saturday, August 12th! Sign up to race on Discord, and watch the fierce competition in action on Twitch!
Hey everyone! Today we uploaded a small patch to address issues found in The Radical Update.
The biggest issue addressed in this patch was that several SteamVR devices (e.g. HTC Vive, Oculus DK2, etc.) would either not work at all or cause Distance to crash. This should now be fixed. This was an oversight on my part and I apologize for the inconvenience to VR players since the release.
I've also added an Announcer Settings section to the Audio options. This allows you to enable/disable the Announcer in certain modes based on preference. By default "Stunt Only" is chosen, though if you like it in Sprint or Adventure you can choose "Arcade Only" or "All Modes" respectively.
Thanks to those who reported these bugs and supported output logs on the forums and Uservoice! Check out the full changelog below:
Hey everyone! Today's the day. The Radical Update is now live on Steam!
We've decided to release our latest batch of experiments on the default branch for everyone to check out! In short, The Radical Update (build 5450) includes:
Hey everyone! This Saturday during Speedy Saturday (11am PT / 2pm ET / 8pm CEST) we're doing a special Twitch stream to celebrate Distance's Workshop hitting 2,000 published levels! We'll play/discuss some of the Workshop's oldest levels, then take on some of the most recent uploads. See you on Saturday!
In light of recent feedback from the community, we've decided to take Adventure mode in a radically new direction. We're calling it The Travels of Distance, and it's a completely fresh and original way to experience survival racing. With your sword and shield equipped, explore the world in any way you see fit. You can climb anything, go anywhere, and smash all the pots you like!
Today we're enabling you to preview The Travels of Distance in our latest experimental release (build 5250). Check out these GIFs for a closer look, and let us know what you think of experimental build 5250 after reading the changelog on the Steam forums!
Hey everyone! It's been a wild month balancing Adventure mode, Arcade mode, PAX East, and everything in between. Today I can finally unveil what we've been creating in the Arcade mode branch of development via Experimental Build 5221!
Hey everyone! Want to put your Distance skills to the ultimate test? Tomorrow (Saturday Feb. 18th) the community is holding another tag tournament! Starts 11am PT during the normal Speedy Saturday timeslot.
Hey everyone! At long last I've completed and posted the massive devlog I mentioned previously. If you weren't notified by email, you can still read the entire thing on our website.
Merry Christmas to all celebrating today! I couldn't let this year pass without putting together another holiday-themed patch. Nothing too wild, just a main menu update, reindeer antlers and a red nose decoration for the car, plus a couple requested additions.
Check out the changelog below. We hope you're having a enjoyable and fun filled holiday season!
- Jordan (@torcht for more frequent dev updates)
___________________________________________________________________________
(a small taste of fzeroman's Radical Highway)
As 2016 draws to a close, the Distance community is celebrating the completion of another successful Distance Advent Calendar! The third iteration of this annual Distance tradition is inarguably the most impressive one yet, and I think all the participants will agree it's been a blast. We hope you've enjoyed the festivities as much as we have!
(check out Backgrounds' 'making of' timelapse video for the level Join)
Hi all! I hope everyone has been enjoying The Ghost Update. If you're joining us after a bit of a hiatus, welcome back! Obviously the update was a long time coming (and a bit overly ambitious), but seeing the positive reaction to all of the new stuff has been exciting.
After shipping the update, getting the word out, and putting out a couple tiny fires I had to take a couple days to catch my breath. My next project has been to wrap up (and trim down) the stupidly long devlog/newsletter I've been writing. It discusses our thoughts on Distance's release timeline, Adventure mode experimentation, PS4 development, and more. It'll be out as soon as it's ready, but I'm trying to get it out ASAP.
At long last, we're excited to bring The Ghost Update to the default branch! For a quick summary check out the trailer below (and sure to watch all the way through for a surprise!). It features ghost racing, a replay viewer, official HTC Vive support, an increased online player limit, a new stats system, and tons of other improvements!
https://www.youtube.com/watch?v=HFv2rA-y4DA
It's been quite an adventure reaching this build. The Ghost Update is easily our most ambitious update so far. Only took 17 experimental builds and 579 revisions to reach it! Thanks to those who braved the experimental branch and gave feedback over the past few months.
(race against your friends' ghosts, times near you, or the global best)
(the replay viewer allows for HUD-less viewing of any leaderboard time)
I'm keeping this post short but sweet for today, but soon I'll be emailing out a much longer devlog discussing The Ghost Update, Adventure mode, and future plans. If you'd like make sure you're not missing out, sign up on our website near the top left:
(the arena used for the tag tournament, revamped)
Another seven levels have been released for the Distance Advent Calendar, which means it's time for another roundup! I've made a few maps for Distance myself, and I'm happy to share my thoughts on the latest tracks released this week. But first, the 2016 Distance Tag Tournament has recently concluded. For those of you who missed it, the vod is here: https://www.twitch.tv/splaysh/v/106611462
If you don't want to spoil the results, go watch the tournament before you keep reading!
Several of the players in the tournament recorded a first-person perspective of them playing, and I've compiled those videos into a handy playlist.
This year's tag tournament had upped production quality, including a new studio and intro scene that made everything flow together really well (when Krispy pressed start at the right time, at least). Thanks to Krispy, Splaysh, Skirmisher, and everyone else who helped organize and upgrade it. Also, special thanks to Refract for pushing out a special emergency build of the game, mid-tournament, to fix the spectator camera for the stream.
Twenty players showed up to compete, and over a hundred watched on the Twitch stream, making the tournament a great success. And after all that competition, only one player was left standing...
JaLK, your new Tag King and Tag Tournament 2016 champion!
After showing off his skill throughout the first two matches, an intense and highly competitive final match left PPPaul in possession of the bubble with only two seconds left on his clock. But JaLK's epic, last-minute steal won what was probably one of the closest games of reverse tag of all time.
(full clip)
Thanks to everyone who participated, and we hope to see you soon for more competitions--there's a rumor that tag tournaments might soon become more than just a yearly thing!
(some over-the-top action from last year's DAC tag tournament)
The sun has set on the seventh day of December, and a whopping nine levels have been released as part of this year's Distance Advent Calendar! Lots of talented community members have contributed to the event, and as a longtime player myself, I'd like to recap this week's releases, for those who may have missed them. You'll be hearing from a couple others in the next two weeks writing similar posts.
But, before we get to that:
https://www.youtube.com/watch?v=rt3_Une0z-U
(ridiculously epic replay showing the top times on Inferno)
Hi everyone, and Happy Thanksgiving to those celebrating! Today we released build 5007 on the experimental branch. It's essentially a release candidate for the major release (minus a few minor tweaks). Throughout November we powered through some exceptionally tricky bugs that forced us to rewrite a few areas of the game, but we're feeling optimistic about the stability finally being acceptable for a major release.
After this weekend we'll look at the experimental build feedback and determine if any last minute things need to be addressed. If you'd like to try this build early simply check out this thread for more info. See the changelog down below for everything that changed since our last Steam Announcement.
Today we released another build on the experimental branch as we inch closer to our major release. While the meat of the update is focused on bug fixes, we couldn't help but keep up the tradition of including some special Halloween features!
On top of the fixes, this build includes randomly spawned smashable pumpkins, an updated main menu, some small tweaks to the car's visuals, and a new experiment with the car's visuals. When driving into an area where your car's wings are disabled, your car's skin burns away to reveal a spooky secret... a skeleton lives within.
I also updated the main menu with some of our favorite dark, spooky, and/or creepy community-created levels. Check them out!
Check out the changelog below for more details. Hope you have a fun and safe holiday weekend!
Hey all! While I've been doing my best to post stuff on Twitter, I've been pushing off this devlog since I figured our next stable release was around the corner. I was off by a bit... but it's because this update is shaping up to be our most ambitious yet.
We've released eight experimental builds since my last devlog, and we're now tracking down the final bugs. When the stable release does eventually happen, I hope to dive deeper into some behind-the-scenes stuff. For now, here's a quick overview for anyone curious.
Hey everyone! We just released another build on the experimental branch. It contains previews of new systems like replays, arcade mode level unlocking, the stats system, and more!
Once again this is an experimental build, so make sure to backup personal progress before updating. For the uninitiated: How to access the "experimental" branch
As always we're still pushing forward with Adventure mode behind the scenes, but we wanted to get some of these features out as soon as possible to see how the community feels about them. We'll be building on them based on feedback. Let us know what you think in the forums!
Today we're unleashing The Creativity Update on the stable branch! For a quick summary check out the trailer below. It includes 3 new levels, a new ability, improved camera, Oculus Rift CV1 support, new editor tools, and more!
https://www.youtube.com/watch?v=9-OwcGtGkFk
It's been quite an adventure reaching this build, so thanks to those who braved the experimental branch and gave feedback. Though this is a major release, we still hope to hear your thoughts on everything. Scroll down for the full changelog. Also, if you make something in the editor, send it our way!
To celebrate, Distance is 33% off this week. If you'd like to download the patch simply fire up Steam and it should auto-download. We hope you enjoy!
- Jordan (@torcht for more frequent dev updates)
(the new camera logic is kinda mesmerizing)
Hey all, today we released another experimental build! It includes changes to the camera, car physics, and level editor as well as the addition of a new level and Oculus 1.3 support. For the changelog and info on how to access this build, check it out here.
In today’s devlog I’d like to discuss our thoughts on gameplay as we approach the end of development, but before that I’d like to mention a cool charity event coming up.
(random particle generation, it's fun)
Hi all! Just wanted to do a quick post covering our new experimental build. This build is essentially a release candidate for a major release at the end of this month (assuming that no major issues arise from feedback).
Feature-wise we're still pretty focused on the level editor as we add new tools to create Adventure mode. We also added a ton of really clever tools suggested by the community.
Hi everyone! Before I dive into some of my thoughts on this past month of development, I want to highlight some of the latest and greatest community levels! The main menu has been updated to feature the following amazing tracks:
Hi everyone! Today we released a new build on the experimental branch. It includes new editor features, several new decoration objects, and best of all our new dynamic particle system.
Before we launch the particle system officially we wanted to give the level creation community a chance to give feedback. It's opened up some amazing possibilities for Adventure mode content, but I'm even more excited to see what some of you can do with it.
Warning: For those new to Distance, experimental builds are unstable builds with the latest features for early testing. Read about accessing it here.
(community level "Striker" by Phimeek)
Happy 2016! As you may have noticed we've removed the Christmas decorations this week with a new patch. While this update is relatively small, we did toss in a few improvements.
Merry Christmas! We have a special surprise for you today... We decided to join in on Distance Advent Calendar and release three new levels from the dev team! You can download them in the Refract Stocking Stuffer collection!
http://steamcommunity.com/sharedfiles/filedetails/?id=583632095
Le Teleputo (by Jason Nollan)
http://steamcommunity.com/sharedfiles/filedetails/?id=583570283
California Cruise (by Kyle Holdwick)
http://steamcommunity.com/sharedfiles/filedetails/?id=583529731
Cursed Mountain by (Andrew Nollan)
http://steamcommunity.com/sharedfiles/filedetails/?id=581815492
2015 has been endlessly inspiring as the community level creators continually raise the bar. We had a lot of fun tackling some ambitious ideas in these tracks, and we can't wait to hear what you think of them.
Merry Christmas and Happy Holidays! Today we released the Christmas update (build 4122) which features some fun little touches, new editor tools, and several optimizations!
(updated main menu, are you watching closely?)
Happy Halloween! As has become an annual Distance tradition, a small Halloween-themed patch has been released. Aside from some minor improvements and bug fixes, we brought back randomly generated smashable pumpkins, decorated the car with some spooky decals, and while we're at it... added a new prototype car!
The new prototype car can be selected in the Options > Profile > Custom Car Colors menu. Instead of wings, a double jump is enabled. This combined with the lack of car screen HUD makes for quite a challenge. The name "Skeletron" is temporary, so if you have a better name suggestion we'd love to hear it!
We added randomly generated pumpkins for fun, which might be placed anywhere that there's a track. There's also a couple small additions to the car screen and wheel.
Finally, this update includes access to our new dynamic fog system! Check out the full changelog below for more details. We hope your Halloween is filled with just the right amount of spookiness. Have fun and stay safe!
(PPPaul's winning level Limbus Puerorum)
Hey all! This weekend we saw the epic conclusion of "Survive the Editor" with some spooky Sprint maps. The final scores were down to the wire, and in the end I think we ended up with some well deserving winners. Here are your final champions along with their creations.
Once again we streamed the judging for Survive the Editor this weekend. The variety and quality of the nature-themed Reverse Tag maps was remarkable, and the final scores were incredibly close. Congrats to this week's winners!
This weekend we streamed the judging for Survive the Editor: Week 1 during Speedy Saturday. It was a blast to play the nearly 20 industrial-themed Challenge levels submissions, and after some intense deliberation the Judge and Community Vote winners were announced!
(Grand Prize winner earns this majestic trophy)
Now that Revamped Reality is out, we have more news... Survive the Editor starts this week!
Survive the Editor is a 3-week long Distance level creation contest. We're so excited to be working with members of the community to bring you a fun competition with amazing prizes!
Running from Oct. 3rd to Oct. 24th, weekly winners will be chosen during the "Speedy Saturday" multiplayer meetup. Each week we'll announce a mode and theme, and it's up to you to create a level that impresses both our judges and the community.
Hey everyone! I'll cut right to the chase... The REVAMPED REALITY update is now live on the default branch! Check out the new trailer:
http://youtube.com/watch?v=c2pdVmk0B48
Hey everyone! I just updated the main menu to highlight a few more community levels that impressed our team. Instead of the usual 5 we decided to go all out and pick 20 levels. Massive variety as always, keep up the incredible work!
And oh yeah, you might want to watch for some fun news tomorrow...
http://steamcommunity.com/sharedfiles/filedetails/?id=520723082
http://steamcommunity.com/sharedfiles/filedetails/?id=505085985
http://steamcommunity.com/sharedfiles/filedetails/?id=518067263
http://steamcommunity.com/sharedfiles/filedetails/?id=515627334
http://steamcommunity.com/sharedfiles/filedetails/?id=510857956
http://steamcommunity.com/sharedfiles/filedetails/?id=504676792
http://steamcommunity.com/sharedfiles/filedetails/?id=489214389
http://steamcommunity.com/sharedfiles/filedetails/?id=470395087
http://steamcommunity.com/sharedfiles/filedetails/?id=469332554
http://steamcommunity.com/sharedfiles/filedetails/?id=518641023
http://steamcommunity.com/sharedfiles/filedetails/?id=463185471
http://steamcommunity.com/sharedfiles/filedetails/?id=446322531
http://steamcommunity.com/sharedfiles/filedetails/?id=508995893
http://steamcommunity.com/sharedfiles/filedetails/?id=500375612
http://steamcommunity.com/sharedfiles/filedetails/?id=500327233
http://steamcommunity.com/sharedfiles/filedetails/?id=490388605
http://steamcommunity.com/sharedfiles/filedetails/?id=463780269
http://steamcommunity.com/sharedfiles/filedetails/?id=482165701
http://steamcommunity.com/sharedfiles/filedetails/?id=517665908
http://steamcommunity.com/sharedfiles/filedetails/?id=523114027
And for all of Refract's picks:
http://steamcommunity.com/sharedfiles/filedetails/?id=422904216
Hey all! Last week was ridiculously busy setting up and showing at PAX Prime! Fortunately we survived the ordeal and came out the other end pumped to get back to work! It was a blast hanging out with new players, catching up with old ones, and getting feedback on the new Adventure mode.
Of course, it was a little fun constructing our PAX MEGA RAVE MACHINE. Here's a look at the final booth layout:
For a better look at the booth lit up with sound, check out all of the Vines I posted here: http://vine.co/torcht
You can also see way more pictures and videos by checking out #DistancePAX posts on Twitter!
It was an insane rush getting back from gamescom, recovering from convention flu, and then sprinting towards the PAX deadline at 1,000 mph. Everything came together right at the last minute and I'm really proud of the display we were able to create. Seriously, I spent the entire night at the convention center before the first day opened at 9am programming patterns for the LED strips. The security guards hung out with me. It was awesome.
Distance was playable in 3 configs: a custom arcade cabinet synced with the LED strips that encased the booth, a 4K TV running a special split-screen demo, and on Oculus DK2 in VR + cockpit mode. The booth was packed for most of the convention, we gave out all 1,500 pins halfway through day 2, and we did 5 tournaments in total where we gave out shirts and posters.
On the press side of things we didn't do too bad either. Some highlights include a great review from Road to VR, IGN did an interview, and we even won a shiny "Best Racing Title" award from Curse!
Long story short, it's all about connecting with the players. We enjoyed chatting with all kinds of Distance players who brought all sort of great feedback to the table. From advanced level editor requests to feedback on the UI, the new announcer, and Unity 5 physics, engaging with players in person was the ultimate reward. Thanks to those that took time at PAX to come hang out with us! You made it all worth it.
It's going down...
We're about to unveil our most ambitious physical creation yet. This weekend we're bringing every toy we have to PAX Prime in our home town of Seattle! The Distance PAX booth has been months in the making, and it features a massive lighting setup synced with our custom arcade cabinet. If we do our job right you won't be able to miss it!
(experimenting with PAX booth lighting)
Hey everyone! Kyle and I just returned from gamescom a couple weeks ago, and aside from catching a rough covention flu afterwards the entire event was a blast. Thanks to everyone that dropped by to say hi, play the game, and give amazing feedback. Gamescom recap to come in another update, but today I want to discuss about our next ambitious venture: PAX PRIME.
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