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ChromaGun 2: Dye Hard announced at IGN Live!

We are delighted to announce that we've partnered with PM Studios from LA to work on our next game, ChromaGun 2: Dye Hard! Eight years after the release of our very first indie game ChromaGun in 2016, and 3 years after releasing Can't Drive This, this is a big step for us :) This is our first publishing deal ever after two self-published titles. We're excited to work with such an experienced publishing team for the next game! This is also the first time we have ever shown a trailer for ChromaGun 2. We hope you like it! [previewyoutube=b4u_uqMHrIE;leftthumb][/previewyoutube] It would be fantastic if you could wishlist ChromaGun 2: https://store.steampowered.com/app/2982340/ChromaGun_2_Dye_Hard/


[ 2024-06-17 14:24:42 CET ] [ Original post ]


Can't Drive This - Remote Play Together Event!

Can't Drive This is a game with local coop up to 4 players. We're playing with you Can't Drive This live in Stream, simply jump in! :)


[ 2021-03-26 11:28:37 CET ] [ Original post ]


Can't Drive This - 20% off during Remote Play Together SALE!

Ahoi Partner!


As a classic couch coop game, we want to celebrate Steam's Remote Play Together Feature with you! Only one of you has the game? No problem! You live far apart and haven't seen each other since the beginning of the pandemic? We got you covered! For everyone who's new, here's a quick overview of our multiplayer game modes:
Start your engines and get ready for some classic 2-4 players Yardage, where one of you builds the road while all the others race the track! One of your buddies fell off the road? Revive them, and drive together as far as you can.
[hr][/hr]
More challenge? Try Game of Drones! Build your way to the hot-air balloons and pick up all Holos to advance to the next round. Every round gets incrementally more difficult
[hr][/hr]
Want more competition? Get ready for Capture the Egg! Race your monster truck to the opposing team's base, pick up the giant concrete egg and rush back to your own. Win two out of three rounds to win the game!
[hr][/hr] Save your copy while it's still 20% off! Cheers, hope to see you in the chat!


[ 2021-03-24 09:59:31 CET ] [ Original post ]


Can't Drive This - 35% off during Remote Play Together SALE!

Ahoi Partner!


As a classic couch coop game, we want to celebrate Steam's Remote Play Together Feature with you! Only one of you has the game? No problem! You live far apart and haven't seen each other since the beginning of the pandemic? We got you covered! LunaPeruna is streaming live here on Steam - March 25th 5pm (CET). So tune in and dive deep into our game. Explore different game modes with her and ask questions about the game! Also, you should pay attention, because every now and then you can win a key for Can't Drive This! For everyone who's new, here's a quick overview of our multiplayer game modes:
Start your engines and get ready for some classic 2-4 players Yardage, where one of you builds the road while all the others race the track! One of your buddies fell off the road? Revive them, and drive together as far as you can.
[hr][/hr]
More challenge? Try Game of Drones! Build your way to the hot-air balloons and pick up all Holos to advance to the next round. Every round gets incrementally more difficult
[hr][/hr]
Want more competition? Get ready for Capture the Egg! Race your monster truck to the opposing team's base, pick up the giant concrete egg and rush back to your own. Win two out of three rounds to win the game!
[hr][/hr] Save your copy while it's still 35% off! Cheers, hope to see you in the chat!


[ 2021-03-23 14:10:59 CET ] [ Original post ]


SO LONG, EARLY ACCESS

Hey everybody, So, this is it. We're finally out of Early Access with Build #6402082 It's been quite a ride, hasn't it? I'm not gonna lie, we would have loved to spend much less time in Early Access maybe even releasing our couch-coop game during a time where people can actually meet. It took us a lot longer than we expected, but in the end, we're super happy with how the game turned out.
Just think where we started. This is what the game looked like when it was greenlit:
That gif isn't even slowed down. LOOK HOW SLOW THAT WAS! After the game jam version was greenlit, we worked on the game a bunch, and this is what eventually kicked off our Early Access:
A lot prettier, and a faster than the previous version. Here's where we introduced the Monster Truck that would eventually become the trademark but there was still so much missing.
When you compare it to what we're launching today... Crazy, don't you think?
Leo DaVinci once said "Art is never finished, only abandoned", and boy was he right. Don't get me wrong, we're not saying Can't Drive This is art, nor are we abandoning the game Far from it! There are still about a million and a half ideas we have for Can't Drive This! We could easily put another 5 years into the game, adding accessibility features, new game modes, more customization options, Workshop integration, and lots lots more. We're just at a point where we have to set Can't Drive This free, into the wild. Kick the baby bird out of the nest, if you will. We'd be great bird-parents.
Getting Can't Drive This over the finish line was tough, especially with everybody transitioning into home office, and working remotely. And in all honesty, working on any game for so long takes its toll, and there certainly were moments we were just flat out fed up with the game. Imagine eating Pizza every day for five years. ... Actually that sounds awesome, bad example. Your continued support through all this time reassured us of being on the right track. At every stage of the development, during every moment of doubt, your support was the tailwind we needed to keep going. It's as if you were looking us deep in the eye, saying "We know the game, and we're gonna play it. And if you ask me how I'm feeling, don't tell me you're too blind to say. Never gonna give you up. Never gonna let you down. Never gonna run around and desert you." This game wouldn't have been made without you. You, personally. Seriously.
First of all, if you genuinely feel this way, thank you! That's absolutely ace! There are two things you can do to support the continued development of the game: 1) Tell your friends about it! Can't Drive This is launching on Steam, PS4, PS5, Xbox One and Nintendo Switch, so no matter where they play, they can play Can't Drive This. :) 2) Tell us about it! Developing a game for so long can be exhausting, and there's nothing more motivating than hearing from players who genuinely enjoy it. It may not fund the game, but it'll definitely make our day. :)
As I said before, there's a bunch of ideas we have for the game and if Can't Drive This sells well, we'd be thrilled to keep adding awesome new updates in the future. Truth is, we'll just have to see how it goes. :) In any case, we're also excited to start working on our next game, Escape the Loop (which already has its own Steam page). It'll be a nice change of pace to be working on something so fundamentally different.

Music for the Road



For those who need more Can't Drive This in their lives, we prepared a Spotify playlist of songs we would've added to the game if we had infinite money. Seriously, it's absolutely insane how expensive it is to license popular songs. These are songs we thought would vibe really well with the game. Some may even sound like they're in the game! :) Just scan the above image with your Spotify app, or simply click here. Additionally, we'll be releasing the game's soundtrack to all streaming platforms fairly soon! It's not much, but it'll help for those days where you can't get that damn theme song out of your head. Just keep your eyes peeled!
I guess that's pretty much it. If you want to celebrate with us today, we'll be live on Twitch at twitch.tv/pixel_maniacs pretty much all day, playing the game, talking about the development, and just generally having good time. Come and hang out! It'll be in German mostly, but we'll have no problem switching to English so everybody can follow the conversation.
Also for a more long-term deal, feel free to join our Discord (discord.gg/pixel-maniacs)! Before I head out, I want to take one last moment to thank all the amazing people who helped make Can't Drive This possible. The seriously awesome folks over at FFF Bayern funded the game's development, which made it possible for us to make it in the first place. Our friends at Neobird helped us bring the game to Nintendo Switch, just like our buddies at Massive Miniteam helped bring it to PS5. And last, but not least: Perp Games, who believed in the game so much, they decided to publish it to PS4 and PS5 on disc! Seriously, you can own the game on disc, in a box and everything! Finally, one last thank you to all of you, from every one of us here at Pixel Maniacs. Chances are you've been with us for a long time and we really appreciate the heck out of that.
See you on the streets, people!


[ 2021-03-18 23:00:21 CET ] [ Original post ]


WE HAVE A RELEASE DATE

Hey everybody, I can't tell you how happy we are to finally say this:

WE'RE OFFICIALLY LEAVING EARLY ACCESS ON MARCH 19!


The game you've been playing is almost feature-complete, but that's not to say a few things aren't still missing! Today's update (Build #6282173) adds accessibility!
It's important to us that everybody can enjoy our games. Some of you may remember us adding a colorblind mode to our previous title ChromaGun, which was entirely based on colors. It's unfair to marginalize a group of players, just because they can't play a game the way we do. So, today we're adding two accessibility features to remedy the two main issues players have been having with Can't Drive This.

Colorblind-Friendly Ghosts



We've heard that some colorblind players have trouble distinguishing the tiles' ghosts from the background. That's why we added the option to change its color to either blue (default), red or green. Depending on the type of colorblindness you have, one of these should help set the ghost off from the background!

Slow-Mode


Can't Drive This, at its heart, is a game about chaotic communication between two players with two different points of view. Most of that chaos comes from the game's speed you can't drive too slowly, or you'll explode, giving you less time to think. Of course, some people are faster at articulating thoughts than others, and not all neural pathways transmit information at the same speed. Even just the concept of "fast" is very subjective. That's why we're now introducing Slow-Mode.
Regular Speed
Slow-Mode Activated While Slow-Mode is activated, scores won't be counted towards the global leaderboards. However, players with Slow-Mode enabled can still play online the player with the slowest setting in an online match sets the velocity the game will run at and Slow-Mode won't disable the collecting of achievements either.

We're Almost There


This marks the second-to-last update before our last update on Launch day. You might be thinking "there are still two fundamental features missing!" and yes, they will both be added to the game, once we leave early access on March 19:
Can't Drive This is not just great with friends, but also to make new ones! ...and then immediately ruin that friendship, because that's just how this game works apparently. The full release will finally unlock the Matchmaking feature, allowing you to play with random people all over the world.
What's a game without some meta-game around it, right? We added 41 achievements for you to unlock after Launch Day. A few are easy to get, a few are tough, a few are plain funny, and all will reward you handsomely for sticking with the game! We'll be posting a longer announcement on Launch Day, so I'll keep this one short and simple. See you all on March 19th!


[ 2021-02-25 14:40:04 CET ] [ Original post ]


Leaderboard & Bragging Rights

Hey everybody, we hope you made it through the holidays and the new year well! We're getting close to finishing up, and are marching full team ahead towards the full release of Can't Drive This. As such, we prepared a new update for you of course, with Build #6050491. As of today, you can finally earn your bragging rights in our brand new shiny Leaderboard!
What good is a high score, if it's not for the world to see? From now on, all 2-Player online Yardage matches are automatically added to the leaderboard. So find yourself a builder or a driver, and get your names up on that wall! The leaderboard is located in the main menu.
As usual, here's a fine selection of bugfixes:

  • Fixes an issue where the game sometimes crashed when not connected to the internet
  • Fixes a bug where the tutorials wouldn't play any sound
  • Adds additional missing credits
  • Fixes a bug where UI would disappear off-screen
  • Minor wording changes
  • Fixes an issue where Graphics Settings were missing sometimes
  • Reduces the number of tricks needed to unlock an item
  • Fixes a bug where controller vibration would sometimes not work
Let us know what you think! Cheers


[ 2021-01-13 15:51:58 CET ] [ Original post ]


Can't Understand This

Bienvenidos este anuncio! We've been working hard on this one, for all you international drivers and builders out there. Today, we added language support for fourteen languages to Can't Drive This in Build #5944431. That means every single written word in the game is now available in the following languages (in no particular order):

  • English
  • Deutsch
  • Franais
  • Espaol
  • Portugues do Brasil
  • Polskie
  • Italiano
  • Trke
  • Svenska
We hope we did a good job, we worked with a multitude of talented professionals but sometimes, things get mixed up. So if you find something that doesn't sound quite right, or just outright wrong, please tell us on the forums, so we can fix it. :)
And as usual, here's an exquisite selection of squashed bugs and added features:
  • Fixed an error where a random cursor was visible when starting to play
  • Adds missing credits
  • Fixed an issue where the game would hiccup when collecting a Holo
  • Fixed a bug where the Rematch button would get stuck sometimes
  • Added a tutorial video for Lone Racer
  • Fixed a bug where changing mode mid-play could break Yardage and GoD
  • Fixed a bug where the timer sound would play indefinitely after exploding in Lone Racer
  • Removes glitching sound effects when quitting the game
  • Levels in-game music to the same volume as menu-music


[ 2020-12-10 11:49:06 CET ] [ Original post ]


Single Player Now Online

Hey all, just a short update something went wrong with the Single Player update, and there's no way to find out who's fault it was*. But the problem was fixed, and the update is NOW available. For real this time. * It was me, I forgot to press the button...


[ 2020-11-05 15:41:09 CET ] [ Original post ]


New Mode: True Single Player!

Playing a multiplayer game alone? Welcome to the future! Eons and eons ago, we released Can't Drive This as a purely multiplayer experience. Naturally, y'all got inventive and started playing the game alone, wrinkling your brains and pushing your hand-eye-coordination (and the parallelism of your sight lines) to the limits. Well, wrinkle no more. In Build #5782603, we're super excited to introduce LONE RACER.
Lone Racer is our brand new full-fledged single player mode. Alternate between driving and building, all under the torment of a vicious new super-villain, the TIMER. (It's just a timer, really) Build the road as you usually would. When you're finished building, press the SWAP button*. You'll instantly take over the role of the driver, driving along the route that you just built. "Just driving along a prebuilt road? I CAN drive this", you might say. That's why your building is recorded, and then played back as you drive. So if it takes you forever to build a coherent road, you're gonna have a bad time driving.
Collect HOLOs for time bonuses, and live to drive another yard. Explode, and you'll respawn right where you collected the last HOLO. The score is counted as a combination of round duration, distance driven, and times exploded. To play Lone Racer, download the latest update, and head over to LOCAL from the main menu, with only one user connected. Let us know what you think!
As usual, there are a bunch of other tweaks and fixes that made it into the new update. Here are some of our favorites:

  • Made the entire UI juicier!
  • Adds mouse icons for the initial builder hint
  • Displays arrows pointing towards HOLOs for the builder in Game of Drones
  • Displays each mode's player count in mode selection
  • Removes mode select timer when playing alone
  • Lets you return to main menu from mode selection
  • Fixes a bug where controllers would rumble indefinitely on pause screen
  • Fixes an issue where tires would stay dirty after respawning
  • Adds controller rumble when exploding
  • Fixes an issue where lives would display wrong in Game of Drones
  • Balances Game of Drones difficulty
  • Fixes an issue where 3-4P Game of Drones would incorrectly fail a level when a driver explodes while others are still alive
  • Fixes an issue where player names were sometimes not displayed correctly
  • Fixes a bug where the game would "crash" when quitting it. \_()_/ Gamedev is fun.
*By default, the swap-button is Tab on keyboard, Triangle on a PS Controller, and Y on an Xbox Controller)


[ 2020-11-04 14:35:13 CET ] [ Original post ]


With Hats, Customization is Now Complete!

Hey everyone! with the today's update (Build #5552302), we added hats for your cars. That means, player customization is now complete!
So as a driver, you can now customize:

  • Primary Paint
  • Secondary Paint
  • Pattern
  • Hats / Side & Top Attachments
  • Spoilers / Rear Attachments
  • Noses / Front Attachments
And as the builder, you get to customize:
  • Asphalt Paint
  • Primary Boundary Color
  • Secondary Boundary Color
If you missed it, here's a short refresher on how to unlock customization items: Perform tricks to increase your UNLOCK-O-METER. As the driver, you can do flips, jump through fiery rings or narrowly avoid moving obstacles (like the hammer, steamroller, etc.). As the builder, you have to build tiles in the very last second, *just* in time for the driver to land on it. Do five of any of these in one round, and you'll unlock a new random item!
As usual, we've been scouring the game for bugs and glitches, and here are some of the ones we found, and eradicated:
  • Fixed a bug where the unlock-o-meter would break in Capture the Egg
  • Adds an option to clear all user-data in case something breaks
  • Better handles exceptions to drastically reduce game crashes
  • Displays version in settings menu
  • Fixes an issue where builder hints were sometimes not displayed correctly


[ 2020-09-17 11:46:16 CET ] [ Original post ]


Put Your Paint on the Pavement!

Hey everyone! We're back with another update, and another customization option! Here's what's new in Build #5498244
We finally added customizable asphalt colors to the customization menu! So now, when playing as the builder, you can build with style! Of course, if you've already unlocked asphalts in previous rounds, you'll be able to instantly equip them as of right now. Now, go shine!
As usual, there are a bunch of fixes and minor features that we added, and here's a carefully curated selection of some of them:

  • Fixes an issue where joining a game would sometimes crash the game
  • Now displays control hints before first interaction
  • Fixes a bug where players can become scrambled during frame selection
  • Increases size of input icons
  • Adds analytics
  • Restructures crew menu to display vehicle ghosts in menu
  • Fixes a bug where pausing while falling backwards would break the pause menu
  • Fixes an issue where exploding after being invited sometimes broke both the game


[ 2020-09-03 16:25:53 CET ] [ Original post ]


Spoiler Alert: Spoilers!

Good news everyone! We've been working on something for all you drivers out there, so let's get right into Build #5365520.
This update finally adds spoilers for you to slap on the back of your trucks. Attach them in the customization menu after unlocking them. And here's the real beauty of it: If you've played Can't Drive This before, and unlocked a few items, chances are you already own some spoilers! Because of how we implemented the unlock system, you've been unlocking items that didn't even exist up until now, and the more items we add, the more items you automatically get.
And as usual, here are a few of the bugs we fixed in this build:

  • Fixed an issue where the game crashed when you exploded after being invited
  • Moved the press to join" buttons for better legibility
  • Fixed an issue where flips were incorrectly registered after respawning
  • More reliable synchronization between host and client
  • Fades gameplay music correctly in online games
  • Fixed an issue where the "give up" button on the client wouldn't close the menu
  • Fixed an issue where text in the settings menu may become illegible
  • Fixed an issue where usernames were not displayed correctly sometimes


[ 2020-08-17 15:07:17 CET ] [ Original post ]


Early Game Features, Unlock-O-Meter, and More

Hey everyone, time for another update! Build #5296914 brings a few very noticeable updates, so here's what's what:

Yardage Start


We've gotten a bunch of reports saying the game is too hard right from the start, so we decided to change the start tile in Yardage. The start tile is no longer a boosted ramp, but instead just a double straight tile. This means you get to start the game at your pace, and aren't forced to go full-speed ahead right from the start. Additionally, Yardage is now much more forgiving at the start. If you don't start driving immediately, you don't explode. In fact, you can completely stop on the start-tile without exploding. The farther you drive, the faster you have to be to not explode.

Tutorials


In addition to making Yardage easier for new players, we added tutorials to teach you all the things you might not know about. You can find them in the SETTINGS MENU!!!! (You'll get the joke once you see the tutorials). We would liked to have implemented a beautifully integrated way of teaching you the game by playing, but we're an indie studio. And indie studios are notoriously poor (unless they had that one hit game that made them stupid rich), so we made tutorial slide shows. *shrug-emoji* We want to make sure you know about the tutorials, so when you play the game without having seen one, the first two tutorials will play automatically. In this case, they're not skippable, because we're supremely evil beings. Don't worry though when you watch them from the settings menu, you will be able to skip them.

Unlock-O-Meter


You can do flips and stunts to unlock new customization items. But until yesterday, there was no way to see your unlock progress. Well, there is now. To unlock a new item, you must perform 10 tricks or stunts in a single round. The Unlock-O-Meter shows you exactly how many remain in order to unlock a new item. You don't have to look for it in-game, it'll make itself very noticeable.

Street Paints


Last but not least (maybe least, who are we to judge?), you can now customize your road, for when you're playing as the builder. With the asphalt still to follow up soon, you now have the ability to colorize the curbs, which are normally red and white.

Fixes


Here are a few of the issues we fixed, bugs we squashed, and minor updates we added since the last version:
  • Added a nice big effect for when you beat your high score
  • Fades out the music on the game over screen
  • Localization: All texts should now work entirely in English and German
  • Added an "Apply" button to resolution and language settings
  • Added a "Give up" button in-game, in case you get stuck somehow
  • Selected mode in mode-selection is now highlighted
  • Cursor in mode-selection is now locked when mode is selected
  • Now uses your system language as the game's language by default (German and English only for now)
As usual, if there's anything you'd like to let us know, we want to know! Whether it's bugs you found, features you want, or changes you don't like please hop on over to the Steam Forums, and empty your heart out. See you on the Forums! Tutorials Photo by Renan Kamikoga on Unsplash


[ 2020-07-16 13:21:52 CET ] [ Original post ]


Unlockables Are Here!

Hey all, we're back with a new update this week! So let's jump right into the novel sensation that is Build #5156201.
We know you've been waiting for this for a while: You can now finally unlock customization items! Tricks and stunts no longer add bonus points instead, they unlock items. Perform 10 tricks in a single session to unlock a new item. Any combination of tricks or stunts will do. Here's a list:

  • FLIP (Do a flip)
  • HOOPED (Jump through a fire ring)
  • NEAR MISS (Narrowly avoid hitting a moving obstacle)
  • CLOSE CALL (Build a tile *just* in time to save the driver)
As of now, the only available customization parts are paints, patterns, and noses (read below). You will however be able to unlock every type of customization even if you can't equip or even see them yet. You'll be able to use them, once they're added in a future update.
The third customization slot is now available: Noses! If you've ever felt your Monster Truck to be too faceless, feel no more! With currently...
  • 28 noses
  • 26 patterns
  • 43 paint jobs
... we're now just over A MILLION possible customization combinations.
As usual, we did a bunch of other things, that were pushed out of the spotlight by unlocks and noses. Here are a few of them:
  • You may now disconnect a controller on the Game Over screen, without the game rage-quitting
  • Ballons with Holos on them are lit up now, which is pretty
  • Removed bonus points for stunts, because of score-mongering (reported by Citabogue & Paragon | Janni & Paragon | Jocy)
  • Stunts now unlock customization items (even ones not yet available. Future-you approves this.)
  • Adds noses to vehicle customization, because all trucks need noses.
  • Building with the mouse now works, when mouse-lock is active. Magical.
  • Danger Glow no longer progresses while in the air. More close calls. Neat. (reported by Citabogue)
  • Makes menu controllable with WASD, because why not (reported by Sofi)
  • Vehicles now explode in joy when all Holos are collected in Game of Drones
  • Game of Drones will no longer end prematurely for various reasons
  • Imitating real life, you can no longer drive in the air in Game of Drones
  • The splash screen is now monkey-safe
And of course, if you find anything that bothers you or anything you really love, let us know! See you on the Forums!


[ 2020-06-12 15:49:49 CET ] [ Original post ]


New 2-Player Mode: GAME OF DRONES

Hey everyone, firstly, thank you all for the amazing feedback you've provided on the Forums and on Discord. We're continuing to add fancy new stuff to Can't Drive This, and this update (Build #5054550) is no different. Last update brought you Capture the Egg, a 4-Player competitive mode. We realize, of course, that in times of a pandemic and social distancing, a local-only 4P mode is less than optimal. Not everybody has the luxury and/or misfortune of having three roommates to play with. So for all those of you who are isolated, and in desperate need of yelling at friends, we present...
Game of Drones is a brand-new cooperative mode for 2-4 players. In a finite square stage, collect all holos to complete a level. But beware the drone it haunts you and drops EMP mines that temporarily disable your controls when you drive too close.
Each level gets incrementally larger, with more difficult tiles, a less forgiving Low Speed Danger Zone, and more aggressive drones.
Additionally, here are some of the smashed bugs, QoL improvements, and general fixes this update adds:

  • Improves street tile balancing in Yardage
  • Close Calls no longer count as unused tiles (as reported by Paragon | Jocy)
  • Fixes an issue where the game can get stuck while joining an online match
  • Adds a fancy animation in the crew menu
  • Adds loading icons when waiting for an online game
  • Fixes an issue where mouse input behaved strangely sometimes
As usual, if you run into any problems, or just have general feedback for us, we'd love to hear from you! Just open a thread on the Forums, and we'll see to it asap.


[ 2020-05-20 16:39:00 CET ] [ Original post ]


Capture the Flag Classic Controls

We have a LOT to cover for this update, people, so no beating around the bush. Here's what's new in Build #4966306:

Capture the Egg



This update brings you the first new game mode: Capture the Egg. It's like a classic round of good ol' Capture the Flag. But instead of people, there are Monster Trucks. And instead of Flags, there are 600 POUND CONCRETE EGGS!
In this frantic four-player* mode, a team of one builder and one driver make their way to the opposing team's base. There, you'll find the other team's delicious** egg. Collect the egg, and drag it back to your own base. That would be simple if there weren't a few obstacles, like... - You still can fall off the track. - The egg pure concrete, and will slow you down - Also, you still explode when you go too slow - The egg will get stuck in places, stopping you dead in your tracks - There's a whole other team that will make your life miserable Best of three rounds wins! *Can't Drive This supports up to two players online, so Capture the Egg is local only. **Tastes like victory

Classic Controls



We heard a lot of feedback over the past weeks, and we're always listening. To prove it, we spent the past weeks bringing the old controls back into the New Can't Drive This! That means two things:

One Keyboard. One Mouse. Two Players!


Something that a lot of you loved about the Legacy version, was the that you didn't need a controller to play multiplayer. Well, good news! If you don't have a controller, or don't want to use one, you can now play with mouse and keyboard again. Technically, this can also be used as a Single Player mode. While we're way too dumb to play our own game that way, it's perfect for training your multi tasking skills during quarantine!

Drive With a Controller, Build With the Mouse


Even though controller support was rudimentary at best in the Legacy version, many of you got it working and played with a a controller-mouse-combo. If you prefer building with the mouse, but drive better using a controller, this is now possible out of the box! An added bonus is, any local player can use the mouse to build, as long as there is only one builder.

Bugfixes



As usual, you sent us a ton of bugs that needed fixing, and we got a few of those into this update as well. Take a look at a few of them:
  • Fixed messed up bloom in menu
  • Fixed texture on ghost tiles (reported by Paragon | Jocy)
  • Driver icon is now visible on client (reported by Paragon | Jocy)
  • Fixed controls menu after returning from game (reported by Paragon | Jocy)
  • Makes sure boundaries don't stop at ~9000 points. (reported by Paragon | Janni)
  • Improved performance even further
Let us know what you think on the forums! And as usual, if you find any bugs, we'd be happy to exterminate them.

One Last Note


We realize that due to the current situation, many people won't be able to play Capture the Egg the way it's meant to be played. This sucks hard, but we want to encourage you to stay safe and take advantage of Steam Remote Play Together, if you don't have four people to play with at home. Stay safe!

HAVE A GREAT WEEKEND


Mouse and Keyboard Photo by Andrew Mantarro on Unsplash Code Photo by Markus Spiske on Unsplash


[ 2020-05-01 13:47:35 CET ] [ Original post ]


April Update #2

We've got a brand new batch of update-sauce for all you drivers and builders out there. Here's what's new in Build #4904705:

Performance Improvements


We worked hard on getting the game running on as many devices as possible. Over the past few weeks, we sifted through the entire game like gold panners, hunting those precious performance nuggets. Then we separated the dirt, and rocks, and the remaining alluvial deposits, melted the pure separated performance in a melting pot, and poured it into a mold, to get the shiny new update that you can download right now.

Reduced Polygon Count


In all seriousness, we reduced the polycount of most of the models in the game. Overall, we're now rendering about 40-60% less polygons than before. This means less strain on your CPU for sending data over to the GPU, and less strain on the GPU for actually converting the data into a visible image.

Faster Rendering


Additionally, we switched to a faster rendering solution. This should have the game running at 60fps with four players for most modern desktop PCs. For the technically interested among you, we switched to the LWRP, which is far faster because it allows us to not render things we don't actually use (like a depth pass, depth+normals texture, motion vectors, and other fancy-pants shenanigans). If you still run into performance issues or frame drops, please let us know on the forums we'd really like to fix those.

Customization I



Vehicle customization is back, sorta! The first batch of customization goodness brings you basic colors and patterns. We know this doesn't scratch your creative itch to completion, but we're getting there. More customization options will be added in future updates. (Read the "I" in the heading as the Roman numeral, not the letter). Also note that you won't be able to unlock more colors for now, as we're still working on an unlockable system which will allow you to unlock customization options during the game.

Change Log


Here's some of the minor changes this update:
  • Fixed a bug where key maps weren't saved (reported by Freekill and Ramprage)
  • Fixed a bug where audio was disabled by default
  • Made ghost tiles more easily readable for the builder (reported by Paragon | Jocy)
  • Fixed color scheme in settings menu
  • Fixed Linux launch config (as reported by [Linux] Liam)
  • Fixed a bug where controllers were sometimes not recognized on start
  • Removed visual seam in skybox
  • Added contact buttons to menu
  • Removed garbage allocation in some scripts
  • Fixed an issue where physics breaks at ~9000pts (reported by Paragon | Jocy)
  • Displays Controller icons on start screen
  • Changed Start button from SPACE to RETURN
  • Fixed an issue where tiles can rotate to an arbitrary value (reported by Paragon | Jocy)
  • Added "Waiting for other player" when playing online
  • Added support for most controllers

What's next?


Here are things not in the game yet, we're looking to add back in future updates (in no particular order):
  • Street customization
  • Remaining vehicle customization
  • Achievements
  • Leaderboards
  • More game modes
  • Unlockables-System
  • Online Matchmaking
  • New Trailer & Box Art
As usual, if you find any issues (frame drops, bugs, glitches, etc.), we'd love to hear from you! Just open a thread on the Forums, and we'll see to it asap.


[ 2020-04-16 10:17:58 CET ] [ Original post ]


WE'RE BACK BABY

Hey everyone, Remember all those times we told you that we're working on a big update, and we just needed some more time? Well, guess what...
We just uploaded the New Can't Drive This, and it's ready for you to play. We know you've been waiting for this for a long time, so let us just start by saying thank you, for sticking with us.

So, what's new


What did we change? Well, pretty much everything. Every line of code has been improved or rewritten. Every model has been replaced with a prettier model. Every physics glitch has been patched with a funnier physics glitch. Here are just a few major changes we made:
    Entirely new vehicle physics. Your vehicle is now a lot more fun to drive no more frustrating moments when the car just doesn't behave the way you expect it to.
    New, prettier Monster Truck. I'll just let this image speak for itself.
    More beautiful environment We swapped the old, infinitely empty ocean, for a rich environment, so your eyes don't get bored should you ever not be looking at the track. You should, however, always be looking at the track.
    Completely new tiles The style of the tiles matches the new detail-richness of the rest of the game. And yes, we also kicked the windmill. (Though you won't like what we put in its place)
    New visuals when driving too slow The old CDT had a tiny, barely noticeable, speedometer in the lower left corner. Incidentally, the lower left corner is exactly where you're not looking while playing. So now, when you're about to explode you'll notice.
    Yardage supports up to four players locally Nuff said.
    New VFX, SFX and Music We completely overhauled the soundscape of the game, starting with new motor sounds, and ending with a sick original theme song! Online Multiplayer is much more stable Remember, when you played online and you got randomly disconnected? Yeah, not anymore you don't. Full controller support You can control the entire game with your controller now. Including, but not limited to, driving, building, navigating the menu, and tossing the controller into your friends face for not building in time.

What about the community?


Additionally to publishing the New Can't Drive This, we've restructured our Steam forums to better react to your feedback.
  • Just Chatting for questions, and general blah.
  • Bugs & Features for bug reports and feature requests.
  • Friendship Hub for finding new friends to play with.
We worked really hard on the New Can't Drive This, and we're seriously psyched to finally bring this update to you hopefully, you'll enjoy it. Stay tuned for new updates, including vehicle customization, new modes, unlockables, and more coming soon! Thanks again to all of you, for sticking with us, and not giving up hope.
See you on the forums!


[ 2020-04-02 08:08:50 CET ] [ Original post ]


Pulling the Plug

Dear all of you, after careful consideration, we decided we can no longer sustain our current workload. That is why we collectively decided to terminate the development of Cant Drive This on Steam, effective immediately. Instead, we will be publishing the finished game on the Epoc Store, as well as Ploystation and Xbux. Also, well bring a sick special version onto Nintondi Swank, which will be exactly the same, but 50% more expensive for some absurd reason.
It is with great pleasure that we, on this April Fools Day, totally friggin gotcha! (Did we, though?) We shall now quit playing games with your hearts. However, we will be intersplicing this announcement with sad GIFs, so as to troll people not reading the entire thing.
No, Cant Drive This is not cancelled, of course. As they say, lol jk. The development of Cant Drive This will stay exactly the way it is - with us, not publishing any updates, and saying sorry every few months. Gotcha again! We WILL be publishing new updates, and the first one will be in your hands only two weeks from now.
The new Cant Drive This will be replacing the old version. However, since Cant Drive This changed a looooot, well be moving the old version to a new permanent home: The legacy channel. Consider it the retirement home of channels, where you can visit the old Cant Drive This as often as you want, and in turn, itll ask you if youve been taking your vitamins, or why the damn remote wont work. So, go ahead and update Cant Drive This, and get crackin right now. Yes, right now. Earlier when I said two weeks from now... Well, gotcha. Well be posting another announcement, with some more detailed plans for the future of the game tomorrow, when International Troll Day is over.
So again, sorry for cancelling the game and stuff. Take care.


[ 2020-04-01 08:04:44 CET ] [ Original post ]


Getting Close

Hey all, popping in for a short update on the development, and it's really going places. The art and design are pretty much done a few pieces of UI and small details on game modes are missing, but that's pretty much it. Most artists have now switched to meta artwork (artwork for storefronts, box art, etc.) or our next title. Our programmers are still working hard on getting network code hammered down. There's been some problems with the networking SDK we'd been using before, but the current system is well on track. Once that's done, they'll be adding in an invite-system and user management. And once that's done, you'll all get to play the new Can't Drive This we promised so long ago. For the data connoisseurs among you, here's a graph of our development hours by discipline.
If you have any questions, as usual, we'll be happy to answer them. All the Best, Steve


[ 2018-12-14 12:26:30 CET ] [ Original post ]


Good News! New Mode, Tile Ghosts Team Colors

Hey y'all, just popping in to let you know the base of the game is coming along nicely. We now have a strong code-base, with stable physics and input handling, and which supports adding new game modes quickly. That means can finally start working on getting Online Play and Vehicle Customization going again. And when that's done, the game will finally be on the same level as the current Early Access build (feature-wise), and we'll finally be able to roll out the new version to all of you.

Two-to-Four Player Yardage


With the new code-base, CDT now supports up to four players. So now, the classic 'go-as-far-as-possible' Yardage, supports two, three and four player co-op. Every player adds to the score (even the builder), and drivers are able to revive each-other, when they explode or fall off the track.

Capture the Flag


With the code now supporting four players, it's time for team-based versus modes! The first one we created is a variation of Capture the Flag, where both teams have a driver and builder each, and must get to the opposing team's base and back to score.

Tile Ghosts and Team Colors


To enable greater recognizability for tiles before they are placed, we've redesigned the Ghost's shader. In turn, we also used colors, which are distinguishable for colorblind gamers as well.

From Here On Out


We're now getting networking going again – everything is already coded in a way to make this as easy as possible, but considering the implications of real-time physics over a (potentially slow) network, this is a rather complex thing to do, if you want to do it right (which we do). The goal is to make online play as stable as possible, and have matchmaking work to reliably find players – unlike in the current version. Also, we'll be re-implementing vehicle and street customization. Again, the code-base is already designed in a way to allow for relatively quick implementation, but things like the customization UI, synchronizing customization over the network, and new customization options, will have to be done again. Hope that helps give you an idea of how things are going – and THAT things are going. As always, if there are any questions, don't hesitate to ask. Cheers, Steve


[ 2018-08-30 11:02:59 CET ] [ Original post ]


Shiny New Updates

Heya, Time for another update for all you beautiful patient gamers! ːsilverworkerː We've been making good progress in getting the new version of the game up and running again. It's not finished, but as our systems are becoming more and more complete, we're getting closer to finally having a playable version again. So, let's go straight to the news.

New Monster Truck Visuals


Here's the new textured Monster Truck Model:

New Vehicle Physics


And here's our new vehicle controller. It features far more dynamic wheel placement and chassis damping, visually. As far as physics go, we also completely revamped the way it behaves, so less floaty driving, and more direct acceleration.

Respawn


When playing Yardage with one builder and several drivers, and one driver explodes or falls off the track, the other drivers can bring them back to life by driving back to where they died. Their soul will be waiting to be saved.

AI Builder


To enable Single Player gameplay, we started implementing AI players. The builder is now complete, and allows you to practice driving offline, without other players. The driver AI appears to be far more difficult to implement, and a lot of work is still needed on that. For the time being, we'll focus on more important issues (like getting the game running again), and go back to a driver AI once we have the time.

Online Play


We're technically able to "play" online as of now – cross-platform and all. We hope to keep that, but whether or not cross platform multiplayer will make it into the game in the end, is not certain yet, as that depends on multiple factors. * The word play is in quotation marks, because this is really playing in the broadest sense. There's no logic to rounds, no points being counted, no teams, etc. Basically it's only the building and driving, without any rules. But not to fret, we're on it.

Up Next


Our roadmap is pretty tight, as we're trying our hardest to get the updates into your hands. Here's a quick rundown of what's happening now, and what's going to happen next:
  • [In Progress] Vehicle Effects (skid marks, boost particles, etc.)
  • [In Progress] Bonus Points (for certain actions while playing)
  • [In Progress] Sound Effects
  • [In Progress] UI (HUD and Menu Flow)
  • Implement Gameplay & Mode Rules
  • In-game Music
  • Re-implement Customization
  • New Game Mode: Capture the Flag
  • Implement missing tiles
  • Performance Optimization
  • Fix network glitches
  • Bugfixes
We're hoping to have an offline playable version ready in time for gamescom, where we will be displaying the game. If you're in town, please stop by and come hang out!

Anything Else?


That's it for now. Is there something you're missing in the current build that you'd like to see in the next version? Or something we really really shouldn't touch? Or something else you want us to know? Get in touch! ːsteamhappyːːgoldworkerː Take care you all!


[ 2018-06-21 10:24:24 CET ] [ Original post ]


Re-Design Sneak Peek

Hey y'all, after spending some time away from the office at GDC and PAX, we're finally back and ready to do some gamedev. The engineers are hard at work implementing some of the new game design, and the network code, so right now is the perfect time to do some menu stuff. So, here's a mock-up of our new main menu.
The idea is that as players join your party, their cars pop up in the background – whether they've joined local or online. Note that nothing is final yet, especially not the background. There will be a lot more happening around the vehicles, this is just placeholder artwork, to give an idea of necessary content. Also, our artist Valerij is working on re-doing the vehicles. Right now, the monster truck is getting overhauled. Here's a work in progress:
The old one (you can still see that in the menu screenshot) had some technical flaws, and doesn't fit well enough with the new design. What do you think? Like it? Hate it? Anything you'd like to see, that we missed? Take care, Steve


[ 2018-04-24 11:46:30 CET ] [ Original post ]


A Word on Early Access

Hello one and all, how have you all been doing? I'm here today, to give you some news about the Early Access version of Can't Drive This, and a rough timeline of what's going to happen next. Warning: Lots of text incoming.

Working off Game-Jam Code


As I've mentioned before, we've been hard at work updating Can't Drive This. So why, you may wonder, are you not seeing any of the progress? Well, let's go back a step: Can't Drive This was born during a game jam – we prototyped the initial version of the game within 72 hours (This way way before the Early Access version. You can still play that prototype online. Don't though, it's horrible.). And clever as we are, we kept building on that code base. Now let me tell you, working on game-jam code is never a good idea. At some point, we realized this, as the whole thing became too unstable to support continued development. That, while not being the only reason, was the trigger for us to re-work the game from the ground up.

Re-Working the Complete Game


When we started development during the game jam, we didn't have a specific plan in mind, we just started developing, and went with the flow. Continued development after the jam was a little more strategic – but whenever we had new ideas (remember, we didn't have a design document, or anything), we just built them on top of the existing game. Whenever we decided to remove something from the game, we removed it. If you've ever played Jenga, you know where that tactic eventually leads. So we decided to go back to the drawing board. We took everything we'd learned, and put the vision that was evolved during development, to paper. From this point, we're able to produce a coherent game, with a clear plan. As beneficial as this may be for the game, reworking from the ground up has a few drawbacks.

Drawbacks of Square One


The main issue of starting over is, of course, time. Whenever you begin anew, it costs time, especially when you're relatively far along in a project. But the main issue we're having, and the one that most affects you, is that it's a new project. This unfortunately means we won't be able to publish regular updates, as we had originally planned. Right now it looks like the next update is going to be the full release, or at least somewhere very near it.

What this means for Early Access


If you're reading this, having bought the game in the past, expecting regular updates, this may hurt. In a perfect world, this wouldn't have happened. But game development is more art than science, and these things tend to happen, as games evolve. We know it sucks, and we're very, very sorry about it. We're confident that it will allow us to make Can't Drive This the best game it can be, and we hope you understand. Every decision we make (and this was a tough one) is for the sake of the game.

To Buy, Or Not to Buy


If you haven't bought Can't Drive This, and you're wondering whether or not to do it, please keep this in mind. You won't be getting regular updates until the full launch. But, you will be able to play a working prototype of the game. You will get the game at a super-discounted price. And you will support the game's development. Which makes you absolutely awesome.

Plans for the Future


First off, if the above text worried you that Can't Drive This may not ever be finished, let me assure you: It will. We've received funding form the FFF, a Bavarian fund for film, television and video games. This will allow us to complete the game, in any case. Plus, every penny from sales of the Early Access version are going directly into the development – allowing us to add even more features. The way it looks right now, we'll be releasing the full version of Can't Drive This in Q4 2018. The base of the game is getting close to production-ready, and we're beginning to plug everything together. Right now, we're re-working the vehicle system, including everything from customization to the physics. Then, we'll be adding game modes, menu-flow, UI, and all the little things. We're going to be at GDC and PAX East soon. I'll be there personally, along with our Lead Artist Valerij (at GDC), and our Lead Programmer Andi (at PAX). If you're in San Francisco or Boston during those events, feel free to get in touch, or stop by! We'd love to chat!

That's it for now


If you have any questions, feedback, or just want to chat, feel free to hit us up on the forums, or via email. Thanks for your time, you all! Cheers, Steve


[ 2018-03-13 11:52:28 CET ] [ Original post ]


A Word on Early Access

Hello one and all, how have you all been doing? I'm here today, to give you some news about the Early Access version of Can't Drive This, and a rough timeline of what's going to happen next. Warning: Lots of text incoming.

Working off Game-Jam Code


As I've mentioned before, we've been hard at work updating Can't Drive This. So why, you may wonder, are you not seeing any of the progress? Well, let's go back a step: Can't Drive This was born during a game jam we prototyped the initial version of the game within 72 hours (This way way before the Early Access version. You can still play that prototype online. Don't though, it's horrible.). And clever as we are, we kept building on that code base. Now let me tell you, working on game-jam code is never a good idea. At some point, we realized this, as the whole thing became too unstable to support continued development. That, while not being the only reason, was the trigger for us to re-work the game from the ground up.

Re-Working the Complete Game


When we started development during the game jam, we didn't have a specific plan in mind, we just started developing, and went with the flow. Continued development after the jam was a little more strategic but whenever we had new ideas (remember, we didn't have a design document, or anything), we just built them on top of the existing game. Whenever we decided to remove something from the game, we removed it. If you've ever played Jenga, you know where that tactic eventually leads. So we decided to go back to the drawing board. We took everything we'd learned, and put the vision that was evolved during development, to paper. From this point, we're able to produce a coherent game, with a clear plan. As beneficial as this may be for the game, reworking from the ground up has a few drawbacks.

Drawbacks of Square One


The main issue of starting over is, of course, time. Whenever you begin anew, it costs time, especially when you're relatively far along in a project. But the main issue we're having, and the one that most affects you, is that it's a new project. This unfortunately means we won't be able to publish regular updates, as we had originally planned. Right now it looks like the next update is going to be the full release, or at least somewhere very near it.

What this means for Early Access


If you're reading this, having bought the game in the past, expecting regular updates, this may hurt. In a perfect world, this wouldn't have happened. But game development is more art than science, and these things tend to happen, as games evolve. We know it sucks, and we're very, very sorry about it. We're confident that it will allow us to make Can't Drive This the best game it can be, and we hope you understand. Every decision we make (and this was a tough one) is for the sake of the game.

To Buy, Or Not to Buy


If you haven't bought Can't Drive This, and you're wondering whether or not to do it, please keep this in mind. You won't be getting regular updates until the full launch. But, you will be able to play a working prototype of the game. You will get the game at a super-discounted price. And you will support the game's development. Which makes you absolutely awesome.

Plans for the Future


First off, if the above text worried you that Can't Drive This may not ever be finished, let me assure you: It will. We've received funding form the FFF, a Bavarian fund for film, television and video games. This will allow us to complete the game, in any case. Plus, every penny from sales of the Early Access version are going directly into the development allowing us to add even more features. The way it looks right now, we'll be releasing the full version of Can't Drive This in Q4 2018. The base of the game is getting close to production-ready, and we're beginning to plug everything together. Right now, we're re-working the vehicle system, including everything from customization to the physics. Then, we'll be adding game modes, menu-flow, UI, and all the little things. We're going to be at GDC and PAX East soon. I'll be there personally, along with our Lead Artist Valerij (at GDC), and our Lead Programmer Andi (at PAX). If you're in San Francisco or Boston during those events, feel free to get in touch, or stop by! We'd love to chat!

That's it for now


If you have any questions, feedback, or just want to chat, feel free to hit us up on the forums, or via email. Thanks for your time, you all! Cheers, Steve


[ 2018-03-13 11:52:28 CET ] [ Original post ]


Preview: 2v2 Race Mode

Hey there, if you've read my previous post to the end, you saw that we've been working on a four player mode. Well, here's a short gameplay video of our first 2v2 mode:

2 Drivers, 2 Builders, 1 Goal



What do you think? Take care, Steve


[ 2018-01-15 09:03:26 CET ] [ Original post ]


Preview: 2v2 Race Mode

Hey there, if you've read my previous post to the end, you saw that we've been working on a four player mode. Well, here's a short gameplay video of our first 2v2 mode:

2 Drivers, 2 Builders, 1 Goal



What do you think? Take care, Steve


[ 2018-01-15 09:03:26 CET ] [ Original post ]


New Look, New Modes, New Everything

Hey you all! As promised, we've been hard at work on Can't Drive This. Here's a short update on what's going on at Casa Del Pixel Maniacs:

Network Code is looking good


Unfortunately, it's hard to visually show you how awesome our new network code is, but we're already seeing a few huge benefits as opposed to the old version:
  • Improved matchmaking speed & reliability
  • Noticeably less lag
  • More robust online gameplay
  • Multi-platform and Cross-platform support
  • Something secret, I'm not allowed to tell you about yet
We needed to concentrate on revamping our network code before we could do much else, because that's what the much of the game relies on. In short, whenever we change something in the game, we need it to work online as well. And without functioning network code, well...

New Look


Since not all of us are programmers, I can present you with another teaser for something we've been working on: Can't Drive This is getting an all-new look! New street tiles, new vehicles, new post processing, the whole package. Here's a shot of the new street and an early version of the new vehicle explosion.

New Vehicles & Modes


Right now, we're re-doing the customization shader for the vehicles, as well as some of the vehicles themselves. As soon as that's through, I'll make sure to post an announcement highlighting the changes. We're also trying out new crazy game modes, including ones with progression, different ways to build roads and more. More info on this, also coming in the next few weeks.

That's all for now


That's all for now, but keep your eyes open for some more Can't Drive This goodness in the near future. Take care, Steve . . . . . . . Oh, and remember that thing from the beginning, that I can't talk about? Well, nobody said anything about screenshots.


[ 2017-12-15 10:03:28 CET ] [ Original post ]


New Look, New Modes, New Everything

Hey you all! As promised, we've been hard at work on Can't Drive This. Here's a short update on what's going on at Casa Del Pixel Maniacs:

Network Code is looking good


Unfortunately, it's hard to visually show you how awesome our new network code is, but we're already seeing a few huge benefits as opposed to the old version:
  • Improved matchmaking speed & reliability
  • Noticeably less lag
  • More robust online gameplay
  • Multi-platform and Cross-platform support
  • Something secret, I'm not allowed to tell you about yet
We needed to concentrate on revamping our network code before we could do much else, because that's what the much of the game relies on. In short, whenever we change something in the game, we need it to work online as well. And without functioning network code, well...

New Look


Since not all of us are programmers, I can present you with another teaser for something we've been working on: Can't Drive This is getting an all-new look! New street tiles, new vehicles, new post processing, the whole package. Here's a shot of the new street and an early version of the new vehicle explosion.

New Vehicles & Modes


Right now, we're re-doing the customization shader for the vehicles, as well as some of the vehicles themselves. As soon as that's through, I'll make sure to post an announcement highlighting the changes. We're also trying out new crazy game modes, including ones with progression, different ways to build roads and more. More info on this, also coming in the next few weeks.

That's all for now


That's all for now, but keep your eyes open for some more Can't Drive This goodness in the near future. Take care, Steve . . . . . . . Oh, and remember that thing from the beginning, that I can't talk about? Well, nobody said anything about screenshots.


[ 2017-12-15 10:03:28 CET ] [ Original post ]


Sorry For the Silence

Hey there, let me begin with apologizing for this post. This is long overdue. In the name of the entire team, I also apologize for the lack of updates in the recent time.

TL;DR


We didn't forget you, we just had a lot of stuff to do. We're getting off our asses now. Promise.

Is Can't Drive This Cancelled?


No, not at all. Quite the opposite. Really, really, the opposite. Though we haven't been actively developing CDT during the past few weeks (more on that below), it's still very much alive. In fact, we've recently received funding for it from the awesome folks at FFF Bayern! We're definitely going to finish it, and we have some exciting new features planned – including awesome new game modes, achievements, trading cards, more customization, and more.

What's Going On, Then?


In short, we had other commitments, we thought we could handle better. In the past weeks, things went a little awry here, as we went through some operational changes. The console port of our debut title ChromaGun took longer and required more resources than we expected, and we were trying to get funding for CDT. These, among other things, had us crunching overtime lately, and we didn't get around to really working on updates, other than the last one. We're a particularly small company, with eight employees. Two of these work on marketing and other things outside the actual game development. And only four of the remaining developers work here full-time – and they've been trying their hardest to get stuff done on three games. I hope that gives you an idea of why it can be difficult to get certain things done in a reasonable amount of time sometimes – and why you haven't heard from us in so long.

Good News, Everyone!


I can confirm, that as of now, we're back in the saddle. We currently have three active projects: ChromaGun for PSVR, Can't Drive This, and Escape the Loop. ChromaGun is nearly done, and Escape the Loop is still some time in the future. That finally brings us to a point where we can focus most of our work on the development of CDT – with some time being spent on bug fixes and improvements for ChromaGun, and the design work of Escape the Loop. We're now working on getting Controller Support for the entire game, developing new game modes, and improving our network code – among other things. We truly appreciate your support and your patience. With that – and the funding – we're confident we can make Can't Drive This the best game it can be. Keep your feedback coming. We're listening. Always. Cheers, Steve


[ 2017-09-15 10:13:10 CET ] [ Original post ]


Raise Your Hats Build #301

We've introduced hats as customization items, in addition to noses and tails. You'll find the "Rocket" there now, together with the "Beer Can Hat" and others. A new car has been added, too. The community voted for a beetle. Have fun with it!


[ 2017-09-06 12:09:39 CET ] [ Original post ]


New Custom Noses and Spoilers, CDT Update #281

We have added a monocle, a pig nose, a beer can hat and a foxtail. Thanks to Flokatiteppich, lumiangames, Penus and everybody else for suggesting and voting in our gadget thread. Currently hats in general can be selected from either nose or spoiler menus. We'll add customization menu for hats in the future.


[ 2017-01-09 14:06:30 CET ] [ Original post ]


Can't Drive This Xmas Updates

We've added new Items to customize the vehicles. Now you can put on a Santa hat or Rudolph's antlers. We've also reduced the reflections a bit. There's a already few changes queued for 2017 and we're busy integrating them. Expect more vehicles and items to customize them to come :) Merry Xmas everyone! Build #275


[ 2016-12-23 13:54:05 CET ] [ Original post ]


Let’s Have a Word…

Build #268 Remember the days when you couldn’t yell at each other after a round, even though your friend played like an idiot? ːsteammockingː
Well, these dark days are over! Now, with the built-in chat, you can rage at each other at your heart’s content – and discuss who's fault it was to get to that darn game-over screen. Have fun, and don't be too rude. ːsteamsaltyː Minor Fixes: - Improved online vehicle sync: we removed some ugly code to make it much smoother. - Improved the visuals, the game is now less blue. Literally.


[ 2016-11-24 11:13:42 CET ] [ Original post ]


Switch Seats and Trapdoor, Build #266

Rematch and Switch Seats


You're no longer locked into playing the driver or builder. Players now have to agree on rematching and can switch roles at the same time.

Trapdoor


We've added a trapdoor. It triggers if you stay on it for too long.
This tile was suggested and voted for by the community. Have fun with it! And please keep contributing on Voting Platform :) That's it, see you next time.


[ 2016-11-10 15:51:20 CET ] [ Original post ]


Clans Penguins, Build #246

Good news, everyone! You can now open your own Clan in Can't Drive This WHILE saving Penguins! Whaaaat?

Clan Leaderboards


We've added support for Clans and Clan Leaderboards! In Settings, you can enter a Clan name to create or join a clan. Then, under Leaderboards, you can view the highscore lists for each separate clan! It's as simple as that! The leaderboards themselves are sorted by score – all the scores of all the players in the clan! So let's say, you're a streamer on Twitch. Now, you can have your own custom leaderboard for you and your followers! Just enter your name (or whatever name you feel suits you), as the clan name. Done!

Save a penguin, name a penguin!


Remember how we recently added a Linux version of Can't Drive This? Well, we love penguins and we had an idea: Until November 1, we'll donate the entire revenue of the Can't Drive This sales via Linux, to a penguin sanctuary in Cape Town. About 5-7 sales will save one penguin, and the main menu will display how many penguins have been saved by you, the players! Additionally, the penguins will be named after the top players in the "Penguin" clan's leaderboard! You can read more about our penguin initiative here: http://pixel-maniacs.com/admin/articles/22 Happy Penguin-Saving, everybody!


[ 2016-10-19 13:55:16 CET ] [ Original post ]


Linux, Tiles Contribution, Build #228

So, we've been working on some things and they're all finished now! Here's what you'll get in this wonderful update-like update in this update:

Linux Build


In an ode to all users of PenguinOS, we've launched the Linux version of Can't Drive This, now available to download via Steam. Everything should work fine – if it doesn't, please do let us know!

New Tiles


We've added two new tiles to the game: A ring of fire for you to jump through, and a cambered curve! While the ring of fire is a d*ck and will knock you down when running into it, the cambered curve will let you race around a corner at a higher speed without crashing.

Contribution


Finally, there now is a place for you to post your ideas for the game. If you're tired of the US presedential election, you can now vote for Can't Drive This tiles and vehicles! From the main menu, clicking the new "Contribute" button, will open a website in the background. There you can send us your suggestions and vote for others!
Happy racing!


[ 2016-10-13 12:50:18 CET ] [ Original post ]


New Tool: Tell Us Your Ideas!

We've received a lot of ideas for new tiles, cars and game modes in the past few weeks. Thanks a lot for all of those suggestions! We have been noting all of them in our internal trello. The problem with this is that we still don't exactly know e.g. which tile idea you'd like most. To solve this we've built a small tool where you can submit new ideas and vote for ideas of other users. There are two votes running so far:

1) Which tile should we integrate next?


http://pixel-maniacs.com/cantdrivethis/threads/which-tile-next

2) Which car should we integrate?


http://pixel-maniacs.com/cantdrivethis/threads/which-car-next
We are going to pick the best voted entry of those lists and will integrate them within the next few days/weeks. The idea is to work down the list, so we won't stop after integrating the best positioned entry but will go on with the entry on #2 etc. Rumors say that if your suggestion gets integrated into the game you're going to receive free stuff! :) We're looking forward to your suggestions!


[ 2016-10-08 21:21:22 CET ] [ Original post ]


Connecting the world Build #221

Hey fellow Can't Drive This addicts. Yes it's true, you are now able to play with your friends all around the world. This may cause some latency, when you are far away from each other, but will increase the thrill.
We also made some improvements to the physics. It should be now slightly smoother.


[ 2016-10-06 15:12:52 CET ] [ Original post ]


New Game Mode: Tile Mania!

We've recently uploaded Build #216. Amongst other changes in this update, we've unlocked a new game mode:

Tile Mania!


In Tile Mania you have a limited area in which you can place tiles and you can build/drive in any direction until you run out of space.
The goal is to touch as many tiles as possible, each tile you touch you get +10 pts. There is a seperate leaderboard for each game mode! => More Information about this Update Do you like this new game mode? It'd be awesome if you could send us your feedback either here in the comments or via twitter!


[ 2016-10-02 11:12:46 CET ] [ Original post ]


This is it! We're Live!

This is it, everyone! Can't Drive This is now available to all of you!
Even though Can't Drive This is in Early Access (or perhaps, because it is), we want you to be rough to us. Talk dirty to us. If you find something you dislike, tell us! If you find something that's not working, tell us! If you don't find something you're looking for, tell us!

Networking Issues


  • We're currently still having some issues with online multiplayer, we're hoping to fix soon. If you're experiencing issues, try whitelisting CDT in your antivirus software and firewall. We're already in talks with developers to get CDT whitelisted globally.
  • We seem to be having issues with certain ISPs, such as Unitymedia. If you're experiencing issues even after your firewall and antivirus software have been disabled, don't hesitate to contact us via helpeme@pixel-maniacs.com.

What's Next?


We're working on getting a public roadmap out there, to get all the information on CDT's development out to you. Hang tight, we'll let you know when it's finished And now, happy construction racing! Pixel maniacs out.


[ 2016-09-26 07:23:20 CET ] [ Original post ]


Five More Days!

Drivers! Builders! 120 hours to go... The day of days! The event of events! The birthday of Serena Williams! Also, Can't Drive This finally launches into Early Access on that day (September 26, for the mathematically challenged)! So hold on to your figurative (or actual) hats, grab your mouse and keyboard and get ready to not be able to drive this!
During Early Access, you'll be getting an abundance of updates, as we're working our way to the final game. So make sure to have your notepad ready at all times to jot down each and every little thing you want to have changed or added or removed. If your ideas are good, they'll go into the final game. And now, without further adieu: Here are a lot of funny gifs of what playing Can't Drive This feels like. Pixel Maniacs out.



[ 2016-09-21 09:12:20 CET ] [ Original post ]



Can't Drive This
Pixel Maniacs
  • Developer

  • Pixel Maniacs
  • Publisher

  • 2021-03-18
  • Release

  • Indie Casual Racing Multiplayer Coop
  • Tags

  • Game News Posts 43  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (183 reviews)


  • Review Score

  • http://www.cantdrivethis.com
  • Website

  • https://store.steampowered.com/app/466980 
  • Steam Store

  • The Game includes VR Support



    "Can't Drive This"-Linux [374.36 M]

  • Public Linux depots

  • Drive your car WHILE your friend builds the road in front of you! Oh, and don't go below 20mph OR YOU'LL EXPLODE! Like in that Sandra Bullock movie, in which she kinda does the same thing, but on a bus. Also, she doesn't explode (Spoiler alert). Also, Keanu Reeves was in the movie.

    Co-Op Multiplayer Goodness

    • Play local face-to-face couch co-op, with your best frenemy! Don't have two controllers? No worries, one keyboard and one mouse serves two players! Don't have keyboard and mouse? Well, that's weird. (Warning: Can't Drive This may cause you to erratically scream at your friend.)
    • Or, if you don't have actual real-life friends, find some random internet-person to play! That's right, we've got cross-platform online multiplayer! Experience the joy of playing Can't Drive This without that annoying smelly friend next to you. You know who I'm talking about.

    Customization!

    Where's the fun in online multiplayer if there's no customization, you ask? You're very correct, which is why Can't Drive This features a gazillion* unlockable parts and a vehicle editor so you can show off your awesomeness to everybody on the interweb! But as we all know, only one player gets to drive a car at a time. The other player builds the track. That's why we also included a track editor! Create your custom track and have your friends race on a gold-plated yellow brick road, if you so wish!

    Feature List

    • Racing Game (What the game is)
    • Level-Editor (The game is this, too!)
    • Customizable Vehicles
    • Customizable Race Tracks
    • Cross-Platform Online Multiplayer
    • Local Multiplayer


    *Not actually a gazillion parts. Not actually sure if gazillion is even a real number.
    MINIMAL SETUP
    • OS: Linux
    • Processor: 2.5 GHz Dual coreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 760. AMD Radeon R7 270X. or betterNetwork: Broadband Internet connection
    • Storage: 1 GB available space
    RECOMMENDED SETUP
    • OS: Linux
    • Processor: 3.0+ GHz Quad coreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060. AMD Radeon RX 470. or betterNetwork: Broadband Internet connection
    • Storage: 1 GB available space
    GAMEBILLET

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    5.0$ (80%)
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    6.8$ (66%)

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    HUMBLE BUNDLES

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