Hey there everyone! As you've no doubt noticed. I went quiet, very quiet, for which I sincerely apologise for. You've no need to fear, work carries on. As ever, personal things got in the way. Something happened which has taken the best part of 2 months to process, and now I'm finally at the stage to get on and fully back into things. I'll be posting an update in future which will be a very good vision of the final game, and we'll move on from there. This was to serve as a quick post to show I'm still here, and will be working away! Thanks to everyone who's still there for the game, you'll have something worth playing before long!
Hey there everyone! As you've no doubt noticed. I went quiet, very quiet, for which I sincerely apologise for. You've no need to fear, work carries on. As ever, personal things got in the way. Something happened which has taken the best part of 2 months to process, and now I'm finally at the stage to get on and fully back into things. I'll be posting an update in future which will be a very good vision of the final game, and we'll move on from there. This was to serve as a quick post to show I'm still here, and will be working away! Thanks to everyone who's still there for the game, you'll have something worth playing before long!
Thanks to the people over at Gamepedia, we now have our official wiki up! This will be added to over the next few weeks, and I invite the community to help build it up! Here it is: https://projecttaurus.gamepedia.com/Project_Taurus_Wiki
Thanks to the people over at Gamepedia, we now have our official wiki up! This will be added to over the next few weeks, and I invite the community to help build it up! Here it is: https://projecttaurus.gamepedia.com/Project_Taurus_Wiki
We've introduced a modal system in-game, so many errors should be displayed to the user effectively in-case of any issues cropping up. Also fixes for some of the workshop issues have been implemented, with more to come soon. Changelog
- Added a Model System for information and errors
- Fixed uploading of some workshop mods
- Upload Progress of mods is now shown
- Subscribed mods are listed in the mod-menu now
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We've introduced a modal system in-game, so many errors should be displayed to the user effectively in-case of any issues cropping up. Also fixes for some of the workshop issues have been implemented, with more to come soon. Changelog
- Added a Model System for information and errors
- Fixed uploading of some workshop mods
- Upload Progress of mods is now shown
- Subscribed mods are listed in the mod-menu now
[/ist]
This weeks update brings in another major feature, Steam Workshop integration and a bunch of fixes and improvements
Steam Workshop
The Steam Workshop is now live for spoilers, wheels and hood objects. A guide as to how to make them will go live later on this week. There is a mod on the workshop which can be downloaded for modders to investigate how to configure mods for the game.
Changelog:
- The way the game handles car objects has changed to make it simpler to add cars, and also serves as the foundation for modding in the future
- Workshop integration
- AI Cars are destroyed if they leave the Arena
- AI Cars now respawn if stuck
- Fixed a freeze on Linux (one of the causes, some freezes may still be present)
- Heavily improved optimisation with the number selection UI objects
This weeks update brings in another major feature, Steam Workshop integration and a bunch of fixes and improvements
Steam Workshop
The Steam Workshop is now live for spoilers, wheels and hood objects. A guide as to how to make them will go live later on this week. There is a mod on the workshop which can be downloaded for modders to investigate how to configure mods for the game.
Changelog:
- The way the game handles car objects has changed to make it simpler to add cars, and also serves as the foundation for modding in the future
- Workshop integration
- AI Cars are destroyed if they leave the Arena
- AI Cars now respawn if stuck
- Fixed a freeze on Linux (one of the causes, some freezes may still be present)
- Heavily improved optimisation with the number selection UI objects
Hey there, We've had over 1600 people sign up to take part in the testing that's been going on in recent weeks, we're just under halfway through the testing cycle of the game. And progress has been going great. We've seen the addition of Multiplayer, Steam Lobbying, improvements to game features, bug fixes and shaping the game with the community. This stage of testing will end towards the end of this month, as we transition to Early Access. I've said many times on Reddit, Discord and other places that it's something I've been uncertain about due to some games abusing the system. However, it's really helpful for developers in our situtation, as we'll be able to afford better tools and equipment to help make the game the best it can be. Many people won't be interested in buying the game in Early Access, and I fully respect their decision, and I'd invite them to look at the game once-more when it will be released after 3-4 months in the process. I realise so many games have promised before what I'm saying, only a short time in Early Access, continual development etc. But I hope that the game being worked on as actively as it is currently shows that I truly mean that. How will it differ from the current version? In one word: Content Currently in the game there are 3 cars, 4 if you've managed to mod the files. This will be expanded on release, giving a far wider variety of vehicles for you to smash into. There are a bunch of features planned, some of which are already in development, for release on Early Access, and these will be announced closer to the time. Thanks to everyone who's participated in the Alpha so far, it's great to get feedback from so many people, and I hope you continue to enjoy the game as it develops.
Hey there, We've had over 1600 people sign up to take part in the testing that's been going on in recent weeks, we're just under halfway through the testing cycle of the game. And progress has been going great. We've seen the addition of Multiplayer, Steam Lobbying, improvements to game features, bug fixes and shaping the game with the community. This stage of testing will end towards the end of this month, as we transition to Early Access. I've said many times on Reddit, Discord and other places that it's something I've been uncertain about due to some games abusing the system. However, it's really helpful for developers in our situtation, as we'll be able to afford better tools and equipment to help make the game the best it can be. Many people won't be interested in buying the game in Early Access, and I fully respect their decision, and I'd invite them to look at the game once-more when it will be released after 3-4 months in the process. I realise so many games have promised before what I'm saying, only a short time in Early Access, continual development etc. But I hope that the game being worked on as actively as it is currently shows that I truly mean that. How will it differ from the current version? In one word: Content Currently in the game there are 3 cars, 4 if you've managed to mod the files. This will be expanded on release, giving a far wider variety of vehicles for you to smash into. There are a bunch of features planned, some of which are already in development, for release on Early Access, and these will be announced closer to the time. Thanks to everyone who's participated in the Alpha so far, it's great to get feedback from so many people, and I hope you continue to enjoy the game as it develops.
This is the 2nd major update of the Alpha so far, adding some much loved features such as Steam lobby integration and NAT Traversal. I'll talk about it below. Steam Lobbies Steam Lobbies are a great tool for getting friends together, you can invite them to lobbies now! Simply go to the multiplayer screen, press invite and select who you want. Then once everyone is ready, you can launch the game. They'll automatically connect to your server, and should remove the need for Port Forwarding. NAT Traversal Using a library called Open.NAT and utilising the UPnP (Universal Plug and Play), the game creates a temporary rule in your router to allow the game's traffic through. UPnP should be supported on most routers, but if not you will have to port forward 8421. The warning exists in-game still on the multiplayer menu, but doesn't apply to everyone now. Changelog
- Integration of Steam Lobbies
- Integration of NAT Traversal
- New Post-processing Stack
- Improved Depth of Field implementation
This is the 2nd major update of the Alpha so far, adding some much loved features such as Steam lobby integration and NAT Traversal. I'll talk about it below. Steam Lobbies Steam Lobbies are a great tool for getting friends together, you can invite them to lobbies now! Simply go to the multiplayer screen, press invite and select who you want. Then once everyone is ready, you can launch the game. They'll automatically connect to your server, and should remove the need for Port Forwarding. NAT Traversal Using a library called Open.NAT and utilising the UPnP (Universal Plug and Play), the game creates a temporary rule in your router to allow the game's traffic through. UPnP should be supported on most routers, but if not you will have to port forward 8421. The warning exists in-game still on the multiplayer menu, but doesn't apply to everyone now. Changelog
- Integration of Steam Lobbies
- Integration of NAT Traversal
- New Post-processing Stack
- Improved Depth of Field implementation
Quick hotfix for controller input on menu screens Changelog
- Fixed Multiplayer being skipped when using a controller in the menu
Quick hotfix for controller input on menu screens Changelog
- Fixed Multiplayer being skipped when using a controller in the menu
This weeks update is the most major of the Alpha so far, so read ahead to see what's new, and what to be excited for. New Damage Model The new damage model has really stepped up the feeling of the game. Calculations are made as to who hit who, and then appropriate damage is done based off of the relative velocity of the collision. It means less damage done to you when you hit someone, so it feels better to play. This still requires tweaking, and will be addressed in hot-fixes. Multiplayer This patch hallmarks the release of Multiplayer for the game. It will be Peer-To-Peer based, where players host the games themselves, in a similar style to that of Minecraft, Terraria. This does require Port Forwarding for now (8421 for those who are interested), but hopefully in the coming weeks we'll move onto a system which doesn't require that. The current system is purely an implementation to test the Networking, and to enable people to play with/against their friends for now. It will defintely change in the future. Multiplayer will no doubt have many issues, so expect several patches and hot-fixes addressing any issues that crop up. This will be pushed later on tonight! For more information on our new update schedule, read here
This weeks update is the most major of the Alpha so far, so read ahead to see what's new, and what to be excited for. New Damage Model The new damage model has really stepped up the feeling of the game. Calculations are made as to who hit who, and then appropriate damage is done based off of the relative velocity of the collision. It means less damage done to you when you hit someone, so it feels better to play. This still requires tweaking, and will be addressed in hot-fixes. Multiplayer This patch hallmarks the release of Multiplayer for the game. It will be Peer-To-Peer based, where players host the games themselves, in a similar style to that of Minecraft, Terraria. This does require Port Forwarding for now (8421 for those who are interested), but hopefully in the coming weeks we'll move onto a system which doesn't require that. The current system is purely an implementation to test the Networking, and to enable people to play with/against their friends for now. It will defintely change in the future. Multiplayer will no doubt have many issues, so expect several patches and hot-fixes addressing any issues that crop up. This will be pushed later on tonight! For more information on our new update schedule, read here
A quick round of improvements for the game, as well as a fix for the Garage on 21:9 resolutions (Should apply to others aswell) Changelog
- Ability to press Enter/Space to spawn
- Mouse now hidden in-game
- Fixed Garage Menu on 21:9 resolutions
A quick round of improvements for the game, as well as a fix for the Garage on 21:9 resolutions (Should apply to others aswell) Changelog
- Ability to press Enter/Space to spawn
- Mouse now hidden in-game
- Fixed Garage Menu on 21:9 resolutions
Hotfix for the patch released earlier, fixing a major bug relating to Mac and Linux where cars would be unable to move. Changelog
- Fixed Controller issue in options menu
- Fixed Movement issues on Mac & Linux
Hotfix for the patch released earlier, fixing a major bug relating to Mac and Linux where cars would be unable to move. Changelog
- Fixed Controller issue in options menu
- Fixed Movement issues on Mac & Linux
A few options coming in this week for the latest update, as well as fixing some issues. Back from holiday now, so work has resumed and updates will be far more common Changlog
- Added SSAO toggle in Options Menu
- Added V-Sync toggle in Options Menu
- If no Controller plugged in game defaults to Keyboard
Hot-Fix for colour changes not saving if colour is the last thing to be altered Changelog
- Colour Changes are correctly saved in the garage
A useful update correcting some issues with controllers, as well as displaying the availiable controls in-game.
Changelog
- Depth Of Field is now correctly displayed in the options menu
- Added Help menu item for controls
- Fixed issues with controllers on some menu screens
- Can now leave garage on controller
- Garage is not usable on controller
- Cinematic Camera issues (snapping back to car etc.)
A round of fixes and improvements, mainly noticed in-game. All helping to improve the playability of the game. Changelog
- Car choice is remebered in the demolition derby
- You now cannot die before round start on demolition derby
- Detached cameras are disabled if you respawn
- Can no longer reset position if destroyed
- Can no longer toggle headlights if destroyed
Customisation items now have images! Extra fixes as well for the options menu and in the garage.
Changelog
- Customisation item images
- Resolution is now correctly reflected in the options
- Camera scrolling is now locked in the garage when the mouse is over the item display
Quick fix for better resolution support Changelog
- Fixed issues with menus on non 16:9 ratios
Small update again, adding Depth of Field toggles, and fixing a bug with Steam Achievements Changelog
- Depth Of Field Toggle
- Achievements now synced on getting them
Another small update, this time fixing customisation issues. Changelog
- Scrollbar now resets when you change customisation node
- Fixed issue with Steam not being initiliased breaking customisation
Another small update, hopefully fixing performance issues again. Changelog
- Fixed issue with destoryed cars attempting to manipulate wheels
Small update guys. Fixes an issue with car destruction causing lag as the game progresses. Wheels were not despawning from the map. So there would be 1000s of them the longer the game goes on. Changelog
- Fixed Performance issue with the car destruction
Project Taurus
Digital Graveyard Ltd.
Digital Graveyard Ltd.
Q4 2017
Indie Casual Racing Singleplayer Multiplayer
Game News Posts 30
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
No user reviews
(0 reviews)
https://www.digital-graveyard.com
https://store.steampowered.com/app/657080 
The Game includes VR Support
Project Taurus is an arcade racing game crafted in a voxel art-style designed around a group multiplayer experience. Built with the idea of playing with a small group of friends, you can all jump in easily together, play against each other, strangers, AI or even on the same screen! Split screen support allows you to play with friends on the same screen from the comfort of your own living room, chairs are overrated anyway.
With several game modes ranging from a standard race to a demolition derby, constant entertainment is guaranteed. Even if you have only 5 minutes, you can launch up the game and have fun without the need for commitment. Practice against AI in singleplayer, or exclusively play against them. Taurus is yours to make your own. Play it how you want, when you want and with whoever you want.
Add your own taste to your vehicles with car customisation, didn’t you always think your bright pink Tiny looks even better with a spoiler? Let’s not forget the skull that you’ve kept hidden away for all those years, that’ll look brilliant on the front. Add your own tastes and let other people bask in your hideous/beautiful creation.
Built for fun over realism, the gameplay represents both a charming and enjoyable experience. Crashing into friends with an insanely powerful car pinging them miles off is all part of the game, and something intended. Realism is out of the window, fun takes full view.
- Singleplayer & Multiplayer
- Car Customisation - get that green coloured car your heart has always desired
- Races, Demolition Derbies, Tournaments,
- Arcade drving mechanics - drifting, crashing into other cars and claiming victory with your friends in smoke behind you
- Controller support
- Modding - Share your creations on the workshop
- OS: Ubuntu 12.04+ / SteamOS
- Processor: Intel PentiumMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Intel HD
- Storage: 200 MB available spaceAdditional Notes: 720p @ 30fps
- OS: Ubuntu 16.04 / SteamOS
- Processor: Intel i5 2500Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GTX 460/Radeon 5870
- Storage: 500 MB available spaceAdditional Notes: 1080p @ 60fps
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