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Hi, Following on from the announcement that we are shutting down Super Smashing Great Games, it's now been confirmed with Steam that Foreveracers will be removed from sale on 30th November 2021. We know there were some requests for a discount, however we are not using the shutdown as a sales tactic and we didn't want to do anything to encourage people to buy a game that won't be supported moving forward. We also don't think it's fair on those that have bought the game recently. Therefore we won't be doing a late sale, and would rather people don't buy the game than pick it up as a sale item without being fully aware of the situation. We would just like to reiterate our thanks and appreciation to those that have bought and played the game, and supported us over the years. While the game has been far from succesful in terms of sales, in many ways it has exceeded our expectations. It's just a shame that events in recent years have conspired such that we haven't been able to follow it up with more development for the game or any new games. Thanks again, and happy gaming! Kind Regards, Super Smashing Great Games
Unfortunately we have had to make the decision to shutdown Super Smashing Great Games. A combination of the impact of the pandemic, low sales and other life issues getting in the way means we've had neither the time to commit to updating Foreveracers or building new projects, nor the funds to keep the company going. As part of this process, Foreveracers will shortly be removed from sale on Steam. For those that had previously bought the game, you will retain access as is normal on Steam. Also the online network service used for the multiplayer has been prepaid and so you should be able to enjoy the multiplayer with friends for years to come. We'd just like to thank everyone who has bought and played the game. Although far from a big commercial success, we exceeded our own expectations just to have so many people buy and enjoy the game. We're gutted to have to end it this way but simply keeping the company going is costing us more and more money out of our own pocket. We hope you can understand why we've had to do this.
The update is just bug fixes, ready for the free weekend and 50% discount sale
Hello. Version 1.11 of Foreveracers is now available. This latest update sees the addition of a new race challenge. This grand tour race is unlocked once you complete a lap of each of the core and hidden tracks. It can only be accessed via a challenge (rather than just driving up to it) because of the length and nature of the route, crossing over other start lines etc. There are also additional bug fixes and tweaks - mainly just resolving some issues that could crop up with AI drivers when the 'master' client doesn't join in a challenge. Happy Racing! Super Smashing Great Games
Hi, We've pushed a couple of fixes since the main 1.1 update. There are some tweaks to improve AI getting stuck in some scenarios, but main issues addressed are: Fixing the bug that caused a lap time of zero seconds to be recorded when a challenge is issued in a specific circumstance Addressed the default resolution bug that was affecting some Linux users - this seems to be a Unity issue but our fix should hopefully prevent it happening. Merry Christmas all! Seasons Greetings, Super Smashing Great Games
Hello and welcome to the latest update to Foreveracers. For those that have been with us for a while, thanks for your patience. The major addition to this version is that of AI drivers. You can have AI drivers when playing offline or online (the choice of having the AI drivers is down to the 'master' client when online, and can be turned on/off in the options menu mid-game). When online, the AI players will supplement the number of drivers to help keep you company until more human players join in! As more people join, the number of AI drivers will drop to keep a balance between number of cars, and human rivalry! The AI aren't meant to be perfect racers, we want them to crash and wobble and make mistakes, but we will be continuing to refine them moving forward. We have also added music to the game. This is just to help provide a bit of atmosphere as you drive around, and the music will fade out during the challenges so you can focus on victory. Or perhaps you'd rather focus on praising or belittling your rivals...with that in mind, we've added some 'quick chat' messages that can be sent using the dpad for joypad users, so that you can quickly let someone know what you think of their driving! There are other updates and tweaks under the hood, hopefully gaining further performance gains for players too.
It's finally out! Sorry for the delays, there were some technical issues holding it up, but hopefully they're all resolved now. The changes here are mainly 'under the hood', there's no specific gameplay additions. In saying that, we hope the changes can help improve the experience for all players. There are two main areas we've been working on: Firstly, we have been working on optimising performance, and our tests indicate a big step up in framerate. We've also implemented an all new 'input' system, to better handle various joypads and control systems. With this, we've also added a new 'controls' section to the options where you can rebind the controls to your own personal preference. If you have any thoughts, or experience any issues with this update, please let us know.
The latest update is now live. There are two main gameplay additions. Firstly, there's an optional new 'stabilized' handling mode. This is a smoother, less wobbly mode for those that don't enjoy or just struggle with the default twitchy wobbly handling. It's still wobbly, just not so easy to tip over all the time in certain vehicles. There is a slight trade off in performance when using this method, to counter it being easier to keep the car on the road. Hopefully this should balance out nicely so that those using stabilized will be competitive, but those that master the original handling method will still be able to get the ultimate times. You choose the handling method each time you change car, making it easy to toggle and experiment with both methods. We'll be monitoring the results in the leader board, tracking which method is used, to check things seem fair. Secondly there is now a simple 'tutorial' element for new players. This will offer up a few prompts to new players as they drive around to help them get the most out of the game. We've also fixed an issue in the challenge menu when using a mouse to make selections, and some minor updates to the game engine. If you have any thoughts or experience any problems with this update, please leave a comment. Happy Driving!
We're pleased to announce that the latest update for Foreveracers is available now. This is just in time for IndieGamerChick's #IndieSelectE3 event which will feature Foreveracers, starting from 4pm PDT this Friday 8th June! See here for details on that - https://twitter.com/IndieGamerChick/status/1003560275511947264 The main gameplay feature update is that new camera views are now available - there are four views in total. You can specify a view from within the graphics options menu, or in game press the 'V' key to cycle through the options, or press 1-4 to jump to a specific view. Available views are: chase cam (default), in car, bonnet and overhead. The 'look around' controls (right stick on joypad) have also been improved to be smoother, as has the animation on the steering wheel. Most of the other changes are under the hood, with the main thing being that the whole project has been updated to unity 2018. The text input bug that affected some linux users (specifically those using Gnome) should also now be fixed. If you experience any issues with this version, or have feedback on the new camera views, please let us know. Happy Racing!
A new update is out for Foreveracers. This includes:
Hi, Another update is now live on steam - you will see version 1.0.2 in the main menu once updated. If you already have steam open, then exit and restart steam and it should pick up the update immediately. This update addresses some more minor issues and fixes. The main updates are:
Hi, Another update is now live on steam - you will see version 1.0.2 in the main menu once updated. If you already have steam open, then exit and restart steam and it should pick up the update immediately. This update addresses some more minor issues and fixes. The main updates are:
Hi, The first post-release update should now be live. You'll be able to tell that you have it as it will show version 1.0.1 in the bottom right of the main menu screen - if you don't have it you should get it when you next restart steam. This update just addresses a few minor issues and requests from the first few days, there are no gameplay expansions in this update. Here's a quick summary of the main fixes:
Hi, The first post-release update should now be live. You'll be able to tell that you have it as it will show version 1.0.1 in the bottom right of the main menu screen - if you don't have it you should get it when you next restart steam. This update just addresses a few minor issues and requests from the first few days, there are no gameplay expansions in this update. Here's a quick summary of the main fixes:
Thank you! And thank you again! The launch has went really well, and we just want to first thank all you players that have bought, played and supported the game. So far things seem to be going pretty smoothly as far as the game itself, and any bugs or issues that are stopping players having fun. The main issue so far is a text input bug with Linux users, causing their typing in the text chat to add multiple letters to each key press. We're looking into this, but believe it's a bug in this version of unity, rather than a game specific thing. Obviously we want to address it asap, but we also don't want to rush updating to a beta unity version (which apparently fixes it) during the launch period...so hopefully the linux players will put up with this until we can sort it. Other than that, we've had some great ideas and suggestions, but no real problems have been reported for players having gameplay problems. If you do experience any issues, or have any feedback, please use the discussion forums on steam or drop us an email. If you have bought the game and you're enjoying it, please consider leaving a review on steam as that can be really helpful for getting others to find the game. Thanks again.
Thank you! And thank you again! The launch has went really well, and we just want to first thank all you players that have bought, played and supported the game. So far things seem to be going pretty smoothly as far as the game itself, and any bugs or issues that are stopping players having fun. The main issue so far is a text input bug with Linux users, causing their typing in the text chat to add multiple letters to each key press. We're looking into this, but believe it's a bug in this version of unity, rather than a game specific thing. Obviously we want to address it asap, but we also don't want to rush updating to a beta unity version (which apparently fixes it) during the launch period...so hopefully the linux players will put up with this until we can sort it. Other than that, we've had some great ideas and suggestions, but no real problems have been reported for players having gameplay problems. If you do experience any issues, or have any feedback, please use the discussion forums on steam or drop us an email. If you have bought the game and you're enjoying it, please consider leaving a review on steam as that can be really helpful for getting others to find the game. Thanks again.
Just a quick note to say that everything is still on schedule for launch tomorrow. Thanks again for the support, and all of you that have added the game to your wishlist. We'll be around playing the game through the evening after launch, and will hopefully get to race with some of you then. Obviously one of the big problems with a small indie game focused on multiplayer, will be getting enough people playing the game so that there's always others online at the same time as you. Realistically, we know there will be times when players will end up playing alone, and that's why we tried to design it so that playing solo online is seamless while you wait for someone to join. What we plan to do to try to help is to schedule regular community events, just set times where if people can try to make it, there will be others there to join with. As much as possible, we will be joining in these sessions too. It's a game that's best played with friends, and we hope to be able to build a little community around the game where we can enjoy playing the game together. If we can do that, then we'll have a great foundation to build on to take the game forward in the future. Best Regards, SuperSmashingGreat Games
Just a quick note to say that everything is still on schedule for launch tomorrow. Thanks again for the support, and all of you that have added the game to your wishlist. We'll be around playing the game through the evening after launch, and will hopefully get to race with some of you then. Obviously one of the big problems with a small indie game focused on multiplayer, will be getting enough people playing the game so that there's always others online at the same time as you. Realistically, we know there will be times when players will end up playing alone, and that's why we tried to design it so that playing solo online is seamless while you wait for someone to join. What we plan to do to try to help is to schedule regular community events, just set times where if people can try to make it, there will be others there to join with. As much as possible, we will be joining in these sessions too. It's a game that's best played with friends, and we hope to be able to build a little community around the game where we can enjoy playing the game together. If we can do that, then we'll have a great foundation to build on to take the game forward in the future. Best Regards, SuperSmashingGreat Games
10 days to go! Just a quick update to let you know that everything is still on course for release day. In fact, the hardest thing now is resisting the temptation to just press the release button early! :) We also just wanted to thank all of you who have added the game to your wish-list. We're already passed 3 figures on that front, and while that may be small fry for many games, it's hugely encouraging for us. Thanks for taking the time to read this, and checking out our game. We're looking forward to racing against you one day! :) best regards, SuperSmashingGreat Games
10 days to go! Just a quick update to let you know that everything is still on course for release day. In fact, the hardest thing now is resisting the temptation to just press the release button early! :) We also just wanted to thank all of you who have added the game to your wish-list. We're already passed 3 figures on that front, and while that may be small fry for many games, it's hugely encouraging for us. Thanks for taking the time to read this, and checking out our game. We're looking forward to racing against you one day! :) best regards, SuperSmashingGreat Games
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