





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
It's been more then a year since we started work on 1.4. To allow us to focus on releasing the most important aspects of the update, we're splitting out a few planned features into smaller releases that'll come after 1.4. Dev 7 is the final development build for 1.4 and our next announcement will be a release date! Check out our roadmap for more details on what we'll be working on between now and 1.4s release, and throughout 1.4s support cycle (1.4.1 and 1.4.2).
The past two months have been a busy few. We've added cockpits for all of the 2280 ships, continued to work on the new UI and along the way have had the game Steam Deck verified. If you're playing on a Steam Deck, make sure you hop into the development branch for the best experience!
The past few months of development have been spent almost exclusively on the game's UI. We've been pushing out builds along the way, so most of what's listed here has already been available for a while. If you're not in our Discord server, this will bring you up to date with all of the changes since Dev 4.
With 1.4 being our last major feature update, we want to make sure that we're leaving the game in the best possible state that it can be in. The user interface is an area of the game that's needed some love for a very long time, and we're now giving it the attention it needs. We haven't finished every interface yet and will be completing them in a future development build. The interfaces we still need to update are:
It's been half a year since our last development branch update. We've been busy, let's get into what's we've been working on. Our previous build focused on setting the foundations for the rewritten 2280 physics mode. In this build we've not only continued to polish it, but have broken its mechanics out into general options that can be used anywhere. On top of this, we're also introducing 2280 variants for almost every ship in the game!
Hey everyone! It's been a while since our last update on the development branch, and it's still going to be a while longer, so we want to give everybody an update on what we've been working on. Please note that we currently don't have an ETA on when we'll be dropping 1.4 Dev 3, there's still plenty of work to be done.
The major update to 2280 has begun and we're now ready to push out the first part of the changes. 2280 was originally implemented as a cheat mode for fun which has fallen very far behind in quality compared to the rest of the game, so with 1.4 being our last major feature update we're spending the time to re-implement it. In a future content update we'll start to introduce dedicated content for the mode too. The physics mode selector is now in the custom race menu. And yes, it'll save your selection between game sessions!
We've kicked off development of 1.4 and to get things started, we've been working on some modding features alongside some general features and improvements!
Hey everyone, here's a small update to address some issues brought up from the GOG side of things. Your in-game profile is now decoupled from launchers and can be freely changed however you see fit using the new config -> profile button on the main menu. If launching for the first time with a launcher running, the game will still pull your name and avatar image from there. A reset button in the new profile menu will let you automatically reset it to the launchers account name, or local defaults if you're not running a launcher. Your avatar image is now cached to User -> Cache -> ProfileImage.png. You can update this image to be whatever you want, and it'll show up on the menu the next time you launch the game. If you run without a launcher, a default image will be cached. Finally, the multiplayer name text input has been moved to the new profile menu and like with your local name, can also be reset! We're going to be expanding the new menu with more functionality in the future for 1.4. We've kept the scope of it for this update fairly limited to maintain stability while we begin work on the new update.
With BallisticNG 1.3.3 out of the door, we've now wrapped up 1.3 and are ready to move onto 1.4! Originally this is where we would have moved our main focus onto the game's Switch port, but as we have had unfortunately announced in September, Unity's actions and TOS terms moving forward makes this a risk for us within the time frames that we're operating within. We're still working on the PC version of course, and we'll start rolling out development builds for various 1.4 milestones as they're reached.
BallisticNG 1.3.3 is right around the corner and we're aiming to get it out next Friday on the 17th. We've been working with GOG and have spent some time getting everything ready for a release over there! 1.3.3 is finishing up our support cycle of the 1.3 update with a new track, an updated Aciknovae and some other various features and improvements, so let's jump straight into what's coming:
First off, let's get straight into why you're reading this:
1.3.3 is the last update for the 1.3 support cycle. Before we move onto the final two tracks we've worked on some major engine changes. The past month has been spent rewriting two core components of the game's track system to lift all known restrictions with track routes to enable much crazier layout designs! We've tested all internal tracks and hundreds of custom tracks, and are now ready to roll the changes out in a preview release. The Unity Tools have also been updated with some new features. You can read about what's new on the documentation website: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html
Hey everyone, here's a small update to address some more multiplayer issues present in 1.3.2. Also since the release of 1.3.2 there is now an official dedicated server running! If you get yourself updated to 1.3.2.1, check for Neognosis Dedicated in the Steam lobby browser!
4 months in the making, BallisticNG 1.3.2 is now available with more content and features!
We're still working hard on the two tracks for 1.3.2, but in the meantime we have some new features that we'd like to get in your hands while we're working on those tracks! Playing the preview
BallisticNG 1.3.1 is now available! This is part 1 of 3 for our 1.3 support cycle where we have focused on a track update, a new track and addressed feedback from the 1.3 release. The Unity Tools package for modding has been updated, you can view the changelog for that here: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html
BallisticNG 1.3.1 will be releasing on March 13th! This first 1.3 support cycle release will update an existing track, add a new track and address feedback and issues from the 1.3 release.
https://www.youtube.com/watch?v=0_Z5S33WRhc
https://www.youtube.com/watch?v=tG43rcdEC6U
Coming close to two years of development, we are very pleased to bring you the BallisticNG 1.3 update! This monster update is packed with lots of new features, content, improvements and bug fixes. Thanks to many of the under the hood changes this update makes, we're also excited to bring you long standing feature requests!
A big thanks to the internal testing group who's helped test this update from start to finish, and another thanks to the community at large for trying out and providing feedback on the beta releases!
This time around our changelog is too powerful for Steam. A lot of the smaller changes won't be mentioned in this announcement which is a more general overview, so if you'd like to read the detailed list of changes you can do so on our website here: https://neognosis.games/2022/11/30/ballisticng-1-3-is-now-released/
We're now starting to wrap up the development of 1.3! All small vehicles tracks are now complete and we currently have the campaign for it in testing. It comes in at a total of 67 events! Don't forget you can also track progress on our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap
Maceno Island We've got the store page for Maceno Island up, be sure to go wishlist it and check out the new Maceno Island liveries! The DLC will be coming shortly after 1.3s release and it will be a paid expansion. We haven't set a price yet. https://store.steampowered.com/app/1596120/BallisticNG__Maceno_Island/ 1.3 Beta 8 1.3 Beta 8 is now available! We've still got a bunch of content to finish over the next few months before 1.3 is finished, but we've got plenty of new features to test beforehand. This update doesn't include all of the new bike tracks. We're saving those for the full release. Joining the beta
It's been a busy month and we have three tracks to showcase today! Maceno Islands track roster is now complete and we can now move onto the ship liveries and campaign. We also have one more small vehicles track to finish. Once done those tracks will also be getting their own campaign! After that the bulk of 1.3s work is done. We still have three additional tracks that are coming on top of all of this and we have a major optimization for Basin and some readability improvements for Kuiper Overturn coming too. Once all of this content is wrapped up it'll be time for us to finish up feature implementations, get the Unity Tools updated with the new engine features, run one final beta and then we'll be good to set a release date and get this monster update out onto the public branch! Don't forget you can also track progress on our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap
Hey everyone. This month we've been focusing on more small vehicle tracks content, which is now getting close to being done. With Brattelva Circuit finished there is now only 3 small vehicle tracks left to go. We're already working on these last tracks and we're aiming to have stuff to show next month. We also only have 1 more track to go for Maceno Island: Maceno Peak. The layout for this track is already prototyped. Refinement and then eventually scenery will come once we've made some more progress with the small vehicles tracks. Don't forget you can also track progress on our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap
Hey everyone. We're a little behind posting this one since we were finishing up the content to show off, but here's our 1.3 development progress through May 2022! Don't forget you can also track progress on our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap
Hey everyone! As we had mentioned in our 1.3 Beta 7 release announcement, we're now at a point with the update where the bulk of the work is now content so we're just cracking on with it. Here's our first progress report. We hope to keep you updated monthly, though it may be more or less frequently dependiing on the progress that we make. Remember you can also keep track of our progress with our public roadmap, which is available here: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap 1.3 is a massive update with a lot of new content and features, and as such we don't have a release date yet. As usual, it'll be done when it's done. Fun fact: It's been just over a year since 1.3 Beta 1 released! [hr][/hr]
The day has finally came for us to announce the most intense, the fastest, and the most graphically impressive racing game ever made in the history of video games.
Today we're unveiling and releasing a pre-release beta for our next game, BallisticHD. The final release will be available April 10th and will be in it's own engine, but for this pre-release we've made it a preview inside of BallisticNG as to not give hackers any way of reverse engineering our cutting edge developments ahead of time.
This demo is so advanced and next-gen that you'll need to be on the BallisticNG beta branch to play. You can do this by doing the following:
1.3 Beta 7 is now available! This is going to be our last beta build for a while. A lot of work now is content related, so we're going to get cracking on that and drop it all with the final 1.3 release. Stay tuned for content teasers! Joining the beta
1.3 Beta 6 is now available! We took a month off over Christmas to refresh and come back with a strong start to the year. We have lots of new modding features and content for you! Note: We have made major refactoring changes to the game's code base. What we've done shouldn't affect game stability, but code mods will now be broken. See the Codebase Refactored section below for more details. Joining the beta
Joining the beta Right click BallisticNG in your steam library and go to Properties Go to the betas tab on the window that opens From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game. Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3.
1.3 will be updating a few tracks to bring them up to spec with the rest of the roster. The first of these is Metro, which is the focus of this update. We also have some news regarding the game's switch port, which you can find below the beta release information.
The last month of development has been busy as we start to standardise the game across the PC and Switch builds. This beta isn't focused on a single feature, but is instead more general in getting an engine upgrade to Unity 2020.3.5 available to everyone. If you are making mods do not update Unity on your end. We have not updated the Unity Tools package yet and you will irreversibly break your projects if you upgrade at this time. Stay with Unity 2018.3.8 for the time being.
The next modding feature has been implemented so it's time for another beta build. 1.3 Beta 2 is now available with custom livery support!
We've just released a new update that adds a preview for Maceno Bay, the first track coming in the Maceno Island expansion. It will only be available to try today however, so better try it out fast!
The track is available under the new Maceno Island category on the menu.
Have fun :)
BallisticNG 1.2.5 is now available. This update focuses on Model B content and adds one of our biggest community requests: multiplayer bots! We also have news regarding development of a Switch port and the next expansion DLC, so see below for that!
BallisticNG 1.2.4 is now available! This update focuses on adding Model C specific content the game, with 4 new tracks designed around the Model C ships. All 4 tracks are free and part of the base game. Simply download the update to start playing them! Note for Linux users: We will be implementing a separate audio library for custom music in a future update to address crashing. We hope to have this out in the near future.
This update is a smaller one and focuses on engine changes, new modding tools and modding tool fixes.
Note for custom ships creators: This update makes big changes to the shield and weapon power stats and how they interact with weapon damages. This results in custom ships now being damage sponges in comparison to the vanilla ships. To make the transition easier for anybody who wants to maintain a balance with the vanilla ships, all of the updated ship stats are now provided in the Unity Tools packages as XML files. The stat prefab system now uses these too!
A beta for BallisticNG 1.2.2 is now available!
BallisticNG 1.2.1 is now available. This update focuses on reworking the precision runs with a new simplified time attack design and opening them up to custom tracks!
After just over half a year in the making, we're pleased to announce that the BallisticNG 1.2 update and the Outer Reaches expansion are now available! https://www.youtube.com/watch?v=yi1BGUaRzb0 https://store.steampowered.com/app/1165070/BallisticNG__Outer_Reaches/ This update was originally planned to be 1.1.6 but because of the scale of changes to support Outer Reaches, we've decided to release this as 1.2 instead.
1.1.6 is introducing a new light mapper, rewritten from the ground up with new features and improvements. This was originally designed for use on Outer Reaches, but now all of the internal tracks have been updated with general improvements and inclusion of these new features. And of course, all of it will be available for custom track creators!
Here's a look at a couple of the updated tracks. On top of updating every track with the new lightmapper, a handful of tracks have also had some touch ups to add a bit more atmosphere and improve visibility.
Outer Reaches is releasing for $2.99 on July 20th alongside the 1.1.6 update! Here's some final information and a recap of what's coming.
Don't forget to add the expansion to your wishlist! https://store.steampowered.com/app/1165070/BallisticNG__Outer_Reaches/
Here's a look at the final track for Outer Reaches, and with it the wait is almost over! With the completion of this we hope to have a release date in the coming weeks. We'll now be adding some finishing touches to tracks, finishing off the new roster of liveries, getting the Orbitronix cockpit implemented and building the campaign.
Here's a look at the 5th and 2nd to last track for Outer Reaches!
There's a lot going on under the hood right now and 1.1.6 and Outer Reaches are still a way off, so to keep you updated with some of the work here's another beta release for 1.1.6! This build has a preview of what to expect from the liveries in Outer Reaches. G-Tek, Wyvern and Hyperion have been updated with their new liveries and for the time being are unlocked from the get go.
Here's a look at Outer Reaches' 4th track and a rework of Marina Rush!
New songs now available
The following have been added to the soundtrack. These will be available in-game for the final 1.1.6 release and are available now as a free update to the soundtrack DLC!
1.1.6 is going to be a large update that introduces new modding features, new mechanics, a reworked settings backend and a reworked folder structure for user settings and mods. To help ensure that the update's final release is as stable as possible we're opening a public beta to get a better understanding of how well the game's file path upgrader works across a wider range of PCs. The beta is available now for all operating systems!
Hey everyone, just a quick note: We've just updated the game's soundtrack to use Steam's new Soundtrack system. You'll find the updated soundtrack in your library and you can now install it separately to your game install. With this we'll also be keeping the soundtrack updated with the latest songs for upcoming updates, so go check out the revised team themes and latest songs for Outer Reaches ;)
Yala Outpost is now available! For anybody who missed the announcement on Thursday, here's the details again:
We've got an early Christmas present coming for you this Saturday, so be sure to mark it on your calender so you don't miss it!
Here's a look at Outer Reaches' 3rd track, a new team and some soundtrack updates!
Here's a look at Outer Reaches' 2nd track, Project 9! This track is a low gravity gliding track that floats in the sky of Planet 9. The layout is a remake of an old version of Ishtar Citadel from the game's Early Access days, originally called Track 09 in the builds it was featured in.
We're excited to announce that BallisticNG's 2nd expansion is now in development!
With G-Tek's latest improvements to AG technology, the AGL is now geared up to take the races to the solar system and let the most daring of pilots race in the harshest conditions the sport has seen yet.
Outer Reaches will be available for $2.99 or your regional equivalent. As with Neon Nights there isn't a release target at this time and we'll be releasing it when it's ready.
We've just released 1.1.5! With this update we bring you Steam multiplayer, the C.Y.G.O.N Tempest from GRIP and brand new engine customization options for custom ships!
BallisticNG 1.1.5 is coming this Friday on the 20th! In 1.1.5 we're introducing three new major additions:
1.1.4 focuses on introducing new mechanics for modders and implements our own frame limiter to work around how imprecise Unity's internal one is.
In this update we've made some tweaks to vanilla campaign time trial targets and made some improvements to the layout creator.
As BallisticNG 1.1 introduced a new physics mode we thought it deserved a track that is designed around it. Introducing Europa! Available now in forwards and reverse for free as part of the new free tracks expansion. You'll find it under the new extras category in the track selection screen!
We've just released BallisticNG 1.1.2. This update addresses some of the issues we've seen pop up over the past couple of days.
Hey everyone! In this I'm going to be briefly explaining what's in store for 1.2 and plans for 1.1.
Hey everyone, just a small hotfix to address some issues that were ran into on a community multiplayer session yesterday. A huge thanks to those who identified the issues and helped test these changes!
https://www.youtube.com/watch?v=gvSkNAoCsu4&feature=youtu.be Suprise! BallisticNG 1.1 and Neon Nights have just been released early in time for the weekend. We hope you enjoy the new tracks and large amount of new game features and fixes! You'll find Neon Nights is automatically added to your library and will begin downloading as part of the 1.1 download.
Hey everyone, it's time for the final dev update for 1.1 and Neon Nights. This one is going to be much shorter than normal as we're getting very close to the release! All Neon Nights tracks are now complete and the campaign has been created, all that's left now is play testing. The Neon Nights campaign introduces 48 new events to introduce you to and test your skills on the new tracks. Getting a gold or platinum on all of these events will earn you the Neon Nights liveries. Upsurge also makes it debut in this campaign so get ready for some close shaves against barriers at high speeds! BallisticNG 1.1 and Neon Nights both release on July 30th.
Hey everyone! If you've released tracks for BallisticNG then you'll want to read this as it's about compatibility with older custom tracks when 1.1 releases. The purpose of this announcement is to give creators an early heads up so 1.1 doesn't suddenly break your content. First and foremost, if you've released a track that was:
Hey everyone, it's that time again! The final Neon Nights track, Metro, is currently in progress and will be ready for a full showcase in the next dev update. Neon Nights will be releasing on July 30th, included for free alongside the game's 1.1 update!
Hey everyone, it's time for another development update! 5 out of 6 tracks for Neon Nights are now complete. Development of the final track, Metro, will be starting very soon. Once Metro is done the Neon Nights campaign can be created and then it's time for release! We're currently on track for releasing Neon Nights in July! A more specific release date will be revealed in the next development update.
Hey everyone! It's time for another development update. 4 out of 6 tracks for Neon Nights are now complete. Thunderhead has its layout finalized with some scenery already done, and Metro's layout is going to be developed very soon!
Hey everyone! It's been just over a month since we announced Neon Nights so here's an update on progress, plus more. Currently 3 of the 6 tracks are complete. In the last announcement we showed off Relay and Vega Square, today we're showing you the next two tracks and Vega Square in motion.
We're pleased to unveil BallisticNGs first expansion: Neon Nights!
This first expansion will be free and included inside the game's next major update. There's currently no release date, we want this expansion to be something amazing for you to play through so we're taking our time and will be releasing it when it's ready.
1.0.3 has just released! We have some fixes and other improvements that we wanted to get out while we're working on 1.1. Stay tuned as we'll be unveiling what's to come in the games first content update soon!
BallisticNG 1.0.2 has just released and we're pleased to announce new tools for custom ship creators to play with!
We've just released 1.0.1! This small update includes some bug fixes, gameplay tweaks and quality of life changes. Check out the changelog below for the full list of changes. Enjoy the update and have a great new year!
Hey everyone, just letting you know that we've just pushed the hotfix for the Linux issue mentioned in the release announcement. This also includes a small patch for the Mac version to address an issue with Surge. If you're running the Windows version of the game you don't need to worry about the changelog listed below.
https://www.youtube.com/watch?v=Jn-tQSCXamQ BallisticNG has left Early Access and 1.0 is now released! It's been a crazy few years and we're finally at the point where BallisticNG can be considered finished. With that said though, this doesn't mean the end of development and there's still plenty to come in the future so be sure to stay tuned for new content to come. Leaderboards have been reset for the release, this is the last leaderboard reset that we will be doing. We hope you enjoy the new release, there's a lot of new content for you to dive into and with the updated multiplayer you can now have a lot more fun with friends! We're now going to take a short break and will be back after the holidays to setup modding tools documentation and a demo.
Only a week to go until BallisticNG releases out of Early Access! 1.0 will be dropping on December 15th at 12am GMT, be sure to come swing by the games discord to celebrate with the community! There's one final track that's being shown today. We also have a special addition for the release that no 90s inspired game should be without, you're going to have to wait to see that one though!
Its now just under 2 months until the games release, every little detail is currently being refined in preparation for the big day!
It’s that time again! As the release date draws closer there’s less substantial stuff to show and while there’s not a large list of changes and additions this month, there are two new major additions to look at:
Hey everyone! It's been a good 2 months since the last devlog and this one comes a bit later then expected due to some hardware issues. Now that's sorted let's dive in:
Just a quickie: A small hotfix for 0.9.4 on MacOS has gone out to address an issue with Steam Controllers not being recognised.
Hey everyone, it's about time for another devlog! The past month has seen quite a few changes and new additions. Campaign balancing is underway but in the meantime here's what's been going on:
It's time for another devlog! This one is a short one as development the past week has been focused on finishing up with content updates and preparing for gameplay balancing.
Hey everyone, just a quick announcement to let you know that MacOS builds are now officially available! If you already own the game you’ll now see 0.9.4 downloading. Full gamepad support, leaderboards and the workshop will now also be available to you. If you’re playing on Linux you’ll also be seeing an update, the Made With Unity splash screen has been removed for both the Mac and Linux builds. Both versions have also been updated to Unity 2018.1. Have fun!
It's time for the first content related devlog and in this one we'll be focusing primarily on new weapon effects, an update to Utah Project and custom campaigns.
Hey everyone! To keep you updated with development up to 1.0 I’m going to be continuing with development logs, previously posted as the beta branch roundups. There’s already been a few updates behind the scenes but I want to use this first log as an opportunity to lay out the roadmap and answer questions that I’ve seen the past few weeks. If you want to get in on updates in between these development logs then check out the game’s twitter, it’s now being used to show off what’s happening as soon as it happens - https://twitter.com/BallisticNG
Hey everyone, following up on the previous announcement. Valve have responded and fixed the issue, they had made a mistake configuring the game when helping with the free to paid transition which is why it's been possible for people to exploit Steam to activate free copies. Owners of free copies will now find their game is back and updating as per usual. Apologies to the free players who were affected by this issue.
If you obtained the game for free before it had gone paid you might have noticed that the game has uninstalled itself and isn't installing anything if you try, here's why: When 0.9.4 released last week an exploit in Steam was discovered, I won't be providing details on the exploit itself for obvious reasons. However, the result of this exploit allows anybody to activate a free copy of BallisticNG officially through Steam. This shouldn't be a problem, but over half of all game copies are being obtained through this method and on 0.9.4s release alone 99% of all copies from that day came from this exploit. Because the game is now paid this is effectively piracy, this wouldn't be a concern if it wasn't happening through the store front the game's being sold on. Do not attempt this exploit, you will only end up with an empty game in your library! Because of this I have temporarily pulled the free copies contents from Steam. I contacted Valve last week to query and let them know about this issue but they haven't got back yet, this a critical issue that free players need to be aware of so I needed to post ahead of them responding. It is currently unknown when Valve will get back and what the result is going to be, but if you're a free player the only way to play the game right now is to unfortunately deactivate the free license from your account and buy it. Apologies to the free players this affects, I'm hoping this can be resolved soon. I will be posting about any further developments of this situation when I'm able to.
Important Notes:
BallisticNG 0.9.4 is now out! This update comes with a few announcements, so without further ado let’s jump in:
Work towards inclusion of VR for 0.9.4 is currently underway on the beta branch. Right now you're able to play the entire game in VR as everything is being developed! Here's a video showcasing the current state of VR as of today: https://www.youtube.com/watch?v=jsij5YJwWEA
BallisticNG 0.9.3.1 has just released! This update is focused primarily on custom tracks, bringing in some updates to the track creator and allowing track creators to build their tracks for OpenGL for multi-platform support!
Hey there pilots, BallisticNG 0.9.3 is now out! It's been a long few months of development and as such this new update comes with a whole new bunch of content.
Hey pilots, time for February's beta branch roundup! This month has focused on less then last month but brings about more content and the return of the game's multiplayer component!
Hey there pilots, it’s time for the first beta roundup of 2018! This month brings quite a few new changes; loads of visual tweaks, campaign updates and the beginning of the game’s final set of tracks.
Got a small update for today. This just addreses some minor issues present in the release yesterday, primarily the layout creator locking up when entering playmode and some improvements to how the game handles any issues when loading UGC.
Hey everyone! BallisticNG 0.9.2 is now available and features many new things. This update is quite a big one and it's been fun working on it, there's been a bit of everything from basic tweaks to new tracks and a whole load of interface improvements. Below is all of the most important changes, if you want to see what's coming next then check the bottom of this announcement! Note to track creators: see bottom of the changelog for Unity Tools update
Link: https://ballisticng.gamepedia.com/BallisticNG_Wiki
Hey everybody, I recently contacted Curse to get a new BallisticNG wiki setup. We previously had a Wikia wiki but it was proving too slow and tedious to maintain so we're now moving everything over to Gamepedia with a fresh new look.
The wiki is very much in its early days, only a handful of pages currently exist and the backend CSS and templates are still being actively added to and changed. If you want to contribute, feel free to come help out!
The wiki over time is going to feature pages on all of the game's content (including cut and other unused content), project history, in-world technology explanations, guides and all of the game's modding documentation. The end goal is to provide a database of accurate and interesting information about the game!
If you want to get involved with the wiki, be sure to join the game's discord and talk on the #ballistic-wiki channel! - https://discord.gg/0136l5AIRn7eiT70A
It’s time for the second beta branch roundup! This month has seen a lot of progress on the new menu as well as the return of Nova Split and Arrivon XI in their final forms. So without further delay, let’s dive into what’s new:
Hey everyone! This is a new format of announcement I'm starting where at the start of each month the changes to the game's beta branch will be summarised for the previous month. So to start this off, here's the summary for September! Also, if you want to keep track of beta branch updates there's a new thread I've been keeping updated which you can find here - http://steamcommunity.com/app/473770/discussions/5/1495615865217094819/
[ 5947 ]
[ 1961 ]
[ 3733 ]