Beta Branch Roundup - September
Point to point tracks have been implemented, internally this feature is going to be used for short objective based tutorial tracks coming in the final campaign but these are also available in the Ballistic Unity Tools, mentioned below.
You can now tilt and zoom the camera in photomode using a controller, hold down the menu special bind and use the right analog stick to adjust both of these settings.
The wall scrape sound has been updated to give more of an impression of metal scraping. Shiftdelete, one of the game's contributing composers, has sent over his new song Antigraviton to be used ingame. This new song is used both in-game and as a menu song. Have a listen over on Shiftdelete's soundcloud - https://soundcloud.com/shiftdelete/antigraviton
The firepower stat has now been implemented, the default ingame teams are currently still using the default value of 1 but any custom ships will not have their firepower stat applied. The donator liveries have also been finished and will be ofically available when the new menu goes live! Wyvern's illumination map was also fixed, it hadn't been updated to the MkII model's texture map.
A UI tooltip system has now been implemented, this is currently only active on the new menu but will be rolled out across all interfaces over time. Speaking of the new menu, the new menu now has some basic screens setup! You can now check out the new options menu from it and access the custom race screen, there is also a brand new quick race screen which will discussed at a later date.
If you're working on custom tracks, make sure you reimport the unity package for the following updates:
[ 2017-10-02 16:33:18 CET ] [ Original post ]
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/
Point to point tracks
Point to point tracks have been implemented, internally this feature is going to be used for short objective based tutorial tracks coming in the final campaign but these are also available in the Ballistic Unity Tools, mentioned below.
Photomode Controls
You can now tilt and zoom the camera in photomode using a controller, hold down the menu special bind and use the right analog stick to adjust both of these settings.
Sounds and Music
The wall scrape sound has been updated to give more of an impression of metal scraping. Shiftdelete, one of the game's contributing composers, has sent over his new song Antigraviton to be used ingame. This new song is used both in-game and as a menu song. Have a listen over on Shiftdelete's soundcloud - https://soundcloud.com/shiftdelete/antigraviton
In-game changes
The firepower stat has now been implemented, the default ingame teams are currently still using the default value of 1 but any custom ships will not have their firepower stat applied. The donator liveries have also been finished and will be ofically available when the new menu goes live! Wyvern's illumination map was also fixed, it hadn't been updated to the MkII model's texture map.
Menus
A UI tooltip system has now been implemented, this is currently only active on the new menu but will be rolled out across all interfaces over time. Speaking of the new menu, the new menu now has some basic screens setup! You can now check out the new options menu from it and access the custom race screen, there is also a brand new quick race screen which will discussed at a later date.
Ballistic Unity Tools
If you're working on custom tracks, make sure you reimport the unity package for the following updates:
- Added point to point scene toggle to scene references script - the middle checkpoint laser becomes the end of the track when this is enabled
- Added Survival Ignore script - attach this to any objects you want survival mode to ignore when updating meshes and materials
- Added three new shaders Additive - additive transparency with no lighting, usful for effects like light shafts Additive Vertex Alpha - ditto, but vertex colors are applied (vertex alpha is used to affect transparency) Vertex Lit (No Clip) - same as VertexLit but isn't distance clipped
BallisticNG
Neognosis
Neognosis
2018-12-14
Indie Racing Singleplayer
Game News Posts 99
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive
(1793 reviews)
https://neognosis.games/
https://store.steampowered.com/app/473770 
The Game includes VR Support
Keyboard & mouse
 1 
Gamepad support
 1 
Seated
 1 
BallisticNG Linux 64-bit [1.52 G]
BallisticNG - Bling Pack
BallisticNG - Neon Nights
BallisticNG - Outer Reaches
BallisticNG - Maceno Island
BallisticNG is an action packed anti-gravity racer developed as a lover letter to the original Wipeout trilogy. Set in the year 2159 you glide through futuristic race courses armed to the teeth with deadly weapons to aid you in taking first place.
Features
- 17 tracks set in unique locations, 11 of them reversible for a grand total of 28 playable tracks
- 13 teams and a lineup of super fast drag ships
- 14 pickups for all your combat needs
- 6 gamemodes (Race, Time Trial, Speed Lap, Survival, Knockout and Eliminator)
- A singleplayer campaign to challenge your skill
- Two player splitscreen with dual-monitor support
- A thumping 90s inspired soundtrack featuring 34 tracks spanning across Techno, Jungle, Neurofunk and Drum and Bass
- A modding tool suite to import your own ships, build your own tracks and program your own gamemodes, weapons and more
Physics
BallisticNG recreates the physics of a time long gone. Playing the game is all about getting into the zone and becoming one with the ship, practicing every nook and cranny of every track until you can do it with your eyes closed. Feeling the speed isn't about what the HUD tells you, but how the environment swooshes past you and timing the right maneuvers at the right time to keep the flow going. If you're looking for a quick game, lower speed classes provide you with a more laid back experience. You can even disable weapons if you want a good clean race.Visuals
The game is built as if it were running on real 90s hardware. Low poly ships and environments create simple yet visually rich scenes that can run on most hardware. Retro 3D options are available to emulate hardware limitations from the 90s, modern effects are also available so you can make the game look old, new or anywhere in-between.VR Support
BallisticNG has beta VR support with no compromises on game functionality. All modes, tracks, ships, online and mod content are supported! Tweak the game with the VR options to get the most comfort out of your experience.Cockpit Mode
Each ship has a unique cockpit which reflects the design you see on the exterior. When in cockpit mode the game processes the audio to make it sound authentic, complete with the sound of rain splashing on the canopy and displays flickering as you take damage from weapons, everything you need to get cosy in your high speed future racer.MINIMAL SETUP
- OS: 64-bit distroMemory: 2 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Memory: 2 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Storage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- OS: 64-bit distroMemory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Memory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
- Storage: 3 GB available spaceAdditional Notes: Requires OpenGL 3.2+. Mods will increase required storage space and memory.
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