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Name

 BallisticNG 

 

Developer

 Neognosis 

 

Publisher

 Neognosis 

 

Tags

 Indie 

 

Racing 

 

Singleplayer 

Release

 2018-12-14 

 

Steam

 € £ $ / % 

 

News

 96 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 8 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/473770 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 100,000 .. 200,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 4  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 4 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 BallisticNG Linux 64-bit [1.52 G] 


DLC

 BallisticNG - Bling Pack 


 BallisticNG - Neon Nights 


 BallisticNG - Outer Reaches 


 BallisticNG - Maceno Island 




LINUX STREAMERS (5)
darkphotonstudioanonybadgersirsamsaidirtyflux_
zeioth




BallisticNG 1.3 Beta 4 + Switch Development News

.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.

About

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.

What's changed for beta 4?
Metro ended up being a frustrating track to play primarily due to the long, thin tunnels that demanded an almost impossible racing line on higher speed classes. This updates overhauls the tracks scenery to fix that issue and give it a much needed makeover, opening it up more and better integrating into into Vega City.

Thanks to Kabelsalat and Brobama for the super cool Scorpio construction vehicles!

https://www.youtube.com/watch?v=H3D4Uv-4iGg





Switch Development News

It's been a little bit since we initially revealed that we were developing a Switch version of BallisticNG. We've had time to get the game up and running and figure out what we need to do, and we're ready to give some more details on the port.


  • We're targeting 60fps in singleplayer and online with support to up to 8 AI. Online will support 16 players with up to 8 lobby slots being available to AI.
  • We're currently targeting 30fps in splitscreen, however we are looking for opportunities to further optimise to potentially get it going at 60fps.
  • The game will run at 1080p when docked. The framerate targets above are for when the console is both undocked and docked.
  • The game will have a battery saving mode which will cap the FPS to 30 across the board.
  • Excluding the CRT filter, all retro effects will be available as options.
  • The upcoming Layout Creator 3 and in-game campaign editor will be part of the port and cross compatible with PC. We'll be looking at services in the future to enable this, probably Mod.IO.
  • Custom ships and tracks made for PC may potentially be playable on the Switch using the same service for hosting mods made in the internal game tools. There will be numerous llimitations and workflow requirements for this to work though, but we can talk about those at a later date if we get PC mods up and running.
  • Online will not be cross platform with PC, however if sales provide the budget to get platform agnostic matchmaking servers setup and maintained we will implement it. Remember to tell your friends about the game ;)


We have a few tracks, such as Basin, which we need to optimise to hit 60fps on the system. These optimisations will also be on PC and part of the ongoing 1.3 Beta.

Please note that we still do not have a release window. We have a lot to get through with new features, content updates and new content with the Maceno Island expansion, so all we can say at this stage is it'll be a while.

What we're currently working on is getting the fundamental engine changes out of the way first. As this work is being done alongside new content and new tool development it's taking time, however once it's out of the way further progress on the port should be much faster.


[ 2021-06-30 18:26:38 CET ] [ Original post ]