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Super Indie Karts - Nitromeland trailer

Welcome to Nitromeland! A theme-park style track based around the games of Nitrome. [previewyoutube=-emuwhGQEVA;full][/previewyoutube]


[ 2024-12-08 16:35:40 CET ] [ Original post ]

December 2024 Update Teaser

Just a quick teaser to announce a new trailer upload coming next weekend for the upcoming December 2024 Early Access update. Great time to have a selfie with new friends!


[ 2024-12-01 05:19:49 CET ] [ Original post ]

Clive'N'Wrench x Super Indie Karts - crossover preview

Clive'N'Wrench will be added as part of the upcoming cup, the Sapphire Cup! This crossover will feature the racetrack "Track To The Future", where all the racers have been shrunken down to toy size, and sees Clive AND Wrench joining the SIK roster in the same kart! [previewyoutube=DeT8_ne3DfA;full][/previewyoutube] Clive N Wrench is a 3D platformer centered around Clive the rabbit and Wrench, the monkey on his back. Your adventure will take you through time and space in a magical 1950s fridge all on a quest to undo Clives cousin Nancys mistake and ultimately thwart the tyrannical Dr Daucus. Inspired by genre classics like Spyro the Dragon and Jak & Daxter, Clive N Wrench has its titular rabbit and monkey duo jump, roll, hover, and spin their way through a whole host of wacky worlds. You can find more info from http://clivenwrench.com/


[ 2023-03-31 02:04:23 CET ] [ Original post ]

March 2023 Update - v0.850 - Steam Deck support!

16:10 ratio resolutions have been requested for a long time now, but it's become requested even more since the launch of the Steam Deck, and SIK just got granted a Verified status by The Steam Team!
Here's a run down of the changes in this update:

  • added 16:10 ratio resolutions to the settings, giving a better view on devices such as Steam Deck
  • new resolutions include: 640x400, 960x600, 1280x800, 1440x900, 1680x1050, 1920x1200, 2560x1600, and 3840x2400
  • added Steam Deck controller glyphs
  • improvements to First Person View giving much tighter feeling of control
  • moved camera a little further away from kart in mode7 tracks, less cramped feeling now
  • added more freedom to the splitscreen cameras so multiplayer feels more like single player again, still more work to do here on drifting
  • fixed rapid selection problem changing resolution from settings menu in races
  • fixed some navigation help in TeslaTowerII
  • fixed TeslaTower64 being near impossible on 200cc
  • fixed lighting issues in TeslaTowerII and Burrito Bison's Candyland Arena
  • added colour navigation hint to stairwell windows in BattleMania track FourFloors
  • raised/lowered music volume level in a few tracks
  • fixed trophies not having reflections in their material on the podium screen
  • various under-the-hood bug fixes, far too many to mention


[ 2023-03-30 07:50:37 CET ] [ Original post ]

March 2022 quickfix v0.825

  • Quickfix for a bug which sometimes left the Missions unable to be beaten even with a faster time.
  • fixed problem where an out-of-bounds event would spawn you below the track on the portals battle arena, which would leave you endlessly falling to nowhere!
  • added extra sparkles to the A*** and Master trophies
  • moved rear-view cam in closer to the kart


[ 2022-03-29 14:19:46 CET ] [ Original post ]

February 2022 quickfix v0.824

Quickfix to add mission icons to the mission shard HUD counter and to show the mission button on the menu with a gold tint if you get an A*** rank.


[ 2022-02-05 05:41:46 CET ] [ Original post ]

January 2022 quickfix v0.822

Quickfix to remove a need to restart the game to be awarded the unlocked kart from MissionMania


[ 2022-01-29 01:05:17 CET ] [ Original post ]

January 2022 quickfix v0.821

Quickfix to repair a recently introduced bug that caused a black screen after the final race in a GP. Apologies for the inconvenience!


[ 2022-01-28 06:56:34 CET ] [ Original post ]

January 2022 Update - Mission Mania!


A new way to play Super Indie Karts has arrived.. Mission Mania! Beat a ghost race, drift through some gates, knock things over, collect a bunch of stuff, you get the idea! Complete a full set of missions to unlock a new kart!
This update also brings a preview of the next cup with the Sapphire Cup Prologue, featuring the crossover track from Mission In Snowdriftland and sees Chubby Snow joining the super indie kart roster!

  • Added "Mission Mania" play mode
  • Beat missions like "Collect 20 Race Jewels", "Knock over 5 tyre stacks", "Beat a ghost race" etc
  • Complete the 9 missions in Book1 to unlock a new character!
  • Added Mission In Snowdriftland Sapphire Cup prologue track
  • Added Chubby Snow to the racer's roster
  • Converted scripts of entire project from javascript to c# language - this was a large undertaking but means the project is no longer stuck using the now 6 year old Unity5 engine and should make it a less daunting task to stay updated in future, also upgraded Unity version
  • plenty of bug fixes and improvements in many areas
[previewyoutube=KbNkXkobaqI;leftthumb][/previewyoutube]


[ 2022-01-27 18:26:28 CET ] [ Original post ]

Early Access Update v0.80 - Apr 2020 - Trophy Room


v0.80 changes


  • added a Trophy Room and 3D modelled trophies so you can gaze upon your prizes up close
  • added SplitscreenRace mode so players can race on a track of their choosing, previously you could only pick a cup to race in SplitscreenGP
  • added an option to turn off the CPU karts in SplitscreenRace and SplitscreenGP
  • added a track selection menu after a QuickRace so you don't have to return to the mainmenu
  • redesigned some of the main menu to separate Single Player and Multiplayer game modes
  • increased sideways friction stiffness on tyres to reduce sideways slippyness
  • many many other fixes and improvements


[ 2020-04-17 07:28:27 CET ] [ Original post ]

Early Access Update v0.77 - Oct 2019 - BattleMania!

It's been a long time coming.. the Battle option on the main menu is available again! Huzzah!
Along with 9 arenas to battle it out in, in 3 styles:

  • Super Arenas
  • Ultra Arenas
  • and Cage Arenas
there are 3 different ways to play:
  • Egg Crackers - protect your 3 eggs
  • Shroom Hunters - find the Shrooms first
  • and Jewel Grabbers - collect the most jewels
After this "grand reopening" there'll be further updates to Battle Mania in future updates to expand it further, with some Indie themed modes and arenas too. I'm hoping some of you will test Battle Mania with some Steam Friends via the Remote Play option in the latest Steam beta update which released last week. If you do, let us know how it goes in the Discussions area, or pop into the official Discord server here. Hope you all have a Spooky Halloween! One Legged Seaghoul


[ 2019-10-29 00:59:57 CET ] [ Original post ]

Early Access Update v0.763b - Sept 2019 Update - Dream Fiend Shady


An area of the game that needed updating for a while was in the kart sprites that had been created near the beginning of development. There are a few that have fallen behind since the quality of newer kart spritesheets improved. This update tackles some of them. Both Clu and Bart from Aegis Defenders have been brought right up to date, and 2 new karts have been added: Dream Fiend (the legend responsible for the cool synth tunes you hear throughout the game), and Shady (a Kickstarter backer's "Founder's Kart").

  • added Dream Fiend, the legend that created most of the sweet synth music you hear in the game, as a playable character
  • added Shady Gorilla, another "Founder's Kart" (a kickstarter reward where backers could design their own character kart)
  • cleaned up Clu and Bart's kart spritesheets
  • split the character select grid into 2 pages to make it easier to read and nicer looking
  • added the CPU shortcut taking ability to the Ultra and Super tracks that have those spaces in them
  • added a flashy "FinalLap" scrolling indicator to the HUD to reduce confusion where players mistakenly think they're on the last lap when they aren't
  • removed the icky camspin cheat from the cheats menu
  • fixed a bug that sometimes caused the CPU kart in 1st place to ride off into the sunset if you were in 8th
  • fixed a bug in the SIK Indoor Circuit track that saw loconuts flying through one of the outer walls
  • fixed another scenario that could lead to music not playing, or playing quietly on the final lap
  • fixed a problem where you could boundarybreak the Moscow track
  • fixed the broken DangerCam size bug on a Triple Monitor setup


[ 2019-09-11 14:45:08 CET ] [ Original post ]

Early Access Update v0.76 - July 2019 Update - Knight Cup

The first Advanced Cup is here..
-
-
-
Please give a warm welcome to the Knight Cup! In a nutshell, Advanced tracks are basically Ultra style recreations of imaginary SNES/GBA style flat tracks which could have existed long ago if there had been some retro version of Super Indie Karts back in the day.

[Update v0.76]


  • Added NEW CUP - The Knight Cup is the first Advanced Cup!
  • The Knight Cup includes fancy new tracks of Duck Game, Teslagrad, and Knightmare Tower
  • added a bunch of detail to RunbowRoad64 (skyline and torches) to give it a more finished look
  • added ability for CPU karts to be able to take alternative routes through a track, only in the Knight Cup right now - but I'll be adding this alt-route ability to older tracks soon too
  • added more friction to the new suspension wheel physics added in the previous update
  • dampened the kart steering ability when a driftboost is fired, helping the driftboost to feel a lot more controlled in those initial moments
  • made changes to the camera while drifting so that it looks in the direction you're travelling more
  • weapons that fire forwards like Meloons and Pangapples go in a more forwards direction when fired while drifting now
  • smoothed out some of the camera movement when going in and out of a drift
  • fixed a rare bug that caused the kart to get stuck in first gear after a collision
  • fixed kart not fully facing in the direction of the grid positions on some race starts
  • fixed a recently introduced bug where the kart would reach full engine speed before being put back on track after a track fall off
  • fixed a bug that made your kart sprite vanish for a splitsecond on contact with the new outdoor glare material shown coming out of indoor track sections
  • fixed a glitch that was preventing CPU karts from releasing any orbitting meloons
  • fixed the 3,2,1,Go vanishing too soon
  • fixed the lighting reflection maps getting unloaded when switching between fullscreen/windowed during a race
  • fixed a whole bunch of random mini bruh moments


[ 2019-07-19 16:30:27 CET ] [ Original post ]

Early Access Update v0.758 - June 2019 Update

The first Advanced Cup will be dropping later this month, but before it's ready it seemed like a good time to have another small update with recent fixes and polishings.

[Update v0.758]


  • added some suspension physics to player karts to stop them occasionally having overly exaggerated responses to the smallest of divots in the road's collision mesh
  • added a small sideways camera tilt when drifting, making it look a lot more dramatic (also planning on making this optional this month in case anyone has a problem with it)
  • fixed a recently introduced bug where the kart would reach full engine speed before being put back on track after a track fall off
  • added white outlines on the Ultra and VRtrax cup icons so that they match the Super cup icon style more
  • wall deflections will now check that your kart is grounded before attempting to deflect you
  • fixed a few minor bugs
Other recent unannounced changes:

[Update v0.757c]


  • fixed cpu karts not hopping over pits in Runbow Road 64 (bug introduced in previous build)
  • fixed cpu karts never showing their kart 100% from their back
  • added turning status to cpu kart sprites, now you can see them tackling bends more
  • stopped walls on mode7 races interrupting the Drift Boost buildup
  • fixed the Gold Rush particles not facing the camera correctly
  • smoothed some possible camera judders on turning or drifting around bends

[Update v0.757]


  • fixed karts being put back on track twice after dropping off track in the Tesla Tower Super track
  • cooled down the cpu kart's aggressiveness on 150cc Super races a little
  • changed the way camera FOV works in splitscreenGP to match how FOV in single player behaves
  • cleaned up the winner's race-end camera that follows you around in splitscreen
  • fixed it so each player's speed streaks will only be shown on their own camera in splitscreen
  • the fast forward button on the podium scene now gets faster the longer it's held
  • patched a hole in the wall's collision mesh of the TJnE track behind the start grid that let you fall through into space
  • added a 2nd ramp to the Starr Mazer:DSP track, it was always an area that could be jumped as a shortcut if you were going fast enough, but now it's a little easier to pull off! The CPU karts won't attempt it as it's a little dangerous. (Pros only!)
  • fixed internal view not going gold when collecting the GoldShroom using Pip's kart
  • increased the volume of some of the custom invincibility music

[Update v0.756]


  • fixed wrong number of Gold Shrooms being shown in splitscreenGP
  • added a 12sec lifetime to Pumpkings
  • made Pumpkings destroyable by a Gold Rush collision

[Update v0.755]


  • added an explosive deflection to strong wall collisions in Ultra races, which knocks and turns the kart a bit away from the wall. This is something Super races already do.
  • light wall scraping in Ultra races will also now turn the kart away from the wall slightly
  • added some rough ground surface over half of the lava on the Knightmare Tower track, making things a little easier there!
  • fixed camera sometimes dropping below the road geometry in Ultra races after it gets dropped when the scoreboard slides on
  • TimeTrials and SingleRace menus will now remember which character you previously raced as

[Update v0.75c]


  • increased performance of the ground material checking code leading to a huge drop in memory garbage collection, giving big FPS increases in single player and splitscreen!
  • also reduced the load on the ground material checking function in SIK Stadium by splitting the road into 2 separate sections
  • fixed bug introduced in the previous update on the podium scene causing the karts to be invisible in splitscreenGP, and the end podium menu auto selecting Restart Cup


[ 2019-06-02 12:42:05 CET ] [ Original post ]

Early Access Update v0.75b - Apr 2019 Hotfix

  • fixed an issue, introduced in the previous update, where drifting wasn't as effective on dpad as it was with a thumbstick, it was flat out broken on keyboard and dpads! (sorry!)
  • added sideways physics forces to steering (should remove more of those slippy kart feels, could take a few races to get used to the extra grip!)
  • slowed down the game speed on Super/VRtrax to match the speed of the Ultra racing more closely
  • fixed rare bug that left CPU karts with a solo melon orbiting them
  • fixed bug that caused the Trailing Weapon to be dropped if the button was let go on the Pause Screen
  • trailing weapon particle system mess now inherits player velocity
  • trailing Gelato now also drops the Gelato when it's collided with
  • you can now see the trailing weapon when looking backwards in First Person View
As always, if there are any issues caused by this update just let me know here or in the update discussions thread Cheers!


[ 2019-04-14 14:24:22 CET ] [ Original post ]

Early Access Update v0.75 - Apr 2019 Update


Main Changes

  • NEW WEAPON added! Mutant Tomms - You'll get 4 seconds to lob as many as you can before the timer stops!
  • ADDED ABILITY to drag some weapons behind your kart by holding the weapon button before dropping them (Meloons, Gelatos, Pangapples, and Loconuts) so they can be used as a rear shield Powerups
  • the Powerup you get from a Powerup Box will now be determined by your race position. So if you're near the back of the pack you can expect to get a lot more chilli boosters, and if you're in first place you'll be seeing more defensive weapons.
  • Loconuts are now easier to read, with a more tropical look
  • increased accuracy on Loconut heat-seeking
  • multiple karts can now slip on the Gelato splat if they drive on it within 1.5secs of it first being slipped on
  • added some animation to the Pangapple - they now glow red 3 times before exploding
  • also added some pineapple rings and chunks flying out of the explosion
  • Pangapples now have more friction so they stop faster when bouncing along ground after being launched
  • the Pangapples on Super tracks now behave and look the way they do on Ultra tracks
  • fixed weapons sometimes spawning on strange angles while in upside-down sections
  • fixed Loconuts instantly exploding when fired inside Burrito Bison's stadium area Cameras
  • slightly changed the camera tilt value so you can see much more of the road ahead
  • fixed the First Person View camera not looking up during loopdeloops and upside-down transitions
  • added some extra camera tilt to the upside-down transition at the end of the ultra Canabalt track, and the TeslaTower64 and RunbowRoad64 ramps
  • fixed tyre flicker going way too fast in First Person View HUD
  • HUD tips for button presses will now only show for the first 4 races you play
  • the blue box graphic behind the Race Jewel counter on the HUD now goes Gold when the Jewel Race Goal is achieved Karts
  • fixed CPU karts being able to get flipped over and drive along the side of walls like they were roads!
  • made changes to stop cpukarts catching up too good on Canabalt ultra track's final straight
  • fixed a bug that caused the slipstream to still activate after the kart you were following had stopped moving Tracks
  • added some more arrow signs to the Canabalt ultra track
  • removed collision meshes from arrow signs on Teslagrad64 track
  • thickened the edge of the road on Edge Drifter in VRTrax
  • fixed the kart bashing through some walls that come after ramps on some Super tracks Sound
  • slightly reduced the volume on Carol's bike engine
  • slightly reduced the volume of boostpads


    [ 2019-04-10 13:43:11 CET ] [ Original post ]

  • Early Access Update v0.74 - Mar 2019 Mini Update 5

    Several updates have happened since the last news announcement, so here's a rundown of what changed this month:

    [Update v0.74]


    • culled some obstacles from 50cc and 100cc races (down to about 25% on 50cc, and 50% on 100cc) - making everything way less cluttered while trying to learn the basics of the game - some of those tough Super tracks are a lot less frantic now!
    • moved the 150cc Gold Shroom on the Fist Of Awesome track to between two barrels on that last bend

    [Update v0.73i]


    • fixed a GoldRush bug where your kart wouldn't smash through a CPU kart if they had a triple melon powerup spinning around them
    • cleaned up the powerup icons in the powerup lottery window
    • added a middle of the road guideline to a couple of the Super Cup tracks
    • added a wall to a tricky corner on Canabalt's Super track

    [Update v0.73h]


    • changed the speed class labels from 25,50,100,150 to read 50,100,150,200 to bring them in line with new players expectations of how those speeds would feel
    • rebalanced the CPU kart speeds for each speed class some more
    • moved 2 of the Gold Shrooms on Teslagrad64, removed the floor spikes in the tower area and reversed the direction of the floor travelators making them something you need to avoid
    • removed a ghost obstacle on the startgrid on the Whispering Willows track


    [ 2019-03-15 11:01:41 CET ] [ Original post ]

    Early Access Update v0.73g - Mar 2019 Mini Update

    Hi all, I decided to put out another mini-update before the next big update as I had knocked off so many issues from my todo list that I didn't want to sit on for two months. Here's everything that was fixed/changed/nerfed Changes List:

    • changed how analogue thumbstick steering feels, giving a less slippy feel if you're a thumbstick flicker
    • drifting has been tweaked to give a more controlled feel
    • all speed classes on Super mode7 style racing have been balanced out, and it's now much less like a game of pinball!
    • camera FOV values in 3-4 player splitscreen now match what 1-2 player modes have
    • the Teslagrad ultra track was shrunk down a little, and shroom 2 moved to an easier to grab spot
    • fixed ToeJam&Earl track billboards not showing correctly on 2-4 player cameras
    • fixed a bug causing a player to endlessly fall into the abyss below Dragon Valley in splitscreenGP
    • added shadows to the spikeballs in the MutantMudds track, making it easier to judge where they are
    • fixed sky vanishing on Fiji VRtrax when in First Person View
    • collecting the GoldShroom on Super tracks will no longer be a scary time as the speed increase and FOV changes now have more sensible values
    Until the next update, Cheers!


    [ 2019-03-08 21:45:36 CET ] [ Original post ]

    Early Access Update v0.73d - Feb 2019 Mini Update

    Changes List:

    • added rez 2560x1080 (for 21:9 monitors)
    • added ability for camera to look up a little when going in and out of upside down transitions on the ToeJam&Earl track (for external camera only, internal camera in a later update)
    • reversed the polarity of the gold shroom card reveal effect added in the previous update
    • added some optimisation to the Ultra Podium scene which might prevent a crash some players were experiencing
    The town I live in (Townsville, Qld) flooded really badly this month and was declared a disaster zone. It was a worrying time, and for obvious reasons I haven't really been able to get a lot of work done the last 2 weeks. We personally managed to avoid the worst of it, we didn't get any water inside our home, for which we are incredibly thankful. We had some family stay with us that were facing a more dangerous situation with a home that is very close to the dam, and helped each other get through it. Scores of people lost their homes and all of their possessions, and I can't begin to imagine how that feels. I ziplocked all of my work drives and made sure to make plenty of backups of everything needed to be able to get back to work once everything had passed. The next update will be a normal sized update (with a new cup being added), so it will take a longer time to get ready than a mini-update. With the downtime from the flood, and the extra time needed to get it all created, I think it will likely come sometime in April. Until the next update, stay safe and happy karting!


    [ 2019-02-09 02:41:46 CET ] [ Original post ]

    Early Access Update v0.73c - Jan 2019 Mini Update

    Just a quick mini-update to add some small bits of polish to a couple of elements.



    Changes List:
    • cleaned up the cup icon scales on the GP Cup Select menu for each supported resolution for 1:1 pixel ratios
    • fixed up some audio effects that were sometimes getting lost like the powerup jar collection, the powerup lottery spin, the gold shroom collection sound, and more

    • added some extra polish to the gold shroom cards in the top left corner of the HUD, a nice ghosted BG so it's easier to see which ones you haven't collected yet, and a little outline pixel animation when the card is collected (still needs a bit of work)

    • added a light reflection that moves across the powerup window when the lottery ends
    • fixed audio volume bars all setting to zero after wiping all of the player times and ranks (all data is deleted when pressing key "D" + key "0" (zero) together on the main menu - also, doesn't ask if you're sure.. so be sure!)
    Until the next update, happy karting!


    [ 2019-01-26 02:36:18 CET ] [ Original post ]

    Early Access Update v0.73 - January 2019 - Ruby Cup Update


    Happy New Year! The second Ultra Cup is ready to go, featuring 4 fantastic new tracks to race on and 4 amazing new karters to race as! Check it out!

    Change List:


    • added the Ruby Cup, featuring Ultra race tracks for ToeJam & Earl, Mutant Mudds, Burrito Bison, and ROM 2064!
    • added new crossover characters ToeJam, BigEarl, Max from Mutant Mudds, and Burrito Bison!
    • added a Sega Megadrive / Genesis style fade to black when falling off and being placed back down on the track, more retro feeling than just a straight cut
    • fixed being able to build up the slipstream value with your own slipstream on 25cc Super Cups
    • raised the speed of 25cc a chunk
    • main menu now remembers which Speed Class and Mirror Mode status you selected on your previous play
    • switched Super and Ultra cup tabs on cup select menu
    • fixed overhead race position indicators for cpu karts in splitscreenGP
    • cleaned up a bunch of other bugs
    Going forward, the next big update should be around March/April with a new Cup. But before then there should be a couple of minor bugfix updates coming too.

    Upcoming minor fixes:


    • fix to stop Pangapples and Gelatos sitting in mid-air
    • Some HUD improvements like ghosted GoldShroom cards so you can see which ones you haven't found yet
    • Podium scene race info pages need to show which Race Stars you got on each race
    • Better race position calculations
    Other than that, I hope you all have a great 2019! See you in the discussions area if you have any issues with the latest build. Until the next update, happy karting!


    [ 2019-01-04 04:28:44 CET ] [ Original post ]

    ICYMI : ToeJam Earl will be joining the Super Indie Roster!

    Yo! Sup?



    The 2nd Ultra Cup, the Ruby Cup, is planned for release over the December holiday period. Check out the first reveal trailer here. It's gonna be a pretty special cup so keep your eye open for it dropping! Happy Holidays, 1leggedseagull


    [ 2018-12-20 23:56:54 CET ] [ Original post ]

    Early Access Update v0.72 - September 2018 Update

    *Update v0.72* - 25cc and Slipstreaming Update



    I've been wanting to add both Slipstreaming and 25cc for quite a while and they're both here in the same update! 25cc should make life much easier for younger players and anyone that just wants a more relaxing casual drive, and Slipstreaming should be welcomed by anyone that has ever found themselves behind the leader on the final lap playing catch-up! Changes List:
    • added a Slipstreaming mechanic for more catchup tactics
    • added a 25cc speed class for beginners, featuring a more relaxed pace and less aggressive cpu karts
    • hitting the brakes will no longer take you out of a driftboost buildup but will instead slow you down when tapped. This should come in handy on 150cc!
    • added nVidia Shield to the controllers list
    • added some city destroying robots in the Canabalt64 skyline
    • slightly eased up some of the cpu kart difficulty
    • reduced the amount of motionblur which was too much at high speeds
    • fixed a bug in the mirrormode button when going between gamemodes
    • added a yellow colour to the mirror mode button when it is activated
    • added a Fast-Forward button to the Ultra Podium scene
    See you in the discussions area if you have any issues with the latest build! Until the next update, happy karting!


    [ 2018-09-05 05:52:10 CET ] [ Original post ]

    Early Access Update v0.71 - August 2018 Update

    *EA Update v0.71* - Controller Update


    Here's another quality of life update, this time adding alt control schemes and an oft-requested key rebinder!
    Changes List:
    • added a new Controls screen with alt control schemes and a redefine buttons option
    • alt control schemes include SanicR and Jumpman92 styles
    • fixed an issue where xbox controllers weren't auto-detected for button graphics
    • fixed an issue where xbox360 controllers could get stuck in a vibration loop when turning Rumble setting on
    • added a Motion Blur filter option to Key 5, looks nice and retro!
    • replaced the red girders in the Ultra Stadium for textured versions that reduce triangle count of each one from 5000 to 16(!), improving performance greatly
    • fixed a glitch where you could smash through the fence in the Ultra Stadium corkscrew and fly away when your planet needed you
    • added rearview mirror button to Splitscreen racing too
    • fixed a bug that was hiding roadside arrow signs in almost all VRtrax races
    • fixed a bug where the wrong screenshots were shown in the cup select menu after a quick race
    Next up:
    • The next Ultra Cup
    • Two amazing new crossovers
    • 25cc Beginners Speed Class
    Obviously if anything has broken, do let me know in the discussions area. The "Previous Build" beta branch is now set to v0.70c. Until the next update, happy karting!


    [ 2018-08-21 13:20:25 CET ] [ Original post ]

    Early Access Update v0.70c + Linux Release

    *EA Update v0.70c* - Aug 2nd 2018


    Welcome Linux owners! After the game missed out on the linux kickstarter stretch goal (by only a few dollars), I had promised that I'd make it happen eventually, and here we are.. sometime in an eventual future! Let me know in the discussions Linux topic if you have any serious issues. Next up on my TODO list:
    • Redesign of the controller screen to include alt control schemes
    • Move the new performance options into a joypad friendly in-race pause screen graphics menu
    • Add the Audio menu to the in-race pause screen
    • Add a Splitscreen Single Race mode
    • Add a fourth speed class
    • Do some tweaking of the drifting feels
    • [spoiler]Secrets.. Secrets.. Secrets..[/spoiler]
    thanks for your patience! 1leggedseagull


    [ 2018-08-02 00:11:27 CET ] [ Original post ]

    Early Access Update v0.70b - fix 1

    *EA Update v0.70b* - July 30th 2018 - Ultra Update 1 - fix 1



    After a week of speeding down many different optimisation avenues, the first mini-update to the first Ultra Update is here. Nothing beats dropping the resolution a peg or two, to me it looks fine in 960x540 as half-HD gives some nice sized pixels, but I've also added some temporary keys you can push to change up some individual options while in a race which might help some systems find the balance you prefer between looks and speed. NEW KEYS:
    • Key 1 : Max Texture Sizes - Full, Half, Quarter, Eighth
    • Key 2 : Max Draw Distance - Near, Mid, Far, Very Far
    • Key 3 : Material Glow Shader - On/Off
    • Key 4 : Stadium Jumboscreens - On/Off
    • Added a risky shortcut to the Ultra Canabalt track
    • Added some foggy thickness to the magnetic beams in TeslaTower64
    • Reduced the amount of laps required for Ultra Cups to 3 laps in all speed classes
    • Fixed up a few sound effect volumes spotted while watching players streaming the game
    There's still a few more elements of the game that I can refactor into more efficient entities that will add further stability to that stadium framerate, and I hope most of you will see a nice improvement already, but expect more mini-updates over the next couple of weeks taking it further still. As always, let me know in the Discussions area how the game is currently faring with your setup and I'll continue to help out where I can. (Oh.. and even if your system isn't having any performance issues you should still give the Max Texture Size option a look as slipping it down to Medium or Low gives a really strong N64 vibe!) thanks for all the help! 1leggedseagull


    [ 2018-07-30 17:57:11 CET ] [ Original post ]

    Early Access Update v0.70 - Ultra Update 1

    *EA Update v0.70* - July 20th 2018 - Ultra Update 1


    ULTRA is here!
    The first Ultra Cup is now available to download! (Just let the game update itself as usual). Ultra brings a different generation of karting to Super Indie Karts, one that represents a huge 3-dimensional jump from the flat Super tracks to corkscrew loop-de-looping crazy anti-gravity Ultra tracks! List of changes:
    • Added the Emerald Cup, the first of the Ultra Cups, which features the SIK Ultra Stadium, Tesla Tower Floor 64, Canabalt City Circuit, and Runbow Road 64!
    • Added a new podium scene which takes place in the Ultra Stadium
    • Amalgamated the 4 Toto kart slots on the menu into 1 slot
    • Redesigned the Teslakid sprites
    • Added a bit of polish here and there, fixed a tonne of glitches and bugs (and probably introduced a tonne of new ones!)
    There might be some older hardware out there that could struggle to appreciate the extra power needed to run the Ultra content, but I'm working on some optimisations now to ease the oomph demand a little, so expect some of that over the next fortnight in mini patch form. As always, let me know in the Discussions area what your thoughts are on the new stuff and also if you have any issues too! Ultra Happy Karting, 1leggedseagull


    [ 2018-07-21 02:59:01 CET ] [ Original post ]

    Early Access Update v0.65 - XMAS 2017 Update

    *Update v0.65* - New Settings Update


    Here's a nice little quality of life update to finish off the year! changes:
    • added an Audio Settings menu, with volume sliders for Music, SFX, and Voice
    • added a Controller Settings menu, with a deadzone adjuster, vibration on/off, auto-accel on/off
    • removed more of the slip, adding more of the grip:
    • switched the kart's acceleration physics from applying force in direction the kart is facing, to applying the force into the direction the front wheels are turning to. This dramatically reduced a lot of the slippy feels
    • added a credits roll (launched from the main menu options)
    • added some pre-splats to the INK track, might need more in a later update or maybe splatted walls instead
    Hope you all have a great New Years Eve, and I'll see you at the next update in January 2018! Best, 1leggedseagull


    [ 2017-12-31 06:58:37 CET ] [ Original post ]

    Early Access Update v0.65 - XMAS 2017 Update

    *Update v0.65* - New Settings Update


    Here's a nice little quality of life update to finish off the year! changes:
    • added an Audio Settings menu, with volume sliders for Music, SFX, and Voice
    • added a Controller Settings menu, with a deadzone adjuster, vibration on/off, auto-accel on/off
    • removed more of the slip, adding more of the grip:
    • switched the kart's acceleration physics from applying force in direction the kart is facing, to applying the force into the direction the front wheels are turning to. This dramatically reduced a lot of the slippy feels
    • added a credits roll (launched from the main menu options)
    • added some pre-splats to the INK track, might need more in a later update or maybe splatted walls instead
    Hope you all have a great New Years Eve, and I'll see you at the next update in January 2018! Best, 1leggedseagull


    [ 2017-12-31 06:58:37 CET ] [ Original post ]

    Early Access Update v0.64a - Spooky Halloween Update

    *Update v0.64a* - Halloween 2017 - Diamond Cup Update


    Well, this one's a BIG one! :D
    main changes
    • 4th Indie Cup added!! Featuring: Freedom Planet's DragonValley, StarrMazer:DSP's Telchines Supercluster, INK's INK Trail, and KnightmareTower's Lava Knightmare!
    • New Indie Characters added! Sash Lilac from Freedom Planet, Brick M. Stonewood from StarrMazer, Roy G. Biv from INK, and The Knight from Knightmare Tower!
    • Added a new weapon! Welcome to the arsenal PumpKing - a pumpkin that's 4x the size of a regular pumpkin! PumpKing won't explode on impact, but you can see it from a long way away making it easy to avoid (as long as it doesn't sneak up behind you). A shockwave blast on initial landing is pretty handy for knocking out a few birds with one stone!
    • Added a First Person internal kart view to the cheats menu so you can test it out while I polish it up.
    other changes
    • added new max fps values 120, 144, and 180
    • fixed problem where some thumbsticks weren't turning the kart as quickly as the D-pad(!), leaving some players steering at only an 80% turn speed!
    • fixed a situation where the kart could turn slower if the fps was running low (like when screen-recording while playing)
    • stopped Left&Right keys conflicting with each other if both were pressed, now the kart will straighten out
    • added a few walls and widened a problematic platform in Rhombus Square Oval
    • removed some landmines, barrels, and a pit in Duck Race
    • eased the annoyance of a trap corner in TeslaTower
    • add more details to the Canabalt track including giant robots destroying the city skyline
    • added a bunch of bouncy castle walls and background bubbles to the Shutshimi track
    • polished some of the kart select menu, added sounds, and you now get asked if you're ready after making your selection
    • cleaned up some more of the character avatars
    • revamped the ground flame trails when boosting
    • jazzed up the camera swing that's triggered on winning a race to be more punchy
    • smoothed out some of the main camera movements and rotations
    • changed how much the kart can bounce off of walls and obstacles
    • added a much quicker Brake, Reversing Speed, and Acceleration from Reversing (Reverse-reversing?)
    • fixed a bug that allowed you to build up the driftboost meter while reversing
    • Weapon Jars expand in size when respawning instead of just re-appearing, and also play an electric particle when collected
    • added some 3d Ramp models to make the Jump Pads easier to see
    • added a small amount of bounciness to the kart when landing from a high jump
    • fixed a glitch that let you hop just as the kart reaches ground height when over a dropoff to stop yourself going into water etc
    • increased the polycount on the finish line banner so it looks nicer from side-on angles
    • fixed a bug in the TeslaTower elevation shafts that saw you drop out if you went in with a downwards velocity
    • fixed a bug where a jumpPad could be ineffective if you hopped onto it
    • added some new animated wheel dust effects when on grass, mud, and sand
    • remastered the Shutshimi kart graphics
    • cleaned up elements of the TotoTemple and the WhisperingWillows tracks
    • fixed how some 3D walls looked dark in mirror mode
    • spruced up some of the race screenshots on the cup select screen
    • added a flash anim to the RaceGoal icons on the scoreboard if you get all 3
    • you can no longer get a jewel or shroom RaceGoal star after the race has ended!
    • added some soundfx for the pause screen button presses
    • updated Canabalt's kart select with a new variant: Canabalt HD
    • added some more detailed titlecards on race openings
    • linked alt+enter and the fullscreen menu setting
    • made the kart engine revs a bit beefier
    • added golden explosions to objects that goldrushing destroys
    With an update this huge, there's bound to be a few new gremlins in the works, so anything serious please post it in the discussions area and I'll do all I can to iron them out over the next short while. Spooky karting, 1leggedseagull


    [ 2017-11-01 06:50:27 CET ] [ Original post ]

    Early Access Update v0.63 - Super Summer Update

    *Update v0.63* - June 22nd 2017


    Summer's here and I'm super stoked to release this update, which adds support for more than 2 players in splitscreen. SplitscreenGP now supports 3 and 4 Players! SIK v0.63 changes:
    • 3-4 players now supported in SplitscreenGP
    • Replaced all of the joypad button graphics with pixelart versions, and also added Diamond Button Map options as seen in many Nintendo Switch games
    • improved the look, and performance, of the TV filter
    • added cleaner Cup Selection menu layout adding a tab system
    • added boxes for the in-race HUD elements to sit in, much cleaner looking now
    • jazzed up the HUD's Shroom cards and added a spin animation to them, they also now represent separate Shrooms so you can see which one you're missing
    • added up & down arrows to the HUD's weapon slot frame to show your aim direction
    • cleaned up the PowerDrive2000 car's spritesheet (long overdue)
    • fixed a palette error that had made the nose of Runbow's Red Hue vanish
    • added faster Brakes and quicker acceleration from a standstill
    As usual with big updates like this there can be minor side-effects I might have overlooked. You can also usually expect a follow-up update a few days later. If anything has gone astray, don't hesitate to let me know in the discussions area and I'll get onto them as soon as I can. I've also added a "previousbuild" branch to steam so you can revert back to the previous release if something goes wrong when a new version launches (or if you just want to check out what it looked like before all of the new awesome stuff got added ;]). It's an open beta branch available from within the steam client by right clicking the game in your games list and going to PropertiesBetas. As an example, the current "previousbuild' branch would revert you back to v0.61. The next major update (with Indie Cup 4) will be coming very soon, there's just a few more things to finish up! I had hoped to have it ready with this update but we'll just have to wait a little bit longer. I've posted several GIFs recently showing some of the future crossovers on the 1leggedseagull twitter page if you want to get a sneak peek. Keep on karting on! 1leggedseagull


    [ 2017-06-23 06:34:00 CET ] [ Original post ]

    Early Access Update v0.61

    *Update v0.61* - Mar 20th 2017 - Horizontal SplitscreenGP (2P)


    Horizontal SplitscreenGP is here!
    A lot of players get a little queasy when playing splitscreen in a Vertical set up, while others get queasy with a Horizontal setup. Thankfully you can now switch to the one that's most comfortable to you. Look for the Setup button prompt on the kart select screen in the SplitscreenGP menu to make the switch. List of changes:
    • added a Horizontal splits option to SplitscreenGP
    • added more vibration events for more rumble immersion
    • added a check for when single player switched controllers mid race to stop another vibrate-forever bug
    • added punchier avatar changes in the 4 race position HUD avatars
    • fixed 3d walls looking dark in mirrormode
    • fixed costume change arrows sometimes showing up on wrong players character
    • fixed infinite lives glitch in SplitscreenGP
    Besides these changes I also updated my Unity version to the latest release which has had the unfortunate side effect of adding around 45MB to the file size of the game! I'll be doing some investigating in the coming week to find out where this extra bloat has manifested and I'll make an effort to reduce the file size back down to what it was for the next update. One other issue introduced by the Unity update is upon starting the game you might get a firewall notification letting you know the game is attempting to contact Unity's Cloud Service. This isn't an intentional connection attempt, but seems to be happening because the Unity engine has had some new Online Multiplayer code added to it. You can feel free to permanently block the connection attempt (that's what I did here) and the game will still run just fine. I've sent a support request to Unity3D and hope to have that resolved for the next update too. Keep on karting on! 1leggedseagull


    [ 2017-03-20 03:02:09 CET ] [ Original post ]

    Early Access Update v0.60

    *Update v0.60* - Mar 8th 2017 - SplitscreenGP (2P)


    SplitscreenGP is here! What a long windy road adding this game mode has been! The latest version (v6.0) adds SplitscreenGP as a game mode, allowing two players to race whole cups together. The game will track how many wins each player gets too so if you can find a decent enough opponent you should be in for a good challenge.
    One negative of this addition is that BattleMode had to be temporarily removed to fix some glitches that made it unplayable. It shouldn't be too long before it's back up and running. Another change has been the introduction of two new resolutions to the options screen. 1280x720 and 1376x768. The way that the settings are structured meant that I've injected them into the middle of the list. What that possibly means for you is that your previously used resolution may have changed because of the new additions, so if you find your game is looking somewhat different to how it normally looks, check what your setting is on there, you might want to change it up to 1080 again. Work continues on IndieCup4 and adding 4 Player support and refining SplitscreenGP. Depending on how things go, the next big update might come at the end of this month, or at the start of April. Happy karting, 1leggedseagull


    [ 2017-03-08 12:27:36 CET ] [ Original post ]

    Upcoming 2017 Updates

    Hey karts fans! It's nearing the end of the year so let's take a look at some of the new features that are being developed right now for Super Indie Karts in 2017. - Here's a screenshot of 2 Player SplitscreenGP (and a peek at the StarrMazer:DSP racetrack):
    This is a feature that has been desired for a very very long time, and has also been very difficult to add. It's shaping up well and only needs a few more weeks of dedicated development time to be fully ready for release! - Here's a shot of a classic SNES style halfscreen map:
    This started out as a curiosity, and at this stage is mostly just a mock up, but it really looks like it would be fun to fully develop into the game as an alternative view. (A closer look will reveal The Knight from KnightmareTower in the mix there too) - And finally, another cool view under early development is an internal view which puts you in the driver's seat, down closer to the ground, adding greatly to the sense of speed!
    You can see Internal View running in this Vine preview Obviously this view will take some time to finalise as there are a few custom karts that would need to be created separately (like Carol's bike for instance) That's all for this sneak peek post, I hope you all enjoy the end of 2016 as much as possible, and look forward to 2017 and the upcoming updates to Super Indie Karts! Cheers! :)


    [ 2016-12-21 01:07:55 CET ] [ Original post ]

    Early Access Update v0.55

    *Update v0.55* - Oct 28th 2016 - Single Race While the fourth Indie Cup is being finished up I figured I'd throw out an update for you with all of the other improvements that have been added since the last update. There's a heap that has changed, but here's the highlights:

    • New Game Mode! Added "Single Race" mode so you can play your favourite track (or track you need practice on) against the CPU whenever you like
    • added steering wheel resistance to give the kart more weight, this gives a huge improvement to the feel of the game making the kart feel a lot less slippy
    • increased tyre friction from 0.45 to 1.0, less slippy more grippy!
    • polished up the title screen and menu a bit
    • the characters now spin into their winning animation when selected on the menu
    • cleaned up some more character avatars and spritesheets
    • added a (disabled) SplitscreenGP mode selector button (as it's definitely coming at some point!)
    • fixed character sprite being jittery with reverse cam
    • fixed the kart sprite looking like the kart is drifting when turning at fullest without drifting
    • lots of little bits of polish here there and everywhere!
    It's great getting another game mode onto the menu, but the best addition in my eyes is the work done towards making the karts feel less slippy. There had been a few attempts at reducing the oft reported feeling of karting on ice, often in vain, but the most recent efforts from the last month have had such a strong impact that I don't think I'll ever hear of anyone having those icy feels again. Huzzah! Until next time!


    [ 2016-10-28 11:56:24 CET ] [ Original post ]

    Early Access Update v0.55

    *Update v0.55* - Oct 28th 2016 - Single Race While the fourth Indie Cup is being finished up I figured I'd throw out an update for you with all of the other improvements that have been added since the last update. There's a heap that has changed, but here's the highlights:

    • New Game Mode! Added "Single Race" mode so you can play your favourite track (or track you need practice on) against the CPU whenever you like
    • added steering wheel resistance to give the kart more weight, this gives a huge improvement to the feel of the game making the kart feel a lot less slippy
    • increased tyre friction from 0.45 to 1.0, less slippy more grippy!
    • polished up the title screen and menu a bit
    • the characters now spin into their winning animation when selected on the menu
    • cleaned up some more character avatars and spritesheets
    • added a (disabled) SplitscreenGP mode selector button (as it's definitely coming at some point!)
    • fixed character sprite being jittery with reverse cam
    • fixed the kart sprite looking like the kart is drifting when turning at fullest without drifting
    • lots of little bits of polish here there and everywhere!
    It's great getting another game mode onto the menu, but the best addition in my eyes is the work done towards making the karts feel less slippy. There had been a few attempts at reducing the oft reported feeling of karting on ice, often in vain, but the most recent efforts from the last month have had such a strong impact that I don't think I'll ever hear of anyone having those icy feels again. Huzzah! Until next time!


    [ 2016-10-28 11:56:23 CET ] [ Original post ]

    Early Access Update v0.52

    *Update v0.52* - July 20th 2016 - Electric Dreams Simply the biggest update Super Indie Karts has had to date! There are now 32 racetracks thanks to the addition of 20 "VR-Trax" races! - Undoubtedly VR is the futures! - major changes:

    • introducing 20(!) "VR-trax" race tracks - glimpses of the future
    • 12 of which are brand new tracks, the other 8 are VR redesigns of the original "World Cup" tracks
    • Teamed up with Dream Fiend to add some amazing Synthwave music to the VR-Trax races
    • Virtual Racing so real you can feel the wind ruffle your wireframe hair! ;)
    • *VR headsets and equipment not required!!
    - other changes:
    • Watermelon Physics Increase!! - You can now drop melons behind you!
    • added proximity alarm beeps when a loconut or melon gets too close to you
    • new in-world driftboost indicator, coloured light now flashes from back tyres
    • position indicator (corner number) now enlarges and colour cycles on the last lap (and now a little less inaccurate ;))
    • added small gong sound when completing a lap
    • camera zooms in on the character at the end of the race
    • character does some little hops on winning the race too
    • new sound effect added for when you're Super Golden
    • added track screenshots to the podium scene's race times pages
    • cursor movement on menus now accommodates both Tapping or Holding styles
    - fixes:
    • fixed hop sounds disappearing when the camera zoomed out
    • fixed the remaining areas of some tracks that let you get trapped
    • fixed jump pads in Rhombus Square not hopping you far enough
    • fixed boost pad vertical billboards showing under floors
    • fixed wrong sky colours appearing in background of some ActionCams
    • fixed shroom race star text showing green when it wasn't collected (and sometimes white when it was)
    • fixed melons and loconuts getting lost on tracks with no external walls
    • fixed melons facing wrong way for an instant when dropped
    • fixed locked character slots being selectable
    • fixed TT menu track selection making no sound
    • you now return to TT select menu after a TT race
    • cleaned up some crossover logos and avatars
    • raised the volume levels on lots of events as they sometimes couldn't be heard
    • many many other cleanups and repairs!
    Keep on drifting on! @1leggedseagull


    [ 2016-07-19 21:34:27 CET ] [ Original post ]

    Early Access Update v0.48

    *Update v0.48* - April 3rd 2016 Just a quick one this time to update a few areas of the game that I had been wanting to upgrade for a long time.

    • the HUD presentation during the Podium celebration scene after a cup run needed a big overhaul. Instead of using strings of text to say everything, it's now all done in a more graphical way. As a result it's a lot neater.
    • the icons for the Indie Cups now have a pixel art style that fits the rest of the game's graphics a lot more
    • the Race Goal icons too now share a similar pixel style that looks a lot nicer!
    • the weapon slot on the HUD also got a similar pixel refresh
    Some of the speedy Time Trials I've seen popping up on youtube and twitter this last week really impressed us a lot here at Seagull's Nest. I can't believe the way some people can control their kart, it's just amazing.. keep it up! Cheers!


    [ 2016-04-03 07:55:14 CET ] [ Original post ]

    Early Access Update v0.47 - TIME GET!

    *Update v0.47* - March 22nd 2016 As was mentioned in last months update, adding the Lap Time recorder v0.45 would be the start of getting the Time Trials game mode ready to be released, and here it is! (the first iteration of it anyway) I'm planning on adding much more information to this game mode as the game develops, I'm not sure how many of these I'll be able to add for sure, but things I'd like to see added are:

    • information about how much faster or slower you are between each lap
    • a small avatar to show which character you got the best times with
    • some sort of heatmap to show the best path you took, and maybe when you drift boosted or fell off a track etc
    • possibly a replay system?
    • Hologram Data - an online upload/download of best race run data so you can race against a holographic representation of the downloaded racer's data (ghost data)
    • One Legged Seagull's Hologram Data included in the game :P
    Let me know in the comments or in a discussion topic what else could be added or changed to make Time Trials an even better game mode addition!
      other changes:
    • Shutshimi costume change - "The Party Fishy" brings Party Mode to SIK!
    • some cleaning up of various parts of the end of race scoreboard
    • cleaned up some of the crossover logos
    See you next time, Cheers!


    [ 2016-03-22 07:58:02 CET ] [ Original post ]

    Early Access Update v0.47 - TIME GET!

    *Update v0.47* - March 22nd 2016 As was mentioned in last months update, adding the Lap Time recorder v0.45 would be the start of getting the Time Trials game mode ready to be released, and here it is! (the first iteration of it anyway) I'm planning on adding much more information to this game mode as the game develops, I'm not sure how many of these I'll be able to add for sure, but things I'd like to see added are:

    • information about how much faster or slower you are between each lap
    • a small avatar to show which character you got the best times with
    • some sort of heatmap to show the best path you took, and maybe when you drift boosted or fell off a track etc
    • possibly a replay system?
    • Hologram Data - an online upload/download of best race run data so you can race against a holographic representation of the downloaded racer's data (ghost data)
    • One Legged Seagull's Hologram Data included in the game :P
    Let me know in the comments or in a discussion topic what else could be added or changed to make Time Trials an even better game mode addition!
      other changes:
    • Shutshimi costume change - "The Party Fishy" brings Party Mode to SIK!
    • some cleaning up of various parts of the end of race scoreboard
    • cleaned up some of the crossover logos
    See you next time, Cheers!


    [ 2016-03-22 07:57:28 CET ] [ Original post ]

    Early Access Update v0.45

    *Update v0.45* - February 6th 2016

      additions:
    • added Lap Time info to the race HUD while racing, the fastest lap gets a different colour too
    • added Lap Time info to the podium scene for the full cup
    • added some track logos to the World Cups
    • added a Restart Race option so you can have another go if things don't turn out how you hoped! (3 retries per cup run)
    • added some shake to the kart when building up your revs for a Start Boost on the Start Line
    • added an animated border to the race position avatars
    • added some 1st/2nd/3rd graphics to the race end sequence fixes:
    • fixed.. way too many things to list here! :D
    The best thing about this update is the addition of the Lap Time info. Not only will this work as the basis to the Time Trials mode, but it also makes it feel more like a racing game when you're trying to beat a fastest lap you've gotten before. In the next update I'll be adding a PB lap check too that will check your all time fastest PB for each race and let you know if you've beaten it! Keep on drifting on.. and Happy New Year! ːsteamhappyː


    [ 2016-02-06 11:51:42 CET ] [ Original post ]

    Early Access Update v0.42

    *Update v0.42* - December 21st 2015

      additions:
    • added Freedom Planet's Carol Tea to the roster
    • added Moonman to the karts roster
    • added a vSync option in the settings menu fixes:
    • fixed using the start button to close the settings menu not closing it right
    • quietened some of the voices that were louder than the average volume level
    • redesigned the game logo and game mode buttons to a pixeled graphic look
    • updated joypad plugin to support more controllers (iBuffalo USB SNES pad from Japan now tested and working)
    • removed the hard collision of the crystal bushes in the Fortune Night stage, helping it flow smoother
    • fixed a bug where the main music track wasn't ducking far enough when the Super Golden music is played
    Keep on drifting on.. and Happy Holidays! ːsteamhappyː


    [ 2015-12-21 10:54:25 CET ] [ Original post ]

    Early Access Update v0.41

    *Update v0.41* - October 9th 2015 Additions:

    • upgraded Amsterdam's almost 2yr old track with nice new trees, repainted the whole track texture, and added 3d walls, bringing it up to date and in-line with the newer tracks released more recently
    • added some Dynamic Friction to the kart's physics - making it feel way less slippy, and more hefty. You might find the kart a bit clunkier now but this is something that will later be configurable with player editable kart stats
    • added great new battle arena, Quad Blox Arena! - (had a lot of fun in this one!)
    • added 3d walls to the Paris, Uluru, Colorado tracks
    • added some official Toto Temple Deluxe music to its race
    • added voices for Runbow's Hue & Val
    Fixes:
    • fixed steering bug where turning left was 10% faster than turning right! How long has this been going on??
    • fixed broken mirror mode in Loch Lomond's race
    • 90% fixed ramp walls stopping you if you accidentally hopped onto the ramp (seriously stop hopping into ramps.. :D)
    • made some more joypad vibration fixes
    • fixed a bug where your position displayed in the bottom corner would change after finishing a race!
    Keep on drifting!


    [ 2015-10-09 13:04:02 CET ] [ Original post ]

    Early Access Update v0.40

    *Update v0.40* - September 19th 2015 Here comes the release of the third Indie Cup, The Triangle Cup! Here's what's included in this update:

    • New Crossover races with Runbow, Duck Game, Shutshimi, & Freedom Planet!
    • New karts: Val & Hue from Runbow in 8 colours each, 3 new Ducks, & Juan from Guacamelee!
    • Added a costume selector for crossover games with more than one character or costume change.
    • Added some Ghost-Filos obstacles to avoid in Whispering Willows track
    • Added more variety to the kart collision sounds
    • Fixed a bug in the music ducking code which stopped it ducking on some tracks
    • Added more voice sound events (for falling off track, getting blown up, and choosing a character)
    • Added underwater kart handling in the Shutshimi track
    • Added poles to the bottom of the street signs
    • remade some of the older track previews bringing them up to date
    • Small random bug fixes
    Known issues:
    • Alternative costume selection doesn't work correctly in BattleMode
    • [strike]Pressing "Start" on xbox360 joypad before a race begins, to quit to menu, causes the joypad rumble to stay active through the main menu[/strike]
    • [strike]Selecting Blue Toto in GP mode will half give a costume option, making the selector look broken[/strike]
    Cheers!


    [ 2015-09-19 15:34:03 CET ] [ Original post ]

    Super Indie Karts
    One Legged Seagull Developer
    One Legged Seagull Publisher
    2015-05-06 Release
    Game News Posts: 44
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
    Very Positive (401 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Super Indie Karts Linux Depot [914.63 M]
    • [1.35 G]
    Super Indie Karts is a classic retro '90s style karting game with a collection of Indiegame themed race tracks in both the 16-bit Super style and the 64-bit low poly Ultra style. With Time Trials, Grand Prix, Splitscreen GP, Quick Race, and Battle Modes there's plenty of ways to tackle the tracks!

    The game was KickStarted late in 2014 and is aimed for completion in 2018/19. You don't have to wait until completion though as you can join in now with Early Access and the Super Indie Karts BETA builds! The BETA currently boasts over 30 characters, with 32 Super tracks, and the 4 recently added Ultra tracks, to play Single Player or 2/3/4 Player Splitscreen in Grand Prix mode (and in Mirror Mode) and in Time Trials. Battle Mode is currently locked out of the game as it's undergoing a serious overhaul. More play modes, characters, and features will be added as the Early Access weeks drift on by.

    With one foot firmly in the past, witness authentic '90s hardware limitations such as:

    Super Style
    • shockingly bad draw distance!
    • fast, incredibly small, almost claustrophobic, tracks!
    • trees and obstacles that pop up 5 yards in front of you!
    Ultra Update
    • increased draw distance and track area size!
    • large open antigrav racetracks that corkscrew and loop-de-loop into the skies!
    • more cranked up than a joypad with a double wedgie!
    Retro Sensibilities
    • World leading watermelon physics engine! (featuring Blast Processing!)
    • 1992 style screen curvature and motion blur! (optional)
    • Indie Game crossovers you know and love, and some you don't yet know you love!

    More info on the final game:
    Play as some super Indie Game characters, coming to battle it out in some super Indie Game themed tracks! It might get a little bumpy out there as there are plenty of weapons on the track to spin you out: Melon Cannons, Exploding Pangapples, Melted Gelatos, Heat Seeking Loconuts, Giant Halloween Pumpkings, and 3 different strength Chilli Boosts!

    Indie Crossovers so far include: - Runbow - Freedom Planet - Teslagrad - Whispering Willows - Fist Of Awesome - Read Only Memories - Lobodestroyo - Canabalt - Duck Game - So Many Me - Toto Temple Deluxe - Aegis Defenders - Adventures Of Pip - Shutshimi - Gentlemen Ricochet - A.R.E.S. - Holobunnies - Clive'N'Wrench - Cross Code - PowerDrive2000 - Guacamelee! - and many more to come! With over 40 tracks to race on, in 3 speed classes, plus mirror mode, there'll also be plenty of achievements and unlocks to keep you drifting and burning pixel rubber 'till the pixelated billboard sun goes down!


    Ultra Update Trailer Music:
    Drive by Alex featuring cdk & Darryl J - http://ccmixter.org/files/AlexBeroza/43098
    CC Attribution (3.0) - https://creativecommons.org/licenses/by/3.0/

    MINIMAL SETUP
    • OS: Ubuntu 12.04 or later
    • Processor: 2.5 GHz i5 dual coreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Mid-range 1GB Graphics Card. Nvidia Geforce GT430 or equivalent
    • Storage: 2 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 16.04 or later
    • Processor: 3 GHz i7 quad coreMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: High-end 4GB Graphics Card recommended
    • Storage: 2 GB available space
    GAMEBILLET

    [ 6086 ]

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    GAMERSGATE

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    0.64$ (87%)
    14.0$ (65%)

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