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Apple Silicon support

Hey Racers! I've made a new build that updates both Unity and Steam API, and adds Apple Silicon support. If you'll find any new issues, please let me know, and you can switch to "previous" branch in betas to get the old version back. Cheers! Spajus


[ 2023-04-11 17:55:42 CET ] [ Original post ]


Bloody Rally Show is coming soon to consoles!

It has been brewing for a very long time, but the time has finally come. Get ready for chaotic car action on the console of your choice! Indie publisher Digerati is bringing Bloody Rally Show to consoles next month. The game will launch November 3rd on PS4, November 4th for Nintendo Switch, and November 5th on Xbox One. The Xbox One version will be available to pre-order with a 20% launch discount starting Friday, October 29th, and all versions will launch with a 20% discount for a limited time. Request a review code here: https://bit.ly/BRSreviewcode


[ 2021-10-18 10:41:18 CET ] [ Original post ]


New QOL update - bigger campaigns, more options for AI difficulty

Hey Racers! It has been a while since the last update, as I am fully focused on my next game - Stardeus. It is a space base building colony management sim inspired by Factorio, RimWorld, Prison Architect, Oxygen Not Included, Dwarf Fortress and FTL. If you like these games, you should definitely take a look at what's coming up:
https://store.steampowered.com/app/1380910/Stardeus/ Now about the Bloody Rally Show update! The first change is a way to increase the number of racers in the beginning of any Campaign season. Since this brings in chaos, this feature only unlocks if you have an existing campaign with racer that is level 10 or higher, so beginners would not accidentally start their first campaign with 30 opponents. If you are above level 10, you will see this red + button in season lineup screen. Just press it to add one more racer, any times you want. Add more than 30 at your own risk! Also note, large amount of opponents can be heavy on performance, as physics simulation and AI are pretty expensive.
Next, we have a way to make the game more fair by disabling AI Nitro balance. The nitro balance grants AI racers slightly faster (or slower) nitro boost regeneration depending on their skill level, so if you feel as if they're always burning more nitro than you, try turning this option off before starting a new campaign. Though be warned, that AI is pretty dumb and without this nitro crutch the game will become much less challenging. Human racers will always have an edge!
Cheers, and happy racing! Spajus Full list of changes: v1.8.2 (2021.05.15) - Upgrade Unity to 2020.3.7f LTS - Allow adding more AI racers in the beginning of a Campaign season after reaching racer level 10 in any campaign - Add new campaign option for AI nitro balance (disabling it makes campaign much easier) - Prevent anti-cheat car reset from happening right after manual reset - Increase minimum generated track length in campaigns


[ 2021-05-15 06:54:00 CET ] [ Original post ]


Bloody Rally Show won "Best PC Game" in LT Game Awards 2020


Hey Racers! It's a historic moment, I am proud and happy to announce that Bloody Rally Show won the Best PC Game of 2020 award in my national Lithuanian Game Awards! Cheers! spajus


[ 2021-02-13 13:00:08 CET ] [ Original post ]


v1.8.0 Update: Less Grind, More Creativity

Hey Racers, Happy New Year! I have a new Bloody Rally Show update for you, fresh from the oven! Its not much, but some of the changes will certainly have a positive impact on the fun factor! All Cars Unlocked in Custom Race Occasionally players would complain about having to grind to unlock the faster cars in Custom Races, and while there was a cheat to unlock them, I decided its not good enough. Since v1.8.0 there will be no level requirements for Custom Race, meaning you can download the fastest and deadliest workshop cars and test them out in a Custom Race without having to grind until reaching a high level in a Campaign. It also unlocks the possibility to play Time Attack with any car and set lap records on demand. Less grind, more fun! Note that in Campaign you will still need the levels to unlock the cars, as usually.
Objects On The Road For Custom Tracks Previously Track Editor was really strict about anything placed in the middle of the road. You could do that in the editor, but couldnt save a track with obstacles on the road do to validation failure. Now this requirement was completely lifted, so you are free to torture yourself and others (especially the AI racers) with walls, rocks, trees and whatever else you want placed right in the middle of the road! Less restrictions, more fun! Procedurally generated tracks will remain clean, so this only affects custom / workshop ones.
Default Lap Count in Time Attack and Daily Challenge I noticed that a lot of players didnt change the default lap count for Daily Challenge races, and after talking to some, I figured they didnt even know it could be done! The old default of 2 laps was a little too short for a good daily run, so since v1.8.0, default lap count is going to be 5 laps. It is still configurable, so you can change it if you want something different.
Other Changes Aside from that, there were a few bug fixes and Unity upgrade from 2020.1 to 2020.2, that should add some free overall performance improvements. And since my Unity license has expired and I chose to not renew it, the main loading screen will now show the Made with Unity [strike]badge of shame[/strike] logo -_-;... Note to Mac Users Unfortunately my macOS is too old to run the build made with Unity 2020.2, so I could not test if the game works, but it should. If there are any issues, please let me know in the comments, and its always possible to switch to the previous version in Betas in case the game wont launch. Full List of Changes: v1.8.1 (2021.01.02) - Upgrade Steam API integration to latest version (Steamworks.NET 14.0.0) - Fix Mac OS build v1.8.0 (2021.01.01) - Upgrade Unity to 2020.2.0f1 - Fix last checkpoint occasionally touching the start/finish area, resulting in bogus "corner cutting penalty forgiven" message - Fix Track Editor track selection being below track length / object count widget - Set default lap count in Time Attack / Daily Challenge to 5 laps (will update current saved value) - Remove the requirement to reach a certain level to unlock faster cars in custom races - Allow placing things in the middle of the road in Track Editor for custom and workshop tracks - Fix some physics based objects composed from multiple parts (mainly rocks) being dragged and rotated inconsistently in Track Editor - Round object and pedestrian density count in Track Editor Cheers! Spajus P.S. I'm working really hard on my next game. If you enjoy story generators like RimWorld and DwarFortress, or base building games like Prison Architect or Oxygen Not Included, add it to your wishlist, it helps me out a lot! Thank you! :) https://store.steampowered.com/app/1380910/Stardeus/


[ 2021-01-01 12:12:26 CET ] [ Original post ]


Patch notes: v1.7.5

This small update adds a way to save any random track you directly from the race. Just pause the game and use the SAVE TRACK button in the bottom right corner of the screen.
Another change will let you input a seed when generating a track in Track Editor.

Full list of changes: v1.7.5 (2020.11.14) - Add seed input for track generation in Track Editor - Add SAVE TRACK button to race pause panel - Fix resetting a car in Time Attack mode would not reset off-road time


[ 2020-11-14 11:49:35 CET ] [ Original post ]


Patch notes: v1.7.3

Hey everyone! I hope you're enjoying the recently updated Daily Challenge and faster cars! Here's another patch that adds a batch of QOL fixes. Probably the most important one is validation for Campaign, Track and custom Car names - previously it was possible to include illegal characters that would end up in track and car saves silently failing, Campaign races failing to start, etc. Also, Daily Challenge and Time Attack mode restart button after race will no longer have any pesky warnings about discarded scores. Full list of changes: v1.7.3 (2020.11.04) - Remove warning from Time Attack race restart after race is finished - Disallow characters that would produce invalid path names in file system, leading to missing saved files and corrupt Campaigns - Add warning when trying to load a Campaign race when track file is missing - Automatically restore nitro in older Campaigns that got nitro disabled while auto-saving with v1.7.0 bug - Fix quotes appearing as " in some translations - Fix error while applying video settings on some systems - Fix unhandled edge case related to dropping an unequipped weapon - Fix car paint job color picker for Linux systems - Fix malformed Daily Challenge old day translation variable in Chinese localization - Upgrade Unity to 2020.1.11f


[ 2020-11-04 08:58:09 CET ] [ Original post ]


Faster Cars, Random Daily Tracks & More


Hey Racers! Bloody Rally Show has just received a serious major update, and it is going to be a real game changer.
First, Daily Challenge is now finally using randomly generated race tracks - a new, unique track will be generated every day, along with its own leaderboard. And to make the stakes just a little more higher, only the faster cars will participate in the Daily Challenge. No more slow puffing and huffing in Lionard 125!
Also, the Daily Challenge timer will be always visible in the main menu, reminding you when the day change is coming.
Next, Campaigns are now using their name as generation seed value, so you can play the same campaign multiple times, start a campaign with the same seed with your friends and see who gets a higher score, at the end of the season, etc. And there's a new Nitro Boost option, disabling it will allow playing more sim-like racing campaigns.
But wait, theres more! All cars are going to be noticeably faster, and they will take a little longer to reach their top speed. Handling is going to be 10% slower, which will make it a little bit more difficult to enter tight corners, requiring more skill to master faster cars. These two changes will make handling even more satisfying, and slightly more challenging for advanced players. You wont feel too much of a difference in slow cars though. Finally, I have rewritten the majority of game boot code to make everything load much, much faster, especially if you have a ton of mods installed (this is for you, Brian!).
Also campaign generation will run smoother, so you will be able to navigate the dashboard without major frame drops. I am so happy to have this wonderful community around Bloody Rally Show, you all inspire me to get back to the game and add just a little more to make the game even better. If you enjoy playing Bloody Rally Show, but havent joined our Discord yet, consider dropping by and talking to all the nice people over here! https://discordapp.com/invite/89amEwP Thank you, and see you in the Daily Challenge! Spajus Full list of changes: v1.7.0 (2020.11.01) - Make track generation repeatable with same seed - Campaign generation will run smoother - Campaign name will be used as seed when generating new Campaigns - Use randomly generated tracks for Daily Challenge - Only fast cars will participate in Daily Challenge - Show Daily Challenge timer in Main Menu - Fix shadows overlapping each other - All cars will be faster - Handling will be 10% less sharp - Reduce AI tendency to wobble at slow speeds with faster cars - Attempt to fix game occasionally crashing at exit - Upgrade Unity to 2020.1.9f v1.7.1 (2020.11.02) - Fix Daily Challenge timer stuck in Main Menu - Fix attempt count display - Fix old Campaigns not having Nitro Boost anymore - Fix Workshop Tracks not loading images correctly - Fix not enough translations error to be a warning v1.7.2 (2020.11.02) - Fix track objects generation being non-identical for same track seed - Fix racer died cutscene text missing one random insult - Fix incorrect translation key for message when player is getting sucked into cannon as a pedestrian


[ 2020-11-01 13:47:43 CET ] [ Original post ]


Happy Halloween Goodies!

Hey Racers! Happy Halloween everyone! If you haven't seen it yet, there is a free to play Bloody Rally Show: Prologue edition, so if you're not sure if you want to grab the game at 34% off during the Steam Halloween Sale, maybe trying the Prologue will change your mind: https://store.steampowered.com/app/1435090/Bloody_Rally_Show_Prologue/ For the existing owners, Bloody Rally Show: Prologue has a different Daily Challenge seed, so you'll get to race two different dailies every day! Haven't tried the Daily Challenge yet? Oh my... You should. Some great competition there! Take care everyone, and don't forget to wear your mask! :) Oh, and almost forgot, there's this game called Relaxicon, I developed it before Bloody Rally Show, it got a major update recently, and it's now 70% off! https://store.steampowered.com/app/815010/Relaxicon/ Cheers, Spajus


[ 2020-10-29 17:30:18 CET ] [ Original post ]


Patch notes: v1.6.3

This is a tiny one, but it makes a huge difference for people on certain resolutions, i.e. 2560x1080 v1.6.3 (2020.10.10) - Fix UI scaling incorrectly for certain display resolutions


[ 2020-10-10 10:11:28 CET ] [ Original post ]


Patch notes: v1.6.2

Hey all, This is a small QOL patch update with a few tiny minor fixes. v1.6.2 (2020.10.05) - Fix game save load button difficulty translation not being applied - Fix switching camera after race to different player crashing when somebody is a pedestrian - Show a warning when saving a file fails due to OS permissions - Remove Review on Steam button from main menu


[ 2020-10-05 06:22:53 CET ] [ Original post ]


Coming soon - Bloody Rally Show: Prologue

Hey Racers! While Bloody Rally Show is 33% off right now, there is also a Prologue edition coming in a couple of weeks! It's going to be a free introduction edition of Bloody Rally Show, with some content limitations. The best part about it is that Daily Challenge should get lively again! If you would like to help the game gain some visibility, please add Bloody Rally Show: Prologue to your wishlist! :) https://store.steampowered.com/app/1435090/Bloody_Rally_Show_Prologue/ Cheers!


[ 2020-09-30 15:56:31 CET ] [ Original post ]


Patch notes: v1.6.1

Hey everyone! This update fixes one nasty issue with new campaign options that was introduced in v1.6.0, and adds a few more minor polishing improvements. Also, there is a surprise Prologue edition coming soon, official announcement will be out later. v1.6.1 (2020.09.28) - Prepare for Bloody Rally Show: Prologue edition - Prevent race countdown text appearing on top of Mission Briefing panel - Fix a change that messed up some option togglers in v1.6.0 - Fix campaign difficulty tooltip translation not being loaded correctly - Add Shift + F9 shortcut to toggle the whole UI - Fix another translation issue with locked difficulty level message


[ 2020-09-28 06:46:44 CET ] [ Original post ]


Every Race With Weapons! v1.6.0 Update

Hey Racers! It was a while, but here's a new release with a couple of polishing touches, a new avatar , and last but not least, a new Campaign option to have "Every Race With Weapons". Off by default, because this would be crazy! Cheers! v1.6.0 (2020.09.24) - Add "Every Race With Weapons" Campaign option - Add Ferocious Hunter's avatar - Fix What's New panel occasionally showing placeholder text if network connection fails


[ 2020-09-24 14:15:07 CET ] [ Original post ]


Patch notes: v1.5.8

Hey Racers! This is a small but important bug fix release for local multiplayer season progression. Big thanks to danny_dustin for reporting the issue! Happy racing :) v1.5.8 (2020.08.15) - Fix Player 2-4 level and XP resetting to 1 after Advancing to next season


[ 2020-08-15 07:02:16 CET ] [ Original post ]


Win a copy of Bloody Rally Show

Hey everyone! It has been a while since the last Bloody Rally Show giveaway, and I just started a countdown for one! The winner will be announced on 08/24/2020. To participate:

  • Join the Kodo Linija Discord server
  • Type !iamhuman in #introduce-yourself channel to give yourself a role
  • Head over to #lottery channel
  • React to last Giveaway Bot message
Good luck!


[ 2020-08-10 04:37:21 CET ] [ Original post ]


Patch notes: v1.5.7

Hey everyone! This new brush-up will allow creating more challenging tracks in Track Editor by placing walls and buildings much closer to the road! And you'll be able to see the latest news right in the main menu! I also made generation notice always visible, because people would go to garage and wonder why things are lagging, while the heavy stage generation was running in the background. And meanwhile BRS console ports are in the works, you can catch me on https://www.twitch.tv/dev_spajus working on a new base building game in space, called Stardeus. Also, devlogs are available in Kodo Linija YouTube channel. v1.5.7 (2020.07.26) - Make "What's New" panel show Steam news if network connection is available - Allow placing walls and buildings much closer to the road in Track Editor - Keep Campaign generation notice visible while navigating to Garage and other menus


[ 2020-07-26 11:45:13 CET ] [ Original post ]


Patch notes: v1.5.6

Hey Racers! Here goes one more minor update with a few small fixes and improvements. There is also a new physics experiment to change Wind Resistance. Refer to this post for more details: https://steamcommunity.com/app/926860/discussions/0/2567564692456409875/#c2567564692459996839 Big thanks to Acierocolotl and Papagenox for reporting the bugs! I will always do my best to fix what I can, so if you got anything to report, please use Steam forums or Discord v1.5.6 (2020.07.04) - Fix a bug where restarting a race while having a completed mission would prevent it from completing again - Fix flipping Campaign card would allow restarting a finished race - Order video resolutions from highest to lowest - Prevent target AI car getting a Force Field when Player has a mission to make sure AI car comes last - Add an experiment to change Wind Resistance


[ 2020-07-04 13:46:18 CET ] [ Original post ]


Back Alley Sale

Hey Racers! In order to expand the Bloody Rally Show reality TV series, SOFACT has made a decision to reduce the entry fee. Hurry up and grab it while the Director is still feeling generous! If you are lingering on your decision, take a look at what Northernlion has to say about this! [previewyoutube=HB8nPm5PwJg;full][/previewyoutube] See you in the leaderboards!


[ 2020-06-26 04:41:25 CET ] [ Original post ]


Patch notes: v1.5.5

Hey Racers! It's been a while since there were any updates to Bloody Rally Show (because of the ongoing ports to consoles). But now we have accumulated a tiny bunch of fixes that are worth releasing. Meanwhile you might want to check the devlog of a new game I'm working on. It is going to be a base building / survival in space (think RimWorld + Prison Architect + Factorio + FTL): https://www.youtube.com/watch?v=xpkhyP7HhHY Cheers! v1.5.5 (2020.06.18) - Fix human players converted from NPCs getting Level / Cash advantage over Player 1 - Fix incorrect translation key on missing bindings for pedestrian - Increase delay of unflipping the flipped campaign track card


[ 2020-06-18 07:29:35 CET ] [ Original post ]


Vote for Bloody Rally Show at GDWC 2020

Hey folks! Bloody Rally Show is participating in The Game Development World Championship competition. Cast your vote at https://thegdwc.com/ Cheers!


[ 2020-05-25 10:17:25 CET ] [ Original post ]


Patch notes: v1.5.4

Hey folks! We've got a new cool avatar of White Phoenix, and a small bugfix in one of the generated campaign mission dialogues. v1.5.4 (2020.05.23) - Add White Phoenix avatar - Fix incorrect position displayed in "Finish in top X" cutscene text


[ 2020-05-23 12:49:49 CET ] [ Original post ]


Spanish Portuguese Translations

Hey Racers! We have a couple of new translations, an experimental Google Translated Spanish, and Google Translated Portuguese (Brazilian) that was proofread by Luyc (https://luyc.me). If there are any issues with these translations, please let me know in comments. Cheers! v1.5.3 (2020.05.20) - Lift racer list limit from 30 to 50 in Custom Race - Add Portuguese translation (thanks to Luyc - https://luyc.me/) - Improve Chinese translation (thanks to Pooodman) - Add experimental Spanish translation (by Google Translate)


[ 2020-05-20 10:53:13 CET ] [ Original post ]


Patch notes: v1.5.2

Small update that fixes Daily Challenge issue with open-ended tracks, and improves the French translations. v1.5.2 (2020.05.15) - Fix Daily Challenge not working correctly with open-ended tracks - Improve some French translations


[ 2020-05-15 11:54:49 CET ] [ Original post ]


Patch notes: v1.5.1

A tiny routine update that addresses a couple of little things. v1.5.1 (2020.05.08) - Sort track cards by type and name in track view - Improve Steam stats loading on startup - Optimize physics performance for pedestrians and props in track editor - Fix a few tiny translation issues


[ 2020-05-08 11:36:23 CET ] [ Original post ]


Custom Race Extras in v1.5.0

Hey Racers! The v1.5.0 update has arrived, and it contains new ways of customizing your custom races. Next to Race Options there will be an "Extra" button, that will open up a menu that lets you configure Helicopter Weapons, Director's Car, and last but not least - custom challenges! You will be able to combine crazy stuff, like having a race with 100 opponents where everybody has a force field, or maybe start a car battle in which you'll have a mission to assassinate a couple of pedestrians. v1.5.0 (2020.05.05) - Add Extra settings menu to Custom Race Dashboard - Enable playing with Missions and Challenges in Custom Race - Add more control over Custom Race setup - Fix part of Mad Fax papers not showing up properly - Fix some incorrect translations


[ 2020-05-05 16:57:55 CET ] [ Original post ]


Patch notes: v1.4.2

Didn't take long for Chinese translation to get a bunch of personal touch! v1.4.2 (2020.05.02) - Update part of Chinese translations thanks to Mochongli - Fix issue with DNF term translation


[ 2020-05-02 12:38:29 CET ] [ Original post ]


Experimental Chinese translation

Hey Racers! Bloody Rally Show will now have an experimental automatic Google Translate based Chinese localization. I understand it should be far from perfect, especially in procedurally generated cutscenes, but I hope it is still better than nothing. If you are someone who knows Chinese and would like to help with making Chinese localization done properly, please let me know in comments, or check out https://github.com/bloody-rally-show/translations for more info. Spanish is next on the list! :) v1.4.1 (2020.05.02) - Add Chinese Simplified translation (Google translated, contributions welcome!) - Fix 5 latest contest tracks failing to write and load leaderboards after Time Attack race - Fix racer name shortening crashing the race with certain racer names - Fix a typo in Dutch translation - Fix a couple of untranslated spots


[ 2020-05-02 10:50:56 CET ] [ Original post ]


French and Dutch Translations!

Hey everyone! Thanks to two great members of Bloody Rally Show community, we now have a couple of new wonderful translations for French (by Twolinks) and Dutch (by Houtworm)! The translations cover procedurally generated cutscene dialogues as well as all the interface texts. More translations are coming! And if you are interested to help, please check out https://github.com/bloody-rally-show/translations for more details. The patch also includes some other tiny fixes. v1.4.0 (2020.04.30) - Add French localization by Twolinks - Add Dutch localization by Houtworm - Fix Leaderboard entries sometimes not showing names that use larger non-ASCII characters - Automatically split cutscene dialogs when br tag is present - Add nearly complete support for CJK fonts (Chinese / Japanese / Korean) - Add several missing characters from various languages - Fix a mistype in translation key (tr.add_obj.barrel / .tip)


[ 2020-04-30 12:39:09 CET ] [ Original post ]


Patch notes: v1.3.5

A small bugfix for quick local multiplayer switching, and a few translations related changes. v1.3.5 (2020.04.23) - Fix changing players via controller shoulder buttons in Campaign Dashboard opening previous player car in Garage / Upgrades - Fix Campaign Dashboard changing players with shoulder buttons even when switched in to another menu - Add more variety to certain mission dialogues - Remove CurseAdverbs.txt and adverb injection to generated cutscene dialogues (simplifies translations)


[ 2020-04-23 10:15:25 CET ] [ Original post ]


Trading Cards and Badges

Hey Racers! I am happy to announce that Bloody Rally Show will now have Trading Cards, Badges and all the other Steam bells and whistles! Cheers, spajus


[ 2020-04-22 05:26:58 CET ] [ Original post ]


Patch notes: v1.3.4

Another small update with a couple of QOL and translations related changes, plus a new avatar! v1.3.4 (2020.04.21) - Make holding an arrow button or controller axis repeat UI horizontal / vertical navigation - Fix a bunch of spelling errors and mistypes in English texts - Fix custom race track randomizer tip not interpreting rich text - Fix wrong translation key used in most drifts reward - Fix deleting a campaign save prompt containing "Randomize" button - Add Luyc's Avatar


[ 2020-04-21 15:48:38 CET ] [ Original post ]


Patch notes: v1.3.3

Some additional tooling for making translators lives easier, and a couple of more tiny fixes and improvements. v1.3.3 (2020.04.20) - Add /translations show_cutscene command - Add TrailDuration config parameter that can be set via /config set in console to make trails remain longer - Fix a few small issues with translation keys being mistyped - Fix game tips failing to load when translations are not initialized - Remove F9 shortcut for toggling UI


[ 2020-04-20 07:49:50 CET ] [ Original post ]


Patch notes: v1.3.2

A few minor fixes and improvements for translations. v1.3.2 (2020.04.18) - Add /translations reload consoled command - Make /debug on|off persistent - Show console automatically when error happens with /debug on enabled - Fix a few missing tooltips in Track Editor - Fix tooltip behaviour with 4K resolution - Handle a couple of exceptions that happened in code under certain conditions


[ 2020-04-18 13:45:06 CET ] [ Original post ]


Patch notes: v1.3.1

A tiny update to make translator's lives easier. v1.3.1 (2020.04.17) - Make translations file loading more resilient to malformed translations - Change main translations file name to Main.txt to avoid people using CSV editing tools that mess the file up - Add /debug on|off console command to help with debugging translations - Fix a few mistypes in English language


[ 2020-04-17 05:12:55 CET ] [ Original post ]


Patch notes: v1.3.0 - Ready to localize!

Hey Racers! I am happy to finally unclog the release train again. This time I have extracted all the strings into localization files, and the game is ready for translations! If you are interested to add a community translation for your language, you can find the GitHub repository here: https://github.com/bloody-rally-show/translations If you want to help, but don't know how to use git or GitHub, don't worry, let me know and we will find a way! Also, hit F2 to open the console and type /translations to open translations folder. You can change the prodecural dialogue generation content there, add your own custom words or phrases, names, etc :) v1.3.0 (2020.04.16) - Prepare the game for localization - Enhance some procedurally generated mission dialogues with more variety - Reintroduce the Wrecking Ball weapon - Fix Assasinate mission sometimes not finding a pedestrian target - Restore car health after each lap in Time Attack mode - Add Lithuanian locale - Fix some generated dialogue issues - Fix pedestrians moving while fallen down - Add Kontiki's Avatar


[ 2020-04-16 10:01:20 CET ] [ Original post ]


Localizations are coming!

Hey folks! You may have noticed there aren't many updates lately. This is because I am deep down the rabbit hole of extracting the texts into localization files. Yes, the game will get translated to other languages! I am going to try going for community translations where possible, so if you would be willing to help translate the game to your language, let me know in the comments. In addition to localizations, you will be able to customize lists of words and phrases that are used in procedural dialogue generation. Cheers, spajus


[ 2020-04-09 05:25:32 CET ] [ Original post ]


Patch notes: v1.2.5

This tiny update addresses a couple of minor issues and adds a new racer avatar. v1.2.5 (2020.04.02) - Allow pausing during race countdown again - Prevent entering Photo Mode while paused at race countdown - Change track load order to always load built-in track versions first - Add laps parameter for giveaway console command (/giveaway start [laps]) - Add Ti-Ric's Avatar


[ 2020-04-02 06:45:18 CET ] [ Original post ]


Patch notes: v1.2.4

Hey Racers! Here comes one more patch with a bit of new content with the additions from the Workshop Track Contest, also a few bug fixes and a bit of balancing fix with retries completely removed from Campaign dashboard. v1.2.4 (2020.03.31) - Prevent pausing the game during race countdown - Remove track retries from Campaign dashboard (retry will still be available in-race) - Improve controller navigation in Campaign dashboard - Add track "Waterway Raceway" by Folau - Add track "Savage Savanna" by del - Add track "Waitetuna" by Mr Bismarck - Add track "Britenheim" by IlluminatiCat - Add track "Wooperton Ranch" by TryXnko


[ 2020-03-31 11:49:44 CET ] [ Original post ]


Patch notes: v1.2.3

A small update with minor bugfixes, a few new avatars and a slight AI brake handling change. v1.2.3 (2020.03.29) - Adjust how AI handles braking in the corners - Fix setting muffler or supercharger sound to None in Car Editor not working properly - Fix error caused by trying to load Workshop car when it didn't exist on disk - Fix a rare bug that caused track loading failure when there was a mission with hittable objects - Handle deleting a custom car causing exception when any of the car files are open and preventing the deletion - Handle some edge case exceptions in track leaderboard loading - Add Houtworm and Carcassam avatars


[ 2020-03-29 10:48:28 CET ] [ Original post ]


Patch notes: v1.2.2

Hey Racers! I'm really excited to bring you this patch update. Great news for those who are playing co-op campaigns, you can now switch between human players easily with shoulder buttons on gamepad and get a short vibration of the active player, so you will know which controller belongs to whom. X and Y controller buttons (top row) will cycle through a predefined list of popular buttons in Campaign and Custom Race dashboards, to make controller navigation less clunky. And in addition to UI navigation improvements, a few bugs were fixed, one of them was especially important, as it was causing a lot of false corner cutting penalties. v1.2.2 (2020.03.25) - Fix an old bug that occasionally made hidden track checkpoints oriented incorrectly, leading to weird corner cutting penalties and other issues - Fix long-pressing mouse button when selecting paint job layer not applying the selection - Automatically refresh Daily Challenge leaderboard menu after score finished uploading - Add prompt asking if it's ok to post your scores to BRS Discord before leaderboard race (once) - Warn about corner cutting even when penalty was forgiven by AI judge - Don't lock mouse cursor in Windowed mode - Add option to disable automatic mouse locking (useful for multi-monitor setups) - Make controller top row buttons and keyboard Tab / Shift + Tab cycle through some of the buttons in Campaign and Custom Race dashboards - Allow quick switching between human Players in Campaign dashboard via controller shoulder buttons and Page Up / Page Down - Show metric / imperial units consistently as selected (with exception of Car Editor) - Fix generated tracks not having object density metadata - Refactor and cleanup some parts of code


[ 2020-03-25 16:35:13 CET ] [ Original post ]


Workshop Track Contest

Hey everyone! I was thinking, there are so many awesome tracks in the workshop, it would be amazing to put some of them into the Daily Challenge track rotation. For this, it would be necessary to move those tracks into the core game. As the creators of those tracks you can choose to participate in this by giving the permission of using your tracks in the core game. If you would like to offer a track for this purpose, please post a workshop link in this forum thread: https://steamcommunity.com/app/926860/discussions/0/2145343189634152771/ I will pick a few ones that fit the rest of the built-in tracks the most and put them into the core package + Daily Challenge rotation, along with your name in the Special Thanks section of the credits. Cheers!


[ 2020-03-25 14:09:20 CET ] [ Original post ]


Patch notes: v1.2.1

Here's a small update that could make a big difference to your campaigns. You can now configure them to your liking, a new bunch of difficulty adjustment settings have been added. v1.2.1 (2020.03.23) - Add a bunch of extra options for starting new Campaign - Keep cloud shadows when Show Clouds setting is OFF - Make AI racers lose more control after driving over oil spills - Prevent AI from going backwards after reset - Add RIKUSYO and Metrocube avatars


[ 2020-03-23 08:22:49 CET ] [ Original post ]


Price Drop

IMPORTANT: If you are considering buying the game right now, I urge you to wait until Steam approves the price drop. I am posting this announcement upfront just in case. Hey everyone! It has been a month after Bloody Rally Show was released, and it has become very clear to me that I cannot sustain myself by making games full time, at least for now. For this reason, I decided to make Bloody Rally Show more affordable for everyone, I am no longer going to do this with hope that it can become my main source of income. Please don't get me wrong, I will still be working on this game part time, as this is has been my passion project for last couple of years. Although I will not be able to address all the feedback and implement all the features, I will do my best to keep improving the game bit by bit over time. The reason why the game was relatively expensive before was that I really felt that time and energy put into making it was worth that much. And most of those who bought it seemed to have no regrets. But it's a niche product, too few people find 2D top down racing games interesting, and while I did my best to change that, apparently I failed, or at least failed to communicate the depth and breadth of the game, which had to justify the price. Now it's time to give up. The game sold less copies in first month than successful indie games sell in first couple of hours. But hey, I always liked building things more than selling them. I am immensely grateful to everyone who purchased the game at it's initial price, I could not have wished for a better, warmer community of nice people who believed in me and did their best to support me. I am extremely thankful for everyone who reviewed the game, all those heartwarming reviews kept me motivated to keep pushing the game further. Even the negative reviews were somewhat positive and warm, and I did my best to address the issues they mentioned. The feedback you all contributed definitely made the game much better than it was on release day. Thank you! You have to be a genuine loon to make indie games in this increasingly overcrowded industry where winners take it all, but that's exactly who I am, and I will keep doing it! See you in the leaderboards! spajus


[ 2020-03-21 16:34:37 CET ] [ Original post ]


Brace For Pain: v1.2.0

Hey Racers! Though v1.1.0 was released not too long ago, there is another rebalancing update that deserves a minor version bump. In this update AI racers will dynamically adjust themselves on each race plus once a week to keep up with players progression. If you're not doing too well, AI will ease itself down gradually, but if you're winning every single race, brace yourself for pain later in campaign! Start a fresh campaign to get the most out of rebalancing. Full list of changes: v1.2.0 (2020.03.20) - Slightly increase grip given by Tires upgrade - Aero upgrade will add grip (as in more downforce) instead reducing car mass - Dynamically adjust AI strength depending on how well Player is doing in the Campaign - Make AI racers earn more XP and Cash when Player is doing well in Campaign - Advance AI every week to catch up with Players who are doing well - Remove some words from dialogue generation - Slightly reduce amount of batches required for distribute flyers missions - Apply stricter corner cutting penalties for cars going in top positions - Fix some corner cutting penalty related bugs - Fix snow particles never visible in Main Menu - Fix particle effects not keeping their original rotation when camera was rotating - Allow resetting the car while still on track - Fix cars not detecting going off track in some circumstances - Fix either car or pedestrian input not working when one player was in a car and another was a pedestrian in split screen - Fix recent bug that prevented increasing Campaign victory related stats and unlocking related Achievements - Fix only Workshop tracks appearing when both Workshop and Custom content was allowed in Campaign - Add option to allow including heavy tracks in new Campaigns with custom content - Allow Custom / Workshop tracks to reappear in new Campaign seasons - Add "Seconds Drifted" Leaderboard - Add Gacek's avatar


[ 2020-03-20 09:30:03 CET ] [ Original post ]


Spring Giveaway

Hey folks! It was a while since we had a Bloody Rally Show giveaway, so let's have one. To participate:

  • Join our Discord: https://discordapp.com/invite/89amEwP
  • Write !iamhuman in #introduce-yourself channel to gain access to all channels (we had some issues with bot infestation, that's why this step exists)
  • Go to #lottery channel
  • Click on the reaction emoji on GiveawayBot's last message to enlist
Please participate only if you don't own a copy already :) Giveaway will end on 04/02/2020, the winner will get a Steam key for Bloody Rally Show. Good luck!


[ 2020-03-19 07:59:43 CET ] [ Original post ]


Patch notes: v1.1.1

This small patch addresses a couple of issues that came along with v1.1.0 release. Also, the long awaited Daily Challenge lap toggler has arrived! v1.1.1 (2020.03.17) - Add lap count setting toggler to Daily Challenge and Track Leaderboard menus - Fix Daily Challenge fastest attempt showing #2 even if lap #1 was faster - Fix Settings > Input control mappings not showing up while in race - Add notification about changing input mappings in the middle of the race requiring race restart - Fix custom track creation stat getting increased on every track save - Rearrange UI while game is paused in race so that unlocked mouse would not hover over "Restart" button - Add DeviousDomin8's avatar - Do not show car upgrade availability arrow when something was upgraded in this stage


[ 2020-03-17 07:56:49 CET ] [ Original post ]


Director's Cut: v1.1.0


Hey Racers! Time to release a bigger update, which addresses some of your feedback, adds a bunch of your avatars, usability improvements, bugfixes and other goodies, including a brand new car for the Director himself. There is also a significant change to Campaign balance regarding car unlocking, prices, speed index, and how AI handles faster cars and sharper corners. I hope you all enjoy this one, and as always, more updates are coming! v1.1.0 (2020.03.15) - Change how car speed index is calculated - Change car unlocking requirements that affects overpowered workshop cars - Improve AI ability to handle fast high end cars - Add drafting / slipstream boost when tailgating another car at a close distance - Improve in-game console formatting and behavior - Add several new avatars and credits entries - Clean the tires when car gets reset - Add extended help information for console commands (access via /help ) - Fix Minimap not showing up in some particular race tracks - Fix car stats not refreshing in Custom Race Garage menu - Fix open track finish flag size - Pull back finish flag in open tracks - Fix dialog input being unresponsive when cheat console command was used in race - Fix Minimap getting on top of HUD messages in certain positions - Keep Loading screen visible for at least 3 seconds so tips can be read - Reduce the amount of information displayed in race - Add Campaign time counter - Add setting to disable clouds in Time Attack mode (via console only) - Disable pedestrians, generated porta potties and snowmen in Time Attack - Fix /config set console command not saving configuration changes immediately - Reduce amount of unfairly given corner cutting penalties - Add "Cha-ching" sound when buying cars and upgrades - Exclude extremely dense or pedestrian heavy tracks from custom Campaign generation by default - Show information about object and crowd area density per 100 meters in Track Editor - Rename Tutorials to Tips - Add Tips menu item to Campaign options menu - Automatically unlock the mouse when it is moved (except in race) - Add Director's own special car - Fix mouse input occasionally not working in race panels - Show number of laps attempted in Daily Challenge - Properly disable generated rain puddles when it is not raining - Make cones lighter - Handle the situation when pedestrian-racer gets sucked into pedestrian cannon - Handle situations when pedestrian-racer would unexpectedly die right before race start


[ 2020-03-15 16:21:42 CET ] [ Original post ]


Put Yourself in Bloody Rally Show!

Hey Racers! Would you like to become a Bloody Rally Show character? Our artist can draw your own personal avatar in Bloody Rally Show art style, and I would add it to the core game avatar selection, along with your name (or nickname) to Special Thanks section of the game credits! You would also receive a high resolution (1200x1600 @ 300 DPI) copy of the portrait for your own personal use.
It will cost 15 ($17) to order the portrait. If you are interested, please join our Discord for more details (see #your-avatars channel). Or just send an email to anboxlt@gmail.com Requirements for reference photos and end result:

  • Reference photos have to be "safe for work" - no nudity or anything explicit
  • in order for portrait to get added to the game, it has to match the lore, which means it has to be a human person, not a fantasy creature or a robot
  • You can ask for a small feature to be added (for example: glasses, bionic eye)
  • It has to be picture of you, unless you receive a written permission from the person in the picture confirming the consent
  • No copyrighted materials in the images (characters from movies or other games, caps or shirts with company logos)
  • No visible blood or gore
  • No objects in the background
After payment is received, it will take around 2-3 business days for portrait to be complete, and up to a week for it to be released with the next game patch update. Legal notice: Final portraits will remain the property of Kodo Linija, which implies they can be used without limitations in game marketing materials, game sequels, console ports, trailers, etc. You will have the right for personal use. Your original reference photos will never be used or shared without your explicit permission.


[ 2020-03-11 16:40:54 CET ] [ Original post ]


Patch notes: v1.0.12

This patch fixes a couple of bugs and addresses some feedback. Lots of changes are related to weapons and bullet visibility. And as always, a couple of new experiments for messing around with physics. Good news for Daily Challenge participants - lap times and Leaderboards will have higher precision, and it is now possible to customize the number of laps you want to have in Daily Challenge or Time Attack leaderboard runs - you can change the TimeAttackLapCount setting via in-game console. v1.0.12 (2020.03.09) - Change race time format to be more precise - Improve in-race rankings view - Automatically reposition in-race rankings view depending on Minimap location - Add a setting to toggle in-race rankings - Fix recent bug that prevented camera zoom from changing - Fix bullet pool producing unwanted trails (was visible when firing Nailgun frequently) - Make bullets bigger and highly visible on all surfaces - Fix Pedestrian Cannon bullet behavior after explosion - Generate pedestrians for Pedestrian Cannon with different looks - Make M2 weapon look bigger - Allow changing number of laps for Daily Challenge and Random Time Attack (via /config set TimeAttackLapCount ) - Make console commands /config and /experiment_config automatically detect variable type - Fix Leaderboard loading messed up when load button was clicked too fast - Fix car sometimes getting off-track reset after standing still for a while - Add experiment for forcing a specific car in Track Editor - Add experiment that changes how Aero upgrade affects car tuning (add grip instead of reducing mass) - Fix missing the race start line checkpoint would not count the rest of the lap


[ 2020-03-09 11:54:04 CET ] [ Original post ]


Patch notes: v1.0.11

This patch adds more ways to mess with game physics through the console, a launch option to change graphics API, which adds Vulkan support and helps preventing driver or graphics hardware related crashes in some rare cases, and a few more small details. Good news for custom car builders, it will now be possible to create super grippy cars (think Formula 1). Then with console command "/experiment campaign_car_whitelist on" you could limit your Campaign car collection to just a set particular models, and build yourself a Formula 1 game. Possibilities are becoming endless! This "patch storm" should start slowing down soon, because I will switch my focus to porting the game to Xbox and Switch, so for a while most patch updates will be bugfixes only. v1.0.11 (2020.03.07) - Add support for multiple graphics APIs (switchable via command line options: -force-glcore, -force-vulcan, etc) - Increase Car Editor slider ranges to allow larger variety of custom cars (i.e. super grippy Formula 1) - Add "adjust_grip" experiment - Add "campaign_car_whitelist" experiment, allowing to start a Campaign with custom set of cars - Add /experiment_config command to allow configuring experiments - Fix /config set command - Do not clear console input when console is toggled - Show available variables when /config or /experiment_config commands are used without parameters - Fix Snowman prop not having a shadow - Increase max lap limit from 100 to 1000 in Custom Race setup


[ 2020-03-07 09:47:55 CET ] [ Original post ]


Patch notes: v1.0.10

I hope you are not too annoyed by the frequent updates, but this little patch should be well worth downloading those few megabytes. One noteworthy addition is the "experiments" for in-game console. If you think cars are too bumpy when they collide with each other, hit ~ or F2 to open the console and type "/experiment reduce_bumpiness on" - this will counteract the impact force a little. This command has to be triggered after every game start, experiment configuration is currently not persistent (yet). Some more interesting changes are with the weapons that everyone thought were underpowered. Pedestrian cannon will reload itself after a while, and Homing Hedge will be rigged with multiple explosives! I will continue addressing player feedback, and this is definitely not the last batch of goodies, so stay tuned. v1.0.10 (2020.03.05) - Fix a bug that prevented loading Workshop car sprites after custom car sprites were reloaded in Car Editors - Validate custom cars to check for missing sprites before uploading to Workshop - Replace optional missing custom car sprites with transparent pixel if sprite templates were deleted - Fix version check local and remote version comparison working incorrectly - Add a timer to Daily Challenge - Allow 30 minutes of grace period for writing old Daily Challenge scores - Change how opponent ghost is chosen when racing in Time Attack without a prior score - Fix AI steering sharpness variation occasionally turning into negative numbers, making AI steer away from it's target, resulting in resetting over and over - Fix a bug that resulted in race rankings being incorrect for a split second while some car was crossing the finish line - Ensure custom race session integrity when custom or workshop cars are missing - Add racer position list (top 5) in top left corner in race HUD - Make AI more exciting to watch in Demo Mode and Giveaway races - Mark all ignored tutorials as seen - Ensure at least one race with weapons per week if races with weapons are enabled in Campaign - Make Homing Hedge explode on impact - Create console command for controlling experiments - Add experiment for reducing car bumpiness - Automatically reload Pedestrian Cannon if pedestrian was not sucked in for 10 seconds


[ 2020-03-05 12:02:47 CET ] [ Original post ]


Patch notes: v1.0.9

A new batch of small fixes and improvements is out. Most notable change is the new in-game console which has some handy tools for streamers (i.e. ability to use Bloody Rally Show as a tool to make giveaways), and more bells and whistles. Buying Freedom will no longer end your campaign, you will be able to load and continue it as a free racer. Unfortunately old saves that have bought Freedom will still be locked, but in future updates I will add a command for the in-game console that will help unlocking those. v1.0.9 (2020.03.03) - Update Unity to 2019.2.21f - Add experimental in-game console with a few initial commands - Remove possibility of unfair AI resets ahead of the player - Allow continuing Campaign after buying Freedom - Make player survive more distant explosion blasts in pedestrian mode - Remove unused input mapping fields from input settings - Slightly ramp up Campaign difficulty when advancing seasons - Restore original player camera settings after "Vision Drone" missions - Disable "Save Track" button for Workshop and Custom tracks in Campaign stage cards - When "Friends" is selected in Time Attack / Daily Challenge leaderboards, only race against friend ghosts - Fix cars able to shoot weapons while dead - Make dust and snow particles more dense while driving off-road - Attach Saw to either back or front of the car in races with weapons - Add object counter to Track Editor - Add lower framerate warning to tracks with large amount of objects / pedestrians - Automatically unsubscribe Steam Workshop tracks that have missing files - Handle a few exceptions related to missing mods and unexpected in-game situations


[ 2020-03-03 10:06:17 CET ] [ Original post ]


Patch Notes: v1.0.8

This patch addresses an issue where AI racers could buy themselves locked cars if they had enough cash, adjusts balance a little more and makes the game more resilient to rare situations, i.e. dealing with corrupt or missing track files. The reason for input binding change is that when people used Alt+Tab to get out of the game, Left Alt was triggering the camera rotation change, so it was a bad key mapping. I chose to not force reset existing mappings, so if you want to quickly jump to defaults, go to "Settings" > "Input" and click "Restore Defaults" on top. v1.0.8 (2020.02.29) - Fix a bug introduced in v1.0.7 that allowed AI racers to buy locked cars - Fix logic crash in certain circumstances when AI racers went shopping for upgrades, resulting with no upgrades bought - Fix light corner cutting penalties that AI judge forgave still showed up in Stage Rewards - Make corner cutting penalties give no XP bonus - Reduce XP given by taking damage - Fix a few invisible edge-case bugs that were causing exceptions in code - Handle situations when starting a race when track file was corrupt or missing would show loading screen forever - Change default Camera Mode keyboard binding from Left Alt to C (to avoid Alt+Tab triggering camera rotation change)


[ 2020-02-29 10:21:01 CET ] [ Original post ]


Patch Notes: v1.0.7

A few more megabytes of goodies in this small patch update, focusing on accessibility, Campaign balance, Time Attack penalty accuracy, and a some minor fixes in between. v1.0.7 (2020.02.28) - Allow binding mouse keys and axes in input settings - Add controller and mouse sensitivity to input settings - Do not unlock locked mouse when buttons are clicked in race (use Escape or Start to pause and unlock) - Verify if all cars in campaign can be loaded properly - Improve precision of hidden checkpoints that calculate corner cutting penalties - Rebalance Cash and XP reward amount for total points after ending the campaign - Fix wording of finish Nth or below types of challenges - Fix a bug that would make AI racers try to max out upgrades on all cars all the time - Make AI racers use various car upgrade strategies


[ 2020-02-28 15:43:39 CET ] [ Original post ]


Patch notes: v1.0.6

Fire in the hole! One more batch of updates has arrived. Mainly balancing and bug fixes. Important! Controller library has been upgraded, so if you will experience any unexpected issues with controllers, please let me know in Steam Forum our Discord, or comments of this post. v1.0.6 (2020.02.25) - Fix Shift button remaining stuck after using Shift + Tab to enter Steam Overlay - Disable Helicopter weapons and Director car for Campaigns that have "Races with Weapons" option disabled - Make cost of Freedom more expensive in Hard and Hardcore difficulty levels - Rebalance Campaign stage fees (changes will be applied to newly generated stages only) - Fix Steam Leaderboard update messages not visible in Loading screen - Make Steam connection error messages stay longer - Warn when Time Attack / Daily Challenge race is started without connection to Steam Leaderboards - Fix a small typo in one of the tutorials - Increase XP reward for unused Nitro at the end of the race - Update Loading screen tips and Credits


[ 2020-02-25 18:32:48 CET ] [ Original post ]


Patch notes: v1.0.5

Hey Racers! This little update solves a few more issues, slightly fixes the balance and makes missions where you have to hit certain amount of objects easier to pass. v1.0.5 (2020.02.23) - Fix a bug that prevented getting car upgrades for owned cars - Reduce chance of Brace Stone cash handouts in campaign - Fix Brace Stone cash handouts being much bigger than intended - Improve how objects required for "Hit X" mission are generated - Fix pipe template group not removing pipes that are intersecting with the road - Disallow using "Walk on Foot" in completed stages - Show requirements for unlocking campaign difficulties - Change default "Run In Background" setting to "true" (due to possible issues when completely halting the game for longer periods of time)


[ 2020-02-23 16:44:19 CET ] [ Original post ]


Patch notes: v1.0.4

Here's another little batch of updates to increase stability and tie some loose ends. I promise to make patch release updates a little less frequent as soon as all the minor launch issues are ironed out. v1.0.4 (2020.02.22) - Add "Run In Background" setting to Gameplay options (false by default) - Increase Ramp, Puddle and Oil Spills generation safe distance from Start line - Fix "Broken Vision Drone" challenge failing to initialize when default camera zoom setting was not overridden - Fix a bug that was awarding too much XP for pedestrian photos - Fix AI racers failing to buy new cars when invalid custom car is present in campaign - Fix several small bugs that were causing occasional exceptions in code - Review and modify some dialogues ant loading screen tips


[ 2020-02-22 16:20:34 CET ] [ Original post ]


Patch notes: v1.0.3

Here comes the first bugfix release. The most notable fix is for incorrectly generated street lamps - they should not go in the middle of the road anymore. v1.0.3 (2020.02.21) - Fix Street Lamps generated incorrectly - Adjust frequency of some words in generated dialogues - Refresh racer list after progressing to next season - Fix a couple of small bugs that were causing exceptions under rare conditions


[ 2020-02-21 11:56:46 CET ] [ Original post ]


Please Help with Your Reviews


Hey Racers! Unfortunately the game had a rough start on launch day, there was a bug on Steam that prevented the Buy button to appear for several hours, wishlist emails were sent out without prices or buy links, etc. I have no grudge against Steam at all, and they did feature the game in some categories to alleviate the ruined launch, but still, not many people got the game on launch day, and there are not enough reviews to generate a score on Steam. If you got the game on launch day, please consider writing a review! This would help out the success and future of the game a lot! Also thanks to those who already reviewed the game, it means a lot to me, and I am very happy with the early reception! :) Thank you all very much! spajus P.S. I am not asking for a positive review, just an actual honest review :)


[ 2020-02-21 08:49:47 CET ] [ Original post ]


Bloody Rally Show is now released!

[previewyoutube=WynrcLlvaHQ;full][/previewyoutube] Hey everyone, It took two years of development, but Bloody Rally Show is finally out in the open! The launch is just a beginning, there will be regular content updates. I hope you will enjoy this fruit of labor of love! If you encounter any issues, please let me know, either in the comments of this post, Steam Community forums or on our Discord. I will be releasing fixes for any unexpected issues ASAP. Happy Racing! spajus


[ 2020-02-20 08:13:21 CET ] [ Original post ]


Beta Update: v0.99.66

It's been a while since I posted any updates. But believe me, I've been busy! And beta builds were rolling on and on! Here's the changelog since the last update. Sorry, it's going to be long. By the way, release is just 9 days away, so this is going to be one of the last Beta updates. v0.99.66 - Fix car ghost racer name text visible even if racer names disabled in settings - Use menu sounds mixer group for HUD message beeps - Hide "Skip" button in cutscenes until Back (Escape) is pressed - Fix Steam API usage notifications not being shown - Do not use dumbed down AI with large number of opponents - Add some requirements for uploading custom cars to Workshop v0.99.65 - Upgrade Unity to 2019.2.20f1 - Don't count brake induced burnouts as drifts - Rebalance and limit some stage rewards - Make engine RPM responsive to acceleration in mid-air - Make wooden ramps give a little bit of boost - Initiate global achievement and stat reset - Fix "Max Season" leaderboard v0.99.64 - Update Achievement menu - Change how Millionaire achievement works - Make some achievement goals hidden - Add end game credits screen v0.99.63 - Add unique achievement icons - Add game win / game over conditions - Change season introduction cutscene to give details about debt to SOFACT - Add game over and game win cutscenes - Fix "Grease Monkey" achievement - Add "Freedom" achievement - Add music list to credits - Fix wrecking the car in a drift not cancelling the drift until car respawns v0.99.62 - Fix issue when saving over an existing track from Campaign would fail even if player confirmed an overwrite - Fix Racer AI skill level text sometimes not appearing in show racer panel - Increase generated track size ranges - Change how AI resets itself when stuck - Reduce battle area size for big tracks - Fix battle optimization bugs - Animate tree destruction v0.99.61 - In easier difficulties do not spawn helicopter with weapons or Director car in pedestrian mode - Show a few tips for pedestrians after start of race - Prevent freshly reset cars slipping on oil spills and water puddles - Prevent Director car from accidentally triggering finish line logic - When deleting list items with controller, select adjacent delete button automatically - Improve Car Paint menu usability - Slightly improve Car Battle performance - Make trees destroyable after taking multiple physical impacts or damage v0.99.60 - Prevent multi-clicking View Season button breaking the racer list - Show warning when pressing weapon fire button without weapon equipped - Fix totalling car in Time Attack mode would detach camera - Fix mission ID appearing in stage rewards next to AI racer mission reward - Director Nicolas will occasionally roam around the track and cause chaos - Add breaking glass visual effect on heavy collisions - Fix battle mode position not updating properly - Show oil puddles and explosive barrels in Minimap - Prevent Car Battle timer going below 0 - Always create a weapon zone in the very center of Car Battle arena - Hide irrelevant LAP and LAP% from HUD in Car Battle mode - Improve Railgun accuracy - Fix car tire trails sometimes being drawn during respawn / reset - Reduce shield weapon duration when taking bullet damage - Depending on difficulty, AI Racers will occasionally get confused for a moment after being rammed v0.99.59 - Fix occasional error related to playing a certain weapon drop sound - Fix Battle finished panel showing cramped up entries - Fix HUD message showing up blank after car respawn - Give cars random weapon in Car Battle mode upon spawn / respawn - Make weapons have 5x more ammo in Car Battle mode - Reintroduce Wrecking Ball weapon to Car Battle mode - Automatically reload Pedestrian Cannon in Car Battle mode - Fix M2 bullets having incorrect rotation when being shot - Fix flying over puddles and oil spills in mid air resulting in slippery tires - Make Nailgun bullet trail visible on snow surfaces - Improve bullet collision detection - Fix pause panel continue button not working when new tutorial is available - Fix Car Reset button working when game is paused - Do not apply off-road slowdown in Car Battle mode - Fix DMG showing as FRAGS in Car Battle HUD - Slightly increase steering side effects for AI when flyers are on the windshield v0.99.58 - Adjust AI balance - Show car respawn message continuously with timer - Fix reverse gear not working after recent update - Adjust gearbox behaviour in 6th gear - Fix Nailgun bullet trail effect getting reused incorrectly - Reduce chance of "your car stolen" mission - Fix audio playback issues where sounds were getting cut or not played at all - Improve audio playback related performance - Add more variety to cutscene dialogues v0.99.57 - Brace Stone will occasionally have a weapon in his helicopter - Move HUD messages higher up to avoid obstructing the view - Make AI more adaptive to player's skill level - Hint about Pedestrian Cannon reload when trying to shoot on empty - Fixed split screen canvas not being rescaled when some players were pedestrians - Remove possibility of "in a drift" requirement for assassination missions - Improve AI nitro usage and handling - Fix mouse cursor flickering in race finished panel - Do not apply small corner cutting penalties for players that are in bottom half - Reduce wet surface extra slippiness - Reduce car level requirement by 1 - Rebalance car pricing formula - Reduce off-road drag at lower speeds - Reduce Nailgun reload time - In crease Nailgun max shots to 30 - Improve performance in races with weapons - Fix some wall sprite scale - Fix false positive warning about pedestrian missing key bindings v0.99.56 - Prevent UI logic from occasionally selecting buttons beneath modal dialogues - Improve total race time precision - Fix car occasionally not resetting while off-track - Make car respawn with full health - Improve AI v0.99.55 - Adjust Nitro refill rate when drifting - Ensure it's impossible to take damage when using Force Field - Improve AI behavior v0.99.54 - Remove "Auto Optimize" as it's no longer necessary - Automatically mark tutorials as seen when certain actions get completed by the player - Automatically mark ignored / skipped tutorials as seen - Fix mission target marker failing to work due to grid optimization - Fix split screen setting incorrect camera aspect for grid optimization - Fix Silo shadows v0.99.53 - Fix Mission Briefing panel - Fix broken pause button in races with mission or challenge - Make helicopter quieter when time is fast forwarded - Fix player markers missing after post processing refactoring - Make Brace Stone occasionally give random cash rewards to less fortunate racers - Adjust Car Battle wall radius v0.99.52 - Add new track: Deu Juvante - Make sure all built-in tracks are valid in Track Editor - Properly fix pedestrian mode automatic waving - Fix randomize racer name button generating male names for female avatars - Fix pedestrian fast forward time behaviour in split screen - Reduce car off-road penalty at low speeds - Change where player control hints appear in split screen - Fix players 2-4 not having menu controls even when playing - Fix split screen grid optimization hiding objects that are visible to Player 1 - Optimize track generation and validation algorithms v0.99.51 - Disable off-track penalty in Car Editor - Make track collision validation more relaxed - Show track collision validation error markers - Fix car interior invisible for a freshly spawned car until steering input received - Make Achievements view more readable - Fix weapon buttons being disabled in Campaign mission where car owns a weapon - Change entry fee to be more reasonable for rich racers - Improve controller navigation in Campaign dashboard - Update social buttons - Add links to Feedback and Newsletter forms - Make Nitro Boost more efficient over time - Fix reconnected controller having disabled menu navigation in race v0.99.50 - Fix Tutorial panel buttons not working - Fix handbrake behavior for reverse gear - Fix brake light flickering - Fix burnout (accelerate + handbrake) counting as drifting v0.99.49 - Fix optimization occasionally disabling parts of visible object group templates - Fix score upload dialog getting stuck on top of loading screen - Optimize some sprite assets - Make "Settings" > "Visuals" > "Post Processing" setting work - Fix some Car Editor UI element labels and tooltips - Fix some template objects crashing grid optimizations v0.99.48 - Make pedestrian mode use only fixed camera - Adjust Campaign stage entry fee pricing to depend on player cash - Reduce amount of quality options to Performance and Quality - Fix a bug where editing a player after a campaign season would take away all cash / xp / cars - Fix new funny ramp jump bug - Improve stability in some optimization code - Show accumulated car damage over last 3 seconds - Properly fix pedestrian mode camera - Increase minimum battle area - Make pedestrian cash photo bonus rewards diminishing with increased quantity v0.99.47 - Reduce build size from 1.3G to 250Mb - Add massive amount of performance optimizations - Disallow sharing non-mod files in workshop - Add car ghost period after reset - Change how AI resets itself - Fix Silo shadow color - Fix some track generation issues where objects could end up on the road - Fix some sprite order issues with pedestrians - Add weapon drop button - Remove default keyboard bindings for second player - Rebind player 1 keys to use whole keyboard - Reduce season cash rewards v0.99.46 - Relax corner cutting penalties for bad drivers (just a bit) - Add missing shadows on Hot Dog Truck and Cart - Fix Add Objects menu containing two duplicate snow trees - Make AI go faster on slippery tracks - Add "Tailspin Valley" built-in track (use it in Demo) - Do not reset the car immediately when it touches a wrong section of the track - Disallow burning Nitro while having a corner cutting penalty - Fix releasing brakes in reverse gear messing up steering direction - Allow fast forwarding time as a pedestrian - Add extra protection against Undo / Redo issues - Use a different character in dialog panels v0.99.45 - Add example races to Demo - Organize all Demo content in one menu - Remove references to "Sir" in tutorial / demo cat dialogues - Simplify tutorial prompt text - Replace thumbs up / down emoji - Fix car trails visible in mid-air - Fix volume getting cut completely when volume slider was below 6% - Reduce number of shots in the Railgun v0.99.44 - Fix open track generation sometimes resulting in invalid track overlaps - Fix Track Editor old validation errors not clearing up after generating the road - Fix AI cars sometimes trying to reset themselves after race is finished - Fix changing scene while track generation is running would prevent crowd circles from initializing - Show track length in Pause Panel bottom corner - Improve controller navigation in Campaign dashboard - Make "back" button work with Settings > Input screen - Allow enabling censorship for potentially offensive words - Fix car trails showing incorrect gradient - Make dirt and gravel tracks have permanent trails - Prevent cursor flickering in some situations when keyboard + mouse input is used - Reduce tutorial frequency in race - Fix some fields Add / Edit Racer fields impossible to select with controller - Fix tire trails showing up while car was being respawned in Car Battle mode - Increase Railgun damage significantly - Fix Helicopter appearing below Car Battle area wall v0.99.43 - Fix tutorial showing up in split screen races, when it should not - Fix tutorial cat appearing in wrong position in Race when UI scale was increased - Fix tutorial background overlay ignoring UI scale - Improve track checkpoint precision for Time Attack mode - Improve voice pitch preview slider - Reduce amount of off-road slowdown - Show remaining corner cutting penalty duration - Prevent generating short open tracks in Campaign - Change order of buttons in Add Racer menu - Display current lap percentage in HUD for all types of tracks - Make reverse gear more powerful - Make explosions kill nearby pedestrians - Make car trails longer v0.99.42 - Zeroing steering with grip will straighten the car almost immediately - Redo corner cutting penalties - Slow the car down significantly when it goes off-track v0.99.41 - Redo pedestrian controls - Do not show tutorials in split screen races - Animate porta potty drops and add... Uhm... Effects v0.99.40 - Make transmission upgrade have some effect on engine power and max speed - Polish Custom Race dashboard UI - Add "Max Season" leaderboard - Require racer to be in Top 3 in order to advance to next season - Fix dead car respawn not repositioning the car on the road - Automatically hide paint job selection panel when it loses focus - Make Saw weapon much more powerful - Make corner cutting in Time Attack mode virtually impossible - Make AI racers smarter in Campaign - Add exploding barrels - Shrink the perimeter wall in Car Battle mode v0.99.39 - Make AI more challenging v0.99.38 - Detect and set recommended quality settings and resolution automatically on first launch - Add "SET OPTIMAL" button to "Settings" > "Video" menu - Add suboptimal settings warnings to "Settings" > "Video" menu - Add exhaust fire / muffler shot effect - Fade the ghost when it's close to player car - Make UI smaller in split screen races - Add a setting for changing UI scale v0.99.37 - Add Racer Menu will default to Human racer when it makes sense - Make text input fields navigatable with controller - Add label with randomize text button to Dialog Input - Make corner long-distance cutting penalties much stricter in Time Attack mode v0.99.36 - Prevent corner cutting after ramp jumps - Fix restarting a race against manually chosen ghost would pick a different ghost - Fix Tutorial Panel showing up when toggling UI in Photo Mode - Auto reset car after 5 seconds off-track in Time Attack mode - Fix AI test drive car health bar not updating in Track Editor - Improve AI v0.99.35 - Fix AI resetting itself in front of the player - Disallow resetting the car while it is is not off-road - Disallow resetting the car in mid-air - Fix Track Editor delete track selection showing built-in tracks after deleting a custom track - Do not emit particles when car is jumping - Minor tweaks to improve AI v0.99.34 - Automatically hide kitty tutorial tooltip after it's ignored for 15 seconds - Fix Track Leaderboard showing no track image in Custom Race if track was not selected - Fix Custom / Workshop icons not showing up on Car cards - Remove Wrecking Ball from races with weapons - Fix a loophole that would allow getting fake fast lap times in Leaderboards - You can select any Leaderboard entry to race against it's ghost (including old Daily Challenge days) - Exclude some tracks (i.e. Drag Race) from Daily Challenge - Add option to toggle car speed based camera auto zoom - Fix corner cutting penalties disabled in Custom Race still being applied - Fix AI racers buying faster cars in Campaign mode than their level allows v0.99.33 - Upgrade Unity to 2019.2.17f1 - Record Leaderboard scores if race is exited in the middle of Time Attack mode - Fix Steam avatars blurred out in lower video quality - Make Pedestrian Cannon weapon way more powerful - Fix performance bottleneck when starting a race in track with forests in lower visual quality level - Improve forest generation performance v0.99.32 - Reduce steering amount at low speeds - Fix crash in Demo when progression file existed but was corrupted - Improve AI handling with new physics - Show unbound controls properly in bindings pannel during the race - Fix Track Editor undo / redo stability with larger amounts of objects - Disable track reframe after every undo / redo in Track Editor - Fix Car Editor Turbo / Supercharger sound preview when None is selected - Add advanced FPS meter (Use ctrl + alt + G / ctrl + alt + H to toggle it) - Lock controller cursor in Track Editor during generation - Fix multiple misc errors reported by Demo players - Fix crossing the finishline not working in mid air after a jump v0.99.31 - Change how car slides sideways with throttle released - Start teaching AI to drive with new handling changes - Unlock mouse cursor after race is finished - Fix controller Start button not showing tutorial after race is over - Remove Wrecking Ball and Force Field from Car Battle mode - Fix Tutorial preventing to hide Pause Panel when entering Photo Mode v0.99.30 - Adjust car grip, coasting, drifting, braking properties - Make in-race tutorials less intrusive - Rebind controller defaults (put camera controls on shoulder buttons) v0.99.29 - Make acceleration impact car drift and grip - Fix Custom Race car locking - Fix reverse steering direction v0.99.28 - Upgrade Unity to 2019.2.16f1 - Race against ghosts that are close to you instead of the leader - Change Demo directory name to match with full version, in order to retain all custom content after transition from the demo. - Reveal more menus in the Demo - Disable Steam Workshop sharing from the Demo, because of Steam restrictions - Don't show Nitro tutorial in editors - Make it possible to move or delete pipes object group in Track Editor v0.99.27 - Release public demo on Steam! - Allow closing track loop by clicking on the start while adding path in Track Editor - Rename "Insert" tool to "Split" in Track Editor - Show objects with invalid placement as red while doing a test drive in Track Editor - Fix invalid object removal flicker before start of the race v0.99.26 - Get ready to release Demo version - Fix controller navigation in Track Editor File > Delete menu - Lock test drive camera rotation in editors - Make music quiet instead of disabled in Track Editor during test drive - Prevent handbrake from enabling reverse gear - Redo "The Loop" track v0.99.25 - Fix some minor bugs that were introduced with new Track Editor tools - Fix object generation placing obstacles on the road if objects were generated right after placing track curvature - Improve virtual cursor behaviour - Increase minimum track width in Track Editor - Reduce max allowed speed index for custom cars v0.99.24 - Implement alt+click object in Track Editor to copy it - Implement ctrl+click or ctrl+click+drag over objects in Track Editor to delete them - Add on-demand "Object Group" placement to Track Editor v0.99.23 - Increase the distance of near-track tree removal - Add Track Editor tooling to delete object groups - Make it possible to hold + drag to delete multiple objects when delete tool is selected - Make most built-in race tracks much friendlier and easier to drive in - Add sounds to pedestrian explosions v0.99.22 - Fix alignment of main menu buttons in non-demo version - Remove kill counter from in-race stats - Add tutorial for regular race goal - Fix ghost car minimap marker being too small - Make ghost car color scheme inverse of the player car - Fix race condition in road object collision check - Make tutorials less annoying in menu pages v0.99.21 - Fix a bug that used to generate some objects on top of the road in Track Editor - Blur some backgrounds in UI - Fix twitching position number with big amount of racers in play - Fix exit race button inactive in Custom Race - Make end of race camera transition to helicopter much smoother - Fix Car Editor menu navigation happening in test drive, and related issues - Change explosion animations v0.99.20 - Upgrade Unity to 2019.2.15f1 - Add object placement tutorial to Track Editor - Hover Track Editor handles when they go beneath virtual cursor (controller) - Fix start / finish flag occasionally disappearing in Daily Challenge - Fix controller navigation in Track Editor track selection menu - Change how trees are generated inside forest circles v0.99.19 - Fix car reset happening in wrong direction - Fix editing racers requiring rename - Fix "Make sure car X comes last" mission - Make Car Editor controller friendly - Choose more balanced set of cars in Quick Race - Switch camera to Helicopter after race is finished - Fix performance bottleneck that was introduced with Track Editor controller support - Fix Drive button / Escape spamming in Track Editor ending up with a car in edit mode v0.99.18 - Fix Track Editor finish line crossing not working properly - Fix Daily Challenge historical leaderboard formatting - Write Track Leaderboard entries together with Daily Challenge entries - Show corner cutting penalty messages in red background - Remap some default keys to support Apple laptops out of the box v0.99.17 - Finalize Track Editor controller support v0.99.16 - Upgrade Unity to 2019.2.14f1 - Add partial controller support for Track Editor - Make it possible to add rows of objects by holding mouse or controller button - Fix behaviour of return button in cutscene dialogues - Make keyboard controls super snappy - Add hard limit of 300 racers to Custom Race - Reduce default volume for car engines and fx - Handle some corner cases when Steam is inactive v0.99.15 - Cleanup old validation errors in Track Editor on every revalidation - Use random unlocked car for Track Editor test drive - Allow to stay off-track for several seconds in "Stay On Track" mission - Fix Street Lamp not registering correctly in "Hit Objects" mission - Generate AI racer missions differently


[ 2020-02-11 13:51:32 CET ] [ Original post ]


Permanent 50% discount and other news

Hey Racers! Bloody Rally Show will be released in exactly one month, however it will not be the end of development. I am going to keep working on it until all the issues are ironed out, all the feedback and ideas are addressed, and then new features and content will be gradually introduced over time. In addition, I have made a decision to make the game cost half the price of what I was planning to. I want it to be affordable for everyone. And I don't want to play with discounts, hoping that someone will buy it on impulse on Xmas sales or whatnot. Just consider that it's going to be a permanent 50% discount :) Another decision I made - I will do zero marketing. This will most likely make the game flop on release, but I don't care, I'm not doing this for money or success, and I will rather spend my time improving the game than doing a GIF diarrhea on social media. If the game will be worthy enough, it will spread because of your word of mouth. Otherwise I will just have to work more to make the game better. Finally, a short update on development. I have been focusing on performance for past several weeks, and made massive improvements and optimizations. In result game should get super smooth even on weak computers. That's it for now, see you in a month! spajus


[ 2020-01-20 12:41:28 CET ] [ Original post ]


Demo Content: Races, Weapons, Split Screen


Hey Racers! Bloody Rally Show Demo has now got new content for you to enjoy while waiting for the full release:

  • Demo menu item with everything in one place for your convenience - because some couldn't find the Track Editor or Car Editor in the old demo.
  • Example Race - a regular race with AI opponents of various skill levels.
  • Example Race with Weapons - same as above, but with added mayhem!
  • Split Screen versions of example races mentioned above.
DISCLAIMER: New content and the rest of the game is still under very active development, it will be optimized and polished before full release. If you have any feedback or suggestions, please join our Discord: https://discordapp.com/invite/89amEwP Or if you're not a fan of Discord, post a topic in Steam Community Discussions: https://steamcommunity.com/app/926860/discussions/ Oh, and Happy New Year everyone! spajus


[ 2020-01-09 17:20:19 CET ] [ Original post ]


Win a copy of Bloody Rally Show on Xmas!


Hey Racers! There is a copy of Bloody Rally Show waiting for a winner! To participate: [olist]

  • Join BRS Discord Server: https://discordapp.com/invite/89amEwP
  • Head to #lottery channel
  • Add a reaction to GiveawayBot's last message [/olist] Good luck! And while you're waiting for results, you can enjoy Daily Challenge fights against other racers in the free Demo - Leaderboards are filling up daily! Winner will get a Steam key for instant closed Beta access + keep the game after launch. Merry Xmas everyone! spajus


  • [ 2019-12-20 09:48:46 CET ] [ Original post ]


    Demo out now!


    Great news everyone! Free Demo of Bloody Rally Show is out now and available for download! Grab it to get a taste of what will come in full version next February. What to expect from the demo:

    • Daily Challenge with leaderboards and ghost replays - different track and car every day (Leaderboards are separate from full version / closed beta).
    • Full Track Editor. You can upload your created tracks to Bloody Rally Show Steam Workshop, this content will then be available in the full version.
    • Full Car Editor. Same as with Track Editor, you can share stuff you build in the Workshop.
    • All the settings from full version, see if you can get it run fast enough on your rig, how does it work with your controller, etc.
    Warning - there may be a bug here and there. Please let me know about any bugs you find on our Steam Community discussions or on the BRS Discord. See you in the Daily Challenge leaderboards! Cheers, Spajus


    [ 2019-12-13 14:16:14 CET ] [ Original post ]


    Please help categorize BRS on Steam Store


    Hey folks! I'm asking for a little help with categorizing "Bloody Rally Show" on Steam. You can help out by going to the BRS store page as a logged in user, either in the browser or through your Steam client, and then clicking on the little plus button next to the list of tags. There you can check the checkboxes on the tags you feel are suitable for this game. This will help raise visibility of the game a ton, because otherwise it will be buried in the never ending stream of asset flips and shovelware. Thank you! spajus P.S. Public Demo is almost ready for Friday 13th release!


    [ 2019-12-07 06:49:03 CET ] [ Original post ]


    Coming Soon: Bloody Rally Show Demo

    Hey Racers! I am happy to announce that I am working hard to on making a playable demo of Bloody Rally Show that you would all be able to get your hands on very soon. I am planning to release the demo in the wild before Xmas. In the demo you will get a fully functional Track Editor, Car Editor and Daily Challenge. This will let you have a feel of the quality and polish of the full version, so you will know what exactly you would be getting, and how fast your rig can handle it. Drive safe, and stay tuned! spajus


    [ 2019-12-03 18:46:05 CET ] [ Original post ]


    Beta Update: v0.99.14

    Hold on to your umbrellas, here goes one more bucket of polish! v0.99.14 - Upgrade Unity to 2019.2.13f1 - Increase track start / finish minimum distance from other sections of the road - Automatically remove stones, wall and buildings if they happen to touch the track - Make "Secret Satan" and "Captain Hook" tracks wider v0.99.13 - Fix race result view issues - Reduce corner cutting penalties, especially in hard difficulty level - Remove automatic trail length optimization - Reduce game difficulty - Reduce amount of racers in Campaign season 1 v0.99.12 - Make Track Editor Undo / Redo and manipulation actions more resilient to big amounts of objects - Redo Assassinate mission dialogues - Reduce amount of generated insults v0.99.11 - Fix Race results view not showing AI racers in custom race since v0.99.10 - Fix oil puddles drying out in Track Editor - Fix switching from Drive to AI Drive or vice versa in Track Editor not rendering Forest circles v0.99.10 - Make flower generation more natural looking - Make "Crocodile" track wider - Rebind keyboard configuration defaults to be friendlier for non-gamer keyboards - Do not use custom cars in Quick * races - Generate a wall around Car Battle area - Change how Car Battle minimap works - When adding new pieces of track in Track Editor, do not auto smooth existing corners - Allow shooting your weapon when you have spam on your windshield (with some impediment) - Fix Mission Briefing panel + lost focus stealing button focus with controller in use - Fix Flower Garden template group - Fix Railgun shots sometimes penetrating Force Field - Fix race results showing multiple entries of same racer until race was not finished - Improve AI skill when advancing seasons - AI will have more tendency to buy car upgrades - Adjust texts on Campaign stage cards - Rename "Bird's Eye" camera mode to "Far" - Automatically select upgrade buy button when switching to upgrade menu - Fix showing inflated number of unlocked paint jobs v0.99.9 - Remove all heavy cursing from dialogues - Improve Track Editor validation - Fix broken object placement in Track Editor - Add "Stay On Track" mission - Fix some corner case issues with split screen multiplayer - Fix blood splats not disappearing immediately after toggling blood off in main menu - Make AI aware of multiple human racers - Add "Resurrect" button for dead racers - Widen "Frozen Heights" and "Sahara" tracks v0.99.8 - Upgrade Unity to 2019.2.12f1 - Respawn totaled cars in races after 5 seconds (with 50% health) - Fix critical crash in hit object missions - Fix Weaponize mission dialogue - Fix Shield mission having reward and penalty when it should not - Fix Mad Fax flyers not sticking to windshield in some Campaign missions - Fix car reset tutorial popping up in battle mode - Fix Add Racer tutorial now showing up at all - Fix Force Field sprite in Battle Weapon Zone - Fix some mistypes in damage and battle tutorials - Add Force Field tutorial - Fix Campaign garage button showing upgrade bubble even if racer level is not high enough - Fix key bindings appearing on top of pause / settings menu in the race - Fix Mad Fax + Force Field issues - Make Mad Fax side effects lighter - Don't show too many minimap icons for hittable object targets - Make voice pitch preview louder - Add sound effects to HUD messages v0.99.7 - Disallow reusing same name for multiple racers at once - Fix reverse gear not working when spam is on your windshield - Get rid of the Soccer Ball object - Disallow regenerating finished campaign stages - Fix Auto Optimizer UI initialization - Reduce chance of Inverted Steering mission v0.99.6 - Improve variety of mission plan - Make Pedestrian Cannon compatible with infinite bullet mode - Simplify Campaign difficulty levels - Don't ask for confirmation when deleting incompatible Campaign save files - Fix campaign load button loading screen flicker - AI will get some actual missions - Add Force Field weapon and mission - Change how race weapon zones work - Fix modifier missions giving rewards / penalties while they should not - Fix retrying and exiting a stage giving old rewards multiple times - Starting a Time Attack through Track Leaderboards will no longer allow using a locked car v0.99.5 - Make AI racers more individual - Improve AI path on the track - Prevent dead AI racers from using weapons - Make car dust cover weapons - Fix car position inconsistencies in mid-race - Change Race cash prize formula - Change Mission cash prize formula - Change Mission punishment formula - Change Car unlock level requirement formula - Change "Finish Xth" mission to "Finish in top X" / "Finish in bottom X" - Add "Distribute Spam" mission


    [ 2019-11-22 15:15:50 CET ] [ Original post ]


    Pre-release update: v0.99.4

    This release marks the end of beta stage. I am very grateful for people who tried the beta and gave me feedback. Those who gave the most feedback will keep the access to the game. For the rest, those who got into game credits will get massive special discounts on launch day. Thank you very much! Now, the changelog. v0.99.4 - Don't disable SPEED UP button when 5x speed up is reached - Automatically dry out oil puddles after a while - Dead AI racers will not try to use nitro - Fix pedestrian minimap icon size - Fix pedestrian minimap arrow not disappearing after pedestrian gets fragged - Don't show "Upgrade Available" on upgrades you cannot afford - Make car upgrades affordable for all cars at all levels - Show weapon inflicted damage in HUD - Adjust season finished cash rewards - Preload Pedestrian Cannon with one pedestrian on pickup - Make player minimap icon stand out - Change car minimap icons - Generate rocks further away from the track - Use track width when validating curvature - Show validation error locations directly on track in Track Editor - Change track curvature aesthetics decision making algorithm v0.99.3 - Make Snowman lighter - Fix Tutorial Panel stealing button focus from Mission Briefing panel - Fix tire trails dangling after Car Reset - Make Campaign race restarts much cheaper - Reset all settings to defaults due to camera changes - Prevent possible race condition in leaderboard loading - Add more tutorials - Show "new car available" indicator on Garage button - Fix pedestrian minimap markers not being sized properly - Make tracks wider in Campaign generation - Make default track wider in Track Editor - Building and object groups will not get random rotation in city tracks v0.99.2 - Upgrade Unity to 2019.2.11f1 - Replace flower graphics with more natural looking ones - Make Serpent Twist track wider - Make Car Editor test track wider - Add a button to switch tutorials on and off in About > How To Play - Remove "Apply" button from audio settings - Save volume changes automatically - Remove "Towards Motion" camera rotation mode - Remove "Middle" camera zoom mode - Remove user reporting button (as it is broken) v0.99.1 - Calibrate weight of lamp posts, tires, wrecking ball and saw - Fix some minor Car Editor issues - Improve Car Editor UI - Fix some sounds ignoring master volume v0.99.0 - Adjust effects of Mad Fax - Adjust racer AI adaptivity - Adjust sound volumes and surround levels - Change weapons used in Car Battle mode - Remove Start / Finish flag from Car Battle mode races - Improve UI navigation in some menus


    [ 2019-11-04 05:32:38 CET ] [ Original post ]


    Bloody Rally Show Devlog #3 - Tutorial System

    In this episode I'm going to quickly run through the new Tutorial System. Won't bore you with hours of coding anymore! [previewyoutube=haYF1LOG1U0;full][/previewyoutube] If you would like to see the game being developed live on Twitch, follow me at twitch.tv/dev_spajus


    [ 2019-10-27 08:20:29 CET ] [ Original post ]


    Beta Update: v0.45.0

    The biggest addition is new tutorial system. v0.45.0 - Upgrade Unity to 2019.2.10f1 - Add new tutorial system - Fix mission briefing panel being disabled (preventing pause of the race in campaigns) - Exiting Photo Mode will immediately return camera to initial position - Fix jumping over finish line not triggering next lap properly - Make default track wider in Track Editor - Prevent joystick from vibrating if keyboard is in use instead - Make Buy button stand out in Garage - Add voice pitch preview to character creation panel - Improve dialogue system so it would not move words as they are getting printed v0.44.3 - Reintroduce car locking in Custom Race (unlock +3 level cars) - Gradually give Nitro for players who are behind (depending on position) - Fix winter trees dropping green leaves when hit - Fix Track Editor invisible part of bottom toolbar area preventing mouse clicks - Fix Photo Mode not going away after race is finished - Fix some AI balance issues - Reposition HUD messages for enhanced visibility - Make Woodchuck track wider - Make Hamburger track wider v0.44.2 - Fix weapon zones sometimes getting created on intersections (Double Nascar) - Fix pedestrian dying in Campaign cannot enter next race after resurrection - Fix hint arrow blocking mouse clicks for UI elements beneath it - Unlock mouse in race pause menu when controller is not in use - Adjust physics properties for Tiny Car and Huge Car missions v0.44.1 - In Campaign racer list Week view show week points rather than Season points - Make powered ramps more powerful - Fix Track Editor validation errors not getting cleared on Undo - Fix Track Editor Sharpen tool stuck in "Generating" state when used on default track - Reduce pedestrian mode steering sensitivity v0.44.0 - Reintroduce extra car bumpiness on car to car collisions - Increase chance of weapons in races - Fix some selected buttons not changing to correct sprite when UI panel gets switched in - Fix repainting car right after purchase would not get reflected in Garage view - Fix Nailgun always having infinite bullets - Increase Nailgun bullet count to 20 - Reduce Nailgun reload speed - Increase Nailgun bullet speed - Increase Railgun bullet count to 5 - Increase M2 bullet count to 30 - Reduce Wrecking Ball weight - Make Wrecking Ball time based instead of hit based (15 seconds) - Increase Pedestrian Cannon bullet count to 5 - Randomize paint job for Ghost Replay car


    [ 2019-10-26 17:48:27 CET ] [ Original post ]


    Beta update: v0.44.3

    Yet another regular update, with focus on polishing and balancing the game. Had to rename some tracks to avoid possible licensing issues. Otherwise, I'm running out of things to do :) v0.44.3 - Reintroduce car locking in Custom Race (unlock +3 level cars) - Gradually give Nitro for players who are behind (depending on position) - Fix winter trees dropping green leaves when hit - Fix Track Editor invisible part of bottom toolbar area preventing mouse clicks - Fix Photo Mode not going away after race is finished - Fix some AI balance issues - Reposition HUD messages for enhanced visibility - Make Woodchuck track wider - Make Hamburger track wider v0.44.2 - Fix weapon zones sometimes getting created on intersections (Double Nascar) - Fix pedestrian dying in Campaign cannot enter next race after resurrection - Fix hint arrow blocking mouse clicks for UI elements beneath it - Unlock mouse in race pause menu when controller is not in use - Adjust physics properties for Tiny Car and Huge Car missions v0.44.1 - In Campaign racer list Week view show week points rather than Season points - Make powered ramps more powerful - Fix Track Editor validation errors not getting cleared on Undo - Fix Track Editor Sharpen tool stuck in "Generating" state when used on default track - Reduce pedestrian mode steering sensitivity v0.44.0 - Reintroduce extra car bumpiness on car to car collisions - Increase chance of weapons in races - Fix some selected buttons not changing to correct sprite when UI panel gets switched in - Fix repainting car right after purchase would not get reflected in Garage view - Fix Nailgun always having infinite bullets - Increase Nailgun bullet count to 20 - Reduce Nailgun reload speed - Increase Nailgun bullet speed - Increase Railgun bullet count to 5 - Increase M2 bullet count to 30 - Reduce Wrecking Ball weight - Make Wrecking Ball time based instead of hit based (15 seconds) - Increase Pedestrian Cannon bullet count to 5 - Randomize paint job for Ghost Replay car


    [ 2019-10-20 18:12:51 CET ] [ Original post ]


    Bloody Rally Show Devlog #2 - Building a race track

    Another episode of me rambling while working on Bloody Rally Show. This time I'm building a race track using the in-game track editor. I found and fixed a couple of nasty bugs along the way! [previewyoutube=crwcMv4eF1A;full][/previewyoutube]


    [ 2019-10-16 05:26:32 CET ] [ Original post ]


    Beta update: v0.43.6

    v0.43.6 - Make car stats dynamic depending on cars in game - Use higher resolution icons in Main Menu - Fix auto-generated Porta Potties and Snowmen being immovable v0.43.5 - Fix AI cars resetting position pointed in wrong direction - Retune all car grip - Change how car grip tuning affects grip and steering v0.43.4 - Upgrade Unity to 2019.2.9f1 - Add some new mission types - Add new built-in racetrack (Barber) - Fix Track Editor items pushing each other in edit mode - Fix Track Editor round control handles impossible to grab when zoomed out too far away - Fix Track Editor impossible to add / edit objects above the track - Fix bushes having wrong rotation and position freeze v0.43.3 - Replace weapon bar graphics - Car will get less damage while side-colliding with static objects - Increase damage for low velocity impact - Fix speech bubble avatars rendered in wrong position - Weapon areas will respawn random weapons in Car Battle mode v0.43.2 - Fix lap number not being displayed properly in races with 1 lap - Fix distance percentage not showing 100% after race finished - Remove kill and drift counters from Time Attack UI - Unify how time decimal points look across multiple locales - Reduce weight of Snowman and Porta Potty v0.43.1 - Add setting to disable posting leaderboard scores and uploaded mods to Discord - AI cars will ignore tires when trying to reenter the track - Fix crash when trying to pause the race - Fix avatars being blurry when video quality was below Ultra - Add a slight hint of sideways inertia when drifting


    [ 2019-10-15 07:47:52 CET ] [ Original post ]


    Bloody Rally Show Devlog #1 - Implementing new mission type

    I welcome you all to my crazy laboratory, for the first episode of unprepared live coding a new feature. If you would like to see more of those, or you wish I changed the format, please let me know in comments! [previewyoutube=Se0XP93_-b0;full][/previewyoutube]


    [ 2019-10-12 16:33:53 CET ] [ Original post ]


    Beta update: v0.43.0

    It's been a while since the last cumulative beta update, and I took 1 week off BRS development, so things were going a little slow. Nevertheless, I'm started working on perfecting the most important part of the game - the handling. To simplify things, there will not be Arcade and Sim steering modes anymore, just the regular handling aimed for maximum satisfaction. Here's the full list of what changed in development version: (Reminder beta key owners can switch to "development" in BETAS to receive each minor update). v0.43.0 - Keep only one steering mode - Reimplement steering in a way that it would allow car pushing and spinning - Add car coasting when throttle is released v0.42.3 - Upgrade Unity to 2019.2.8f1 - Revert car handling to what it was in v0.41.0 (will reimplement more carefully) v0.42.2 - Reduce car slowdown when it's coasting - Reduce brake strength - Fix starting the race directly from Time Attack leaderboard would ignore selected steering type when writing new score - Fix couple mode dropdowns that had broken controller navigation - Use actual car speed value (was inflated before) v0.42.1 - Reduce drift inertia by 3x in Arcade mode - Tune some car parameters to better fit new driving physics model v0.42.0 - KNOWN ISSUE: AI can't drive well (especially in Sim mode) - Reimplement arcade and sim steering physics - Make cars push each other - Each rear wheel's grip will have higher effect on traction - Add inertia drifting - Generate wider tracks in Campaign for easier difficulty levels - Add "Randomize" button to paint job view - Fix race condition that sometimes left trees touching the track v0.41.0 - Make Tatsuya Nitchibotsu model 10% smaller - Make Mud Western model 10% bigger - Make Nitro sound more muffled - Fix a bug when wrong steering type scores could be loaded when starting a Time Attack race directly from a leaderboard - Change some less exciting engine sounds into better ones - Add fluctuation to car RPM so that it would never go flat at same value - Fix position of tooltip for some cases when controler is used - Fix dropdown items navigation with controller - Fix some dropdown scrollbars having wrong sprite - Adjust AI racer braking behavior on snow / gravel tracks - Reduce max track distances in newly created Campaigns - Add "Regenerate" and "Save" buttons to Campaign track cards (back side) - Add confirmation dialog for retrying the race v0.40.6 - Fix Helicopter shadow sometimes disappearing in menu demo - Make Helicopter more quiet - Make opponent cars quieter in races - Rework Settings > Video menu to have more options - Fix some potential issues with FPS limit and VSync - Affect Rain and Snow particles by Particle Density video setting - Make reporting button available in Loading screens - Reimplement how race mode is selected (to fix race condition that is causing Dannad's issue) v0.40.5 - Improve Discord Rich Presence - Add FPS meter and Auto Optimizer debugger (Toggle with F5 in a race) - Another attempt to fix Dannad's Daily Challenge issue - Improve UI navigation in Campaign dashboard v0.40.4 - Add Discord Rich Presence - Show custom paint jobs and avatars before built-in ones - Attept to fix Daily Challenge issue that happens for Dannad - Remove some obsolete achievements - Make Achievements more readable on smaller screen sizes v0.40.3 - Make open tracks much shorter - Fix crash when pausing in pedestrian mode - Add crash handling for issues that could happen when track is being loaded - Add FPS Cap option to "Settings" > "Video" (available when VSync is turned off) - Add Particle Density option to "Settings" > "Video" for tuning performance - Add more paint jobs


    [ 2019-10-08 15:41:54 CET ] [ Original post ]


    Beta update: v0.40.2

    v0.40.2 - Ensure Daily Challenge is consistently the same across different time zones - Fix visual bug where car wheels would look inverted in a turn when brakes were applied - Increase car audible distance - Fix car not being able to drive after getting health down to ~25% - Limit top speed rather than acceleration of damaged cars - Make AI willing to fire weapons more often - Fix green race weapon zones not giving powerups - Make car engines louder - Fix Nitro particle glitch when it was displayed on top of other particles - Make Nitro particles more visible - Fix AI racers using handbrake right before crossing open track finish line - Adjust Hot Dog van and cart size for more realistic scale v0.40.1 - Add initial version of Tutorial ("About" > "How To Play") - Player's car will retain last acceleration and steering if time is resumed while Photo Mode is enabled - Update Car Battle weapon zones v0.40.0 - Upgrade Unity to 2019.2.6f1 - Generate open tracks differently from looped ones - Show percentage of track instead of lap number in open tracks - Generate longer open tracks further down the campaign - Restore damage calculation (there will be more sideways damage again) - Replace nitro sound with one that is less annoying - Change how nitro effect looks - Fix car graphics getting suck in enlarged state when jumping with shadows disabled - Fix bush impact with car failing to execute properly when shadows are disabled - Fix wrong mode finished panel being disabled depending on last mode played - Fix mod reload stuck in splash screen - Fix track editor adding objects failing after couple of additions - Fix manually placed trees not being removed if they are too close to track v0.39.3 - Fix huge track cover photos being cropped - Slowly build up to speed from slow motion over 3 seconds after resuming from pause menu - Tune grip to make it a little more prone to drift - Increase resolution of road textures to make them look better from up close - Fix ghost car minimap marker being invisible - Fix the graphics glitch that was visible in looped tracks near the start / finish line - Change how object groups are generated - Prevent new generation starting before old one has finished - Make slow operations asynchronous to avoid game temporarily freezing (for big tracks) - Make Photo Mode work with split-screen v0.39.2 - Add Photo Mode (access it from race pause panel) - Reset controls to defaults because of new Photo Mode - Add keyboard shortcuts to control music (F7 = play / pause, F8 = next track) - Fix a bug where going to Custom Race after Daily Challenge would show a leaderboard - Fix wrong race mode type being set in random / leaderboard race after custom race


    [ 2019-09-22 08:16:46 CET ] [ Original post ]


    Pre-Launch Trailer

    Bloody Rally Show has a new Pre-Launch Trailer - check it out on Steam Store page, or on YouTube: https://www.youtube.com/watch?v=-KUD8QPbZjY I know, it's not much, but it's honest work!


    [ 2019-09-19 15:13:34 CET ] [ Original post ]


    Beta update: v0.39.1

    Here comes another big bunch of updates from development branch. Most notably, it will make all existing Workshop tracks and cars obsolete, as format and Steam integration has changed from ground up. You can reupload existing workshop items from your local copies, and I will probably reupload some of my favorites myself, and will assign the original authors. Another big addition is that Track Editor will have a massive editing area, so you can build long rally courses rather than small loops and short hillclimb tracks. Read the full list to see what else was added: v0.39.1 - Fix critical issue where mouse would get locked in invisible state in Main Menu - Fix controller navigation in menus that recently broke v0.39.0 - Fix controller navigation issues in Daily Challenge menu - Hitting people will send them flying - Make Track Editor area 20x larger - Make cars lose grip less quickly (especially on Tarmac) - Upgraded Grip will have more significant impact on actual grip - Allow any car upgrades in Custom Race without requiring to unlock it in Campaign v0.38.4 - Upgrade Unity to 2019.2.5f1 - Fix wrong steering type being posted to Discord after setting Daily Challenge score - Fix Daily Challenge always using preferred steering type instead of chosen one - Show current steering type in race pause view v0.38.3 - Add Daily Challenge v0.38.2 - Snow will fall with 70% chance rather than 100% chance on snow tracks - There will never be rain in Time Attack mode - Make track more slippery when raining - Remember details filled out in Add Racer menu for first player - Add Random Time Attack and Random Car Battle in addition to Random Race - Fix misplaced colliders on one of the template objects - Remove rotation restrictions for pipes - Fix pedestrian screenshots almost never being taken - Fix track checkpoint occasionally placed too close to an intersection - When test driving in Track Editor, use same car tuning as in Time Attack - Make camera zoom smoother - Make "Floating" camera rotation a bit slower - "Leaderboards" button in Custom Race setup screen will automatically switch to leaderboard of currently selected track, car and steering type - Add a possibility to start a race directly from Track Leaderboard view - Powered ramps will give variable boost (except for Time Attack mode) v0.38.1 - Make minimap size and position configurable via "Settings" > "Visuals" - Prevent camera change when pressing return while navigating race pause panel - Prevent potential crashes when exiting the game with Alt+F4 - Add a highly sophisticated AI bot of Brace Stone to Discord - Make Brace Stone announce game updates on Discord - Add bushes to track generation - Fix bushes permanently disappearing after hitting them during test drive in Track Editor - Fix "Grab them by the spoiler" Achievement - Make main menu demo a little more interactive - Hitting a bush will slow you down rather than put your car to a halt - Fix settings menu keyboard / controller navigation issues v0.38.0 - Completely rewrite Steam integration - Make all cars available in Custom Race without going through campaign first - Change how custom tracks and cars are stored - Add clear separation between custom and workshop content - Load Steam mods differently - Fix all issues with lost leaderboard scores, ghost uploads, etc - Adjust AI so it will not try to cut hairpin corners early - Show track length in meters in Track Editor - Make all generated hillclimb tracks much longer - Campaigns will plan number of laps according to expected total distance - Significantly reduce chance of mid-week challenges and missions in Campaign - Replace weapon zone graphics with flags - Adjust procedural track generation to produce more realistic track curvatures - Make track generation faster - Make new track type and ground visible before beginning generation - Fix campaign track cards not getting zoomed in properly when mouse is hovering them - Add "Edit Track" > "Sharpen" tool v0.37.1 - Add a bunch of new built-in tracks - Make gravel and snow surfaces grippier for faster racing - Add "Edit Track" > "Recenter" tool for Track Editor - Add "Edit Track" > "Rotate" tool for Track Editor - Fix wrong flower type previews in track editor - Add new flower type - Replace some flower graphics - Remake some older built-in tracks - Make road placement produce smoother curves in Track Editor - Fix some minor issues with Track Editor


    [ 2019-09-14 07:53:45 CET ] [ Original post ]


    Minimap customization


    Due to high demand, Minimap will now have customizable position and size!


    [ 2019-09-11 10:35:31 CET ] [ Original post ]


    Beta update: v0.37.0

    v0.37.0 - Upgrade Unity to 2019.2.4f1 - Upgrade Steamworks.NET - Compress ghost replay for faster uploads and downloads - Handle multiple edge cases with ghost replay uploads and Discord notifications - Compress custom tracks, cars, save states to reduce disk usage and get faster cloud synchronization - Fix some issues with non-track leaderboards trying to use track leaderboard features - Fix ghost replay starting before beginning of 1st lap - Add "Exit to Desktop" button in race pause panel - Fix track navigation focusing on Settings button in Custom Race setup menu when there are still tracks above - Increase "Floating" camera rotation speed - Add a splash screen v0.36.6 - Prevent car going out of view in some camera mode / zoom combinations - Add experimental settings to remove ground texture for people with motion sickness (Ctrl+F2 to toggle, Ctrl+F3 to change ground color) - Make corner cutting penalties stricter in Time Attack mode - Make cars less slow off-track in Time Attack mode (still slower than in regular races) - Prevent reuploading a slower ghost replay when personal best score failed to loaded before the race v0.36.5 - Improve leaderboard score and ghost replay uploads - Improve ghost replay playback - Improve controller UI navigation in Custom Race - In Time Attack mode, start race further back on track so car can enter first lap at high speed v0.36.4 - Add initial implementation of asynchronous multiplayer via leaderboard ghost replays - Each AI racer will learn from it's own mistakes - Fix bush and tree leaves falling after hit FX not visible in races v0.36.3 - Fix an error that made generation crash when Campaign with custom tracks would not have a track for required surface type - Fix some controller UI navigation issues in Campaign - Show Steam Workshop upload progress - After uploading a mod to Steam Workshop, open it in web browser - Fix last lap occasionally counting as best regardless of other lap times - Add Discord integration to announce new mods and new Time Attack scores - Increase RPM responsiveness (cars will be faster in result)


    [ 2019-09-07 10:28:35 CET ] [ Original post ]


    New Feature: Asynchronous Multiplayer


    Even though online multiplayer is not available (yet), Bloody Rally Show will have something pretty close - asynchronous multiplayer in Time Attack mode. Time Attack mode allows you to compete for fastest lap times in various tracks and cars (including ones from Workshop). Whenever you'll be making an attempt to set a score, you will be racing against a ghost of someone who is just a bit above you in current leaderboard. If you happen to climb to 1st place, you are going to race against your own ghost for an attempt to yourself. This is going to be awesome!


    [ 2019-09-04 17:04:57 CET ] [ Original post ]


    Beta update: v0.36.2

    v0.36.2 - Change how Acceleration works (release / repress throttle) - Fix car's angular drag physics property bug (will affect handling) - Change how AI uses brakes when Arcade steering is in use - Fix Return key in Track Editor toggling both test drive and camera mode - Fix menu input being processed when game is in background - Fix Custom Race setup car change failure after returning from Time Attack race - Fix auto-selected track card remains selected when controller navigation is on another button v0.36.1 - Show name of ghost car in Time Attack mode - Do not play race start sound if race was cancelled during countdown v0.36.0 - Upgrade Unity to 2019.2.3f1 - Fix 128x128m grid scale in Track Editor - Add tooltips for some menu items - Make Random Race button only start races (used to sometimes start a car battle) - Change tooltip position for controller input - Adjust how car brakes work - Change how car behaves when throttle is released in first gear - Make sim steering a little slower - Reduce handbrake impact on steering sharpness - Show Steam icon in track leaderboards for workshop tracks - Add shortcuts for Track Editor side menu - Add help panel to Track Editor - Adjust AI v0.35.3 - Add oil puddle trails - Tires slippery from oil and water will get gradually less slippery - Fix some workshop items dowloading / redownloading / consistency check issues - Fix mod manager showing duplicate items after redownloading mods v0.35.2 - Redo leaderboards to show Global top 100 and few scores around yours - Fix Steam Workshop track failing to show up correctly in Mod Manager if it was renamed by uploader - Ensure correct racer selection when toggling race modes in Custom Race setup - Adjust AI corner handling to be even more aware of sharp turns - Slow down car off-track a bit more in time attack mode - Fix water puddles disappearing if it's not raining - Fix transparent square appearing the middle of the screen when loading screen is fading - Show leaderboard eligibility next to tracks in Custom Race - Fix Track and Car Editor menu buttons asking for mouse / keyboard input when mouse is used right after joystick - Fix Car Editor saving a car complaining about name already taken - Fix drift smoke still being emitted after car is in full stop right after a drift v0.35.1 - Fix some track leaderboard scores failing to upload - Add timeout for score upload notification (assume failure after 5 seconds) v0.35.0 - Releasing the throttle will not slow down the car as fast - Reimplement when and how AI uses brakes - Give AI more varying character - Fix track editor failing to frame minimap bounds on test drive - Add notification about progress of saving track leaderboard scores - Add "Reload" button for Track Leaderboards


    [ 2019-09-02 18:12:55 CET ] [ Original post ]


    Official Release Date

    Hey Racers, It is time to clear the mist and set a specific public release date. Bloody Rally Show will be released on February 20th, 2020. Yep, lots of twenties. There should be plenty of time to fix all the remaining bugs and add few more buckets of polish. Also, for the record, development will not stop after public release, I am planning to keep working on BRS for at least one more year after launch. Cheers, spajus


    [ 2019-08-27 06:20:48 CET ] [ Original post ]


    Beta update: v0.34.3

    Hey folks! I am going to start posting changelogs for default branch updates (stable-beta builds). Here is the first batch. v0.34.3 - If there is only one human player, rotate minimap along with track - Do not show leaderboard view after time attack race in an invalid track - Fix TimeAttack mode effects on car upgrades leaking into Campaign v0.34.2 - Add analytics events for improving game balance - Add privacy control button to About menu - Make track validation more strict when evaluating intersection angle - Fix some rare crashes - Slightly reduce car AI tendency to leave track and overshoot corners v0.34.1 - Handle situation when all racers are broke in Campaign - Handle situation when player is left alone in Campaign - Fix Custom / Workshop track image loading on Linux - Reduce minimum distance required between track parts and start / finish line v0.34.0 - Upgrade Unity to 2019.2.2f1 - Track lap time leaderboards will be exclusive for Time Attack mode - In Time Attack mode car tuning will be locked to all level 1 upgrades - Improve Custom Race setup UI usability - Fix mission briefing attempting to initialize in Track / Car Editor - Don't spawn player's pedestrian close to Start / Finish - Fix player not being selected when returning to Custom Race setup from a race - Fix mouse cursor locking up in Track Editor when joystick is attempted to be used while not in test drive - Fix cursor locking properly only on second input from controller - Fix ESC button sometimes triggering test drive mode in Track Editor - Allow exiting Campaign in the middle of track generation - Fix Track Editor loading campaign track instead of default one when entering Track Editor after Campaign - Attempt to auto-select appropriate button in Campaign UI when using a controller - Make it impossible to use nitro before race countdown is finished Full changelog is available in BRS Discord #game-updates channel.


    [ 2019-08-26 06:11:17 CET ] [ Original post ]


    Stable and Development branches


    Since there was some frustration caused by daily builds, I will only update the stable (default) branch once a week or two. For beta testers who still want to get daily beta builds, follow the instructions: [olist]

  • Go to Library
  • Right-click "Bloody Rally Show" in the list of your games
  • Click "Properties"
  • In properties window, click "BETAS"
  • Select "development - Nearly daily updates" from dropdown [/olist] That's it, now you will have daily updates again! I am going to keep this system running in same way after launch as well.


  • [ 2019-08-22 14:13:40 CET ] [ Original post ]


    Leaderboards and Social Features


    To boost the competitive spirit, I have been working on enhancing Leaderboards, and here are some recent additions:

    • Every built-in and Steam Workshop track will have it's own Leaderboards
    • People who are in global top 30 in various BRS Leaderboards will become part of other player's games
    • Menu demo cars will be driven by racers from Leaderboards
    I hope you'll enjoy these!


    [ 2019-08-17 09:50:52 CET ] [ Original post ]


    Bloody Rally Show will be DRM-free

    Hey! Another announcement concerning the upcoming release. Since Bloody Rally Show will be out on Steam, using Leaderboards, Workshop, Achievements, etc, one may think it would be DRM protected. I am happy to say that it will not have any DRM protection, and Steam integration is going to be completely optional, meaning you can copy the game files, back them up, launch them anywhere, even without Steam installed. And yes, it will be really easy to pirate. :) Cheers! spajus


    [ 2019-08-11 06:06:35 CET ] [ Original post ]


    Important announcement regarding Epic Games Store

    Hey Racers! As you may know, Bloody Rally Show is nearing it's release, and it is about time to say this. Bloody Rally Show will never be released on Epic Games Store! Can you smell that bridge burning? I do! Have a lovely day! spajus


    [ 2019-08-08 05:07:40 CET ] [ Original post ]


    Revised car stats, acceleration, brakes, steering


    Hey racers! Bloody Rally Show is getting closer and closer to release! The date is still not decided, and I have about a 100 more small changes and bugfixes to make, but besides of that, there is nothing major left to do. Partly due to scope cuts, but certain things can and will be added after official release. One of the biggest changes before launch was to review and overhaul all car stats, their acceleration, steering, gear shifts, brakes and handling in general. Cars now accelerate much smoother, and there are two steering modes to choose from: Arcade and Sim. Arcade steering works as it used to before, handling is sharp and snappy, allowing you to drive into sharp corners at high speeds. Sim steering is much less forgiving and more difficult to master. You will have to let go of the throttle and use brakes here and there to avoid flying out of the track. One important note for Mac beta owners - if you are getting an error when you try to launch the game, uninstall it completely and install again. Steam update messed something up, and clean reinstall fixes it. Cheers! spajus


    [ 2019-08-04 18:05:39 CET ] [ Original post ]


    Submit feedback or bug reports any time in-game


    Hey folks! As I am going full throttle on polishing and bugfixing, there is a new tool for beta testers. You can give quick feedback with screenshot from almost anywhere by clicking a small icon in bottom-left corner of the screen! Don't have beta access yet? No worries, just hop on to our Discord and enter the lottery! https://discordapp.com/invite/89amEwP Cheers! spajus


    [ 2019-07-18 16:21:54 CET ] [ Original post ]


    Bloody Rally Show featured in The Indie Gamer Magazine


    You can find the full version of the article along with my interview about development of BRS at www.indiegamermag.com in Issue #12


    [ 2019-07-08 16:57:32 CET ] [ Original post ]


    Enhanced track generation


    A small update on what's brewing. Since procedurally generated race tracks are the heart and soul of this game, generation enhancements are coming! Generated race tracks will contain more complex object arrangements, starting with next beta release. Stay tuned!


    [ 2019-07-03 18:58:55 CET ] [ Original post ]


    Bloody Rally Show reached a tipping point


    Hey folks! It's been a while, so it is time to give you another development update. Bloody Rally Show has now reached a tipping point, where focus will shift towards polishing, bugfixing, balancing and solidifying everything. In other words, there will be less new features, but with each new update the game will get more polished, and one step closer to final version! That means there could be a little reduction of scope here and there, and some features that I am not happy with (night driving?) could get slashed away. I'm not going to rush it, but I'm quite confident that public release could happen in 2020 Q1, after two years of development. Thank you all for being patient, it is a long and hard journey, but the end is in sight!


    [ 2019-06-22 16:29:01 CET ] [ Original post ]


    Development progress update


    Hey folks! Time for the update on what exactly is happening behind the scenes. As you may have noticed, the beta release train is gaining momentum again, and I'm trying to do daily releases, to all OS as always. The good news is that most of major core functionality is already complete, and before I continue adding more content, I am focusing on fixing bugs, covering every aspect of the game with automated tests, so I can release often with confidence. And, of course - I'm working on performance, which is being taken really seriously. My goal is to have smooth races with 100 opponents in a fairly complex track on a mid-tier hardware, and I'm almost there! Just recently, the whole underlying physics implementation was rewritten from 2D to 3D (Box2D to NVIDIA Physx), which has a significant positive impact on higher tier hardware, and will unlock more possibilities. Bad news is that there is still a bunch of stuff left to do before official release, such as: - Fixing all the small bugs and annoyances - Balancing out the economy, leveling up, etc - Making opponent AI rock solid, both in races and when shopping for cars and upgrades - Mods management screen - Campaign mission and cutscene variety - Race track object variety - Some new mechanics and race modes - Overhaul of Achievements and Leaderboards - In-game race stats tracking - Ghost races in workshop - Track editor overhaul But as always, I'm enjoying myself doing this, and I hope you will enjoy playing the game when it's out! See you in next update!


    [ 2019-04-22 15:35:47 CET ] [ Original post ]


    Major beta update out now


    Great news, fellow racers. After a long delay, beta build has been updated, with all the new goodness. Please do factory reset, because all old data will not make any sense anymore. Also, beware, this build is not balanced, not tested, and you might encounter issues. If so, please report them to Steam Discussions, or on our Discord. Enjoy!


    [ 2019-04-11 18:14:09 CET ] [ Original post ]


    Bloody Rally Show is cancelled

    I regret to inform you that further development of the game has stopped, and release is cancelled. It was a good run.


    [ 2019-04-01 08:54:32 CET ] [ Original post ]


    Welcome to Bloody Rally Show


    I've been getting quite a lot of feedback concerning the game name. The "Simulator" part was something that bugged me and many other people, as it seemed as if it was a click bait title. So from now on, aligned with the story line, game will be named "Bloody Rally Show", as you will be taking part in a dystopian reality TV show that is trying to recreate the infamous Group B rally championships from 1980s. With this change, there is a new subreddit instead of /r/BloodyRallySimulator -> /r/BloodyRallyShow. Steam page has been updated with new screenshots and new game description, showing a glimpse of the story line. I hope you like the new direction!


    [ 2019-03-26 12:25:04 CET ] [ Original post ]


    Development progress update


    While there are no beta releases and silence on the radar, I am super excited to say that development is moving forward at a rapid pace. Campaign mode has most of the meat on it's bones, track generation is significantly faster, runs in background, and produces more interesting curves. A lot of effort is pushed towards customization, you will be able to use your own images for car paint jobs and racer avatars. And finally, there will be a story backing the whole game action, so you will at last figure out why the game is so "Bloody". More on that next time!


    [ 2019-03-23 12:29:11 CET ] [ Original post ]


    New Car Names


    Thanks to everyone who contributed to naming the base car set! The final list is a mix of your suggestions, with slight modifications here and there. For the sake of consistency, all names follow *Brand Model* naming convention. The list is as follows:

    • Tatsuya Arashi
    • Tatsuya Nichibotsu
    • Lionard 125
    • Nosdo Mitasu
    • Fanbreaker Hemi
    • Nigori Shukai
    • Mud Western
    • Kantz Ritter
    • Nigori Misairu
    • Kantz Vagabond
    For the beta crowd, releases have been on hold for past couple of weeks, because I'm crunching on new campaigns and breaking stuff along the way. Stabilizing the code for making regular releases would take precious time away from development, so right now I'm taking "move fast and break things" approach, at least until new campaigns are completely done. Meanwhile, if you are curious what to expect, you can find some of the work in progress screens and clips on BRS Reddit.


    [ 2019-03-03 13:03:30 CET ] [ Original post ]


    Introducing the Car Editor with Workshop support


    As promised, we now have Workshop support for custom cars, along with an in-game car editor, that will allow you to use custom car graphics and configure a plethora of technical parameters. It's not perfect or final yet, but it's another important step towards the final set of features that have to be added before official launch. Beta testers will have to switch to "development" branch in BETAS to try this out. Can't wait to see what crazy cars you will come up with!


    [ 2019-02-09 20:25:26 CET ] [ Original post ]


    Help us come up with car model names!


    Hey folks! We have a final set of base cars for Bloody Rally Simulator, and we need your help in naming them! Nicest name suggestions will make it to the final game, and your nickname (or name, up to you) will be added to game credits! And of course, you will be able to create your own cars via Steam Workshop. More on that later. Suggestions should be numbered, and should not use any actual real world car names or other trademarked stuff. Thank you!


    [ 2019-02-01 13:23:49 CET ] [ Original post ]


    Development progress update: Cars


    We have been quiet lately, and there are fewer game builds than usual for the beta crowd. We're not taking a break, it's because we are now working on one of the bigger planned changes in the game - new cars. They will be detailed, customizable, upgradeable, with custom paint jobs and Workshop integration. You will be able to see working wipers, engine bay through the glass, driver animations, moving glass reflections, visual car damage and much more! Stay tuned! Pssst... Want to follow the development process, and perhaps win yourself a beta key? Hop on to our active and growing Discord server: https://discordapp.com/invite/89amEwP


    [ 2019-01-11 16:15:16 CET ] [ Original post ]


    Bright Future Ahead


    Bloody Rally Simulator has went a long way in terms of graphics and UI, and it will keep pacing further, until every bit will be redone, with highest attention to detail. I am no longer alone in this quest - BRS has a dedicated graphics artist, UI / UX designer and an extensive professional soundtrack (there will be OST available when game is released). I could have never gotten that far on my own. There are so many updates since last announcement, that there is no point to post a change list. Just letting you know, the game is getting stronger than ever, and when graphics are redone, focus will be back again on gameplay. Cheers, and Happy X-mas!


    [ 2018-12-19 17:58:30 CET ] [ Original post ]


    Forgoing Early Access

    Fellow Racers, After long consideration, I have decided that Bloody Rally Simulator will not be released to Early Access. Closed Beta testing produced more feedback and ideas than I ever expected, I am going to take more focused development approach, which should result with a much more polished game that you all will be able to enjoy without the bugs and shortcomings that Early Access titles occasionally suffer from. The scope has grown up, and the final game will have much more to offer. I am sure it will be worth the wait! For now, there will be no release date, but I am hoping that the game will be out some time in 2019. But I will work on it for as long as it takes. "A delayed game is eventually good, but a rushed game is forever bad." Shigeru Miyamoto


    [ 2018-12-03 07:09:50 CET ] [ Original post ]


    Procedurally generated tracks will be way more awesome!


    Another batch of changes is out in closed beta! v0.10.0 (major changes in track generation and campaign cash balancing

    • Generation algorithms will produce more exciting tracks
    • Generated tracks will be of appropriate size for given template
    • Add new tools for editing track path in Track Editor (Randomize, Shrink, Grow)
    • Campaign races will always have corner cutting penalties
    • Reduce corner cutting allowance to 20%
    • Adjust campaign race costs and prizes
    • Adjust car unlock requirements and prices
    v0.9.4
    • Fix audio settings mapping for car engines
    • Fix audio settings panel making buttons inactive in race pause menu
    • Make other player car sounds audible in split screen, when they are not in 1st player view
    • AI will use more throttle in snow and gravel tracks
    v0.9.3
    • Reimplement gearbox logic completely, to make it engine independent and interchangable between cars
    v0.9.2
    • Retrain all AI agents
    • Change gearbox ratios
    • Fix wrong gearbox for Kubota Belica
    • Add initial sparks vfx for metal car collisions
    • Fix a bug where car would get reset backwards
    • New loading screen art
    • Make tooltips more readable
    v0.9.1
    • Make turbos and superchargers less noisy
    • Reduce off track speed penalties
    • Add button for restarting the race from pause menu


    [ 2018-12-01 13:48:19 CET ] [ Original post ]


    v0.9.0 - major driving mechanics and car sound changes

    One of the most anticipated changes was car sounds tied to RPM. This is finally out in latest closed beta build! Among with plethora of other changes and fixes since last public patch notes. Full list below. Live game updates are always announced in our Discord, feel free to join: https://discordapp.com/invite/89amEwP 0.9.0 (major driving mechanics and sound changes)

    • Redo gears and RPM mechanics (will need balancing and AI tuning)
    • Add option to show gear, RPM and speed next to the car
    • Replace all car sounds with new ones that follow RPM
    • Player car sounds will not have surround effects
    • Fix pedestrian motion when they bump into each other
    0.8.13
    • Tweak generation algorithms to produce more interesting tracks
    • Open Workshop links in Steam overlay rather than in browser
    • Automatically download newly subscribed Workshop tracks after overlay is closed
    • Fix Esc button behavior in Track Editor
    0.8.12
    • Add more Achievements
    • Show how many % of players have achieved the achievement
    • Fix the bug that allowed houses to be generated on the road
    0.8.11
    • Added Achievements view
    0.8.10
    • Fix race event and car description font colors
    0.8.9
    • Added Leaderboard views
    • Collisions will inflict more damage at higher difficulty levels
    • On screen car damage will appear in red
    • Added button to temporarily unlock all cars in Quick Race
    • Will show marker on player car when camera changes
    • Added new key binding for showing car marker (useful when lost in a crowd)
    0.8.8
    • Fixed camera mode memory issue
    0.8.7
    • Improved preformance with large amount of pedestrians
    • Penalized cars will be reset at distance they have cut, not at the point they have left track
    • UI Fix for tooltip text getting stuck on screen
    • Won't give speed boost if blood is off
    • Remove duplicate shadow on pedestrians
    • Pedestrians will take pictures more often
    0.8.6, major camera changes
    • Fix Campaign events requiring more cars than player can unlock at current difficulty level (for new campaigns)
    • Added 4 different Camera zoom settings (global and per car, see controls, might need to reset to default or remap them)
    • Camera zoom will vary more noticeably based on car speed
    • Multiplayer camera zoom will not be different from single player
    • Added new car notification system (shows boost and damage, for now)


    [ 2018-11-25 08:45:38 CET ] [ Original post ]


    Leaderboards are here!


    I'm excited to announce that with today's closed beta release, six different Leaderboards were added. And more are on the way! You're welcome to join our Discord, there are regular beta key giveaways: https://discordapp.com/invite/89amEwP See you there! :)


    [ 2018-11-19 18:45:52 CET ] [ Original post ]


    Closed beta v0.8.5 out now, with track generation and opponent balance fixes

    - Prevent track overlaps at Start / Finish line - Overhaul of track generation algorithm to reduce hairy overlap situations - Adjust opponent car strength balance in Campaign. Difficulty will affect chance and amount of stronger opponents. - Configurable corner cutting penalties for Quick Race - Closed Campaign tracks will always have at least 2 laps - Visual improvements for race results panel - Fix for tooltip positioning - Fix a bug that was setting wrong difficulty for Campaign races


    [ 2018-11-17 12:47:12 CET ] [ Original post ]


    Join our Discord to participate in key lottery!

    Join our growing community and ask for a key in #key-lottery - some copies of the game will be periodically given away! Discuss with devs and fans, share ideas, make an impact on the game's development - join Bloody Rally Simulator Discord today! https://discordapp.com/invite/89amEwP


    [ 2018-11-16 13:52:26 CET ] [ Original post ]


    Track Sharing on Steam Workshop


    Great news. This feature was planned to be added after Early Access launch, but apparently, it's here already! Starting with version 0.7.20, it will be possible to upload custom tracks from Track Editor, and subscribed tracks will be downloaded automatically, so you can play them in Quick Race, or iterate the design further in Track Editor.

    • To upload tracks, in Track Editor click File -> Upload To Workshop;
    • In race selection view, click Get More Tracks to visit Workshop;
    • Subscribe the tracks you like;
    • Subscribed tracks will appear in Quick Race and Track Editor track listings.
    Enjoy!


    [ 2018-11-11 16:04:00 CET ] [ Original post ]


    Discord Server is here!

    Bloody Rally Simulator now has it's own Discord. Feel free to join!


    [ 2018-11-04 06:06:03 CET ] [ Original post ]


    New trailer and screenshot updates

    As December is getting close, I have updated the trailer and screenshots to reflect the current state of development. Watch the trailer in Bloody Rally Simulator store page, it's lightyears ahead of previous version!


    [ 2018-10-11 17:55:35 CET ] [ Original post ]



    Bloody Rally Simulator
    Tomas Varaneckas
  • Developer

  • Tomas Varaneckas
  • Publisher

  • 2020-02-19
  • Release

  • Indie Simulation Sports Racing Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 114  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (230 reviews)


  • Review Score

  • https://kodolinija.com/bloody-rally-show/
  • Website

  • https://store.steampowered.com/app/926860 
  • Steam Store

  • The Game includes VR Support



    BRS Development Linux [196.41 M]

  • Public Linux depots

  • Bloody Rally Simulator is a sandbox racing game where you can build your own tracks and race them with your friends in a split screen multiplayer mode.

    Game is currently in development, with Early Access release planned in end of December.

    Planned features:
    • Split Screen Local Multiplayer for up to 4 players
    • Track Editor, with possibility to share your best tracks on Steamworks for others to enjoy
    • Different game modes (Race, Drift, Something with a lot of blood)
    • Steam Achievements
    • Leaderboards
    • Stats
    • Campaign Mode
    • Driver XP and level-up
    • Variety of different cars
    • Tunable cars


    Stay tuned for updates!
    MINIMAL SETUP
    • OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
    • Processor: x64 architecture with SSE2 instruction set supportMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.2+ or Vulkan-capable. Nvidia and AMD GPUs
    • Storage: 220 MB available spaceAdditional Notes: Potato friendly
    RECOMMENDED SETUP
    • OS: Ubuntu 14.04 (64 Bit only)
    • Processor: 2.5 GHz Single Core Processor or 2 GHz Dual Core ProcessorMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.0 compatible with 256 MB RAM (Shared Memory is not recommended)
    • Storage: 3 GB available space
    GAMEBILLET

    [ 5852 ]

    8.39$ (16%)
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    1.58$ (77%)
    6.0$ (80%)

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