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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 DRAG 

 

Developer

 Orontes Games 

 

Publisher

 Orontes Games 

 

Tags

 Indie 

 

Simulation 

 

Sports 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Early Access 

Release

 2020-08-11 

 

Steam

 € £ $ / % 

 

News

 19 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/773840 

 
Public Linux depots

 DRAG Linux [25.92 M] 




LINUX STREAMERS (2)
nolagjustfragsirsamsai




Play ExoCross during the eNASCAR Coca-Cola iRacing Series finale

DRAG Outer Zones players! If youre in the Charlotte area, head to the NASCAR Hall of Fame on Tuesday night (9/26) to try out an in-development version of ExoCross during the eNASCAR Coca-Cola iRacing Series finale.

More info on what weve been up to:
https://www.iracing.com/exocross-development-update-september-2023/


More info on the event itself and how to attend:
https://www.iracing.com/enascar-coca-cola-iracing-series-championship-returns-to-nascar-hall-of-fame/


[ 2023-09-25 20:05:54 CET ] [ Original post ]

DRAG Update 0.4.2.0

[h3]Changes from version 0.4.1.0[/h3]


  • Fixed a freeze when exiting the game
  • Improved the error messaging for matchmaking
  • Updated the time server to fix the Special Event menu
  • Add replayable Special Events with new leaderboards


[ 2023-07-26 13:56:45 CET ] [ Original post ]

Multiplayer Update

Due to a recent business model change for our current server hosting provider, we have unfortunately been forced to temporarily disable online multiplayer racing support in DRAG.

We are actively working on a suitable multi-platform replacement solution, and we will restore online functionality once this new multiplayer implementation is complete. We do not yet have a specific time frame to announce, but we are committed to completing this work during the early access period prior to the game's upcoming official release.

We sincerely apologize for the inconvenience, and appreciate your patience during this transition.


[ 2023-03-27 20:01:11 CET ] [ Original post ]

DRAG Update 0.3.0.0

Updated both demo and full game!

[h2]Added ingame leaderboards[/h2]

You can now view the leaderboards directly in the game. The leaderboards not only shows which input device was used, but you can now load the ghost of another player.
There is also an option for friends-only leaderboards.



Added an ingame HUD element to the top right corner that shows which ghost is currently loaded.



[h2]Saving / loading your personal best ghost[/h2]

Your personal best ghosts are now saved and automatically loaded the next time you play the challenge or special event.

We reduced the ghost clearance so that you can better see whether you are slightly in front of or behind the ghost.



[h3]Added top-x% to global rank[/h3]



[h2]New Special Event 15 is on![/h2]

Special Event 15 has just started and runs until 9 March.
It has also been added to the selection of online qualifications.



[h2]Added metal ramps to online track variant A-4[/h2]

To give the track variant A-4 some special sauce, we added a few ramps. Now it should be possible to drive onto the oval in the first lap without the risk of collision. We look forward to playing this layout with you in the community races and will make improvements to it as needed.



[h3]Changes from version 0.2.9.0[/h3]


  • quitting online race must now be confirmed with Yes / No
  • new track outlines for online voting UI show the joker lap
  • added gold to vehicle primary color options
  • fixed respawn bug at underpasses
  • fixed visual shadow cascade seam
  • fixed default car colors on first game start
  • fixed performance regression on online track A-5


[ 2021-02-24 15:50:11 CET ] [ Original post ]

Combined changelog up to version 0.2.8.1

The demo special event track has been updated with movable containers and tyre walls too!

[h2]We've completely revised the online multiplayer races[/h2]

You can now respawn at any time during an online race. The respawn has a small time delay depending on the current position. The further forward in the field, the longer a respawn takes.
Thank you for your help and patience in testing the different respawn mechanics together with us in the community races.

[h3]Online Championships[/h3]

You now get points for qualifications and races, depending on your result.
The championship ends when a driver has 125 points. The driver with the most points wins the championship and a new championship begins.

[table]
[tr]
[th]1st[/th]
[th]2nd[/th]
[th]3rd[/th]
[th]4th[/th]
[th]5th[/th]
[th]6th[/th]
[th]7th[/th]
[th]8th[/th]
[/tr][tr]
[td]25 points[/td]
[td]18 points[/td]
[td]15 points[/td]
[td]12 points[/td]
[td]10 points[/td]
[td]8 points[/td]
[td]6 points[/td]
[td]4 points[/td]
[/tr]
[/table]


The race starting grid is now inverted. This leads to more exciting and closer races. It works well together with the points system. Your feedback on this from the community races is very helpful. Thanks again to all who contributed!


[h2]We've added three new race track variants for online and two of them for time trial[/h2]

[table]
[tr]
[th] Zone-B reverse layout [/th]
[th] Zone-A oval with joker lap [/th]
[th] Zone-A reverse short track [/th]
[/tr][tr]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[/table]
We've also added 10 past Special Event stages as online qualifications. Together with the previous 20 qualifying challenges, there are now 30 qualifying stages to choose from.




[h2]Full force feedback for steering wheels[/h2]

The force feedback now transfers the correct physical forces from the wheels to the steering wheel. You can reduce or increase the force feedback with the rumble intensity setting.

For the range setting, 540 with a linearity of 50% has proven to be a good starting point.
We're now working on supporting analog handbrakes, which will come with a future update.


[h2]Added new special event 13[/h2]

The new Special Event has just started and will run until the 9th of February.
There is a live updated leaderboard that also captures the input devices used in our Discord community. Videos of record attempts and personal best times are also shared.



[h3]Further changes in version 0.2.8.1[/h3]


  • your vehicle configuration from the garage is now used in special events
  • audio volume settings are now more finely graduated
  • fixed tyre wall collision bug in online race
  • fixed rare crash on first input
  • fixed rare crash on online level load
  • chat messages are now displayed for longer


[h3]Added movable containers and tyre walls throughout tracks and challenges[/h3]



[h3]Further changes in version 0.2.7.0[/h3]


  • made movable tyre walls also available in online multiplayer
  • smoothed metal ramp edges on Zone-A
  • fixed joker lap sector time on online track A-04
  • updates to the Special Event tracks used in online qualifications


[h3]Further changes in version 0.2.6.0[/h3]


  • smoothed the grip no-grip transition of the tyre model
  • adjusted chassis front and rear anti-roll bar ratio
  • fixed shortcut and leaderboard integrity of SE12
  • fixed grass bumps behind the underbridge of SE11
  • fixed shortcut on the inside banking of SE11


[h3]Further changes in version 0.2.5.0[/h3]


  • decreased damping of gamepad steering for more directness and precision
  • slightly decreased outer damping of keyboard steering
  • input devices used are from now on displayed in discord leaderboards
  • default deadzone setting for wheels is now set to 0.0
  • increased rotation angle of the ingame cockpit steering wheel to 360 degrees
  • added new special event 12
  • fixed shortcut and leaderboard integrity of challenge B1


[h3]Further changes in version 0.2.4.1[/h3]


  • added vsync option to settings menu
  • adjusted front toe angles
  • fixed small regression with keyboard steering


[ 2021-01-27 22:39:59 CET ] [ Original post ]

Driving Physics Update v0.2.4.0

Updated both the full game and demo!

Special Event track 1 is now permanently included in the demo, so you can test all the latest changes on a slightly longer track.

[h2]Physics adjustments[/h2]

[h3]Limited-slip differentials[/h3]
We added limited-slip differentials to the front and rear axles as well as a center diff. We balanced the all-wheel drive system for better handling of uneven surfaces, drift and weight transfers.


  • removed bumpsteer from the axis geometry
  • increased tire tread depth (grab mass)
  • reduced contact patch size (grip compensated)
  • lowered slide friction ratio
  • reduced tire elasticity
  • stiffened damper relaxation and compression slightly
  • softened anti-roll bars on vehicle 2
  • reduced toe angles on vehicle 2


With all the changes we've made sure that the cars are ever so slightly faster than before, so that all the top times on the leaderboards can still be beaten.

[h3]Adjusted steering parameters for gamepad and keyboard[/h3]
We focused the damping and sensitivity more on the center.
The steering wheel force feedback is also reworked but is still work in progress!

[h3]Added dynamic tire walls[/h3]
We've added tire walls for time trials and challenges that serve as a visual reference point, but are also fun :)



[h3]Vehicle 1 color customization[/h3]
Selected colors are now used on the body of vehicle 1. The black and white look is still possible by selecting white as primary color. We also adjusted the predetermined vehicle colors in challenges so it's worth taking a look.





[h3]Added new special event 11[/h3]



[h2]Bugfixes & other changes:[/h2]


  • updated SDL2 for PS5 and Xbox Series X controller support
  • fixed camera collisions in online qualifications
  • fixed respawn orientation in hairpin track A-4
  • lowered guardrail friction in Zone-B to make them less deadly
  • increased guardrail friction on Demo track to avoid wall riding
  • fixed shortcut on Demo track


[ 2020-12-31 05:07:16 CET ] [ Original post ]

Update v0.2.3.0

[h2]Changelog for DRAG up to version 0.2.3.0[/h2]

[h3]Reworked wheel steering[/h3]
You can now use the full range of your wheel. The updated wheel steering also no longer uses speed adapt, which should make it much more predictable.

[h3]Added steering linearity setting[/h3]
Although the default setting should be fine for most cases, you can now adjust the steering linearity to your personal preferences.



[h3]Added centered / combined pedal support[/h3]
If the pedals are combined, they are treated as one axis (y-axis). Use this setting and check with the visualization bars if throttle and brake are assigned accordingly.

[h3]Added support for dynamic physics objects[/h3]
You can try it out with the containers in Special Event 9. We will of course use this technology on a lot more objects in the future.



[h3]Added 11 new flags[/h3]
As requested, we've added a few additional non-country flags.



[h3]Adjusted small trees in the first turn of Zone-A[/h3]
The small trees are moved a bit to the outside and the last tree with collision is now covered by concrete barriers. This change improves the situation in online races.



[h2]Tips & tricks:[/h2]

If you have two input devices for example wheels, pedals or handbrake as separate USB device, make sure there is no overlap across devices in the mapping menu. Set functions to either device A or B. If in doubt, all functions should be unassigned except those used by the device in question.

[h2]Bugfixes & other changes:[/h2]


  • updated polish translation
  • fixed SE9 container collision framedrops
  • fixed online chat crash
  • fixed shortcut in challenge A-4
  • fixed metal plate collision in Zone-C
  • lowered default rumble intensity


[ 2020-12-10 20:37:22 CET ] [ Original post ]

Update v0.2.0.0

[h2]With version 0.2.0.0 we add many new and most requested features[/h2]

[h3]Added resolution setting[/h3]
You can now directly select a common render resolution. Use the resolution scale setting below to scale down in small increments for better performance if necessary.

[h3]Added super sampling setting[/h3]
Use this setting for the highest rendering fidelity and best overall image quality.



[h3]Saving camera choice[/h3]
Your last camera choice is now saved, so you no longer need to switch to your favourite view at the start of a new challenge or race.

[h3]Added ingame option to hide / unhide the ghost[/h3]

[h3]Improved ghost clearance for all camera options[/h3]
This solves the issue that the ghost in the hood and cockpit camera was shown much too close obstructing the view. Together with the hide / unhide option, the ghost should now be much more practical. A time-deltabar as an alternative to the ghost will come with a future update.



[h2]Wheel and force feedback updates:[/h2]

[h3]Added hard stop at the end of the wheel range[/h3]

[h3]Reworked wheel steering range[/h3]
We renamed the steering saturation setting to steering range (now in degrees). This is the central value to increase / decrease the working range of your steering wheel.
The device range above should be set to the maximum that your hardware is capable of.



[h3]Fixed steering wheel linearity when range is increased[/h3]
There used to be a problem where the steering became less linear when the steering range (formerly steering saturation) was increased. This is now fixed.

[h3]Reworked software force feedback effect management[/h3]
This enables ffb for wheels which had issues before.


  • set force feedback expo value for fanatec and logitech wheels
  • corrected fanatec CSL device range to 1080 degrees
  • corrected activation range to 30 degrees for wheels


[h2]Tips & tricks:[/h2]

If you have two input devices for example wheels and pedals as two separate USB devices, make sure that there is no overlap between the two devices in the mapping menu. Set functions to either device A or B. It wont work if a function is set for both devices.

[h2]Zone-A improvements:[/h2]


  • smoothed second hairpin transition on track A-04
  • added more tyre tracks to indicate the racing line
  • added two concrete barriers on the outside of turn five as visual reference point on track A-04




[h2]New Special Event 8[/h2]

The new special event starts on November 17th.
No this shortcut won't work in online races or other game modes because a sector checkpoint would be skipped. You can of course try it ;)



[h2]Bugfixes & other changes:[/h2]


  • added chat key label "t" to controls menu
  • added game icon for windows
  • fixed rare issues with the online region detection
  • fine tuned steering adapt speed
  • updated spanish translation


[ 2020-11-15 01:01:55 CET ] [ Original post ]

Update v0.1.9.0

[h2]Completely reworked wheel force feedback with a new software effect renderer[/h2]

We've completely revised the way the force feedback for steering wheels works by making a new software effect renderer. We also adjusted the steering parameters for wheels accordingly.

[h2]New mapping UI with range and saturation settings and visualization[/h2]

In the mapping menu you can now not only set the deadzone for gamepads and wheels, but also the steering range and saturation for all axis. You no longer need to make adjustments in your wheels configuration software.



[h2]Added default mappings for the following racing wheels:[/h2]


  • Fanatec CSL Elite
  • Logitech G29
  • Thrustmaster TX Racing
  • Fanatec ClubSport Wheel
  • Logitech Driving Force GT


[h2]Added ingame discord link to the main menu[/h2]

If you are already in the discord and want to hide the link, you can do so by adding the launch parameter -nodiscord

[h2]Special Event 7[/h2]

The new special event is now available and starts today.



[h2]Bugfixes & other changes[/h2]


  • fixed key rollover between WASD and arrow keys
  • fixed shortcut in challenge A-5
  • precautionary fixed shortcut in challenge A-Final
  • adjusted the concrete barriers at the end of the tunnel on track A-04


[ 2020-11-03 17:13:50 CET ] [ Original post ]

Update v0.1.8.1

[h2]Added initial force feedback for wheels[/h2]

We added initial force feedback support for racing wheels. You can change the FFB intensity in the settings by adjusting the rumble intensity. More detailed settings for the FFB will follow. At the same time we fixed support for wheels with separate USB devices for pedals.


[h2]Added remapping support for all controllers[/h2]

You can now define your own key assignments for all controllers and wheels. We also added a setting to adjust the dead zone.


[h2]Fixed controller selection / recognition bug[/h2]

If you had problems with the recognition of your controller, this should now be fixed.


[h2]Bugfixes & other changes[/h2]


  • added new special event 6
  • close chat window on enter
  • keep chat messages during load
  • added error logs for missing gl extensions


[ 2020-10-13 23:07:52 CET ] [ Original post ]

Update v0.1.8.0

[h2]Changes and fixes[/h2]


  • added new special event 5
  • switched to steam web api for better client authentication
  • added server disconnect message reasons
  • added log messages for connection problems
  • fixed rare issue of the game not starting under linux
  • removed shortcut on online track A-4
  • fixed rare race condition during online connect


[ 2020-09-15 02:20:52 CET ] [ Original post ]

Update v0.1.7.0

[h2]Online gaming stability update and server lag fixes[/h2]


  • implemented data archive caching on server to prevent IO lags
  • added new network data compression for initial packet
  • reworked network connection keep alive
  • fixed statistics ping deviation calculation overflow
  • reworked match making api logging and error handling
  • fixed players online notification crashes in case service unavailable
  • start in acknowledge mode after connect
  • set client network thread to highest priority to prevent starvation
  • fixed missing network thread communication cache flushes
  • removed unused US server regions from settings menu
  • fixed network reconnect loop in case of high ping



[h2]Other changes[/h2]


  • updated steamworks sdk to version 1.50
  • fixed windowed mode launch setting with only height value
  • fixed loading stall on flag image in spectator mode
  • fixed in-game menu close with Esc-key


[ 2020-09-06 03:03:16 CET ] [ Original post ]

Update v0.1.6.0

[h2]New https backend[/h2]

we switched to a new http library for our REST API calls to fix matchmaking stability issues.


[h2]New special event 4[/h2]

new special event was added to the list. There should be no shortcuts, but if you find one anyway, let us know in our discord and we will make a hotfix.


[h2]Players online notification[/h2]

we have added a notification that lets you know when players in your server region are playing online.


[h2]in-game chat[/h2]

we have added a chat for online races. Open with the "t" key to read previous messages and chat with other players. You can also use it during the qualification or in the result overview / voting screen.


[h2]2 player respawn in time trial and online races[/h2]

we fixed the respawn mechanism with two remaining players in online race or split screen. The race now no longer ends when one of the two remaining players crashes, instead he is immediately respawned. This is especially useful for split-screen races.


[h2]Bugfixes & other changes[/h2]


  • preventive shortcut on special event 2 removed
  • deactivated deletion of local leaderboard times, if the time was deleted in the Steam leaderboard before


[ 2020-08-29 01:16:08 CET ] [ Original post ]

Update v0.1.5.0

[h2]Added new online race track[/h2]

We added the race track from the first special event to the selection of online and time trial tracks. The starting point is now on the back straight so that the hairpin is not the first corner of the track to avoid accidents in the first corner. We've also removed the big shortcut over the grass slope, because we think it's not desirable in online and time trial races.


[h2]Adjusted online respawn mechanic[/h2]

We changed the respawn mechanism so that in online races players are no longer respawned on the first or last place. It should no longer be possible to win a race by pure luck respawn.


[h2]Added stability control[/h2]

We have added a stability control option that works like in a real car in case of skidding, with very fast, short interventions by braking the front wheels individually to stabilize the car. This is indicated by a flickering brake light.
Its activated by default, but you can turn it off in the settings, then it will behave exactly as before. It's built so that you can leave it on permanently without any disadvantage.


[h2]Bugfixes & other changes[/h2]


  • lowered gamepad dead zone
  • fixed server backfill
  • fixed multiple crossing of the finish line bug
  • fixed respawn on starting grid


[ 2020-08-24 17:45:52 CET ] [ Original post ]

Demo and Roadmap for Early Access!

Hello,

many have asked for the demo. We are happy to let you know that the DRAG demo is back. Go check it out if you haven't played it already during the Steam summer festival!

We are also publishing the official roadmap for early access today.
If you have any suggestions or feedback, please let us know!

Cheers,
Christian & Thorsten


[ 2020-08-14 22:41:17 CET ] [ Original post ]

DRAG is out now!

steamhappy
We've worked many years getting DRAG to where it is today. And lots of great things are coming up in early access as well. We hope you will have a fun time and we would love seeing you and racing with you guys online.

If you are into racing games and up for a challenge, we think that you are going to like DRAG a lot! It's not an easy game by any means, but very rewarding. The game is in a well tested and even polished state where you can have a lot of fun and enjoy tons of hours of gameplay, single or multiplayer.

[h2]Why Early Access?[/h2]

We are in the process of adding to the game step by step, and you can help us to focus on the right things ahead. We'll be working on this game for years to come and we want to make something truly special.

Thank you for your support and feedback!

Folkers (both) steammocking


[ 2020-08-12 04:13:46 CET ] [ Original post ]

DRAG Demo Challenge



DRAG is a multiplayer Sci-Fi racing game with innovative offroad vehicle physics in which dynamic wheel loads cause true physical weight shifts, just in case fast racing on loose ground isn't enough of a challenge for you. steamhappy

We have selected one of the 24 singleplayer challenges for this Demo.

[h3]Win a free copy of the full game at launch by competing in the DRAG Demo Challenge during the Steam Game Festival.[/h3]

To win, you must achieve one of the ten fastest times according to the DRAG Demo leaderboard by the end of the event on June 22nd. The end result counts! Make sure to wishlist the game if you haven't already.

In short, Places 1 to 10 from the official leaderboard will each get a free copy of the game at launch!

[h3]Who are we?[/h3]

We are two brothers working on DRAG and the engine behind it. Development of the engine began as a side project over a decade ago. DRAG is the first title featuring our proprietary engine and innovative physics concept. We are happy to announce that the game is finally nearing its Early Access release this summer.

[h3]We would like to hear your thoughts![/h3]

Follow us on Twitter or join our Discord to find out more or just to hang out with us.


[ 2020-06-16 19:01:19 CET ] [ Original post ]

Demo and Developer QA



Let's talk about the future of DRAG. Join us on Discord to discuss the roadmap for early access. We would like to hear your thoughts and suggestions.

Or just hang out with us and other players on Discord.

Set a reminder with the button up top so you don't miss it!

Follow us on Twitter to find out more about the game!

https://store.steampowered.com/app/773840/DRAG/


[ 2020-06-07 02:41:58 CET ] [ Original post ]

Developer QA



Hang out with us on Discord.

Set a reminder with the button up top if you don't want to miss it!

https://store.steampowered.com/app/773840/DRAG/


[ 2020-05-29 02:57:23 CET ] [ Original post ]