Distance cover
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Genre: Racing, Adventure, Indie, Arcade

Distance

The Ghost Update



At long last, we're excited to bring The Ghost Update to the default branch! For a quick summary check out the trailer below (and sure to watch all the way through for a surprise!). It features ghost racing, a replay viewer, official HTC Vive support, an increased online player limit, a new stats system, and tons of other improvements!

https://www.youtube.com/watch?v=HFv2rA-y4DA
It's been quite an adventure reaching this build. The Ghost Update is easily our most ambitious update so far. Only took 17 experimental builds and 579 revisions to reach it! Thanks to those who braved the experimental branch and gave feedback over the past few months.


(race against your friends' ghosts, times near you, or the global best)


(the replay viewer allows for HUD-less viewing of any leaderboard time)

I'm keeping this post short but sweet for today, but soon I'll be emailing out a much longer devlog discussing The Ghost Update, Adventure mode, and future plans. If you'd like make sure you're not missing out, sign up on our website near the top left:

Newsletter sign-up: http://survivethedistance.com/



Although this is a major release, we don't expect everything to work perfectly and we still hope to hear your thoughts! Scroll down for the full changelog. We hope you enjoy all of the latest additions and changes!

- Jordan (@torcht for more frequent dev updates)
____________________________________________________________________________

THE GHOST UPDATE: BUILD 5070



New Replay/Ghost System


  • Added ghost racing

    • Added option to race against Local, Friends, Global, or Near Me ghosts by default when playing a level in Arcade mode
    • When using the "Near Me" option, ghosts are now re-downloaded if a new leaderboard place is obtained
    • Ghosts now fade in after the race start to hide outline during intro
    • When racing against selected ghosts, your current playthrough won't be added on restart

  • Added replay viewer

    • After completing a map in a solo mode, click View Replay to view your run
    • Switch to any camera view including a free camera (use +, -, 0 to adjust FOV)
    • Adjust replay speed from 1/16x to 16x
    • Toggle HUD to show / hide / hide and hide names
    • Pause, seek forward, or seek backward a few seconds
    • Click on speed slider to change speed of replays
    • Click or scrub along the time slider to jump to a point in the replay
    • Added blink effect when skipping time
    • SFX and music are affected by replay speed
    • Time and replay progress meter correspond to the replay in focus

  • Added a system to be able to upload and download replays for Steam global leaderboards
  • Added ability to view multiple replays or race against multiple ghosts from the leaderboard menu within level select
  • Changed wording in the level select menu to indicate where Ghosts and Replays can be found, as well as indicate that only your top 20 results are now stored locally
  • Added listing for ghosts in match results screen (so you can see how you directly compare)
  • Names of close cars now fade out in spectate and replays, to prevent name overlapping, especially at the start of a replay with multiple cars
  • Added "Replay" options menus which allows for choosing which ghosts are auto-downloaded, name visibility, whether or not playback speed impacts music, etc.

Gameplay Improvements


  • Added Arcade level progression system

    • In Arcade, levels must now be unlocked by earning medals
    • If you improved your time/score after completing a map a special screen will appear showing how well you did
    • If you already earned the necessary medals before this update, levels will be auto-unlocked

  • Added statistics system

    • We added a system behind the scenes to collect a wide number of stats about your play style
    • Added a Stats tab in the results screen so you can see the stats from that match
    • Global accumulated stats are visible in the main menu from the Garage button

  • Wheels can now be sliced like the rest of the car
  • Added "Grind" trick which calculates based on scraping without wheels contacting a surface
  • Updated the way points are displayed on the car in stunt mode, now it is more minimalistic and just displays the number
  • Updated the way points are displayed everywhere so that commas are displayed in the numbers (1,000 vs 1000) to unify the way they are displayed in the game
  • When failing a Challenge level, restart is now highlighted by default
  • Updated StartZone/EndZone Mesh to fix a few holes, and make the physics more closely match the visuals
  • FOV is now smoothed when changing between camera views

Graphics Improvements



  • Upgraded the stars in the skybox using real world data from 170,000+ stars
  • Rewrote Anti-Aliasing. Now there are three options: Off, Fast, and Quality
  • Anti-aliasing no longer affects stars or the car screen
  • Enabled fancy noise effect on car death
  • Removed distortion effect from lightning spawner, since it was causing graphical glitches

VR Improvements



  • Added initial HTC Vive support
  • Added a VR options menu, with ability to disable VR, and tweak many parameters for comfort versus immersion
  • Tweaked third-person camera modes in VR to be more usable. World appears smaller when in 3rd person
  • Added VR camera reset when the headset is put on
  • Modified camera shake in VR to be less intense; it can also be disabled
  • Greatly reduced camera movement on explode when in VR
  • Greatly reduced brightness of windshield effects when in VR
  • Camera resetting now persists between levels
  • Added various VR improvements under the hood
  • Disabled dirty lens effect when in VR
  • Disabled realtime-reflections when in VR
  • Removed Chaperone for SteamVR/Vive

Menu Improvements



  • Added Garage button in the main menu

    • Move the setting of car colors from Profile options to here
    • Added the ability to view Global stats here
    • Added the ability to set a main menu level per profile

  • Added Next Level button to the pause menu
  • Added a Units value to General Options so players can choose between Imperial and Metric units
  • Improved loading time of main menu
  • Dramatically improved Level Select Menu load times by rewriting underlying systems
  • Added ability to toggle Results Screen visibility
  • Added scrolling to match results
  • Now the standings text will update itself dynamically while it is displayed instead of it just updating when it first pops up
  • Made it so when viewing leaderboards in the level select it doesn't place your entry at the top of the list unless you are #1
  • Improved error text when a Steam Workshop file fails to download
  • Improved scrolling through global entries in Level Select leaderboard
  • Page up/down buttons are now disabled when not usable in the Level Select menu
  • Added input action in Controls menu for toggling results and replay menu visibility
  • Inverted black colors of Start and Select button prompt text
  • Refactored level loading so that Distance can still animate when loading a level
  • Updated the loading screen with a circular progress bar
  • Moved options menu so the bottom option isn't so close to the bottom of the screen
  • Added support for time to be displayed as days (e.g. the stats screen)

Level Editor Improvements



  • Improved performance of the editor (may see better framerate when editing large levels)
  • Improved the display names in drop down enum lists for the Level Editor
  • Improved the algorithm for generating medal times in Level Settings of levels being created in the Level Editor
  • Added the ability for WorldText to set the font that the text uses
  • Object centerpoints and names are now displayed correctly in orthographic mode
  • Updated centerpoints, names, and light icons to improve performance
  • EmpireBuilding3 now has a correct reflection map

Online Multiplayer Improvements



  • Max player count for online matches is now 12 players
  • Cars now all spawn in the same location in online play
  • Dramatically optimized cars so that many can be shown on screen without a performance drop
  • Added fade in to network car outlines
  • KillGrid now supports Net Cars for Online play

Misc. Improvements



  • Improved medal times on Official Sprint and Challenge levels
  • The last used spectator camera type is now saved
  • Slightly optimized level loading times
  • Added a new system for caching level information to improve initial startup time a bit
  • Changed min FOV on spectate/replay free cam to 30°
  • Spectate and track cams no longer have radial blur or chromatic aberation based on car speed
  • Improved awkward camera when failing a challenge level
  • Improved awkwardness when there is no player to spectate after finishing
  • Car colors are now clamped for multiplayer and replays
  • Added cap for global car sound effects to reduce clutter (i.e. only 6 of any car sound effect like boost, jump, jets, etc. can be heard at once)
  • Reduced memory leak in Logitech code for input
  • Reduced both CPU and GPU memory footprint
  • Updated Steam backend API to Steamworks.NET
  • Updated to Unity 5.4. This adds a possible optimization on the CPU side, so you might see better framerates

Bugs Fixes



  • Fixed Gravity Toggle issues in Aftermath
  • Fixed situation where car would sometimes get stuck halfway through the road
  • Fixed bug where particles could disable anti-aliasing on pixels they touch
  • Fixed bug where Linux wouldn't have working pulsing lights in level Negative Space
  • Fixed bug where cubemap on some golden simples were incorrectly set
  • Fixed bugs where splitscreen didn't work with Trackmogrify
  • Fixed bug where Distance was broken in Steam offline mode
  • Potentially fixed issues with Workshop level Update/Publish
  • Fixed zFighting on various objects (e.g. EmpireBuildingBlock003)
  • Fixed capitalization issue with Seed/Level text in Game Lobby
  • Fixed being able to switch between cars in spectate
  • Fixed bug where death messages were not being sent to all online players properly
  • Fixed bugs with trick text fading when doing tricks
  • Fixed bug where bloom was intense after leaving quarantine zone
  • Fixed bug where enabling motion blur disabled anti-aliasing
  • Fixed bug where Reverse Tag bubble collision wouldn't trigger when far away from the host player
  • Fixed many resource leaks that potentially caused crashes
  • Fixed bug with lens flares not being visible
  • Improved the way in which Cubemaps were rendered, which was causing a substantial memory leak
  • Fixed bug where particles preview didn't work in the level editor
  • Fixed bug where selecting all/no replays in the leaderboard makes the selected entry unreadable
  • Fixed bug where real-time reflections on the car looked too bright in many scenarios
  • Fixed quality issues on NoiseStorm skybox
  • Fixed bug when toggling the level editor with '~' in the pause menu
  • Fixed bug where TurnLightOnNearCar component was being affected by scale
  • Fixed bug where backing out of split-screen options could break the level select menu
  • Fixed bug where the Community Highlight section of the main menu wouldn't update after subscribing to a level in game
  • Fixed bug where extruding from a spline node attached to a group within the level editor would corrupt levels by not allowing that functionality
  • Fixed bug where after scrolling through several levels in the level select menu the Friends leaderboard would seem to lag behind the current selection
  • Fixed bug where global low pass was enabled after mode finish
  • Fixed bug where you couldn't hold Esc when connecting to Steam Workshop
  • Fixed bug where invisible network cars still had visible wheels
  • Fixed bug where a near network car could glow really bright when going through a checkpoint
  • Fixed issues with changing tabs in Garage (weird color changes were happening)
  • Fixed bug where the Steam Workshop update would fail to fully update all levels after a single file had failed
  • Fixed bug where deleting unsubscribed files after a Steam Workshop update would fail to properly clear all unsubscribed files
  • Fixed bug where the car's overheat sound could continue playing after exiting a replay
  • Fixed bug where reflections on car wheels were incorrect
  • Fixed bug where car reflections broke if shadow settings were changed during gameplay
  • Fixed bug where the game would cause SFX to low pass when the car screen is glitching out
  • Fixed bug where various music tracks would have broken MIDI sequencing (lights flashing at wrong time or not at all)
  • Fixed specific issues with MIDI lighting being incorrect on Mac and Linux for certain songs
  • Fixed bug where pause menu wouldn't open sometimes after an online match
  • Fixed bug where restarting a replay from the pause menu would soft lock the game
  • Fixed bug where anti-aliasing didn't work when motion blur was enabled
  • Fixed bug where EmpireEndZone wasn't being rendered properly in the Level Editor Library Tab

Tag Tournament Wrapup + DAC Week 2 Roundup!


(the arena used for the tag tournament, revamped)

Another seven levels have been released for the Distance Advent Calendar, which means it's time for another roundup! I've made a few maps for Distance myself, and I'm happy to share my thoughts on the latest tracks released this week. But first, the 2016 Distance Tag Tournament has recently concluded. For those of you who missed it, the vod is here: https://www.youtube.com/watch?v=bVJh6VxA3ao

If you don't want to spoil the results, go watch the tournament before you keep reading!

Several of the players in the tournament recorded a first-person perspective of them playing, and I've compiled those videos into a handy playlist.

This year's tag tournament had upped production quality, including a new studio and intro scene that made everything flow together really well (when Krispy pressed start at the right time, at least). Thanks to Krispy, Splaysh, Skirmisher, and everyone else who helped organize and upgrade it. Also, special thanks to Refract for pushing out a special emergency build of the game, mid-tournament, to fix the spectator camera for the stream.

Twenty players showed up to compete, and over a hundred watched on the Twitch stream, making the tournament a great success. And after all that competition, only one player was left standing...

JaLK, your new Tag King and Tag Tournament 2016 champion!

After showing off his skill throughout the first two matches, an intense and highly competitive final match left PPPaul in possession of the bubble with only two seconds left on his clock. But JaLK's epic, last-minute steal won what was probably one of the closest games of reverse tag of all time.


(full clip)

Thanks to everyone who participated, and we hope to see you soon for more competitions--there's a rumor that tag tournaments might soon become more than just a yearly thing!

DISTANCE ADVENT CALENDAR - WEEK 2



Don't know what Distance Advent Calendar is? Check out the announcement post!

#8: Particular Journey - PPPaul



I don't want to give spoilers, but what PPPaul's done with this level is nothing short of magical. PPPaul's mastery of the level editor is obvious, and he's made some things in here that even the developers didn't think were possible. Particular Journey takes you through a variety of environments, including a glowing rainbow-neon forest, a lava lake, a forested hillside, and several others. Each is totally different than the last, offering new challenges and new decorations to be amazed by.

#9: Wither - Jay2a



Wither is Jay2a's second addition to DAC, and it's quite a challenging one. Killgrids-as-obstacles is an idea that hasn't been explored before this track, and while it's an interesting one, they are certainly not easy to avoid. Some trial and error may be required, since the killgrids only appear when you get fairly close to them. Wither's visuals are within the standard Distance style, but the eyecatching red-and-white aesthetic gives this level its own unique feel.

#10: scrap brain zone - fzeroman



Fzeroman has a penchant for remaking levels of other racing games in Distance, and this time he's made a tribute to Scrap Brain Zone, a level from the 1991 game Sonic the Hedgehog. Scrap Brain Zone is an industrial world, filled with unique moving obstacles, lightning towers, and many other dangers and decorations that mirror the original. But first and foremost, it's a great Distance track, with solid, challenging gameplay and a retro aesthetic.

#11: The Factory - Plasmawario



I'm not sure what this factory is making, but it's certainly hazardous for cars. Plasmawario's level is an interesting fusion of Tron and industrial themes--bright lines contrast with dark walls, covered by wires and scaffolding. Look out for a few shortcuts to get the best time here.

#12: The Arrival (remake) - Spzi



This level could have been taken straight out of adventure mode, as it perfectly recreates the visuals and style of it. Although somewhat familiar at this point, the execution is so well done that this level is more than worth your time. My one quibble is the unexciting final stretch, but the rest of the level is intense enough to make up for it.

#13: Disorientation - KnightBane



Disorientation is KnightBane's first offering, and although I might be a little biased here, since I helped him make it, I really love the map. It offers tight, transfer-focused gameplay, and a gravity-shifting mechanic borrowed from Xaiier's Directionality. Decorated with blizzards and icy roads, and all surrounded by an abstract, Tron-like mindscape, Disorientation is a treat for the eyes.

#14: Hard Light Transfer - snowstate



Snowstate's maps are always a joy, and Hard Light Transfer is no exception. Set in a starkly beautiful blue-grey world, Hard Light Transfer takes you through the decaying remnants of an advanced city. The namesake hard light bridges are extremely well done, and perfectly complement the transfer-focused gameplay of the map. Hard Light Transfer may be fairly challenging, especially to newer plays, but it's pure quality.

Keep up with the latest DAC releases on the Workshop! At least one new level daily!

BONUS GOODIES: TOURNAMENT LEVEL UPDATED



I updated and upgraded the map that was used for the tag tournament! It features sick new particles, an entirely custom skybox with stars, nebulae, and the moon, an ocean surrounding the arena, a redone color scheme, and a bunch of other minor changes to the visuals of the level. The gameplay remains almost entirely unchanged however, as what Krispy made was pretty much perfect. Check it out here, and enjoy!
https://steamcommunity.com/sharedfiles/filedetails/?id=817970966
Grab some friends and chase them around, hop online and join a server there, and coordinate with other members of the community on our Discord!

-Ashamael

DEV NOTE: Thanks to Ashamael for putting together this great update. I highly recommend watching the whole tournament if you can. It's a real heart-pounder and was a blast to watch live. -Jordan

Watch the Tag Tournament! Distance Advent Calendar Week 1 Roundup


(some over-the-top action from last year's DAC tag tournament)

The sun has set on the seventh day of December, and a whopping nine levels have been released as part of this year's Distance Advent Calendar! Lots of talented community members have contributed to the event, and as a longtime player myself, I'd like to recap this week's releases, for those who may have missed them. You'll be hearing from a couple others in the next two weeks writing similar posts.

But, before we get to that:

DISTANCE TAG TOURNAMENT: THE FOURTH ONE


It's been a while.

After a lengthy hiatus, the community-driven Tag Tournament is back for another few rounds of competition! Players will be pitted against each other in an original level to be revealed at the event, eliminating each other until one is crowned Tag (King|Queen|Supreme Overlord). The whole thing will be streamed live on Saturday, December 10, beginning at 11 AM PST! Krispy and Splaysh are sure to crank out some extra-juicy production for this one.

WATCH HERE: https://www.twitch.tv/splaysh
SIGN UP TO COMPETE HERE: Inquire on the Distance Discord server.

Hope to see you there, one way or the other!

Did you know? Normally at this time on Saturdays, the community hosts a multiplayer event where everyone can join and play! It's called Speedy Saturday, and you can find out about it and link up with other players on the Distance Discord above.

DISTANCE ADVENT CALENDAR - WEEK 1



Don't know what Distance Advent Calendar is? Check out the announcement post!

#1: Distance Galaxy - Platoonsgt1




The opener of this year's DAC is of a scale nothing short of stellar. Distance Galaxy is a massive level, spanning five unique environments across individual "planets". While the level is incredibly long (an average run is 20 to 40 minutes depending on skill level), it's very well-paced and definitely worth your time in my opinion. The interplanetary cannons are a bit fiddly, though.

#2: Today - Backgrounds'




As per usual with Backgrounds' levels, Today is quite thematic, with a backstory to match. It puts its gimmick to good use, combining it with an overall elegant track design and a detailed environment (including some sweet weather effects). It's a smooth ride, though it's possible to miss the checkpoints, so keep an eye out for them.

#3: Tomorrow - Jay2a




Though it hews closer to a traditional Distance track, Tomorrow retains its own aesthetic flavor. The wide, sweeping curves complement the buildings set against the cloudy sky, and the obstacles and occasional road transfers keep you busy...or, dare I say, engaged.

#4: The Day After Tomorrow - Siddey10




The Day After Tomorrow is centered around escaping a superstorm, and as such, it's chock-full of those gorgeous weather effects. The track neatly introduces the car's abilities and has you weaving around barriers, even throwing a couple oddball road transfers in there. Fortunately, this is the final track with the joke naming scheme devised on a whim in the ol' DAC planning chat.

#5: Natural Gift - Phimeek




Natural Gift is very much a nice present from Phimeek, letting you barrel through beautiful forests and caves at what feels like an alarming rate of speed. The track flows exceedingly well; there are several road transfers that feel amazing when you nail 'em just right. Plus it's got more rain and water. It's so pretty, I love it.

#6: Challenge Pack #1!




This year, DAC includes a couple of Challenge Packs, where multiple creators push out Challenge levels on the same day to breathe new life into the neglected game mode. Here's our first set:

  • Widening Transfers by MCrekna1 - A simple track executed elegantly. You're presented with many wall-to-wall road transfers, but the tracks keep getting farther apart! Use of the grip ability in midair is advised.
  • Cyberspace by Mafn - A very tight track focused on numerous transfers in quick succession. There are many paths, but all of them require being very dextrous with the car. Not for the faint of heart.
  • Trapped Under Ice by fzeroman - A lengthy endurance level, in the classic fzeroman style. The titular ice-trapping comes across well through the environment design. Consists of many, many pop-up blockers, sometimes unfair ones; you'll crash several times attempting this one.


#7: Leviathan - StarHorder




StarHorder's debut Distance creation, Leviathan is the result of months of work, and it shows. The green-and-yellow color scheme permeates the design, defining the track and plentiful background scenery. And boy, does this level go wild on transfers. Be prepared; you'll make good use of the car's wings saving yourself from unexpeced falls.

Keep up with the latest DAC releases on the Workshop! At least one new level daily!

BONUS GOODIES: TRAILER MASHUP RELEASED



Since you've read down this far, I'll treat you to a little somethin'. Remember those trailers we used to announce this whole thing? Well, I'm pleased to say that an extended version of the pumping Distance/Nitronic synergy backing those trailers is out now! I don't want to toot my own horn here (I made this, by the way!), so I'll just leave you with the link.

Hope you all enjoyed this rundown of Exciting Content™ we've gotten/are getting this month! Catch you at the tag tournament or in the Discord :)

-Will (Skirmisher)

DEV NOTE: Thanks to Skirmisher for helping out by writing this update while we finish the major release! Also thanks to Krispy, Splaysh, and all of the community members helping to run the tag tournament. Can't wait to see who reigns victorious this weekend! -Jordan

Distance Advent Calendar is here! [Community Event]

https://www.youtube.com/watch?v=rt3_Une0z-U

What is this madness?



The Distance Advent Calendar (DAC) is a community driven event that started 3 years ago, back when the game wasn't yet publicly available on Steam. For the event, the Distance community has come together to make lots of awesome user created levels, which will be released during the 24 days before Christmas!


The Factory By Plasmawario, Neo Seoul 2144 By Ashamael, Radical Highway By Fzeroman

In addition to all the levels, the calendar also brings the annual tag tournament, where all the carkour masters will be able to duke it out for the title of Tag King, live on Twitch!

How can I keep up with all these DAC levels,
and how do I sign up for the totally rad tag tournament?



You can keep in the loop about all the awesome stuff we're doing for DAC, as well as sign up for the tournament, by joining the highly passionate Distance community on our Discord server!

Besides making it easy to keep up with DAC, the Discord server is also great for meeting other players, asking questions and setting up multiplayer games!
The DAC levels will also appear in a special section on the Distance Steam Workshop page!


Tomorrow and Wither by Jay2a, ????? by Krispy & Ashamael

Feel free to ask me anything regarding the event here on Steam or on Twitter. (@KrispyVG)
We look forward to see you all on Discord and in-game, and happy holidays from everyone behind this years DAC!

- Krispy (not a developer)

Exp. Build 5007, Question for the Community


(ridiculously epic replay showing the top times on Inferno)

Hi everyone, and Happy Thanksgiving to those celebrating! Today we released build 5007 on the experimental branch. It's essentially a release candidate for the major release (minus a few minor tweaks). Throughout November we powered through some exceptionally tricky bugs that forced us to rewrite a few areas of the game, but we're feeling optimistic about the stability finally being acceptable for a major release.

After this weekend we'll look at the experimental build feedback and determine if any last minute things need to be addressed. If you'd like to try this build early simply check out this thread for more info. See the changelog down below for everything that changed since our last Steam Announcement.

COMMUNITY QUESTION: LEVEL VERSIONING




(top replays for official level 'Dodge' with HUD toggled off)

The replay system is probably the most new complicated system we've added since entering early access. It touches most of the other systems in the game, and we have to ensure it's as complete as possible before launch so that we don't get into a scenario where some detail needs to change and we have to invalidate existing replays. Obviously this still could happen, but we doing our absolute best to avoid that scenario.

Along those lines, we've wanted to support level creators if they want to manually "clear" their leaderboards and invalidate replays for that track. Steam doesn't give us the power to delete or clear leaderboards from within the game, so we have to come up with something different. We're currently debating between two options, and before we commit to one or the other we'd love to hear what the community thinks. Please read both and see if you feel strongly either way:

Option #1: Leave everything it as is. If creators want to "clear" their leaderboards they'll need to upload a new version of their level. Upside is that no leaderboard entries and replays are lost (i.e. players won't be confused when they check the global leaderboards and see that their incredible sub-2:00.00 run was invalidated). Downside is that creators will have a harder time getting old subscribers to check out the latest version of their level (which is apparently quite a bit different).

Option #2: Add the ability on the creator's end to invalidate all previous leaderboard entries and replays. Upside is that creators will maintain subscribers if they change their level dramatically. The downside is that players will lose access to both the old level and any old replays associated with that track. We'd also need to add something in the leaderboard menus that makes it clear when your scores are no longer available (to reduce confusion). It's also quite a bit of work on our part, so technically that's a downside as well.

If you have an opinion either way, let us know what you think in the comments!

EXPERIMENTAL BUILD 5007



General Improvements

  • Added listing for ghosts in match results screen (so you can see how you directly compare)
  • Made it so when viewing leaderboards in the level select it doesn't place your entry at the top of the list unless you are number 1
  • Reduced memory leak in input code when a controller is connected
  • Improved error text when a Steam Workshop file fails to download
  • Added a new system for caching level information to improve initial startup time of Distance a bit
  • Levels will now be unlocked if you have achieved a local Bronze medal or better on them
  • Updated loading animation so second half of loading bar represents rendering of cubemaps
  • Disabled realtime-reflections when in VR
  • Improved awkward camera when failing a challenge level
  • Improved awkwardness when there is no player to spectate after finishing
  • Death camera fades to static slower now
  • When failing a Challenge level, restart is now highlighted by default
  • Made it so time display in the stats page supports days
  • Removed all Halloween features added to the previous build
  • Creator Version was removed from the Level Settings (it wasn't doing anything helpful at the moment)
  • Car colors are now clamped for multiplayer and replays

Replay System

  • Improved accuracy of replay playback
  • SFX and music are now affected by replay speed when viewing replays
  • Added "Playback Speed Affects Music" toggle in Replay options
  • Dropper drones are now supported in replays (Applies only to replays recorded after this update)
  • Can click on speed slider to change speed in replays now
  • Replay menu now shows the time within the replay
  • Opening/closing the pause menu now doesn't override replay speed when viewing replays
  • Ghosts are now re-downloaded if a new leaderboard place is obtained
  • Clicking the "Change Camera" button now changes the camera
  • Changed "Toggle Menu" to "Toggle HUD" when viewing replays
  • Fixed bug where replays would finish a little early
  • Flames and wing trails on ghosts are now affected by the ghost brightness option
  • Added Seek Forward/Backward buttons in the replay menu
  • Heat is now reduced any time you seek within a replay (fixes bugs with the overheat sound playing and too much camera shake)

Bug Fixes

  • Fixed bug where the Steam Workshop update would fail to fully update all levels after a single file had failed
  • Fixed bug where deleting unsubscribed files after a Steam Workshop update would fail to properly clear all unsubscribed files
  • Fixed bug where the car's overheat sound could continue playing after exiting a replay
  • Fixed bug where reflections on car wheels were incorrect
  • Fixed bug when toggling the level editor with '~' in the pause menu
  • Fixed bug where TurnLightOnNearCar component was being affected by scale
  • Fixed bug where backing out of split-screen options could break the level select menu
  • Fixed bug where Restart and Next Level were available to non-host players in online matches
  • Fixed bug where replay count in General settings wasn't working
  • Fixed bug where the Community Highlight section of the main menu wouldn't update after subscribing to a level in game
  • Fixed bug where extruding from a spline node attached to a group within the level editor would corrupt levels by not allowing that functionality
  • Fixed bug where after scrolling through several levels in the level select menu the Friends leaderboard would seem to lag behind the current selection
  • Fixed bug where global low pass was enabled after mode finish
  • Fixed bug where you couldn't hold Esc when connecting to Steam Workshop
  • Fixed bug where invisible network cars still had visible wheels
  • Fixed bug where a near network car could glow really bright when going through a checkpoint
  • Fixed issues with changing tabs in Garage (weird color changes were happening)

- Jordan (@torcht for more frequent dev updates)

Experimental Build 4920 + Mini-Halloween Update



Today we released another build on the experimental branch as we inch closer to our major release. While the meat of the update is focused on bug fixes, we couldn't help but keep up the tradition of including some special Halloween features!



On top of the fixes, this build includes randomly spawned smashable pumpkins, an updated main menu, some small tweaks to the car's visuals, and a new experiment with the car's visuals. When driving into an area where your car's wings are disabled, your car's skin burns away to reveal a spooky secret... a skeleton lives within.



I also updated the main menu with some of our favorite dark, spooky, and/or creepy community-created levels. Check them out!



Check out the changelog below for more details. Hope you have a fun and safe holiday weekend!

EXPERIMENTAL BUILD 4920



Halloween Special Features

  • When the car enters a wing corruption zone, a skeleton emerges from within
  • Changed default main menu level to showcase Spooky Town (arena level)
  • Randomly generated pumpkins are dynamically placed on the tracks (can be disabled in General Options)
  • Replays and Leaderboards are not updated when pumpkins are in the levels
  • Added ghostly laughter sound effects when doing tricks
  • Added animated spider web to car's top screen
  • Changed car wheel rim image to feature a jack-o-lantern face
  • Car headlights now use spider flashlight "cookies"

General Modifications

  • The online match waiting screen now supports 12 players
  • The game can now be paused during the results screen or before an online match has started
  • Improved player/chat colors for 12 online players
  • Updated level unlock requirements to only require Bronze medal of the previous level
  • Toggling UI while viewing a replay is now done with "Back" on a 360 controller or "T" on keyboard
  • Improved multiplayer chat box position/depth in the menus
  • Multiplayer chat is now hidden when the game is paused
  • "1ST PLACE" text in results screen is now hidden when only one player is playing
  • Disabled non-working post-process effects when in VR (DoF, Motion Blur, Radial Blur)
  • Started work to improve support for 5.1/7.1 surround sound
  • Trimmed high end frequencies of boost sound effect

Level Editor

  • Disabled Ambient Change Trigger, use Biodomes instead
  • Removed brightness limits on lights in the Level Editor

Bug Fixes

  • Fixed bug where an error in the Steam download could cancel the rest of queued Steam downloads
  • Fixed bug where restarting a Trackmogrify level would return to the main menu
  • Fixed bug where tag bubble would sometimes not follow the player with the bubble
  • Fixed bug in the Level Editor where restarting from the pause menu would not work
  • Fixed bug where the Main Menu level couldn't be set in several cases
  • Fixed bug where outlines didn't display correctly in VR
  • Fixed bug where objects pop in was more noticeable in levels with lots of fog (e.g. Friction)
  • Fixed bugs with cubemaps not working in the level editor, and after losing window focus
  • Fixed bug where "GhostLaughEmitter" wouldn't stop playing between levels
  • Fixed bug in level select menu where viewing an empty menu (e.g. My Levels) would cause an internal error

- Jordan (@torcht for more frequent dev updates)

October Devlog



Hey all! While I've been doing my best to post stuff on Twitter, I've been pushing off this devlog since I figured our next stable release was around the corner. I was off by a bit... but it's because this update is shaping up to be our most ambitious yet.

We've released eight experimental builds since my last devlog, and we're now tracking down the final bugs. When the stable release does eventually happen, I hope to dive deeper into some behind-the-scenes stuff. For now, here's a quick overview for anyone curious.

The Breakdown



For most of 2016 I've been consumed by Adventure mode. I'll go deeper in the next devlog, but let's just say it's been intense. Endless learning, iterating, re-designing, etc. I've having fun though. It just eats up almost all of my time. If you're dying for a preview, here's something I posted recently.

Jason is in a similar situation, except that he's been focused on Arcade mode. After revamping Distance's controls in the previous update he set out to create a fully featured ghost/replay system. It's been a monstrous endeavor. After months of work we now support uploading/downloading ghost replays from the Steam leaderboards that you can race against or just spectate.



To pull this off he needed to significantly modify several underlying systems, and while this resulted in some nice improvements across the game it's also been the source of many bugs. Balancing the system redesigns alongside the continual addition of new features is one of the reasons this stable release ended up being such a massive project.



Watch: Downloading others' replays

Kyle has been bouncing around a bit. After wrapping up the stats system mentioned in the previous devlog, he helped Jason with several features (e.g. replay storage, ghost uploading to Steam leaderboards). For the past couple months I've pulled him onto Team Adventure to help create new level content.

Andrew has also been moving around. His focus is typically split between VR and the PS4 port, though (as always) he's finding clever ways to optimize the game. It's been especially helpful as our new Adventure mode levels are much more detailed than the publicly available versions. On the side he's done a couple cool projects. For example, he upgraded the skybox using data from 170,000 real stars. Looks amazing in VR.



Eddie and Laura had also been largely focused on Adventure mode, though recently they've shifted onto their own secret project. One way or another they're continuing to add content either in the form of new levels or level editor assets.

At this point the upcoming build is essentially feature complete, but there are some tricky issues in multiplayer that need to be addressed. We've been using the IGF submission (October 24th) as an internal deadline for our next Adventure mode candidate, so Kyle and I will be crunching like mad until then. After that it's likely we'll join in helping Jason and Andrew fix whatever issues remain in the build so we can get the stable release out the door.

If you'd like to try the upcoming stable build early, a release candidate is available now on the experimental branch. Here are some of the featured additions:

Major Upcoming Features:



  • Ghost/Replay System (race friends/global top times)
  • Arcade level progression system
  • Statistics system
  • HTC Vive support
  • VR options menu
  • Upped online player count from 6 to 12 players
  • More performance optimizations

It's been a lot to tackle both a story mode and arcade feature releases simultaneously, but I think we're making good progress on both fronts. Not sure when the stable release will be ready, but watch out for another Steam announcement coming (hopefully) soon with details on that build. Until then, back to work!

- Jordan (@torcht for more frequent dev updates)

Edit: Credit to PPPaul for the level featured at the top. The new build also allows you to customize your main menu. Check out his level here.

Exp. Build 4581: Early look at replays, Vive support, arcade progression



Hey everyone! We just released another build on the experimental branch. It contains previews of new systems like replays, arcade mode level unlocking, the stats system, and more!

Once again this is an experimental build, so make sure to backup personal progress before updating. For the uninitiated: How to access the "experimental" branch

As always we're still pushing forward with Adventure mode behind the scenes, but we wanted to get some of these features out as soon as possible to see how the community feels about them. We'll be building on them based on feedback. Let us know what you think in the forums!

EXPERIMENTAL BUILD 4581

New Stuff



  • Added early preview of the Replay System

    • After completing a map in a solo mode, click View Replay to view your run
    • Switch to any camera view including a free camera (use +, -, 0 to adjust FOV)
    • Adjust replay speed from 1/16x to 16x

  • Added Arcade level progression system

    • In Arcade, levels must now be unlocked by earning medals
    • If you improved your time/score after completing a map a special screen will appear showing how well you did
    • If you already earned the necessary medals before this update, levels will be auto-unlocked

  • Added statistics system

    • We added a system behind the scenes to collect a wide number of stats about your play style
    • Added a Stats tab in the results screen so you can see the stats from that match
    • Coming soon: Steam Achievements based on stats
    • Coming soon: Global accumulated stats visible in the main menu

  • Misc

    • Added "Next Level" button to the pause menu
    • Added the ability to set a main menu level per profile (Options > Profile > Choose Main Menu Level)
    • Added "Grind" trick which calculates based on scraping without wheels contacting a surface
    • Added a Units value to General Options so players can choose between Imperial and Metric units


Improvements



  • Improved HTC Vive support

    • Camera resetting now persists between levels
    • Added 3rd person Copter Cam mode which makes you feel like a giant (works best with a small VR World Scale)
    • Added various VR improvements under the hood

  • Misc

    • Cars now all spawn in the same location in online play
    • Dramatically optimized cars so that many can be shown on screen without a performance drop
    • Slightly optimized level loading times
    • Updated the way points are displayed on the car in stunt mode, now it is more minimalistic and just displays the number
    • Updated the way points are displayed everywhere so that commas are displayed in the numbers (1,000 vs 1000) to unify the way they are displayed in the game
    • Now the standings text will update itself dynamically while it is displayed instead of it just updating when it first pops up
    • Changed min FOV on spectate/replay free cam to 30°
    • Spectate and track cams no longer have radial blur or chromatic aberration based on car speed
    • FOV is now smoothed when changing between camera views


Bug Fixes



  • Fixed bug where Distance was broken in Steam offline mode
  • Potentially fixed issues with random crashes due to Unity 5.4's Graphics Jobs feature
  • Potentially fixed issues with Workshop level Update/Publish
  • Fixed zFighting on various objects (e.g. EmpireBuildingBlock003)
  • Fixed capitalization issue with Seed/Level text in Game Lobby


- Jordan (@torcht for more frequent dev updates)

Minor Update (Build 4485), Twitch Stream



MINOR UPDATE: BUILD 4485 (now 4491)



We just put out a small patch to address some of the issues brought up by players this week. Check out the changelog below for details.

EDIT: Build 4491 is now live on the stable branch. I rolled back our Wwise implementation to a previous version which appears to have fixed audio/loading bugs for many players.

  • Level Editor

    • Improvements to Popup Blockers

      • Popup blockers now use their start position for checking distance to the car instead of their position below the road
      • Popup distance is now the same regardless of the blocker orientation
      • The popup and hologram distance can also now be previewed in the level editor
      • This will allow level creators to easily setup close range popups
      • Old levels may need to be adjusted for this change
      • Popup blockers now have a height multiplier so level creators can offset the amount the blockers will move



    • Improved Mouse Click selection (should be easier to select the desired object at close and far distances)
    • SelectObjectTool now correctly displays the name of selected object if it is using a custom name

  • General

    • Removed VSync (2x) option since it was never helpful

  • Bugs Fixed

    • Fixed bug where some levels may fail to load, then the game hangs when returning to the main menu
    • Fixed bug where golden simples had zombie material references, causing many visual artifacts
    • Improved bounds calculation so spinning objects are less likely to stop spinning when in view
    • Subdivided visual mesh on EmpireTunnel to fix issues where you could drive through it strangely



TWITCH STREAM: 9PM PT (MAY 13TH)



Tonight around 9pm PT we'll be streaming some of the latest community levels! I've already seen some impressive looking creations published since the Creativity Update release, and I've been holding off playing anything until we could stream.

Well tonight's the night, and I'm excited to finally tear into them. Follow on Twitch to get notified when we go live!

REFRACT ON TWITCH: http://twitch.tv/refractstudios

- Jordan (@torcht for more frequent dev updates)

The Creativity Update, 33% off this week!



Today we're unleashing The Creativity Update on the stable branch! For a quick summary check out the trailer below. It includes 3 new levels, a new ability, improved camera, Oculus Rift CV1 support, new editor tools, and more!

https://www.youtube.com/watch?v=9-OwcGtGkFk
It's been quite an adventure reaching this build, so thanks to those who braved the experimental branch and gave feedback. Though this is a major release, we still hope to hear your thoughts on everything. Scroll down for the full changelog. Also, if you make something in the editor, send it our way!

To celebrate, Distance is 33% off this week. If you'd like to download the patch simply fire up Steam and it should auto-download. We hope you enjoy!

- Jordan (@torcht for more frequent dev updates)

THE CREATIVITY UPDATE: BUILD 4474

Improvements


  • New Levels

    • Added new level Friction which teaches the new Grip ability
    • Added new level Amusement which shows off the new particle system
    • Added new level Uncanny Valley which shows off the new primitive shapes

  • Controls

    • Added Grip ability to the car. Gives a high downforce to help control jump timing and sticking to walls and ceilings. Hold the Left Bumper on a gamepad, or Q on the keyboard. Customizable in the Controls options
    • On gamepads the Left Stick now rotates the car while in air, or if the grip button is pressed. This allows for easier transfers, making the thrusters more accessible for less experienced players, and more convenient for all players
    • Improved default behavior for Steam Controller (it now acts like an XInput device)
    • Moved all default controls schemes to unified scheme (removed Advanced / Normal schemes)

  • General

    • Updated to Oculus SDK 1.3.2 with Rift CV1 support
    • Self-righting now works when jets are disabled
    • Added small animation when a car ability fails
    • Upgraded menu font to something cleaner
    • Upgraded car trick/stats text with a new font
    • Upgraded EmpirePosterDetourRightHologram visuals
    • Upgraded ability icons with new images
    • Added ability icon system on the car screen which shows which ability has been enabled in Adventure mode
    • Updated many early levels to not have jets enabled until the jets ability is unlocked
    • Updated Wwise to v2015.1.6
    • Added a General option for "All Abilities in Adventure Mode" to turn abilities on/off in Adventure mode (temporary solution until we have a system in place to unlock all abilities after completing Adventure mode the first time)*
    • The car screensaver now randomly chooses between several presets when going into "screensaver" mode*
    • Added support for level playlist saving/loading in the level select menu*
    • Reorganized buttons in level select menu for starting a level playlist or removing a level from a list*
    • Added "+enableMIDI" launch option which enables MIDI output for Arduino (e.g. +enableMIDI "Teensy MIDI")*

  • Graphics

    • Greatly reduced visual banding in the Ambient skybox and Vignetting graphics effect
    • Local cars now get priority on rendering the car screen (should make the car screen higher framerate in multiplayer)
    • Explosion colors are now tied to car glow*

  • Physics

    • Changed how the air drag force on the car is calculated. non-cardinal(diagonal) directions are now higher drag. This helps with countering the wheelie super speed, and also helps ramps be a little more consistent.
    • The car is also fastest while driving on the road, and the new grip ability allows you to more easily get back to the road after jumps and transfers.
    • Simplified thruster force depletion, now depletes equally, no matter the direction of gravity.
    • Removed hard landings and new drag (both were more problematic than helpful)
    • Added small delay between wheels leaving the ground and left stick rotation enabling (helps if steering when going off a jump)
    • Slightly lowered wing fade in time, and wing drag
    • Added spline smoothing to tunnels and other shapes
    • Added smoothing to camera pitch / upside-down effect
    • Tweaked car acceleration values
    • Adjusted jet and drag values
    • Made exploding on virus ramps less common
    • Car will blow up if it gets wedged between or under objects at high speed
    • Reduced car wiggle at high speeds

  • Camera

    • Changed how the 3rd person chase camera functions. It now orients slightly towards up with respect to gravity. This will hint the player which direction gravity will pull them if they leave the surface.


Level Editor



  • New Features

    • Added LevelImageCamera, for setting where the level's preview image is taken
    • Added "Change Track Tool" to change spline segments to a new type (press H)
    • Added ability to remove track segments from track calculation
    • Added KillGridBox and KillGridCylinder for custom kill grid positioning
    • Added SetLevelImageToCurrentViewTool (under "Others")
    • Added visual picker for Particle Sprite
    • Added tool for moving a track node along the track
    • Added support for multi-line string inspection
    • Added Track Extrude tool
    • Added Merge Track Node tool
    • Added "Move Node Along Track" and "Extrude" tools to the move gizmo
    • When creating a road piece while selecting a road piece, it will copy the colors of the selected road piece and add it to the end of the selected road piece
    • Added tool to mirror objects across cardinal axes*

  • General Improvements

    • The PulseAll component is now an addable component and it’s been tweaked to be a bit more user friendly
    • Track Manipulator Nodes are now transparent when bigger
    • MusicTrigger now uses the list of songs instead of an ID
    • Made it so the level editor now saves out the position and orientation of the cursor and camera with level files. When reloading files, users are placed right back where they left off
    • MoveCarSpawnerToStartZoneTool now adds a car spawner if it doesn't already exist
    • Inspector buttons now work with multiple object selected
    • Material color names are now a little more display friendly
    • Colors are now pickable on glass materials
    • Changed transform scale in the object inspector to use exponential step size*

  • Added Simples 2.0

    • Highly adjustable primitive shapes
    • Supports material and texture customization
    • Collision can be toggled
    • Added transparency support
    • Added bump map support
    • Added world mapping support to allow easy combining of simples to make a blob simple of the same look (like rocks and cliffs for example)
    • Added presets to help get started on certain a look
    • Added Randomize" and "Randomize A Little" buttons to help achieve interesting looks
    • Added ability to copy and paste settings
    • Open up and look at the new level Uncanny Valley in the level editor to see examples of the new simples

  • Added new particle system

    • Highly adjustable particle system that moves all calculations to the GPU
    • Example presets are in the Decorations->Particles folder (e.g. Snow, Rain, Sparks, DiscoDanceFloor, NeonTower, etc.)
    • Added the ability to use dynamic components TurnLightOnNearCar and PulseAll
    • Added Randomize" and "Randomize A Little" buttons to help achieve interesting looks
    • Added CustomName component so level creators can rename particle systems
    • Added particle acceleration
    • Added Solid, Alpha, and BlendAdd particles
    • Added a few more particle textures
    • Solid particles now are affected by lights
    • When attached to a spline, particles now scale when the road scales
    • Added ability to copy and paste settings
    • Open up and look at the new level Amusement in the level editor to see examples of the new Particles

  • Added new placeable objects

    • Roads/EmpireRoadCap
    • Buildings/Infected/VirusBuilding007
    • Buildings/Infected/VirusSpire002
    • Decorations/EmpireGear001
    • Decorations/EmpireGas_Pipe03
    • Decorations/EmpireGas_Pipe04
    • Decorations/EmpireHexScaffold
    • Decorations/RotatingEmpireHexScaffold
    • Decorations/Infected/VirusTriPillar001
    • Decorations/Infected/VirusArch002
    • Obstacles/TunnelCrossBarrier
    • Obstacles/TunnelCrossBarrierRotating
    • Obstacles/TunnelQuarterBarrier
    • Added TrafficPlane and TrafficTube in the Decorations folder
    • Added new environment art: VirusBlockerRev02_Diag, EmpireRoadCap, VirusBuilding008, VirusBuilding009, VirusTriPillar001, VirusTriPillar002, VirusBlockerRev01
    • Added GlassSplineRoadSideless002, a glass road which can be tweaked to be fully invisible
    • Added CooldownTriggerNoVisual, which subtly cools down the car
    • Added VirusTunnel to the Roads/Infected/Tunnel folder in the level editor library
    • All new Simples in the Simples/ directory
    • All new Particles in the Particles/ directory


Bug Fixes



  • General

    • Fixed bug where the car jumps further away when pausing
    • Fixed bug that was causing levels to not load properly sometimes if a track node was in a group
    • Fixed bug where the car wheel indicators on the screen could display incorrect information
    • Fixed bug where wheels could act strange on very large roads
    • Fixed bug where controls tutorial prompts wouldn't fade out properly
    • Fixed bug where controls indicator (buttons) weren't showing up during tutorial sections after the car reset
    • Fixed local leaderboards not saving/loading properly
    • Fixed bug where leaderboard times greater than an hour didn't show the hour count
    • Fixed bug where getting squished but not having a strong impact could cause the car to blow up on any impact at any time later*

  • Level Editor

    • Fixed bug where the Properties tab would become invalid and unusable if it was closed and reopened
    • Fixed bug with the cancel button in the level editor (this caused issues when you tried to test a level without a carspawner)
    • Fixed bug where Move Along Track tool has issues with moving between segments
    • Fixed bug where ungrouping an attachment didn't work fixed bug where a grouped spline got incorrect spline sibling values
    • Fixed bug where multi-object inspection didn't work on objects containing multiple components of the same type
    • Fixed preview icon for "WorldText" prefab
    • Fixed bug where tracks didn't update with small rotations of the track
    • Fixed bug where splines might not connect when adding
    • Fixed bug where Biodome fogDensity would be set to zero on duplication when fog was disabled in the editor
    • Fixed issue where the level editor's farplane wasn't reset after disabling fog in editor
    • Fixed bug when duplicating a spline with particles attached
    • Fixed bug where Track Nodes wouldn't save their visible and frozen state when going in and out of the level editor*
    • Fixed bug where subdivided track node may be the wrong scale*
    • Fixed bug where level inspector or object inspector values could become garbled*

  • Audio

    • Fixed bug where boost sounds would play even if the boost gadget was disabled but the boost input was pressed
    • Fixed bug where boost SFX wouldn't play after coming out of a gravity-less zone

  • Multiplayer

    • Fixed bug where network car interpolation wasn't smooth
    • Fixed bug where network car positions could be off after going through a teleport
    • Fixed bug where the Halloween-themed gates could fail to open in multiplayer


EDIT: Added some accidentally forgotten items (marked with *)