Foreveracers cover
Foreveracers screenshot
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Genre: Racing, Sport, Indie

Foreveracers

Update v1.0.2

Hi,

Another update is now live on steam - you will see version 1.0.2 in the main menu once updated. If you already have steam open, then exit and restart steam and it should pick up the update immediately.

This update addresses some more minor issues and fixes.

The main updates are:

  • Smoothed out the road for a couple of corners that were causing the sportscar to 'snag' on the road.
  • Slightly widened opening corners on mountain circuit.
  • Slightly sped up reset to track during race challenges.
  • Suppress 'changed car' messages if players are just changing back to same car/colour/location.
  • Press 0 (zero) to 'reset to spawn'...this is for players focusing on time trials - when not in a challenge, pressing zero will cause your car to reset back to the spawn position for the current circuit.


If you spot any other issues please let us know.

Happy driving!

Update v1.0.1

Hi,
The first post-release update should now be live. You'll be able to tell that you have it as it will show version 1.0.1 in the bottom right of the main menu screen - if you don't have it you should get it when you next restart steam.

This update just addresses a few minor issues and requests from the first few days, there are no gameplay expansions in this update.

Here's a quick summary of the main fixes:


  • Recent chat history displays when text box is open
  • Distinguish between chat messages and notifications (such as player changing car etc.)
  • Alternate keyboard 'button' bindings for handbrake, horn and lights - players can now use 'space', ',' and '.' for those actions too - this will hopefully be helpful for those where using arrows + ctrl or alt were causing problems!
  • Default race win awarded if only 1 player left after all other players quit race challenge.
  • 'Q' key no longer instantly quits a challenge, but brings up the challenge/quit menu instead - so players don't accidentally quit if playing on keyboard with W,S,A,D


There are a few more little issues we're still working on which we'll try to have ready asap, and after those are sorted we will start to prepare for the first gameplay additions.

Thanks for all the support and positive feedback (and the thoughtful critique and suggestions)...we knew that some people just wouldn't enjoy the style of handling we've went for, but we've really been blown away by how many have really enjoyed it.

Best Regards,
SuperSmashingGreat Games!

Post Release Update

Thank you! And thank you again!
The launch has went really well, and we just want to first thank all you players that have bought, played and supported the game.

So far things seem to be going pretty smoothly as far as the game itself, and any bugs or issues that are stopping players having fun.

The main issue so far is a text input bug with Linux users, causing their typing in the text chat to add multiple letters to each key press. We're looking into this, but believe it's a bug in this version of unity, rather than a game specific thing. Obviously we want to address it asap, but we also don't want to rush updating to a beta unity version (which apparently fixes it) during the launch period...so hopefully the linux players will put up with this until we can sort it.

Other than that, we've had some great ideas and suggestions, but no real problems have been reported for players having gameplay problems.

If you do experience any issues, or have any feedback, please use the discussion forums on steam or drop us an email.

If you have bought the game and you're enjoying it, please consider leaving a review on steam as that can be really helpful for getting others to find the game.

Thanks again.

Ready To Launch

Just a quick note to say that everything is still on schedule for launch tomorrow.

Thanks again for the support, and all of you that have added the game to your wishlist.

We'll be around playing the game through the evening after launch, and will hopefully get to race with some of you then.

Obviously one of the big problems with a small indie game focused on multiplayer, will be getting enough people playing the game so that there's always others online at the same time as you. Realistically, we know there will be times when players will end up playing alone, and that's why we tried to design it so that playing solo online is seamless while you wait for someone to join.
What we plan to do to try to help is to schedule regular community events, just set times where if people can try to make it, there will be others there to join with. As much as possible, we will be joining in these sessions too.

It's a game that's best played with friends, and we hope to be able to build a little community around the game where we can enjoy playing the game together. If we can do that, then we'll have a great foundation to build on to take the game forward in the future.

Best Regards,
SuperSmashingGreat Games

Preparing for Launch

10 days to go!

Just a quick update to let you know that everything is still on course for release day. In fact, the hardest thing now is resisting the temptation to just press the release button early! :)

We also just wanted to thank all of you who have added the game to your wish-list. We're already passed 3 figures on that front, and while that may be small fry for many games, it's hugely encouraging for us.

Thanks for taking the time to read this, and checking out our game. We're looking forward to racing against you one day! :)

best regards,
SuperSmashingGreat Games