Gearshifters cover
Gearshifters screenshot
PC PS4 XONE Switch Steam
Genre: Shooter, Racing, Arcade

Gearshifters

GAME UPDATE 1.0.3.1

Hi all,

I've added an option to prevent the story dialogues appearing. So, you can now avoid the need to button mash through these, whether that's because you've already played through, or if you just don't want them active.

Go to Options -> Usability -> Story Dialogue and turn the checkbox off if you don't want them to appear.

You can enable/disable this option at any time, but be aware that, if it is turned off while dialogues are already on screen, you'll still have to mash through to the end of the current story sequence before they are disabled. (That's just a result of implementing this in a safe way. I don't want to break the game!)
Story scene illustrations will still appear but fade in/out fairly quickly.
The option is a global setting, not tied to any game mode.

Let me know in the Community Discussions if you find any problems occurring because of this change!!

And there's also one small bugfix:

  • Fixed: Right shoulder button icon appearing at top left of map screen, etc. when it should be the left shoulder button.

In case of issues, the previous version of the build can be accessed through Manage -> Properties -> Betas and entering "PREVIOUSBUILD" as the access code. (The previous build is set to version 1.0.2.7).

Thanks,
Richard (Red Phantom Games)

MAJOR GAME UPDATE - Version 1.0.2.7 - NEW GAME MODE

Hi folks,

One more update for you!! This will be the last major update for the foreseeable future because I'm working on a new game, and "Gearshifters" has been out for nearly 2 years now. However, I'll continue to fix any serious bugs if they arise (and do a bit of balancing on the new mode if needed).

Main changes

  • "BOSS ASSAULT": This game mode has been added for those players who want to enjoy or practise fighting the bosses without the grind of the standard levels. The mode isn't locked behind anything so you can play it having never played the game before, though that does spoil the experience of the other modes a little (in my opinion).
    The mode is a straight run through the bosses in order. Complete one to reach the next. I've added a timer so there's a way of measuring your performance if desired. All equipment is unlocked for purchase from the beginning, except those items in a dependent chain of unlocks. Obviously, it's a quicker mode to complete overall (say 20-30 minutes).
    Story/narrative elements are not present in this mode.
    Enjoy!

Other Fixes:

  • Small text adjustment for misleading quit message box when exiting Deadly mode.
  • Fix for a final boss exploit in Arcade mode.

(NOTE: Previous build, 1.0.2.6, will not be made available this time.)

Thanks,
Richard (Red Phantom Games).

GAME UPDATE 1.0.2.6

Hi all,

Just a few bugfixes for this one:

  • Fixed: Profile deletion not working correctly.
  • Fixed: "Art Shop" (Unlock 5 liveries) achievement not triggering in Extended game mode.
  • Fixed: Starting a new game from the main menu (without restarting the application) after a current one where ALL upgrades have been purchased would result in no currency being dropped by enemies.
  • Fixed: Quitting game after completing a 1- or 2-stage zone (i.e. after boss destroyed) wouldn't save progress correctly i.e. player would return to gameplay stage rather than map screen.

In case of issues, the previous version of the build can be accessed through Manage -> Properties -> Betas and entering "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.2.5).

Thanks,
Richard (Red Phantom Games)

GAME UPDATE 1.0.2.5 - CONTROLLER MAPPING

Hi all,

At long last, I've added controller mapping support to the game!! Apologies it's taken so long. Mapping is a relatively straightforward system to implement but requires a chunk of focused and careful dev time.

There is one custom configuration slot for gamepad and one for keyboard/mouse. Select the "Custom" slot in the controller settings and press (A) or Return to enter the config screen. If you're using keyboard you'll enter the keyboard/mouse config screen; if you're using gamepad you'll enter the gamepad config screen.

Gamepad
Any gamepad button can be assigned to any gameplay function except for car movement where there is a choice of left or right stick. Mapping only works for standard gamepads. This should cover the majority of players, but really old pads, flight-sticks or something atypical may require a controller profile in Steam in order to work (though that was probably the case anyway, even without the mapping functionality.)

Keyboard/Mouse
Any keyboard key or mouse button can be assigned to any gameplay function. Car movement can only be set up as 4 keys OR as mouse movement (i.e. you can't use mouse buttons for movement). Up to seven mouse buttons are supported. There are a few keys that can't be mapped (e.g. NUM LOCK, Windows keys).

NOTE: When remapping keyboard keys, menu navigation is not remapped (and still uses directional keys or WASD.) I may consider addressing this in future.

Please report any bugs/queries with mapping in the community discussion area.

Other fixes in this version

  • Probability of Elite appearing has been increased when only one remains. This will lower the required replay count when trying to get the achievement "The Professional".
  • Fix for Missile Launcher displaying negative ammo count.

Next update

  • I've not included the new Boss Rush mode in this version, but it will be included in the next major one. Most of the work is done, it just needs more testing and I figured it would be best to get the controller mapping out into the wild as soon as it was ready.

The usual note:
Where feasible I will always make the previous version of the build available if you don't want to upgrade. You can access this through Manage -> Properties -> Betas and enter "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.2.4.)

Thanks,
Richard (Red Phantom Games).

GAME UPDATE 1.0.2.4

Hi,

A couple of reviews have pointed out how awful the "left-handed" keyboard control mapping is. Stupidly, I set it up for my laptop, which means it doesn't work at all well on a standard keyboard, and my laptop isn't a common layout either, so double dumbness!

So, I've done the following...

  • Added a replacement "left-handed" mapping with I, J, K, L for movement, and so on.
  • Retained the old "left handed" mapping but with a couple of changes to make it work with more laptops. (No longer using a backslash key, which seems to move around a lot across different layouts!) This one is named "Keyboard (L - laptop)" in the options.

As per usual, you'll get the best experience with a gamepad. But, hopefully, these tweaks will help anyone who does want to use keyboard controls ahead of the full remapping support which is still coming in the next major update.

In case of issues, the previous version of the build can be accessed through Manage -> Properties -> Betas and entering "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.2.3).
IMPORTANT NOTE: The savegame version has changed. If you go back to the previous version of the game after running the new one, you will lose your savegame.

Thanks,
Richard (Red Phantom Games)

GAME UPDATE 1.0.2.3

Hi,

Another small update that addresses a couple of bugs...

  • Both the Auto Turret and Homing Missiles were not behaving correctly when targeting individual boss elements. This affected these weapons against more than half of the bosses, making them less effective against things like Combustor engines, Juggernaut trailers, etc. - FIXED
  • Very minor problem where tutorial hint button icons didn't update if the controller configuration was changed while they were active. - FIXED

As usual, the previous version of the build can be accessed through Manage -> Properties -> Betas and entering "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.2.2).

And again, if you've played the game and enjoyed it, please leave a review (a few words is enough if you're pressed for time). It would be great to get to the 50 reviews mark. Thanks!

NEXT UPDATE: Early 2023 will deliver you a major update which will include a new game mode ("Boss Assault") and controller/keyboard remapping (I know, yes, it's been a long time coming!)

Cheers,
Richard (Red Phantom Games)

GAME UPDATE 1.0.2.2

Hi everyone,

Just a small update for you.

Version 1.0.2.2 is now live. Only one change, as follows...


  • Added new "FPS Limit" graphics setting (Options -> Visuals). This is enabled if VSync is Off and can be set to various values from 60 FPS through to 360 FPS, and Unlimited.
    This can be used to control the rate of processing if you've got a powerful PC. We all need to save a bit of energy these days! Note, really the game doesn't need to run higher than 60 FPS for gameplay but you've got the option now if you want to go higher, without having to have the uncapped rate that you would get previously with VSync set to Off.
    As I'm sure you know, this setting is a maximum target frame rate. If your PC can't run fast enough to hit the limit then it behaves as though you've set the value to Unlimited.



As usual, I will always try make the previous version of the build available and that's not a problem this time. You can access this through Manage -> Properties -> Betas and enter "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.2.1).

And, just to repeat a request, if you've played the game and enjoyed it, please leave a review (a few words is enough if you're pressed for time). It really helps me out. Thanks.

Cheers,
Richard (Red Phantom Games)

GAME UPDATE 1.0.2.1

Hi all,

It's been a long while since I've dropped an update but I've now had the chance to add a few elements that didn't make it into the builds last year. I've also tweaked the balancing in a few places and overhauled the game mode selection so that the difficulty setting is clearer (and set easier by default).

Main changes

  • "EXTENDED" game mode: This new mode is a variation of "Standard" in which bosses, and therefore factions, are persistent. This means you have to play through ALL stages of every zone along a route in every run.
    The aim of this is to cater for players who want to be able to use their levelled-up car and weapons on weaker enemies and bosses earlier in the game. It's a little closer to the more "traditional" rogue-lite structure and some might prefer that.
    However, this mode has a longer play-time and is a more grindy experience in my opinion.
  • Custom livery patterns: Adding a little more to the visual customisation for the car, you can now choose from seven 2-colour patterns (and select both colours from the existing palette). Note, the Custom livery only becomes available once you've completed the first zone.
  • "BOSS TOUGHNESS" difficulty setting: This new setting can be found in Options -> Usability (and on the updated game mode menu - see next point). This allows you to tweak how tough the bosses are in terms of the damage they receive. 75% is now the default for a new savegame.
  • "NEW GAME" menu: The game mode menu has reverted its title to "New Game". Now when starting a new game, as well as selecting the game mode you can also adjust the two difficulty settings ("Damage Scale" and "Boss Toughness"). Hopefully this draws attention to the existence of these options to new players.
  • Default difficulty: When starting a new game with a fresh savegame, the default difficulty values will both be set to 75%. This is easier than the original default settings. If you want to start a new game equivalent to the original settings then please use 100% for both.

Balancing changes:

  • Rocket Launcher: Now unlocks at a higher level, is more expensive and causes a lower amount of damage. I hope everyone would agree it was overpowered. That said, it's still going to be one of the choices of preferred end-game weapons.
  • Mine Layer ammunition capacity doubled to 10.
  • Increased damage done by Caltrops by 5x.
  • Forward shotguns: Lowered damage, range and fire-rate slightly. (I've left the Incendiary Shotguns alone for now but I think they are probably also OP and will review further.)
  • Charge abilities: Weapon Maintenance, EMP Scramble and Caltrops have been swapped around to account for the degree of effectiveness of Weapon Maintenance.
  • Fourth Union Kickers' (saloon cars) guns do less damage.
  • Fourth Union APCs' guns do less damage.
  • Strike Legion large truck guns do less damage.
  • All helicopters toughness reduced to account for rocket damage changes.
  • Final boss balancing: All three stages now have the same toughness instead of ramping up slightly with each one. This makes it a tiny bit easier and keeps the health-bar chunks in even thirds.
  • Value of currency drops increased by about 10% in all game modes.

Other Fixes:

  • Stability fix for loading screen (mainly a console problem so possibly not seen on Steam version)
  • Fix for fast animation of loading screen flag when vsync is turned off.
  • If you've completed Deadly mode and unlocked the secret livery then this will now permanently unlock and be available in other modes. (Has anyone even seen this livery?!)
  • Fix so that Schematic Scanner should only be offered if a schematic has been assigned to an enemy vehicle.

Next update

  • The aim is for the next update to have another new game mode (likely a boss-rush style mode).
  • If time permits, I'd still like to get the controller mapping / key rebinding in. Though I've not seen that many posts asking for this. So, please let me know in the community discussions if this is important to you.
  • Any further fixes and balancing.

The usual note:
Where feasible I will always make the previous version of the build available if you don't want to upgrade. You can access this through Manage -> Properties -> Betas and enter "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.2.0.)

Thanks,
Richard (Red Phantom Games).

GAME UPDATE 1.0.2.0

Hey everyone,

This update primarily syncs everything up with the new patches for console versions of the game (which have now been deployed). But, it also introduces a few tweaks and bugfixes as follows:

Main changes

  • Scaled payments for repair or reload in Car Setup. (For example, you now don't have to pay the full amount for a small repair.)
  • Much higher probability of Slick Tires unlocking earlier.
  • Renamed game mode menu title from "New Game" to "Game Mode". (It seems like some players are interpreting this selection as difficulty, but it isn't. I'm hoping to make things a bit clearer here in a future update with some explicit difficulty options.)
  • Thunderer (train) boss locomotive toughness reduced slightly.
  • Reduced strength of the final boss energy beams. (Were referred to as a "one shot kill" in a review. Whilst this isn't the case, they were doing a lot of damage if you didn't get out of the way quickly.)
  • "Swap charge ability" should now not be offered at the start of a boss stage when charge is low. (This was usually a redundant choice due to the low or zero likelihood of picking up enough charge in boss stages.)
  • Lowered the cost of "Full Repair" action at start of stage.
  • Increased chance of Elites spawning in Citadel zone.
  • Arcade mode only - Schematic drop chance greatly increased.
  • Arcade mode only - Currency drop multiplier increased.

Other fixes:

  • "Focused Rounds" boost wasn't affecting Flamethrower or Plasma Focuser.
  • Definitive fix for SUVs being spawned backwards in Ochre Wastes.
  • Prevented Spearhunter (hovercraft) boss harpoon firing when player car is ahead of it. (Would never detach if this happened!)
  • Fixes for a couple of driving edge data issues in Dark Haven. (These caused enemy vehicles to occasionally crash into the roadside.)
  • Fix to prevent "Lucky Charm" and "Treasure Seeker" boosts being offered if no schematics are available.
  • Corrected colour of hit effect from Ashen Order flatbed truck electro gun.
  • Elite enemies now included in Game Completion percentage calculation.

Current priorities for future updates:

  • Mouse control support
  • Controller remapping
  • More usability options (Both for accessibility and game experience customisation)
  • Bugfixes as and when required


The usual note:
Where feasible I will always make the previous version of the build available. You can access this through Manage -> Properties -> Betas and enter "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.1.5.)

Thanks,
Richard (Red Phantom Games).



GAME UPDATE 1.0.1.5 (Bugfix)

Hi all,

A simple update to fix the gamepad button icon on the pre-stage Quick-Stop menu which was added in the last update (it showed X button not A).

Cheers,
Richard (Red Phantom Games)