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Genre: Racing, Indie

Grip

GRIP's full launch lands November 6th!

Hey all you beautiful peeps

GRIP now has a release date instead of just "this fall". It's November 6th!

Here's a fancy trailer to go with the announcement:
https://youtu.be/DdxZlSe75j8

The launch version will include things like:

-15 Cars, plus tons of paint jobs, decals, rims and tires to put on them
-22 Racetracks (includes reverse variations), plus additional tracks coming as DLC for FREE
-5 Arenas to battle on, with potentially more coming as DLC
-5 race modes, arena deathmatch and Carkour mode
-Full Campaign with tournaments and rivals
-4 player split-screen
-Online multiplayer
-Other wonderful things


Regarding the next update to Steam early access, it's coming this month with the new RHINO vehicle plus many bug fixes and track updates

As always, feel free to drop some feedback in the discussions, but keep in mind that currently the "private" version in the beta branch is a newer version than the default game. See this post for details:

https://steamcommunity.com/games/396900/announcements/detail/1675779510336719048

Live stream on Facebook!

Racers! We will be playing GRIP: Combat Racing live on Facebook this afternoon, 12PM EST/5PM BST! You in?? We might, just might, have some cool information to tell you

Dev Talk - Every Tuesday 2pm EST

Join Game Director Chris Mallinson for 'Dev Talk' - 30 minutes of 'ask what you want' juiciness, every Tuesday 2pm EST / 7pm BST on our official Discord server!

Comment below if you'll be joining us!


GRIP DISCORD

GRIP: Combat Racing - New tag-line, new trailer, new look



Hi Everyone!

We all, you guys especially, know that GRIP is so much more than a racing game - combat is in the game's blood and we wanted to let everybody know - so the first thing you'll notice as you look around our social channels and soon on store listings is that the written title of the game is changing... 'GRIP: Combat Racing' is born!

The second thing you'll see is that we have some incredible new art from the amazing downplusb - it was a long process but we think this perfectly conveys the speed and chaos that you experience while you race!

Last but least in our run up to launch we just announced more details on Carkour for the final release, this will pack a punch with 19 courses including Jobsite which is a massive playground with multiple collectables.

https://youtu.be/DMEma_iCxNQ

We'll be sharing more in the run up to launch so stay tuned. ːsteamhappyː

GRIP is leaving early access this fall!

Hey everyone. In case you missed it, we dropped a new trailer announcing GRIP's full version launch window of fall 2018.

https://www.youtube.com/watch?v=ME30uIZx1sQ
Yeah, yeah, we know... it would be nice to have an exact release date, but that's something we can confidently say soon. Don't want to tell you the wrong thing until we know for sure ;)

As for updates to the Steam early access version, yep they've been slow - but that's only because we've been so honed in on finishing the game for all platforms. Rest assured that we will be releasing another update for the Steam version before the full version launches, but keep in mind that we want to save much of the content for launch so it's a nice surprise. Plus we'll be releasing a bunch of post-launch racetracks as free DLC, so there's that to look forward to as well.

The next Steam patch will have a bunch of fixes, including sync issues in multiplayer. It's been taking a while since we're having to integrate a new backend for multiplayer.

Thanks for your patience PC gamers, and I hope you like the latest trailer. It's pretty badass. No bias here though ;D

PS. Be sure to try out the "private" branch on Steam as it's a much newer version than the one in the default branch. Details here:

https://steamcommunity.com/games/396900/announcements/detail/1675779510336719048

New Update in the "private" beta branch on Steam!

Hey all.

First off, apologies for the radio silence. We've had our heads down working like madmen for the past few months, now that we've gotten the great support from our publisher Wired Productions. The game is turning into what we first envisioned, and it's very exciting

If you'd like a sneak peek at what we've been doing, we've got the latest version of the game in the "private" branch. Here's how to get it...

(**NOTE**: THE PRIVATE BRANCH VERSION DOES NOT HAVE MULTIPLAYER YET)

Just right click GRIP in Steam, go to properties, betas, then input the code "SnarSn4r5n4r" (without quotes) into the box. Then switch to the PRIVATE branch in the drop down menu and Steam should start downloading it.

I'll be writing up a proper changelist once we push this version to the public branch, but here's a list of some big things we've done:

-Greatly improved vehicle physics and collision
-Vastly improved menu with full gamepad support and additional functionality in the garage
-Greatly improved arena mode and AI, plus an additional arena on Jahtra
-Improved current tracks visuals and flow/collision
-New custom tournament creator allows you to create your own tourneys
-4 player split screen supported, including ability to have one person on keyboard

There are bugs with any version, so be sure to post them in the bug reports section if you encounter any!

Hope you like what we've been doing!

(NOTE: there is a build called "wevecomealongwaybaby" in the beta branches too. That one is one of the first ever builds we did on Steam in 2015, if you'd like to see how far we've come)

-Chris

PS. Plenty of action going on in our Discord channel, so be sure to check it out:
https://discord.gg/grip

GRIP final release confirmed for later this year



We are thrilled to announce GRIP will be getting a full multiformat physical and digital release later this year!

Your support so far has been incredible and team is working flat out on the final build. We know there will be many questions and we’ll be revealing a lot more details in the coming weeks and months as we head towards the starting line.

If you’re on Discord , head into the GRIP server where the team often hang out!

If you’re on social media, let us know how excited you are with #GRIPtheGAME

Merry Christmas Everyone! - GRIP v.1.2.8 update released

Be sure to join our Discord channel to talk about GRIP and coordinate multiplayer matches with other players!



Also on our Discord channel are a bunch of new concept art images in the "announcements" channel. Have a look!

-------------------------------------------------------
List of changes/additions in this patch (v.1.2.8):
-------------------------------------------------------


  • Much improved vehicle AI (WIP). AI cars now navigate many tracks more adeptly, use pick-ups at the most opportune times, target players more effectively, use boost regularly, utilize air control for better landings, avoid obstacles and recover from fishtailing and crashing more efficiently. They also reset quicker when too far from the track, helping keep them in the race.
  • Assassin track navigation is much better, with very few crashes. You may see it crash sometimes when actively homing in on a car as it gets close, but this is expected. Missile deployment also improved, especially when driving on walls/ceilings. STILL, don't try to fire missiles when in a hard curve, it will not end well. This is by design
  • Improved track geometry that uses spline meshes so that (hopefully) the cars do not get caught on them as much
  • Fixed checkpoint skipping issue in District 404
  • Charged Spearhead has been slightly nerfed in that it will not flip the car, but still disable the engine briefly
  • Firestorm (turbo) now has more kick and speed
  • Fixed collision and flow issues on various tracks
  • You can now click and rotate your vehicle in the garage
  • Removed launch and reset charge bars from the HUD. We deemed them unnecessary, but let us know your thoughts!
  • Cinematic mode now uses slow motion during explosive events
  • Fixed issue with Disruptor teleport exploit, as well as sound being distorted


-----------------------------------------------------------------------------------------------
List of some known issues with the current version of the game (v.1.2.8):
-----------------------------------------------------------------------------------------------

    Multiplayer:
  • Sometimes the game can crash or say network error in multiplayer, but this is rare. Please let us know on Discord if this happens
  • There can be some syncing issues with pickups or cars, depending on MP game settings. We're looking into this.
  • The Disruptor pickup can sometimes slow the player's speed down considerably when it shouldn't. This is being looked at in the new year
  • Sometimes the scoreboard can display the wrong positions for players. Rare though
  • Bots can have some syncing issues, but hopefully they are rare
  • The scoreboard is not toggle-able if you retire/DNF

    Other:
  • Vehicle physics can still be buggy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The current version of the game is the most stable it's ever been and will only get better
  • The menus only support mouse navigation right now. Gamepad support is currently being worked out.
  • Charging is still a WIP. We are working on how it's used in terms of control inputs, as well as how it affects your car when charging. If you'd like to voice you opinion, take a look at the "dev-polls" channel on our Discord: https://discord.gg/RKTJcNJ
  • Sometimes when deploying a missile it will veer off and crash unexpectedly. We are looking into this
  • The Primer (tutorial) isn't complete with every pickup or ability yet
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • The Carkour map "Jobsite" has been removed until we determine why it won't load properly
  • Foliage has been removed from Yuri Industrial because of an issue where using foliage corrupts the map file. Hopefully we'll be able to use the foliage tool again later in time
  • Many levels are still missing final art assets (like city level highways/roads). Visuals will be improved as time goes on
  • HUD indicators for lap times, weapon hits, abilities and overall will be improved before launch



If you want to give feedback, or need to report any issues, please visit our forum:
forum.cagedelement.com

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!

HUGE update - Massively improved physics, 2 new pickups, new track + more - v.1.2.7

Be sure to join our Discord channel to talk about GRIP and coordinate multiplayer matches with other players!

https://discord.gg/RKTJcNJ

-------------------------------------------------------
List of changes/additions in this patch (v.1.2.7):
-------------------------------------------------------


  • Hugely improved vehicle physics. Instances of bouncing or clipping on geometry has been massively reduced. Playing is a much smoother experience!

  • NEW Power-up - "Disruptor": Anyone familiar with Rollcage knows what the "time warp" pickup is. This is GRIP's version, albeit something that looks and sounds way cooler. It basically slows time for all racers except the user. Is great for keeping the pack of cars together, making races more engaging.

  • NEW Weapon - "Spearhead": An explosively fun addition to the arsenal that fires three charged darts in front of the user's car. If one or more hit another racer, they explode after a certain amount of time. Sort of like a shotgun with delayed impact

  • Pick-up Charging! Now, if you hold the pickup inputs they begin to charge for an alternate use mode. Once charged you can let go, and tap the input whenever you need it. Try it out!
  • *Do keep in mind that charging a pickup incurs a speed penalty, as the alternate versions are generally more powerful than the regular ones. Also, this is our first implementation of the system, so feedback is welcome!

  • NEW Racetrack - District 404: This is a nighttime city track set on Orbital Prime. It's got a crossover section so pay careful attention upon first play. It may take a few laps to get acquainted!

  • Racetracks: Fixed a multitude of issues on various tracks, plus updated the visuals on many of them. Added sandstorm weather to Yuri Industrial. Also added more pickups to each track to increase excitement, and redid the placement of pickups for better balance.
  • Temporarily removed Mines and EMP. They will return, but not in the same way as before.
  • Vehicle physics: Drive model has been updated and burnouts are now possible. Wheel spin massively reduced upon start
  • Race camera improvements: the camera should do less freaking out, and be less distracting
  • Server IP fixed for Multiplayer
  • Discord rich presence functionality has been added and now syncs up properly
  • Updated Unreal Engine to 4.17. This allows for more optimization, better visuals and faster loading times, among other improvements. Please let us know how the game performs on your system!
  • Massively optimized lighting on particle effects, as well as created more LODs for level assets
  • Various other fixes/improvements


-----------------------------------------------------------------------------------------------
List of SOME known issues with the current version of the game:
-----------------------------------------------------------------------------------------------

    Multiplayer:
  • Sometimes the game can crash or say network error in multiplayer, but this is rare. Please let us know on Discord if this happens
  • There can be some syncing issues with pickups or cars, depending on MP game settings. We're looking into this.
  • Sometimes the scoreboard can display the wrong positions for players. Rare though
  • Bots can have some syncing issues, but hopefully they are rare
  • The scoreboard is not toggle-able if you retire/DNF

    Other:
  • Vehicle physics can still be buggy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The current version of the game is the most stable it's ever been and will only get better
  • The menus only support mouse navigation right now. Gamepad support is currently being worked out.
  • Checkpoints on District 404 aren't working properly so it's possible to skip half the track. Be a nice racer and don't skip half the track :P
  • The Assassin missiles still crashes at specific areas on some tracks. Workin on it
  • The Primer (tutorial) isn't complete with every pickup or ability yet
  • Resetting in some areas of track can put you in undesirable positions. We've got a solution to this for next update
  • Menu and some HUD sounds aren't tied to sound volume and therefore can't be muted. Will be fixed
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • The Carkour map "Jobsite" has been removed until we determine why it won't load properly
  • Foliage has been removed from Yuri Industrial because of an issue where using foliage corrupts the map file. Hopefully we'll be able to use the foliage tool again later in time
  • Many levels are still missing final art assets (like city level highways/roads). Visuals will be improved as time goes on
  • HUD indicators for lap times, weapon hits, abilities and overall will be improved before launch


-----------------------------------------------------------------------------------------------
Some stuff we're currently working on:
-----------------------------------------------------------------------------------------------

  • Destruction: small, big, massive. It's coming
  • More car customization
  • Multiple new tracks on all planets
  • New car from the next manufacturer
  • Improving vehicle physics further
  • Lots more!



If you want to give feedback, or need to report any issues, please visit our forum:
forum.cagedelement.com

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!

Much improved multiplayer sync, track fixes + other improvements - GRIP v.1.2.6

Be sure to join our Discord channel to talk about GRIP and coordinate multiplayer matches with other players!



-------------------------------------------------------
List of changes/additions in this patch (v.1.2.6):
-------------------------------------------------------


  • MUCH improved Multiplayer sync. No more cars stuttering, jittering and jumping around the screen. You can also switch between viewing cars while spectating
  • Server IP fixed for Multiplayer
  • AI should be smarter in choosing paths
  • Players using Ramraider are immune to other Ramraiders
  • Mines now affect player who dropped them. Be careful!
  • Fixed pitch control when car is flipped
  • Transport (forwards): Added alternate route
  • Fixed issues/improved various racetracks


-----------------------------------------------------------------------------------------------
List of some known issues with the current version of the game (v.1.2.3):
-----------------------------------------------------------------------------------------------

    Multiplayer:
  • Sometimes the game can crash or say network error in multiplayer, but hopefully this is rare. We are still looking into this issue.
  • Occasionally the menu may get caught in a loop when trying to quit from a lobby. Force closing the GRIP process is the only way out. This is being investigated
  • Sometimes the scoreboard can display the wrong positions for players. This is most frequent when destructible vehicles is enabled
  • The scoreboard is not toggle-able if you retire/DNF

    Other:
  • Vehicle physics can still be buggy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The current version of the game is the most stable it's ever been and will only get better
  • The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible. Keep in mind that we only have one coder on this project and many tasks to accomplish!
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • EMP is going to be improved and much less frustrating, so don't worry, it will be less annoying ;)
  • The Carkour map "Jobsite" has been removed until we determine why it won't load properly
  • Foliage has been removed from Yuri Industrial because of an issue where using foliage corrupts the map file. Hopefully we'll be able to use the foliage tool again later in time
  • HUD indicators for lap times, weapon hits, and abilities will be improved over time


----------------------------------------
Things coming soon in future updates!
----------------------------------------

  • Full gamepad support
  • Garage unlocks (new tires, rims, etc)
  • Full player stats tracking
  • A new track on Jahtra
  • Multiple new tracks on Orbital Prime
  • A new arena
  • Improved, less frustrating EMP


If you want to give feedback, or need to report any issues, please visit our forum:
forum.cagedelement.com

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!