Riff Racer cover
Riff Racer screenshot
PC iOS Steam
Genre: Music, Racing, Indie, Arcade

Riff Racer

Update 1.04 - database migration and bug fixes

We recently migrated our database from the now defunct Parse service. Some players have experiences crashes on Windows 10. This should now be fixed.

General bug fixes.

Thanks to our community for the ongoing support!

Update 1.03 – menu music mute button & UI controller navigation tweaks

Hi all - another small batch of updates



  • Added menu music mute button to UI
  • Fixed problem with menu music mute button and navigating with controller
  • Fixed problem navigating garage with controller
  • Fixed problem with drift meter scaling
  • Miscellaneous minor fixes

Cheers,

FOAM Devs :)

Update 1.02 - Russian, unicode & UI / HUD tweaks

Another small batch of updates



  • Fixes for handling unicode in paths, file names and ID3 tags
  • Fix for display of Russian characters
  • Window title bar now reads Riff Racer
  • New progress bar in-game and during track analysis
  • Graphical fixes to other progress meters (XP etc.)
  • Cleaned up icon graphics and menu scaling
  • Misc minor other graphic fixes and tidy-ups

Cheers,

FOAM Devs

Update 1.01 - volume and car pack fixes

A few small fixes in this update:



  • Max volume reduced by 15%.
  • Volume can be adjusted in game:

    • Users with volume up and down buttons on their keyboard can use those.
    • Otherwise: ctrl+alt+'<' decreases volume, ctrl+alt+'>' increases volume.

  • The volume configuration screen now snaps to the 10 different volume levels.
  • The issue applying purchased car packs which required funds to be available (but not used) is fixed.
  • The unlock all car packs achievement check has been fixed.

Cheers,

FOAM Devs

Full release!

It's time for Riff Racer to boost through the sync line and into full release!



Launch features include

  • Brand new genre colour schemes for pop, jazz / funk / soul and classical.
  • Updated genre colour schemes for rock, dance & hip-hop / urban.
  • 25 bundled tracks.
  • 15 cars and a total of 108 styling packs from Bubblegum & Bluenote, Candy Apple and Carmine to Samurai and Shadow.
  • Overhauled vehicle / styling pack prices & earn rate for Coins.
  • Increased the maximum user level to 40 with exponentially more experience required for the higher levels.
  • Changed the user level background bar on the profile page to show progress to level 40 rather than to the next level.
  • Handling tweaks and camera changes with a new "high" camera for extra forward visibility.
  • Camera choice now persists across game sessions.
  • UI display tidy up improvements including better handling of differing resolutions.
  • UI navigation improvements.
  • Sneaky keyboard shortcuts:

    • CTRL-M to mute menu music.
    • CTRL-ALT-G for an ultra high-res screen grab to the game directory (these will be overwritten if taken during different game sessions).
    • CTRL-H to hide the HUD during a race.



It's been a year since we launched in Early Access, and we'd like to thank everyone who has purchased, played, given feedback, recommended their favourite songs and reported bugs. The support of the Steam community has been invaluable to us as indie developers, and a significant amount of Riff Racer's direction has come about as a direct result of discussions on the forum.

We'd also like to thank our intrepid intern. Many of you may know him as the overlord of the Riff Racer leaderboards, but he's also studying game development and behind the scenes he's been employed at FOAM as Drift Consultant, working on Riff Racer's handling, cameras and car packs. Some say he plays from a simple wooden hut, deep in a Finnish forest, clad only in the skin of a recently slain reindeer. All we know is - he's called WolframH!

Bug fixes

  • Fix for 24-bit .flac decode and playback.
  • Translation fixes.
  • Fixed DirectX warning.
  • Fixed incorrect registry paths.
  • Fix for Drift meter still displayed after the race.
  • Fix for Xbox controllers not connected as the first user.
  • Fix for incorrect ghost car used with some challenge types.
  • Fix for bundled track analysis files not bundled with the game.
  • Fix for car appearing without wheels.
  • Fix for crash when navigating through the UI 'too fast'.
  • Fix for occasional crash accessing physics of a car that has not yet been created.
  • Fix for possible overflow of user XP and level.
  • Fix for memory pools overflow.
  • Various fixes relating to specific music tracks causing crashes.
  • Recent tracks list fixed bundled tracks not showing.
  • Recent tracks list a fix so that the list is limited to recent tracks (was all time).
  • Recent tracks, Bundled tracks and Charts pages navigation fixes.
  • Fixes for a crash accessing profiles of players without DAT.
  • Graphical fix for the item purchase button.
  • Graphical fix for pre and post race overlayed leaderboards.
  • Fixes for the UI background selection by genre last played.
  • Made UI background selection persistent between sessions.
  • Made the camera selection persistent between sessions.
  • Fixes for bundled track handling.
  • Misc other fixes including some crashes.

Huge thanks to everyone who's been filing bug reports on Uservoice - the information you provided has been crucial when chasing down the more obscure and difficult gremlins.

We'll be continuing to support Riff Racer after release and will continue to work on some experimental features behind the scenes.

You can also check out our shiny, updated website and keep up with the latest Riff Racer news on Twitter and Facebook.

Cheers!

FOAM Devs :)

More fixes and a change to volume handling

Hi All

You may notice a new build of the game today which includes some more bug fixes including a boost to the in-game music volume.

Because we felt that the change to the volume control adds to the game experience we are releasing it straight away.

We hope you enjoy it!

The FOAM Team

DAT has been updated - version 0.5.4

Hi All

We've just released another update to Drive Any Track (0.5.4)

We've been busy beavering away behind the scenes, fixing bugs, tidying up the look and adding new features.

Among the new features are:

A 'Next Track' option at the end of races which will take you straight to a race of the next audio track in the same directory as the track you have just raced - handy for racing albums.

A new separate menu for the music tracks that come bundled with DAT.

The build includes a first look at some of the changes we've been making to the front end user interface.

New front end sounds and music.

The front end music can now be muted and unmuted ctrl+M (this setting is persistent between game sessions).

We've fixed or improved some of the navigation of the front end.

We have fixed various crashes and track generation issues with many of the music tracks that you have told us about.

We've fixed a bunch of layout issues at various screen resolutions.

You can now grab super-hi-res screen-shots during the race using ctrl+alt+G, the captured files are output into the Drive Any Track Steam directory (capture_?.bmp).


Please note:

If you have changed the keyboard control configuration, you will need to re-configure them again in the new build - apologies, this was necessary due to one of the bug fixes.


Thanks again to our Early Access players for your support, we really appreciate it! More to come soon.

Drive Any Track 0.5.2 released

We've just released another update to Drive Any Track.

Added:



  • Drift Meter HUD element (can be toggled on / off)
  • Manual accelerate / brake controls (can be toggled on / off)
  • Customisable key controls
  • Miscellaneous minor bug fixes


The drift meter, speed mode and keyboard controls can be configured via a new options screen at Settings > Controls.

In manual speed mode using a gamepad the right trigger is accelerate and the left is brake.

Thanks again to our Early Access players for your support, we really appreciate it!

Drive Any Track 0.5.1 released

We've just released an incremental update to Drive Any Track.

Added



  • Added new visual effect so that players can tell when the car is in a drift.
  • Brazilian Portuguese strings added to the game.
  • Added a new screen to congratulate the player for being the first to race a track.


Fixed



  • Reduced likelihood where the player could get too much air from a ramp making them land very close to or on top of barricades, dips or ramps.


Thanks as always to all our Early Access players - you guys are awesome and your support is invaluable. :)

Drive Any Track 0.5 released

Track database reset



We’ve been working hard on the track algorithm, and with your help we’ve ironed out lots of kinks.

This has however necessitated a reset of DAT’s data so that we can start again with a clean sheet.

All track data has been reset - new tracks will be created with the updated algorithm, allowing us to start with a clean set of data and (hopefully) doing away with the problem of extra leaderboards being created for songs which are essentially the same version but in slightly different file formats.

All high scores and ghost data have also been reset.

Creator statuses have also been reset and are up for grabs again.

Car prices have been adjusted so that it will take longer to earn enough coins to purchase all the cars. This is following feedback that people are earning too many coins and have nothing to spend them on. Existing car purchases are unaffected - if you’ve already bought cars they should still be in your garage.

Car unlocks have been de-coupled from achievements. This is following feedback that players didn’t really see why the cars were unlocking. You just straight up purchase cars with coins now.

Additional changes



Added


  • Track browser - press a key to jump directly to that letter in the list
  • Ghost car score scales down when close to the player
  • Recent tracks menu lets you sort by difficulty
  • Free tracks now bundled with game


Changed


  • Improved ramp collision geometry
  • Decrease size of artist and song title
  • Matching of similar tracks has been much improved, therefore reducing the number of separate leaderboards and versions of tracks for same songs
  • Updated dance genre barricade palettes so barricades are more easily seen
  • "Soundtrack" tag is no longer part of “Classical” genre meaning Classical charts should contain less random tracks


Fixed


  • Fix recurring finish lines and cars dropping off the track after the race ended
  • Fixed issue where camera got too low on a tight loop
  • Landing hard in a dip now doesn’t make the car come to a complete stop
  • Fixed finish line animation in Rock genre and surrounding road truss being too high sometimes in rock environment
  • Fixed issue with file select menu where uppercase file extensions where not displayed
  • Fixed wild style achievement not unlocking
  • Fixed possible flac/m4a decode issue
  • Mega-jump gaps are now shorter for slower tempo songs to address rare instances where the gap would be too large to clear
  • Fixed issue with shanty-type building's stalks sometimes passing through the track at lower levels
  • Fixed bug where previous song would play in the front end if the user selected a song with missing id3 info at the end of a race and then cancelled
  • Fixed crash when song had no iD3 info
  • Fixed issue where player can be stuck on a black screen for a while when trying to respawn
  • Fixed ghosts sync issue
  • Fixed issue where the car would sometimes go through the ramps