Testing has gone quite well and we haven't received much feedback since the last update so it's looking pretty good for launch. We've mostly been tweaking, balancing and polishing a little more and included a couple of community suggestions. Check out the full release notes below!
Please also note as per our Early Access policy the price will increase to full price ($9.99) some time before launch so take this opportunity at the Steam Winter Sale to buy the game very cheap! It won't be this cheap for a very long time now!
New and improved!
The game now has an option for fixed camera zoom level and saves it if changed in-game (community suggestion)
Darkened and lowered contrast on a couple of ground textures to lower risk of motion sickness (community suggestion)
Added warning to car shop for RWD cars since they are much harder to control (community suggestion)
Made further improvements to AI opponents. They should be smarter and faster in several situations and will use boost much more frequently and in better situations. (community suggestion)
Chosen car in multiplayer is now remembered
Improved profile backup mechanism to be able to go back 10 minutes, an hour, a day or a week in case something happens
More fixes, balancing and tweaks to maps and cars
Minor improvements to car systems display in-game
Fixed
Fixed ABS activating when reversing
Made several fixes and improvements to weather and ambient audio
Editor: Fixed tileset preview being stuck on countryside
Editor: Minor stability improvements
Thanks to Grubberdeck for suggesting several of the changes implemented in this update!
As always, post feedback in discussions or join our discord and post there. We want to hear everything you think about the game and the update, big or small, crash or annoyance!
/Benny
New update v1.42 "Release Candidate One" live!
Hello everyone!
It's been a while but we have really good news. Roadclub is done! We're considering this the first release candidate. We'll now be focusing on your final feedback round from playing this update. We really need your help testing this one because it might be the build being played by everyone buying the game after launch. This means that we will only fix game-breaking bugs like crashes and progress impeding issues and maybe a few UI issues.
Please also note as per our Early Access policy the price will increase to full price ($9.99) to prepare for launch after the autumn sale.
New!
Rebuilt the career mode Roadclub League with all the available (not too arcadey) tracks. Create a new driver and play the final career mode!
Added 2 new tracks: Novice Run and Transition Loop, both included in career
Added 11 achievements!
Improved AI pathing, boosting, braking and general decision making
Cars can no longer upgrade above their max level in career in any mode to diversify the car selection
Wrecked cars now reset with full health in a second automatically in multiplayer and custom events to keep the action going! It is still all or nothing in career mode though.
Balanced rewards, costs in career mode and custom events
Erase mode is now toggled by CAPS LOCK since DIK_GRAVE wasnt supported on all keyboards
Tweaked a few maps that were annoying to race on
Minor optimizations
Fixed
Fixed weird perspective bug caused by switching camera rotation while in a race
Fixed layout of game options menu
Fixed a bug not syncing settings if they are deleted
More minor gui polish and fixes all over
Fixed test track in editor
Fixed bugs with car reset
Fixed bug with damage calculations
Fixed lap not saving when leaving time trial races (thanks community!)
Fixed exploit where you could hold handbrake on straights to regain boost (thanks community!)
Removed potential memory leaks
Fixed a few minor editor bugs
So, hope you'll all enjoy playing this build, I had a ton of fun testing this one. I played the career mode all the way through a couple of times the past few weeks and it seems to work well and be stable enough.
But, again, we really need your input on this one so play away and let us know of any glaring omissions. We'll reveal our internal release date soon if all seems well with this one but it looks like very early 2019 right now.
As always, post feedback in discussions or join our discord and post there. We want to hear everything you think about the game and the update, big or small, crash or annoyance!
See ya soon!
/Benny
Development Resumed!
Hi guys!
Just wanted to let you know that we've slowly resumed development after our break. We're aiming for an update this year but we will take our time with this one to not burn ourselves out again. Thank you for your understanding.
The next update will include an updated career mode with the final track list and a few feature changes and fixes. Stay tuned right here and we'll update you when we're getting closer!
Keep on racin'!
/Benny
Autumn Status Update - On Hold
Hello Racers!
Our vacations are over, we're back to work but we unfortunately have to start with some bad news. We're not abandoning the game but the TLDR is we need to slow down and take a break. We've been silent a couple of weeks trying to figure out how to handle this project in the near future.
We take pride in all the nice messages and reviews appreciating our transparency, dedication to solving the issues you've had and always improving the game guided by your feedback and so we want continue to be completely honest.
From the outside it might seem like we were pretty slow coming out with new updates and we've been in early access for 1½ years which is pretty long for an indie game. The game is coming together but personally I'd like a couple more years to polish the game to my vision. That is not feasible but one can dream.
Anyway, from our perspective we feel like we've done everything we can as fast as we can, probably too fast judging by our declining health the past year. We are just two guys, both programmers working on the game in our spare time. We both have full-time jobs, Ralf has a family including a small child to take care of and we have both had health issues for a long time and we've worked ourselves to the bone any opportunity we had to make this game the best we possibly could under those circumstances.
During this summers vacation we both realized we reached the limit and we both started to focus on taking care of ourselves to come back stronger. We don't know how long we need but we need to pause for a while and it is important to let you know asap. We can't continue to chase the last bit of energy every day to get something done on RC. We'll destroy ourselves in the process.
Also sales of the game hasn't been huge for the effort we've put into it which is a mood-killer as well. It's our fault for not marketing better or improving the graphics enough but we just don't have the resources (personal or financial).
During our discussions it was clear that we both wanted to finish the game so we don't want to quit entirely but it might be more of a wrap up and we probably won't add much more before launch. We'll see what we can do when we get there.
We're very sorry if you're awaiting updates and hope you'll understand. We'll let you know as soon as we resume development, no ETA at the moment but hopefully some time this year. We hope you'll enjoy what we've already created in the meantime and do some awesome lap times :)
We'll be back!
Best regards and thanks for your support,
Benny and Ralf, Solid Core
New update v1.41 "Bow to the Input Master" live!
Hello racers!
This was meant to be a small update with a few more input options but we went a bit crazy with it. Our main improvement is the new "Input Settings" options screen where you now can tweak how steering input works generally and at different speeds down to detail and also visualize the input response curve! This gives you AAA-level control over the steering and should help you tweak it to your preference to minimize unwanted spins during the races. See the details in the release notes below and in this tweet: https://twitter.com/roadclubgame/status/1012811139791622145
New!
Introducing Input Settings screen! Here you can see and tweak every aspect of how steering input is processed.
Added deadzone setting.
Added saturation steering setting.
Added linearity steering setting.
Added steering input curve visualization.
Reintroduced steering attack option.
Rewrote player steering input processing completely for more fluid control that makes it a bit easier to hold drifts.
Nitro is now refilled every lap in Time Trial.
Ghost car removed in single race.
Big performance improvements in AI code.
Players now have their own color on the minimap.
You can now reset achievements if you want a clean slate.
Tweaked how cars take damage from each other.
Editor toolbar is now pinned by default to show more clearly what can be done.
Fixed
Fixed wind always rendering at max opacity (it was supposed to fade as wind strength decreases).
Removed internal test track from public build. Oops.
Player steering options no longer apply to AI controlled cars. Oops again.
This is the last update before our vacation. We may not be able to keep our hands off the project aaalll the time but our plan is to take a break for a few weeks to recover some energy. The past year has definitely taken a toll on both of us as we've worked full time on our day jobs and kept improving this game in our spare time.
We'll be back for more after the summer. Keep playing, suggesting and reporting in the meantime and we'll get back to it asap!
As always, post feedback in discussions or join our discord and post there. We want to hear everything you think about the game and the update, big or small, crash or annoyance!
Thanks for your support and passion about our crazy game!
/Benny
Preview of upcoming update!
We just posted a brief summary of our work with steering options to Twitter. Check out the screenshot with our beautiful input curve :)
As per early access tradition we always have the game 30% off on sales.
Welcome new players! Help us shape the game as we head for the final stretch before release.
We are currently working on more steering options to give you the power to customize the input in a very detailed manner.
See you in the leaderboards!
/Benny
Made in Sweden sale - 30% OFF!
Celebrating 6th june, Sweden's National Day, we are part of a big sale of swedish-made games!
We continue our tradition of having the game 30% off in various sales to expand the player base. We will never have a lower price or percentage before launch and the price will continue to rise as we add new content during early access, so take this opportunity and play right now!
We are working on new updates and content additions all the time in our spare time and really appreciate the support to keep this project going to the finish line.
Thanks Raw Fury for including us in the sale!
New update v1.40 "Steering Speed" live!
Hello racers!
A smaller update today but very important! This update gives you a speed steering options that controls how much your input applies depending on speed plus makes some changes to the handling that should make it way easier to control cars at high speed as well as easier to control RWD cars. Hopefully without making what was good about the handling worse. We're eager to hear your thoughts!
New!
Improved handling to make it easier to control cars at speed and while drifting.
Reintroduced Speed Steering option which limits amount of steering input at high speeds so it is easier to keep control of the car.
A few smaller performance improvements.
Cleaned up Destruction Derby maps so there are less objects in the way.
Enabled triple buffering for smoother rendering.
Reduced damage taken on all difficulties.
Fixed
Fixed cars sometimes not getting off the starting line and other cars getting negative infinite speed when hitting them.
Fixed crash occurring when players were wrecked in multiplayer.
Fixed positioning multiplayer Single Races when cars that were ahead were wrecked.
Fixed issue causing car appearance settings to be ignored in multiplayer setup.
AI no longer avoids eliminated cars in Elimination mode.
Eliminated cars in Elimination are no longer completely invisible after they fade.
Minor UI fixes.
As always, post feedback in discussions or join our discord and post there. We want to hear everything you think about the game and the update, big or small, crash or annoyance!
/Benny
New update v1.39 "Destruction Derby" live!
Hello racers!
Another surprise update! We are on a roll! :)
Jokes aside we've been working on these things while searching for weird bugs for the community and we feel it is good enough for the public. We've starting having some fun trying out some modes to see what works and not and use the systems we worked hard to build over the past year and see where we go from here to give the game some extra oomph before launch. Without further ado, here are the news!
New!
Destruction Derby multiplayer mode added including 3 new tracks for the mode: Mayhem Arena, Savage Arena and Snowpocalypse Stadium.
Destruction Derby tracks can now be created in the editor. Just select Race Mode and it'll correctly filter in the select track views the game.
New damage algorithm should favor attackers much better than before.
Optimized particle and sprite rendering further from last update. Gains aren't as big this time though.
Eliminated cars are now taken out of the race completely (no collision) and fades out.
Tweaks and polish to particle effects.
Map file format updated, old maps are invisibly converted and loaded still. This means we can add more settings and interactivity more easily to future maps.
You can now select a specific song to play on a track when creating new tracks.
Some minor polish to UI here and there.
Fixed
Aborting races no longer gives you rewards.
Previous event is now only saved in single player modes.
Selecting objects and tile in editor with Q and E now wraps both ways from first to last selection and vice versa.
As always, post feedback in discussions or join our discord and post there. We want to hear everything you think about the game and the update, big or small, crash or annoyance!