Roadclub: League Racing cover
Roadclub: League Racing screenshot
Genre: Racing, Simulator, Sport, Indie

Roadclub: League Racing

New update v1.29 "Color Carnage 2: The Sequel" is live!

Hello racers!

A quick update guys'n'gals! Hopefully a few good improvements you like here.

The update is available in both the public and the beta channel. Release notes:

New!



  • Improved display mode guessing algorithm to correctly guess and use more common resolutions out of the box.
  • Improved "concealed car" effect when driving under trees and the like.
  • Added pink color and chose a more purple color for purple.


Fixed issues



  • Fixed game maxing out a core when game is not in focus.
  • Fixed ghost car which mysteriously disappeared earlier. It can now be seen challenging you again.
  • Fixed color bug mixing the wrong colors in game.


The special thanks honor for great suggestions and reported issues in this update goes to Old One Eye and ahMostyn!

As always, post feedback in discussions or join our discord and post there.

/Benny

New update v1.28 "Color Carnage" is live!

Hello racers!

It's here! The big colorful update. Now also with a ton of other cool stuff. Check out the release notes below. Also, the game is now €5.99 (and updated regional equivalents) as promised. We hope any new customers still think it is a fair price. Especially after this update!

The update is available in both the public and the beta channel. Release notes:

New!



  • Added custom car colors to career and custom event modes. You can finally select from a few predefined colors to personalize your rides! AI customize their colors based on a seed from their name. (Community Suggestion)
  • Customized colors are now shown in a list views like career home and result screens.
  • Added 2 visible car damage states kicking in at 30% and 70% damage in addition to the current smoke at 50% and fire at 10%.
  • Added customize car screen to select car screen so you don't have to go to career to change colors anymore.
  • Added new high-level car "Guardian".
  • Improved car handling especially slide control by introducing new lateral force calculations. RWD cars should now be easier to control (in a good way).
  • Rotating camera is now more loosely coupled with the car rotation with a spring calculation for a smoother less puke-inducing experience. Still a bit experimental as it can cause a bit worse performance and there's no settings for it rather than on/off.
  • Camera now follows the car a bit closer to the center of the screen so it isn't as easy to lose track of the car.
  • Added some engine braking so cars stop faster when they are wrecked.


Fixed issues



  • Fixed max random wind amplitude being crazy strong. (Community Suggestion)
  • Fixed issue causing car physics to go crazy on low fps or high speed (finally!). Cars should now be able to go as fast as they can without causing this bug now on any computer.
  • Fixed issues with autoreverse including assists kicking in sometimes when reversing.
  • Fixed issue with horn and light buttons.


The special thanks honor for great suggestions and work on the physics in this update goes to Neemulus and CombatWombat!

As always, post feedback in discussions or join our discord and post there.

/Benny

Update incoming and price increase (One week left)

Hello!

We're close to getting the next update ready so first I just wanted to make sure you all know we're alive and working (though we have taken some, I think, well earned vacation. That still hasn't stopped us from working on the game now and then though!). It's a big one and I think you'll like some of the highlights like custom car colors, visual damage, improved car handling and a new car + more!

So, with soon 8 months of updates we've decided to start increase the price at a steady pace from August 1st. The game is a huge step up already from what we launched I think. We've added tons of suggestions from the community and it is about time the price starts to show the value we've created here. In all honesty it also means we hopefully can get a bit more out of future steam sales as when we launch we need to be at our peak price and gradually increase sale % as the game grows older over time which is the most fair to everyone I think while still granting us some return from all our work.

So we'll give you one more week to buy for the current price and then we'll increase it to $5.99 (and equivalent in other territories according to Steams official conversions). We will then probably continue to increase a dollar at a time up to launch. We still don't know the final price. Let us know what you think would be a decent level for new players (assuming a couple of more tracks and maybe track editors might happen before then..).

Hope you think this is OK and thank you for playing and providing feedback!

New update v1.27 "Radical Rotation" is live!

(UPDATE: Now live for real!)

Hello racers!

First of all, welcome to all new players joining from the Steam Summer Sale! Hope you are enjoying the game!

In the meantime we've been working hard on some fan requested additions as well as a ton of tweaks.

The update is available in both the public and the beta channel. Release notes:

New!



  • Added experimental rotating camera (locked to car angle, caution advised. It can be enabled in Graphics options if you wanna try it. Let us know if this is something that has potential, we know it isn't good enough yet :D). (Community Suggestion)
  • Added visualisation of Acceleration/Braking input. (Community Suggestion)
  • Added square visualisation of spin and angle grip from the tyres (Green/red means has forward traction, rotated squares means loss of side traction). (Community Suggestion)
  • Physics are now running at 120hz for a more stable simulation across hardware configurations. If vsync is on Physics are running at monitor refresh rate since framerate is capped in that instance. (Community Suggestion)
  • Increased handling now also impose higher air resistance due to increased downforce (limiting top speed a bit earlier). (Community Suggestion)
  • Skid FX is now activated earlier to help prepare the player for a slide. Smoke only appears when the car is actually slipping. (Community Suggestion)
  • Improved brakes on lower end cars. Limited effect of brakes upgrades a bit. (Community Suggestion)
  • Improved brakes on lower end cars. Limited effect of brakes upgrades a bit. (Community Suggestion)
  • Halved wheel inertia to make cars a bit easier to control. (Community Suggestion)


Fixed issues



  • Fixed Titan being FWD instead of RWD. (Community Suggestion)
  • Fixed player car sounds playing louder than what happens in the rest of the world. (Community Suggestion)
  • Fixed nitro upgrades "Bob" and "Mike" being way OP. (Community Suggestion)


The special thanks honor for great suggestions in this update goes to Neemulus, Sarky and CombatWombat!

As always, post feedback in discussions or join our discord and post there.

/Benny

Pre-season one global leaderboards summary!

As promised, lets tally up the first leaderboard season! Thanks for playing and congratulations to the following 11 drivers!

Best drivers Pre-season 1


1. Sarky
2. avafumi
3. Pikachu
4. Geraldol.delvalle
5. Wyzau
6. AuburnRDM
7. Nexxus Drako
8. Captain Jack
9. Zevras
10. House P
11. GamerRocko

These are the players that finished top 3 in any track sorted by giving the first player on each track 10 points and then 8, 6, 4 and so on.

(I removed myself from the final list because it seems wrong to give myself awards in my own game)

Pre-season 2 has already started so go set your new best laps on all tracks and you might make the next list!

I ran a quick 3-lap time trial on all tracks so you have a time to shoot for. It went better on some tracks than others so you might have a better shot at another track if you're stumped on one!

Good luck!

New update v1.26 "Real Racing" is live!

Hello everyone!

The big one is here! 2 new tracks and tons of updates and tweaks to the handling model and more! These 2 new tracks showcases everything we've learnt from your feedback so far. Hopefully you like them much better than most of the current tracks.
The update is now available in both the public and the beta channel.

New!



  • Leaderboards will be reset very soon if they haven't already. Clean slate for everyone! The best drivers in Pre-season 1 will be announced later this week in a separate announcement.
  • Finally added race restart button after a time trial (and custom) race! (community suggestion)
  • Added new racing track "Corsa Autodrome" to custom events and time trial. (Career mode still includes the same roster for now, we will update the league once all new tracks are complete and decided)
  • Added new rally cross track "Woodland Loop". (Career mode still includes the same roster for now, we will update the league once all new tracks are complete and decided)
  • Removed or moved away easy-to-run-into fences on several maps. (community suggestion)
  • Removed on-track obstacles on all maps. (community suggestion)
  • Lowered grip overall and lowered impact of grip upgrades a bit so cars don't get insanely grippy at high levels. (which takes all the fun out of racing tracks just zooming around at max speed and steering..)
  • Tweaked rolling resistance and surface resistance so sand stops you more effectively and you stop rolling faster when in neutral.
  • Made most cars a bit heavier and more balanced
  • Added TCS display to HUD when it is working to limit slip
  • Increased traction control effectiveness
  • Increased zoom speed after you've decided to start the race to get closer to the action faster. (community suggestion)
  • Lowered fog density by a factor 3 for better visibility from high (community suggestion)
  • AI now chooses their own colors for neon and spoiler and whether they want them on at all.


Fixed issues



  • Fixed AI avoiding and trying to get past other cars. (community suggestion)
  • Fixed bug causing everyone to always have spoiler
  • Fixed oilslicks sometimes not disappearing
  • Fixed minor UI issues


As always, post feedback in discussions or join our discord and post there.

Hope this takes the game in a direction you like, let us know! Oh and hope you're enjoying those trading cards :)

/Benny

Big update incoming!

Next update will take a week or two extra because some bigger things are starting to be ready for you all. We have at least one new racing-inspired track and all existing tracks have gotten a makeover to increase run off areas and remove obstacles on the tracks (by popular demand).

We have also improved the AI, especially regarding avoiding other cars (turns out it wasn't seeing other cars on the track at all xD) and tweaked the physics to lean a bit more towards the realistic than previously. Grip and braking will be more important to manage but should still be manageable for drivers with less experience. This opens up the option of having DRS and tyre wear and other fun stuff as well.

And that is not even all!

Because of all of these changes the leaderboards will be reset when this update drops (since times that can be set will be affected and will change anyway) and we will also increase the price of the game as promised some time after this update. We will try to warn one more time before the price increases so you get a final chance to get the game at the current level.

So, just wanted to let you know, hope you look forward to it!

Cheers!

Steam trading cards are live!

After a couple of months of work with the art and working out all the details Steam trading cards are now live! You know the deal, start playing to get cards and trade with your friends to craft badges and get unique backgrounds and emoticons!

Hot update v1.25

Hello!

This update fixes bugs and tweaks camera settings. The update is now available in both the public and the beta channel.

I've started talking to an artist about making cars colorizable and have damage levels (at 50% and 90% health like the smoke). Can't promise anything yet though.

Fixed issues



  • Fixed issues related to leaderboards probably causing the crashes lately for both time trial/custom event and after a race. Hopefully we catched them all!
  • Removed camera borders around the tracks. These caused the choppy motion felt while rubbing against the map edge. You'll see over the edge now instead but it plays much better while we resolve that issue instead.
  • Tweaked camera zoom during intro to be a bit lower and faster when you've started reving.


As always, post feedback in discussions or join our discord and post there.

Until next time!

(PS. I'm releasing this hot after 8 hours of dayjob and 4 hours of evening work on this so report any new issues in the forums. From what I found during testing though it looks good, at least better than 1.24.)

v1.24 is live again

It was impossible to replicate the bug today so I've set 1.24 live. Because whatever bug was there was also in 1.23 so you might as well play the latest version while we track the bug down.

So, here's what I think happened: carn1x reported a bug crashing the game after races sometimes a while ago. What these situations have in common is that the player passes by a leaderboard call to steam. So when steam doesn't respond with good data, the game can crash. So we'll put our efforts there instead, simulating what happens in the game when steam doesn't respond with what we expect and I'll think we'll find our culprit in both scenarios at once!

Thanks for your patience, we'll try to resolve it asap. In the meantime you should be able to play but may encounter occasional crashes after passing by leaderboards screens/record uploads. Going offline in steam should make it completely safe but that's not a good solution obviously..

Hopefully 1.25 comes soon with a fix.