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

Roadclub: League Racing

Leaderboard update and Time Trial mode coming soon!

Hello!

We're currently revamping some input systems to make the cars brains interchangeable (and solving a few input bugs in the process) which makes it possible for all cars to drive around after a race including the player cars. It proved to be a ton of work unfortunately but we're just about done with that.

But, we think it will make the end-of-race overlays more interesting if all cars drive around in the background while you get the results and points and records screens.

A perhaps bigger update is the transformation of the Leaderboards menu into a Time Trial mode! It will take a couple of updates to get really good but in this first instance we're improving the leaderboards screen a lot and you'll be able to select a track, see friends and global records and start a time trial race all on the same screen for quick browsing and easy access to improve your times. It'll also automatically set the best settings for setting a great time which were a bit obscure before.

Hopefully this will be the update the kicks the time trial frenzy into gear and we'll continue to improve upon it as we go on.

If nothing else gets in our way it should be out within the next couple of weeks, hopefully this weekend but I can't promise that yet.

Take care and hope you're enjoying Roadclub: League Racing!

New update v1.18 "Animated Finish" is live!

Hello everyone, we're back a brand new update! This is a smaller update than last time (and it only took 3 weeks this time, yay!) but it has some stellar stuff anyways like new high-res textures! See the full release notes below.

New features



  • New animated result list after finishing a race.
  • New high-resolution tileset graphics for Desert and Winter.
  • AI now continues to cruise around the track after finishing so they aren't in the way as much.
  • Added V-sync graphical option to Graphics options screen.


User experience



  • Low impact collision sound is now correctly positioned in the world.
  • Spy reports only report partial repair once.
  • Color on "Buy nitro system" dialog price is now dependent on if player has the cash or not.


Tech



  • Improved rendering stability on lower framerates for smoother (less nauseating) display.
  • Improved performance slightly by optimizing map object handling.
  • Improved performance by introducing scheduler which runs tasks at only the pace needed for them.
  • Huge rewrite of AI code for better maintainability and easier improvements in the future.


As always, give us your honest feedback in the Steam Discussion forum for the game or talk to us directly on our Discord server: https://discord.gg/WgzcYPZ

More cool stuff is in the works, check back regularly or follow me on Twitter for the latest news as it happens!

New update "Liquid Hazard" is live!

After the launch we made some smaller improvements but since then we've been working like crazy to give you a bigger update. It includes quite a lot but most of the work really can't been seen in this list. We've rewritten large parts of the codebase, improved our tools and added tons of new features to the engine which should enable us to do a lot more cool stuff faster from now on.

A few examples of what this enables are the new liquid hazards and nitro pickups. They show off bigger systems that can leverage other types of objects and gameplay bending effects. Let's see what we come up with. And as always, let us know what works and not, that's the whole point of Early Access! We want an extraordinary game for the full release later this year that is a ton of fun. Well, here's the traditional list of coolness to enjoy, or just get playin' right now and experience it for yourself!

We won't increase the price for this update but may soon once more content gets in there so take the opportunity to buy now while it's cheap!

New features



  • Liquid hazards (of course)! Deep water puddles and oil slicks will randomly appear on the track with chance based on the weather to make your life harder. This will require you to alter your paths every race making the tracks more varied to play. Plus it just feels awesome driving through them thanks to our new engine updates! We have more updates for these planned but this is a first example of what we can do.
  • Randomized weather in career mode. Weather is now randomized according to rules set individually for each type of environment for a more varied career.
  • Nitro pickups now spawn during the race adding another tactical element. Go for the refill or keep the optimal racing line? Boost is still filled like before by braking, drafting, drifting and burn-outs.
  • Two new cars! The Vertex (Class E) and the Vulture (Class D). Both are low level for more variety in the beginning of the game and like all other cars have their unique feel on the track - how they turn, how they slide, their acceleration, speed, weight distribution and so on.
  • New double-resolution Countryside tileset for crisper graphics!


Gameplay



  • Improvements to most tracks. More run-off areas.
  • Drifting and drafting no longer provide boost. Chase boost pickups instead! Braking still generates some boost.
  • Difficulty was tweaked for lower level drivers to improve their skills.
  • New collision effects that fires based on what you hit and how hard.
  • New car models are now unlocked already at level 2.
  • Garage slots can no longer be bought but are instead granted for free by the club for every other level up.
  • Added difficulty slider to career starting screen so you can start at whichever level you like.
  • Added a default car to new career so you don't have to buy one before your first race. Lowered start cash instead.


Usability



  • Huge menu improvements in career mode. We've redesigned most of the screens in career mode to be easier to use and more fun to play with. Some of these improvements apply to other screens outside the career mode as well. More detailed improvements follow.
  • Car shop can now compare the cars available to buy with your current car and you can buy and sell on the same screen.
  • Easier access to upgrades and repairs with the Upgrade & Repair button on the main league career screen.
  • Upgrade the with just one tap on the right button instead of all that moving around we required you to do before.
  • Added a bigger colored cursor so its not so easy to lose track of.
  • Several other minor UI improvements like challengerating being removed and now Forza-like class numbers are instead shown by the class for cars.


Tech



  • Massive engine updates not utilized yet that allows more advanced particle effects, animated objects, destructible objects, more effects and custom scripted events. We will definitely make use of these new tools in upcoming updates. The water puddle and oil and nitro pickups are just the beginning of what these updates enables us to do. Throw your best ideas at us and we'll see how we can make the tracks more fun!
  • Many optimizations in map rendering and object handling, particle management and car logic should provide a smoother experience.


Aaaaaaaand there's probably even more we forgot about during this draining past month.

In this update we've implemented suggestions by Sarky, Rafael M, Nokando and several Youtubers and more. Keep it flowin' and we'll listen!

Please keep in mind that because of our massive changes to the engine, more bugs may be present than in the launch build. But like then, we'll do our best to correct any wrongdoings as fast as we can if you report them!

Oh and due to changes in our settings format we need to wipe your settings files. Sorry! Shouldn't affect many or much though.

Anyway, we really hope you like what we've done and look forward to more!

/Benny

v1.17 beta - Brave racers assemble!

Hello!

We're not quite there yet but we're close so I thought we'd give the opportunity to some early birds to try the new update before it launches to get the worst bugs out of the way before everyone joins in. The beta update does not contain the liquid hazards but it does have the nitro pickups and everything else we've done up to this point. We'll update this beta branch faster as soon as we fix stuff and the hazards will be there soon as well.

First a word of warning:
WARNING! This is a version not very rigorously tested but things 'should work'. If you aren't that technical, I suggest waiting for the general release.

Anyway, here's how you test it.


  • IMPORTANT! Backup your Roadclub folder found in Documents\My games\Roadclub.
  • Right-click the game in your library. Go to Properties->Betas.
  • Opt-in to the beta channel.
  • Restart steam if necessary and it will download!


If anything breaks you can always switch back to v1.16 at any time by:


  • Opting out of the beta again.
  • Move back your backup to Documents\My games\Roadclub.
  • Restart steam if necessary again!


Release notes will be released when the update is live on the main channel.

As always, report feedback in the forum or on our discord channel (https://discord.gg/WgzcYPZ)!

Thank you for testing heroes, it'll save everyone when it goes live! ;)

/Benny

One-month anniversary! Thank you!

Hey everyone!

It's already been one month since we launched the game on Steam! During this time we've released two smaller updates and have almost completed a big one, have 10-something youtubers and twitch streamers play the game and of course even gotten a few new players checking out the game!

Like I've said before we've tried to factor in all the feedback you've given in the steam discussion forums, videos or on Twitter.

In case you missed it we now also have our own Discord channel you can join. If you don't know, Discord is a popular chat app for gamers. It's easy and free and we'll post new stuff the minute we have anything new to show. And as a bonus you get the ability to discuss the game directly with us! Just follow the link to join and discord will do the rest: https://discord.gg/WgzcYPZ

We've already incorporated a lot of what you've said in the next 1.17 "Liquid Hazard" update (in addition to the awesome new track hazards of course!) covering anything from gameplay, menu usability, accessibility to AI. Many more things are already on the way in upcoming updates (that should be smaller and come out more often hopefully!). As stated previously this first big update we took the opportunity to make some big engine updates that we can leverage in the future for cooler features and visual effects so that's why it's taking a bit longer but we'll all benefit from it very soon.

So thanks for playing and discussing the game and we'll continue to improve over the coming months to try make this one of the best 2D top-down racers ever made. I think you'll like some of the stuff we've planned, can't wait to show it! :)

Finally a humble request for everyone who haven't to leave an honest review of the game in the store. It really helps showing off the game to more people and we'll get some valuable feedback at the same time which you hopefully already know by now we're doing our best to take to heart.

Thanks again and we'll be back soon with more! Let's make the next month even better :)

PS. Oh and I think I'm still on top on way too many tracks on the leaderboards. Come on guys, I know you can beat my times ;)

Here's a tip: Play a custom event, choose 0 opponents and Elite difficulty and when you choose a car, drag upgrades all the way to the right. This way you'll get the best performance out of your cars with no distractions for the best chance of pushing those times.