RXC cover
RXC screenshot
Genre: Racing, Simulator, Indie

RXC

What makes RXC different from what is already out there?

Who is making RXC?





Two brothers, Wes and Patrick, with a passion for motorsports and gaming. We have real experience in: autocross, off-road, rock crawling, desert, karting, remote control racing, and sim racing. We started making mobile racing games in 2012 with our notable releases being Rock Racing, Ultra4 Offroad Racing, Gigabit Off-Road, and Rally Runner.

What are we hoping you get out of RXC?





RXC is a combination of our favorite aspects of racing games put into a top down isometric perspective. A branching career mode keeps players motivated and looking forward to the next series, race, or championship. Flexible multiplayer options ensure racers can play their own way, whether they’re serious about racing or just out for some fun. Challenges hone and test players’ skill. A deep handling model conveys all the slidey fun of the rallycross motorsport while being rewarding to competitive drivers.

What are we hoping to get out of Early Access?



We want to make sure our vision of RXC is as fun for you as it has been for us. That will only happen if we listen to the critical feedback we receive from you throughout the alpha and beta periods. It’s been our experience with our past games that the community tends to direct development in a good direction. Please, speak up, join the Discord, and make your voice heard. We’re listening!

How difficult is RXC?



RXC is NOT easy. That doesn’t mean you have to be a racing hero to have fun. If you are more interested in sliding around, hitting jumps, and bashing doors, you’ll still be able to make great progress throughout the game. If, however, you are a racer that needs to find the perfect line through a corner while maximizing traction, you will be rewarded. Every track has unique driving surfaces that require some seat time to learn the layouts. To be at the top means finding braking and turn-in points, transferring weight smoothly into corners with trail braking, setting up for jumps, knowing how much gas is going to pull the vehicle through a corner, and dancing on the edge of grip.

What about Vehicles?





We are trying to hit all the various types of vehicles that fit the rallycross genre. This basically means any motorsport where there are four wheeled vehicles racing bumper-to-bumper and door-to-door around a circuit with a mixed surface. This includes rally cars, offroad karts, trophy trucks and more. We currently have a good selection ready for Early Access.

Vehicle physics are tuned much closer to the Dirt series than to Need for Speed. Each vehicle has a different feel based on weight, suspension geometry, wheelbase, center of gravity, grip, drivetrain, etc. Acceleration, braking, turn-in, on-throttle turning, off-throttle turning, and drifting, are all affected. Each element changes based on the track surface whether it’s dirt, gravel, sand, concrete, or tarmac.

What about Tracks?





The first wave of tracks are themed on small private to commercial tracks that feel lived in and used. Every track has multiple surface types that have different attributes such as traction, bumpiness, and drag. Each track has 6 layouts forward and 6 layouts in reverse for a total of 12 layouts per track. We currently have 72 layouts ready for Early Access.

What about Damage?



The damage model is pretty extensive. Tires, wheels, body panels, suspension, engine, and transmission can all take damage. Alignments will change when you slam into a wall, doors fly open when you get T-boned, engines become weak when running into the car in front, well, unless your engine is in the back. It’s a lot of fun! That said, the damage level is player adjustable from none to realistic.

Stay tuned for more updates and game details as we work our way to an Early Access release!






RXC hot laps

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Devs play

Devs play RXC