Heyy! Happy to announce that we will celebrate Summer of Gaming with Slopecrashers being a part of the OTK Games Expo!
In the expo you will see a new trailer with lots of new footage! Also you will be able to immediatly hit the waves with a new demo dropping just to celebrate the Summer of Gaming, and what better way to celebrate the summer than with a tropical map!
The new demo contains the new Tropical Island / Treasure Bay / Pirate Bay? (Honestly I am open to ideas for names ^^) part 2 map both in online and offline modes plus a few fixes and a new feature!
Hope you have fun, let me know if you find more issues in the discord!
Patch notes:
Brand New: - New Level: Pirate Bay Part 2 - play on this tropical new track both in offline and online mode and explore it's various routes and instead of hitting slopes, you will start catching waves and surf across the ocean! - New Feature: Super Tricks
Multiplayer Fixes: - Options in Multiplayer - Double Items should be fixed - Multiplayer Timer now showing up on finished racer's screens
Other Fixes: - Tutorial Music now restarting when restarting the level - Splitscreen didnt work once the player went into the online multiplayer mode - this is now fixed - New Guide for Super Tricks - New Tutorial for Super Tricks
Future of Play Direct!
Future of Play Direct
Heyy! Happy to announce that we will celebrate Summer of Gaming with Slopecrashers being a part of Future of Play Direct.
In the direct you will see a new feature that I have been working on! Also you will be able to test it immediately after the direct with a new demo!
The new demo contains the new Tropical Island / Treasure Bay / Pirate Bay? (Honestly I am open to ideas for names ^^) part 2 map both in online and offline modes plus a few fixes and a new feature!
Hope you have fun, let me know if you find more issues in the discord!
Patch notes:
Brand New: - New Level: Pirate Bay Part 2 - play on this tropical new track both in offline and online mode and explore it's various routes and instead of hitting slopes, you will start catching waves and surf across the ocean! - New Feature: Super Tricks
Multiplayer Fixes: - Options in Multiplayer - Double Items should be fixed - Multiplayer Timer now showing up on finished racer's screens
Other Fixes: - Tutorial Music now restarting when restarting the level - Splitscreen didnt work once the player went into the online multiplayer mode - this is now fixed - New Guide for Super Tricks - New Tutorial for Super Tricks
New Beta for Steam Sports Fest starting TODAY!
STEAM SPORTS FEST IS LIVE
Hey people! It has been a few months and I have been hard at work on the game. Now that Steam Sports Fest is happening, I put together a new demo with a brand new map plus lots of fixes from all your feedback from Steam Next Fest.
NEW DEMO / NEW MAP
The new demo contains the new autumn forest part 1 map both in online and offline modes plus a lot of other fixes that mostly concern the online mode.
Hope you have fun, let me know if you find more issues in the discord!
Patch notes:
Brand New: - New Level: Autumn Forest Part 1 - play on this colorful new track both in offline and online mode and explore it's various routes
Multiplayer Fixes: - Settings are persistent between events - Multiplayer End Timer - when someone finishes an event, a tiemr is started so the player doesnt have to wait forever for the others to finish - Lobby should now correctly show the number of players and what is being played before joining a lobby - Transitions between Tricks and Manuals should now correctly show up on other player's screens - Double Item Get Fixed - Fixed a bug where the player lost connection to the track and the game thought that they were still in a shortcut which could result in "wrong way" notifications or wrong respawns - making lobby private fixed - lobby music fixed - Stuntshow events now have a live leaderboard so you can see how good you compare to your opponents - Lifts do not eject players into nothingness anymore when a bot enters the gate at the same time - join button now working
Other Fixes: - Better Tutorial Messages and More Tutorials - Guides in Main Menu - Medals are now separated in Speed Classes (Casual has Bronze, Silver, Gold Medals, Fast has Bronze, Silver, Gold Medals etc...) - Combo not breaking in elevator anymore but is paused instead - Super Tricks Overhaul - option to disable button prompts - option to disable left stick grab select - new speedometer - ghosts do not endlessly flip anymore - snowmen in shootout mode reset when retrying - combo boost is now counting as a combo point again so you can extend the combo with it
🔴Multiplayer Combat Snowboarding Showcase
Join the developer in their livestream, showing off the latest Demo of Slopecrashers with it's newly announced Online Multiplayer right here and on the steam page!
Also if you haven't seen it, check out the latest trailer:
🔴Multiplayer Combat Snowboarding Showcase
Join the developer in their livestream, showing off the latest Demo of Slopecrashers with it's newly announced Online Multiplayer right here and on the steam page!
Also if you haven't seen it, check out the latest trailer:
Online Multiplayer is coming! (and playable during Steam Next Fest!)
Slopecrashers in STEAM NEXT FEST
(Feb 6. - Feb 13.)
Slopecrashers is in the upcoming next fest with a brand new demo!
The new demo contains a LOT of improvements based on your feedback from the last demos, and it also introduces a new way to play:
Online Multiplayer!
Yes! Online multiplayer! A lot of people wanted it, and after a lot of consideration and research, I finally put it in! We did some internal testing in the community already, but it is still an early test, so feedback would very much be appreciated on that!
Single Player Content:
The next fest demo also contains a demo campaign that you can progress through and I switched out a map from the old demo and added a few game modes for you to play! I hope you enjoy! And you can also play the offline modes with up to four players splitscreen again!
Multiplayer Showcase Livestreams:
I will showcase the Multiplayer Mode (Either live or pre-recorded and live in chat) during next fest:
on Monday 22:00 CET
on Tuesday 20:00 CET
After Next Fest:
Except for a few bugs (that I mostly introduced with adding multiplayer 🙃) and a few more tweaks that I havent found time to put in yet, I am finally quite happy with the state of the game, and will work on finishing everything up after next fest, to finally bring the full experience to you all! Stay tuned for news on that!
Stay up2date:
If you wanna stay updated on everything Slopecrashers, make sure to join the community: Discord
And yeah the demo is already online and works, but I am still fixing bugs for next fest - but if you have troubles transitioning from the multiplayer lobby into the game, you might have to let another one host the game (I am still working on this issue)
Full Patch Notes:
Version 0.4
New Features:
Added online multiplayer
Create or Join Open Lobbies
Invite or Join Friend Lobby
Join via Steam Friend Overlay or via ingame Invites
Login automatically via steam (no extra login needed)
Use characters and equipment unlocked in offline mode
Native Linux version (also for steam deck)* coming right in time for next fest
New campaign with new events exclusive to this demo
Menu Tweaks:
Arcade Menu got an overhaul and event settings are now easier to read and to edit
Message box inform you about connection errors
Video playback fixes that could crash the game
Gameplay Tweaks:
Goofy grinding weird snapping behaviour fixed
Respawn Button (Spam to respawn quicker)
Breakout Button (Spam to breakout of balloon or ice)
Steer in air (When not in a stunt; you can aim your board a bit to redirect where you are going after landing)
Camera bugs after respawn fixed
Other Tweaks:
Mouse cursor bugs on starting the game fixed
Art Tweaks:
Menu Art enhanced
Ingame UI enhanced
Character Icons reworked
New meshes and animations for capybara, ferrets, toucan, raccoon
Glider facing wrong way fixed
Reworked camera rotation to fix certain snapping bugs and camera lags
New Voice Lines for the characters
Slopecrashers @ Day of the Devs 10th Anniversary
Hey there,
Slopecrashers was selected to participate in the Day of the Devs 10 year anniversary edition!
This means two things: - If you happen to be in San Francisco this weekend, check out the event in person and play Slopecrashers at the Day of The Devs In Person Event! - If you aren't, I just pushed a new update to the demo here on steam with even more feedback points that I got recently.
This demo contains improvements to the AI balancing, lots of fixes on AI misbehavior and improved items for battle race! - AI is now balanced according to the speed classes -> meaning if you select "slow", they won't target you that heavily, but if you select "too fast", you will be in for a challenge! - Item effects were improved, the bees actually put honey on your board that you can see now, the ice cube freezes the screen and breaks apart when you get out of it, the balloons fly away when you get away from them and the rockets now look even more dangerous with their new fire trail effects!
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Whats next
I am currently working a lot in secret on features that will be revealed closer to release, but I can already say: Some cool things are coming to the world of Slopecrashers so stay tuned for the upcoming steam next fest in February, which is the next fest I am aiming for to deliver the final big demo before release!
As per usual, let me know if you have issues with the demo either in discord or in the steam forums!
Have fun! - peek
Dreamhack Demo Update
I fixed a lot of bugs in the recent demo - here is the full patch notes!
- different players can now choose different control layouts without weird double bindings - entering the options menu caused a lagspike (reduced that up to 90%) - the AI got stuck in front of the lift in certain occasions - the AI didnt want to progress into the next lap - the lift did let you in but didnt bring you to the top in certain occasions which caused the race to soft lock if it happened to a player - AI scaling based on speed classes actually works now lol - AI is now using the boost bar - fixed bugs with control schemes getting overriden by default controls - fixed bug where key binding was ignored - fixed bug where deletion of key binding caused new key bindings to be ignored - it is now possible to invert specific axes in the keybinding - rotating camera does now consider the gravity and not the character rotation - fixed bug that caused the mouse cursor to appear even if you used the gamepad which could cause wrong inputs - fixed mouse navigation in key rebinding - fixed bug that prevented player 2,3,4 to access their options - fixed bug that caused showing player 1 controller in player 2,3,4 options - fixed character voice audio getting cut off constantly in splitscreen
If you find more bugs / have feedback - let me know! Have fun, -peek
New Demo for Dreamhack Beyond!
Heyo!
I have been hard at work on integrating all of your feedback into a new demo version, that will release Friday the 14th of October.
My main focus for this update was making the game more accessible and easier to understand / get started. For this I have been collecting a ton of data on things that were frustrating in the game, and have been working on fixing those!
AI overhaul: AIs have different difficulties and scale with the speed classes - they are also way more chill now and don't bombard you with items when they have some (also everyone acts a little different during the race)
Collision/Crash Detection: There was a lot of inconsistency when colliding with walls - sometime you crashed, sometimes you were sliding along -> so I have reworked that completely and the game now is way more forgiving and you crash based on speed and angle to the wall. Also you do not crash with a wall when you are slamming the brakes.
Lift The above fix also helps a lot with getting into the lift because you don't always crash against the lift door. But I also made some tweaks to the lift triggers & lift duration to make the experience less frustrating whenever you miss the lift.
Ingame UI and new incoming items alert I finally implemented some more UI for the ingame view which is more in line with the menues, but also a new "radar" that tells you where items are coming from and how far they are away. This helps a ton in avoiding by charging a jump and jump over them, or get behind a tree, destroy them by shooting back, etc...
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Again thanks for all the feedback - it really helps me a lot! There is a lot more that I am not revealing yet but it will be great - Hope you have fun with the demo - as per usual, let me know if you have feedback / issues and I try to fix it! And let me know if you wanna participate in upcoming playtests (cool secret new features and maps to test).
- glider stunts not stopping when closing glider while in rotation - tutorial asks you if you want a simple or advanced control scheme - configurable control schemes - fixed a bug where gliding backwards could result in no updraft - tutorial simplified messages - tutorial messages reflect control scheme - lots of optimizations which should bring a lot of performance improvements - better UI scaling on multiplayer - fixed bug where the game started at 100% volume on a fresh save file .. and more
New Demo for #indieracersfest
NEW DEMO AND #indieracersfest
This weekend is a special weekend! From August 26th to 29th a few indie racing game devs have come together to bring our own little festival to life! Every game has their own little event for the festival, so make sure to check it out and play demos, receive steam keys and much more.
Everyone who got all the gold medals in the new demo and shows me all their gold in the Slopecrashers Discord will enter a steam key giveaway!
New Slopecrashers Demo
Of course for this occasion I prepared a new demo version with TONS of things that I talked about in the previous announcements (not all yet, but a lot).
Changelog:
Content:
Snowman Slope is now a playable track.
Arcade mode with 7 different events (no demo tour for now since I am revamping the campaign structure of the game (I will talk about that more soon and also will need your feedback on my ideas)
Gameplay:
Opponents have different difficulties (still needs more enhancements)
Grabs can now be chosen via Left Stick + R1 (or use the right stick directly)
Manual steering considers driving fakie now (no more steering left and going to the right)
Opponents in pole positions are trying to defend their position better
Opponents don't have a trigger finger anymore and are a little more chill now
Slow speedclass is slower
You cannot snowboard on light cones and fog anymore (yeah that was a thing under specific circumstances)
Manuals on right stick change direction directly instead of needing to also use the left stick
Slight steering while charging a stunt is now possible
Steering while doing a manual and charging a stunt is now possible
Stunt safety and (Jump button tap) now will also let you do a stunt if it prevents it but then recognizes it is actually possible
Special tricks implemented
Added more visibility to the lift on snowman slope
Reduced wait time on Neon City Lift
Breaking is faster so if you want you can actually stop in front of the lift
You can stop the character with the brake buttons (Left stick back or (B) <- or whatever you bind to it)
UI:
New ingame UI
New endscreen (I already noticed the layout problems with the points animation)
Menu:
Returning to the menu brings you directly to the current mode instead of the title screen
Items don't "randomly" explode (when there are slight bumps in the road)
Sound Effects:
First character voiceclips integrated
Bugfixes:
Manuals without any directional input does not make you able to fly up walls
Stunt safety is not showing up anymore when it actually didn't really help at all
Removed target practice sound effects from other modes
Removed infinite rotation inside lift (It was a fun bug... But it had to go)
Removed a bug where under specific circumstances the player respawned in a shortcut, even though the shortcut has been passed for quite some time already)
Fixed AI bugs that sometimes disabled them from steering until they crashed into a wall
Options:
First startup initiates an auto benchmark and should choose settings according to your setup
Added Keybindings per Player (This was a massive change actually and I am still working on it and ironing out some bugs, it is also now possible to separate prewind from steering for the old school players)