Speed Limit cover
Speed Limit screenshot
PC PS4 XONE Switch Series X Steam Gog
Genre: Shooter, Platform, Racing, Indie, Arcade

Speed Limit

Speed Limit Anniversary + 60% OFF + Steam Trading Cards!

So! It has been exactly a year since Speed Limit launched on Steam (and other platforms), and we were pretty entertained with watching you guys (who recorded gameplay on YouTube and other streaming platforms) die in various situations in Speed Limit.



Of course, we didn't forget about you guys who like to take it easy, so we created a mode where you can roam around in great-looking Neon scenery while listening to an awesome synthwave soundtrack. Along with a completely free Arcade Mode. And in our final update of 2021, we also added a Kiosk mode which allows you to set up and play the game on your own coin-operated arcade machines!

[previewyoutube="7_OL0borVkM;full"]

So, thank you. THANK YOU ALL for playing Speed Limit and sticking with us.

In this past year, the cross-platform sales of Speed Limit have surpassed all previous titles from our small studio, and even on Steam we are close to hitting the 100 reviews mark, a milestone we are sure to reach with this anniversary update!

We are glad to still have the Very Positive review aggregate, as well as all the awards and nominations we received in the past year!



For all of you who enjoyed this game, be sure to check out our upcoming pixel-art action title: Midwintär.



Btw, here's a cool gameplay preview, too!

[previewyoutube="eknUvN9wiw0;full"]

BUT! We are here because of something else.



Speed Limit is getting Trading Cards! Yep! It's our gift to you guys for being so awesome, and something cool for the new players!

Here's a sneak preview



Speaking of new players, if you have Speed Limit on your Wishlist and have been on the fence about buying it, Speed Limit is now 60% OFF!

Speed Limit - A Roller Coaster Year



It feels like Speed Limit had launched only yesterday. We shipped polished builds to game stores a month prior, sent review keys to press and streamers, and were eagerly anticipating for players to finally play the game.

We imagined Speed Limit as joyful and mischievous ode to the golden era of arcade games, so we were relieved when the first, mostly very positive impressions started to come in via reviews, streams, tweets, etc.

Here are some of your thoughts that made us all warm and fuzzy or made us laugh. <3



"Retro platform shooter + fast + rides = Remember that movie Die Hard? Well, this is Die Damn Easy. Thankfully there are infinite lives and you respawn at checkpoints. Feels like some Matrix scenes."
Exodust

"You can tell this game was made with care, and the developers really appreciated the games of the era that the game pays homage to."
MrUnbecoming



"I recommend this game if you're a masochist and don't mind dying hundreds of times."
MAME-FAN

Press also made some nice comments. :)



"In all my years of gaming I don’t think I have ever played a more fast-paced game than Speed Limit."
Alana Dunitz, GameGrin

"It’s like all the Fast & Furious movies crammed into one, over the top pixel package that just keeps getting more and more outlandish by the level. In fact, Speed Limit is better than Fast & Furious, because nobody ever talks about the importance of family."
Defunct Games



"Speed Limit is a work of art that makes you question the sanity of the developers."
Badger Nimahson, Stoffel Presents

"The game is just snowballing craziness from beginning to end, and that should come as no surprise when you look at the Croatian developer’s official website and notice that all of the developers on the Speed Limit page use groundhog pictures to represent team members instead of portraits. That’s bizarre and I’m here for it."
Jake Arias, Killa Penguin


It's true, though

Arcade Edition and Penny & Dime Edition



We also listened to your complaints and thoughts on how to make the game better. We felt that adding new Arcade, Neon and Kiosk modes would enhance and prolong the experience, while keeping the spirit of the game intact.

[previewyoutube="7_OL0borVkM;full"]

The Arcade mode was also added to the demo, so feel free to check it out. If you already have the game, what are you waiting for? All updates are free. Cheers! :)


Free as in free beer, but don't drink and drive

We also invite you to share your best scores on Steam leaderboards, or a Speedrun database, or just brag on our Discord channel.

Nominations and Laurels



Speaking of bragging, we want to share some of the accolades and recognition we received following the launch. ;)



Thank you for reading! :)



We hope you have wonderful holidays and the bestest of best 2022!

Speed Limit at gamescom 2021: Chat with us!

We hope you had a blast at gamescom 2021 as much as we did!
Before it all ends, we'd like to say goodbye in the public chat along the new stream of Penny & Dime Edition.
Don't hesitate to ask us anything relating to the game or the new Kiosk Mode and its settings!

Cheers,
Gamechuck Team

Speed Limit: Penny & Dime Edition at gamescom

We released a new (second) update for Speed Limit at gamescom called the "Penny & Dime Edition!"



Penny & Dime Edition is a content update that features a new game mode called the “Kiosk Mode,” a faithful recreation of the arcade cabinet user experience that enables integration with coin-operated arcade cabinets.

Kiosk Mode





Kiosk Mode was designed for our very own line of arcade cabinets titled the "Gamechuck Arcades" and upon completion, we thought that the hardcore arcade community might also appreciate its addition to the commercial game version.



Kiosk Mode replicates the challenges set in the previously released Arcade Mode, but with the exception that you can now customize the credits and lives system in the special menu, as well as modify graphics and audio settings, as if you were a real arcade operator.



We like to think that it adds another level of immersion to the true arcade experience we always envisioned, especially if you own an arcade cabinet.

Penny & Dime Edition trailer



Here’s the new Speed Limit Penny & Dime Edition trailer that showcases both the current and previous update titled the "Arcade Edition" in action:

https://www.youtube.com/watch?v=7_OL0borVkM

Speed Limit will also be 50% off on sale during gamescom, from 25 to 27 August.

We hope you enjoy the new update and the game! :)

More about Speed Limit



Follow Speed Limit on Twitter
Chat with us on Discord
Read the Speed Limit development blog

Fixed an issue with the Arcade Mode upload error



Hey everyone!

We apologize for the delay with this one, but we finally fixed this annoying error.

Basically, the error appeared when you wanted to upload your Arcade Mode high score.

This is now fixed, and the scores can be published again.

We apologize for the inconvenience!

Cheers!

Speed Limit is 30% off until June 18!

Fight, die, survive, repeat. Speed Limit, Gamechuck's non-stop genre-warping arcade experience that literally never slows down (even after you finish the game) is on the first-ever Steam discount!

Get Speed Limit 30% off now!



Let's summarize what you get in Speed Limit!

Vanilla Mode



Speed Limit is a non-stop genre-warping arcade experience that never slows down. No cuts, no lapses in the chaos, Speed Limit is an old-school action extravaganza boiled down to its core elements: Hard. Fast. Addictive.



As soon as you think you've learned how the game works, it changes to a completely different genre, taking you through the history of the golden arcade era.

Fight through a nail-biting side-scrolling shooter, race to the finish in an explosive top-down car chase, take flight in a thrilling fake-3D dogfight, and expect the unexpected. Speed Limit seamlessly changes styles, transforms the gameplay, and offers new challenges the moment you feel comfortable.



Speed Limit: Arcade Edition TWO brand-new game modes. Just like the classics of the 80s, Arcade Mode delivers a classic arcade experience with a CRT-like visual overlay and a standard credits and lives system.

Arcade Mode





You get to choose how many coins to insert before starting the game, including the option for unlimited credits, allowing players to tailor the difficulty to their own tastes.



Of course, as with the golden age of the arcade, part of the fun was chasing that high score and comparing it with your friends.



As such, Arcade Mode also replicates this by featuring a high-score counter to compete and compare your results with friends, contributing to much higher replayability.

Neon Mode





In Neon Mode players once again jump on the bike before cruising along the highway in a neon-glowing recreation of the original game’s motorcycle levels, inspired by the synthwave track Neon Limit.

Still not sure? Look what reviews say!





Get Speed Limit now!

Welcome to Speed Limit: Arcade Edition!

Following the Speed Limit launch, we are now a bit smarter in terms of what you liked, and what you wanted to have improved in the game.

In our minds, the game longevity, the number of levels, the difficulty is perfectly balanced, as all things should be, but seeing what you guys wrote in your reviews, in the comments on the Discussion Boards, and our Discord server, we've decided to make your wishes true.

In the first MAJOR update for Speed Limit, we are bringing TWO brand-new game modes.

Arcade Mode



Just like the classics of the 80s, Arcade Mode delivers a classic arcade experience with a CRT-like visual overlay and a standard credits and lives system.



You get to choose how many coins to insert before starting the game, including the option for unlimited credits, allowing players to tailor the difficulty to their own tastes.



Of course, as with the golden age of the arcade, part of the fun was chasing that high score and comparing it with your friends. As such, Arcade Mode also replicates this by featuring a high-score counter to compete and compare your results with friends, contributing to much higher replayability.



Neon Mode



For players who are more in the mood for a little bit of relaxation, Neon Mode has them covered.



In Neon Mode players once again jump on the bike before cruising along the highway in a neon-glowing recreation of the original game’s motorcycle levels, inspired by the synthwave track Neon Limit.



Additionally, the Neon Limit track is also available for casual listening in a freshly added in-game music player.

More about Speed Limit



Follow Speed Limit on Twitter
Chat with us on Discord
Read the Speed Limit development blog

Speed Limit released on Steam!

We are incredibly excited to announce that Speed Limit is OUT NOW!





Following two years of development, our intense pixel-art, perspective-changing retro shooter has finally launched on Steam!



[previewyoutube="9J7C7AURpMo;full"]

First, the most important stuff for you:




  • You can play the demo first to try it out
  • Speed Limit is priced $9.99 / €9.99 / £7.99


Now, the free stuff you get with the game:





A 40-minute completely in-house made soundtrack inspired by The Prodigy and Pendulum with additional high-quality Audio



Speed Limit: Pixelart & Arcadecraft, the game-accompanying artbook. It showcases sprites, concept art, and procedures we took in making Speedlimit as is presented to you in the game.

More about Speed Limit



Follow Speed Limit on Twitter
Chat with us on Discord
Read the Speed Limit development blog

Speed Limit Releases onto Steam in February 17! Price revealed!



Publisher Chorus Worldwide Games and developer Gamechuck are thrilled to announce their fast-paced, genre-defying homage to the arcade action of old, Speed Limit, will be arriving the week commencing February 15 2021, on PlayStation 4 [playable on PS5] (16/02), Steam [including a digital artbook and soundtrack] (17/02), Nintendo Switch (18/02), and Xbox One & Xbox Series X|S (19/02) priced at USD $9.99 / €9.99 / £7.99 / JPY ¥900. To celebrate the launch date announcement, check out the latest action-packed trailer below.

[previewyoutube="9J7C7AURpMo;full"]

A daily train commute gone wrong: Speed Limit is a one-take, non-stop arcade experience that never slows down. No cuts, no lapses in the chaos, Speed Limit is an old-school action extravaganza boiled down to its core elements: Hard. Fast. Addictive.

Additionally, thanks to gameplay that transports players to a different genre and perspective every couple of stages, not only does Speed Limit keep you on your toes, but it also promises an experience that showcases the very best of retro gaming. From running and gunning inside a commuter train, through tearing up the streets in a convertible, all the way to a speed-of-sound breaking fighter jet, as the speed intensifies, so does the challenge. Speed Limit is fast, varied, and unforgiving. From the moment you start to the moment you die, you are in control. And it'll take all your skill to survive.

A must-play for retro gamers:




  • A thrilling genre-switching rollercoaster that will test the limits of your reflexes
  • Gameplay that seamlessly transitions between six different retro genres
  • Unlockable endless mode
  • Test yourself against the clock in time trial mode
  • High-energy synthwave soundtrack
  • No tweening, no skeletons: All graphics are hand-drawn frame-by-frame


There is a demo available on Steam right now that gives players a taste of the fast-paced action they can expect in the full game. Additionally, those interested can also sign up to the Speed Limit newsletter so as not to miss out on all the latest information.

Additional information about both Gamechuck’s development and the inner workings of Speed Limit can be found via our blog.

Backstage insight into Speed Limit development

Speed Limit is gearing towards its release on Steam and consoles quite soon, and we surely wouldn't want to keep you in dark on how the development of the game currently goes.

In short - the development is going great, and all we have to do is to make some smaller changes, bug fixes, and there is a console port, too, which is done by our publisher Chorus Worldwide.

So, to keep you a bit occupied while you wait for Speed Limit, we made this "news digest" of sorts that contains our blog posts that we made to date. Let's get to it, then!



How we made pixel art for Speed Limit



For this blog, we have invited our experienced pixel artist, Jurica who will answer some of our (silly) questions – just for your convenience.

Additionally, Jurica made five timelapse videos showing how he does pixel art (using Aseprite), which can help you with your pixel art endeavors.

What drove you into pixel art?

Easier learning curve and probably a bit of nostalgia. I got my first computer, Commodore 64 when I was 3.

Can you describe the process of making a pixel art character for Speed Limit?


  1. Our game designer and project lead describe the feature, and an effect they want to achieve with the piece required.
  2. Google all the stuff we talked about because I don’t know half of the words used. Also to draw inspiration from different existing technologies/equipment and make some kind of composition.
  3. I draw 2-3 variations following the game art style as much as I can, and then we iterate on the best variation.
  4. Profit


How do you make animations for Speed Limit?

It depends on what I’m working on.

If it’s character animation, I start with just a gesture line or a silhouette of the motion that we want to achieve. Then I grind out the details following the basic design in a few iterations until everyone is happy with the smoothness and motion of the animation.

How difficult is it to make pixel art?

It is easy to start and difficult to master. You can get away with a lot of stuff, but also exaggerate other. You need to learn color theory, anatomy, composition, general 2d art, basics of animation, you name it. I still feel I have much more to learn than I know and have my work cut out for me for some time.

If I wanted to start making some pixel art, where should I start?

Easiest and fastest – I would recommend an online app https://www.piskelapp.com/ that is easy to use and has basic animation covered.

Then open up a YouTube pixel art tutorial or a Twitter tutorial, e.g. Pedro Medeiros and just go wild, and most importantly, be consistent.

Read the rest of the blog.

How we made our own soundtrack for Speed Limit?



One of the primary reasons why DOOM from 2016 was so damn awesome is Mick Gordon's incredible soundtrack.

And one of the reasons why Speed Limit will be awesome is our sound designer and soundtrack composer - Matija. F YEAH!!!



I used to work as a school teacher, but following a collaboration with Gamechuck that lasted a few years, I got a full-time job here.

I started working on Speed Limit music when I first saw sketches of levels.

Since the start, we were thinking of a synthwave soundtrack.

Ten tracks in, after playing a prototype level I have noticed that there will be a problem: The game was too fast and synthwave wasn’t giving that much of a kick and adrenaline to the player.

I was thinking; “I don’t want to make another metal soundtrack. It is the easy way out and it doesn’t reflect the atmosphere of the game at all.”



So I went to explore my possibilities. I did it the fun way: played playlists of music while playing the level.

After a week or two of testing and making music, I have noticed that music from the bands like The Prodigy, Noisia, Pendulum, etc. clicked immediately.

[previewyoutube="XQEBzauVIlA;full"]

Matija goes really in detail on how we made the soundtrack, so make sure to read his full blog!

How we made those incredible transitions in Speed Limit?



And now, the star of the show - Speed Limit transitions. Speed Limit is a genre-changing rollercoaster. The game seamlessly changes perspectives AND gameplay - as you play. Our programmer Karlo is gonna share a bit of his magic.



Some transitions were hard to explain by words so we made some animations just to be able to visualize them clearly.



Once I had that picture in my mind, I started making some preparations for both levels which was mostly positioning objects where they should be at the start or end of a transition, and discussing with lead developer Vanja to do the same for the other two levels that happen before and after mine.

In the meantime, our pixel artist Jurica chucked out all the necessary assets with their changing perspectives (ex. choppa rotating from a sidescrolling perspective to isometric perspective).

Finally it was transition time!



The majority of each transition consists of interpolating objects between key positions and scales, playing their animations at the right speed and time, and warping the background in several ways. Most of the work here was properly sequencing all the events and tweaking them to look and feel good.

Few issues arose during the making which required making some creative solutions. One example is the background during bike-to-choppa transition.

In the bike level, the road and sea background is constructed from segments, and you can see tall buildings. In the choppa level, the background is a simple warped scrolling texture of water.

How do you transition between these two? The answer is that you don’t. When the player hits the choppa after jumping on a ramp, the camera zooms into the choppa, covering up the entire screen. That’s when we remove some elements from the background (like the road and buildings) to make the transition easier.

The car-to-bike transition had a slightly different story. We had to draw a tunnel that transitions from a top-down perspective to a fake 3D perspective, ending with a camera behind the player inside that tunnel. How?

For this one, I went overboard and actually reconstructed the whole transition in 3D using the Godot engine. Then I recorded the positions of vertices of the tunnel, projected onto the camera’s 2D plane during the animation.

Finally, I added these positions into the level, and now I had exact coordinates of tunnel vertices. All that was left was to draw the segments between them. So in essence, the tunnel you see during the transition, it’s drawn with baked coordinates from a 3D animation. Whew! It paid off in the end.

Read the whole blog!

How we use illusions for perspective changes in Speed Limit





We are ending this Speed Limit news digest with a real gem: a blog post by our lead programmer, Vanja who explains how we use illusions for those perspective changes in Speed Limit.

If you were to take the game camera in any game anywhere you would like to. You would soon discover that the game worlds are illusions because the content outside of the player’s view ends with empty voids.



Speed Limit is no exception to this and so our transitions are illusions where we hide things out of the player’s view or simply obscure certain elements during transitions to bring the player’s attention to a specific part of the screen.

Changing perspectives in Speed Limit was one of the big challenges because everything we render on screen only uses the X and Y axis, the third Z axis is always 0 and the camera projection matrix is set up for 2D orthographic projection.

While it is possible to go full 3D with GameMaker Studio 2, going 3D for transitions would not help making them happen.

The transition for the outro to the train section was made out of a very special train carriage. The carriage has 4 images that we stretch in order to fake perspective changes. The road is made out of 2 images (fence, and the road itself) while the train tracks are just stretched out.



The background city is just moved above and outside the screen so the water ends up covering the top of the screen. Once this change is made, a tunnel entrance always sitting outside of the camera view to the right is brought into view and it covers the train and brings the repeated tile pattern from the car section in.

After the pattern covers the entire screen we immediately swap to the car section as seamlessly as possible. The car itself has an animation where the perspective changes which Jurica animated by hand.

Read the rest of the blog!