Super Gosu Cars cover
Super Gosu Cars screenshot
Genre: Racing, Indie

Super Gosu Cars

News from the SGC universe! The Professor's vacation!

Hey Super Gosu Cars fans, The Developer here! Just wanted to pop by with the latest news from the Super Gosu Cars universe!

Professor on vacation


Take a look at this postcard I got from the Professor the other day!



It seems he's on an extended vacation in the Seagull Tropics, and apparently he's been there for two weeks already! Whoa! No wonder there hasn't been much progress over here in the workshop as of late! But I guess the guy deserves a break after bending time and space in the last update, don't you think? ːsteamthumbsupː

Mysterious attachment


Hmm, what's that you say? There's something attached to the postcard!? ...ooh, I see! Looks like a stamp-sized sketch of some sort, doesn't it? Maybe the ingenious Professor hasn't been all that inactive after all! I can only assume he's given us a sneak peek of his latest invention!

A new invention


Aah! What can it be? I'm literally buzzing with excitement! Knowing the Professor I'm sure it will be a shocking reveal to say the least! Hmm, I guess we'll have to wait until he gets back to find out. Whenever that may be...



...aaand as always keep in mind that this is a game and the game is still in development. Bugs, malfunctions and other oddities may be present. If you encounter anything you don't like (or do like ːsteamthumbsupː) please let me know! ❤️

Steam: https://steamcommunity.com/app/1912560/discussions/

Discord: https://discord.gg/hHKGxM6WDf

Twitter: https://twitter.com/CodebornGames

Youtube: https://www.youtube.com/@CodebornGames

Reddit: https://www.reddit.com/r/codeborn


Love,
The Developer

It's Mutatin' time!

The game has been updated with a new content and gameplay update! Introducing Mutators: New wacky ways of spicing up your gaming experience in Custom Tournament! Patch notes can be found at the end of this post.

Mutators


Guess who's been at it again? That's right: the Professor! His experiments with time and space has resulted in a new host of quirky contraptions to forever change the everyday life of his fellow Super Gosu Cars racers, and he calls these reality twisting apparatuses... Mutators!

Note: Mutators are not available in the demo version of the game.

Mutator: Quick Nitro


While not a reality bender per-se, it sure does bend your conception of what is possible in a race when your nitro charger suddenly has a much lower cooldown than usual! Boost boost and awaaay!

Mutator: Low Gravity


Ever wondered what it might be like racing on the moon? Now you can experience something kinda like it for yourself right here in Super Gosu Cars with the Low Gravity mutator!

Mutator: Darkside


Not even the Professor himself is entirely sure whether this mutator is a modifier on our own reality or an entirely separate reality in itself. Whoah!

Videos
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Screenshots
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[td]Mutator Selection[/td]
[td]Darkside[/td]
[td]Not Darkside[/td]
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On the horizon


Look forward to more and more mutators being added in the future!


Patch notes 2023-03-24


New content: Mutators

  • Twist the fabric of time and space with Mutators! This new feature allows different ways of transforming the gameplay of your races in in Custom Tournament only.
  • The first mutator (Quick Nitro) is unlocked after finishing first in the 1 Star Piston Cup Mirror Mode Grand Prix.
  • When unlocked look for the Mutator icon in the bottom right corner of the screen in Custom Tournament -> Track Select and press the associated action (default is Gamepad Left Trigger/Shoulder/Bumper/etc and Keyboard Left Shift) to open the Mutator Menu.
  • Different mutators have different unlock critera:

    • Quick Nitro: Beat Piston Cup in 1 Star Mirror Mode or 144 human racer finishes*.
    • Low Gravity: Beat Flywheel Cup in 1 Star Mirror Mode or 160 human racer finishes*.
    • Darkside: Beat Crankshaft Cup in 3 Star Mirror Mode or 256 human racer finishes*.
    • 1 human racer finish equals 1 human player finishing a race regardless of game mode and settings, so completing a local multiplayer race with e.g. 5 human players counts as 5 finishes which greatly reduces the number of played races needed to unlock stuff this way).


Mutators

  • Quick Nitro: Greatly reduces the cooldown of the nitro ability for all vehicles.
  • Low Gravity: Lowers the gravity for all vehicles in a race. Only affects vehicles and nothing else.
  • Darkside: A visual filter only. Does not affect gameplay.

General gameplay

  • Slightly tuned drifting stats for all vehicles.
  • It is now possible to race up to 9 laps per track in Custom Tournament.

Vehicles

  • Made City Bus a tad bit smaller.

Items

  • Spiky Spinny's hit box is now a bit wider making it easier to hit with (and get hit by!).
  • Spiky Spinny's hit box now grows wider when charged, up to a maximum of almost twice as wide! Roll and tear!
  • Tesla Disruptor can no longer be acquired by a racer in 1st place.
  • Tesla Disruptor's model changed to be slightly less tall.


Keep in mind that the game is still in development and bugs and other oddities may be present.
If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Enjoy the update and the new content!

Love,
The Developer

Development update: New features on the horizon!

Hi Super Gosu Cars fans! It's time for another one of them pesky boring news posts with no new content patch accompanying it, just a bunch of text - and some pictures!

On the horizon


The Professor is busy as always coming up with weird new gadgets and whatnot for the racers to play with. Here's a brief mention of just a few of them that might (or might not) see the light of day in a hopefully not too distant future.

Mutators


Spice up your Custom Tournament racing life with Mutators! This feature will let you race in ways you never before tought possible! Be prepared for outlandish vistas in Dark Mode*, laws-of-physics defying stunts in Low Gravity* and hilarious hijinks with Speedy Nitro* to name a few!

* Names are not final.

Dark Mode In-development Screenshots
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[td]Mutator Selection[/td]
[td]Petrol Plains
Dark Mode[/td]
[td]Petrol Plains
Not Dark Mode[/td]
[td]Boost City
Dark Mode[/td]
[td]Boost City
Dark Mode[/td]
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Mirror Mode


Brace yourself for ominous follicle fracas as the Professor and the Super Gosu Cars crew delve deeper into the mysteries of the Mirror Mode universe!

New items


Shocking news are coming your itemized way. All the way, every way, everyones way, everywhere at once and there's no. where. to. hide! How soon? Not lightning fast, but hopefully arcy sparcy kinda soon.

Wrap-up


And that's it for this update. Keep in mind that this is in-development stuff which might change or even be scrapped entirely (but not likely). It's all a matter of time. Which is something I have been running short of lately. Hence this boring text and pictures post instead of an actual content patch. But don't worry, we'll get there eventually. Together!



Keep in mind that the game is still in development and bugs and other oddities may be present.
If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Enjoy the update and the new content!

Love,
The Developer

Introducing Mirror Mode!

The game has been updated with a new content and gameplay update! The main highlight of this patch is Mirror Mode which lets you experience familiar race tracks in a new and unfamiliar way! Patch notes can be found at the end of this post.

Mirror Mode


The Professor has stumbled upon a remarkable discovery and a literal breakthrough in science! In an experiment involving an unstable high-energy particle accelerator, a cardamom crisp bread, a really shiny cookie plate and a really really hot cup of coffe he accidentaly created an small and unstable matter-inversion field turning everything around him completely left to right and vice versa!

By tweaking and refining his unexpectant findings the Professor has now procured an experimental device which allows for portable localized matter-inversion fields enabling him and his fellow Super Gosu Cars drivers to race on familiar race tracks as if seen through a mirror, and the call these races... *drumroll*... Mirror Mode races!

Unlocking Mirror Mode


Due to its highly experimental and volatile nature only the most seasoned of drivers who have claimed a victory in the Three Star Crankshaft Cup Grand Prix are allowed to partake in Mirror Mode races.

Note: Mirror Mode is not available in the demo version of the game.

Screenshots


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[td]Lake Autumn
Overhead Camera[/td]
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Overhead Camera[/td]
[td]Volcano Valley
3rd Person Camera[/td]
[td]Petrol Plains
3rd Person Camera[/td]
[td]Volcano Valley
Overhead Camera[/td]
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[td]Lake Autumn
Overhead Camera
Mirror Mode[/td]
[td]Petrol Plains
Overhead Camera
Mirror Mode[/td]
[td]Volcano Valley
3rd Person Camera
Mirror Mode[/td]
[td]Petrol Plains
3rd Person Camera
Mirror Mode[/td]
[td]Volcano Valley
Overhead Camera
Mirror Mode[/td]
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Patch notes 2023-02-24


New content: Mirror Mode

  • Experience familiar surroundings in a new and potentially confusing way with the introduction of Mirror Mode! This new feature allows you to race on mirrored versions of all the tracks in the game in all current Game Modes!
  • Mirror Mode is unlocked after finishing first in the Three Star Crankshaft Cup Grand Prix.
  • When unlocked look for the Mirror Mode icon in the bottom right corner of the screen and press the associated action (default is Gamepad Right Trigger/Shoulder/Bumper/etc and Keyboard F) to toggle Mirror Mode on and off in Grand Prix cup select, Custom Tour track select and Time Trial track select.

General gameplay

  • Slightly nerfed off-road capabilities for all vehicles.
  • Slightly nerfed nitro power for all vehicles.
  • Tuned drifting stats to slightly decrease the gap between vehicles with a very high drift stat and vehicles with a very low drift stat.
  • Tuned vehicle-to-vehicle collision physics to hopefully eliminate - or at least minimize - the risk of violent loss-of-control and/or loss-of-velocity collisions.

Vehicles

  • Adjusted the suspension values for Tractor to be slightly less wobbly.
  • Tweaked the model for Classic Estate to eliminate some graphical artifacts.
  • Made City Bus is a tad bit smaller.
  • Made Vintage hitbox a tad bit larger.

Items

  • Regular Missiles no longer have a splash damage effect that targets vehicles other than the primary target.

Tracks

  • All tracks can now be mirrored via Mirror Mode. See Mirror Mode above.

Bug fixes

  • Fixed an issue where aborting at the pairing confirmation stage of an automatically reconnected device when using Steam Input would sometimes result in unexpected and unwanted bevaiour and loss of game input.
  • Glyph for DualShock4 "Circle" button is now correctly displayed as "Circle" instead of "X" or "Cross".
  • The result screen shown after finishing a time trial race now correctly displays lap times for all five laps.
  • Fixed an issue where the incorrect controller type would be shown in the reconnect process when confirming abortion of a reconnect.
  • Fixed an issue where in certain situations menu control would be lost if game focus was lost and then regained (eg. by alt-tabbing).
  • Fixed an issue where the Navigate instruction glyph would not display for gamepads when using the native input system.
  • Fixed an issue where environmental fog effects would not load properly on some tracks.
  • Fixed an issue where the Racetrack Control Tower in the Award Ceremony would continue shaking and wobbling despite the game being paused.
  • Fixed an issue where the Driver's Manual would not load its content properly when opened using a gamepad connected via Steam Input.

Known issues

  • Glyphs for some controllers will occasionally require a game restart to load correctly. This is only a graphical issue and does not affect gameplay.
  • 8bitdo SF30Pro can cause the Steam Client to freeze when disconnecting the controller, especially when connected via Bluetooth. If you experience issues try using the controller in Xinput mode and connected via cable. This is out of my hands to fix but at least the controller works fine most of the time that I use mine.


Keep in mind that the game is still in development and bugs and other oddities may be present.
If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Enjoy the update and the new content!

Love,
The Developer

Super Gosu Cars: Now with Steam Input-support!

The game has been updated with a new content and gameplay update! The main highlight of this patch is the long awaited Steam Input-support! But there's also a couple of other very impactful changes worth taking your time to read up about. Patch notes can be found at the end of this post.

Steam Input


Steam Input support is finally here! To get the most out of Steam Input please make sure to go over your settings for Steam Input in the Steam Client. There are many ways to go about this and below is instructions for one way of doing it.

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[td]1. In the Steam client, go to your Library. Locate and right-click Super Gosu Cars. Choose Properties.[/td]
[td]2. In Properties, chose CONTROLLER. Check your Controller General Settings and the override for Super Gosu Cars. Close properties when done.[/td]
[td]3. Back in the Library right click Super Gosu Cars and chose Manage > Controller layout. Controller layout will only show up if you have one or more controllers connected.[/td]
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[td]4. In Controller Layout you can view and edit your own personal layouts for different controller types as well as upload/download community layouts and download official Codeborn layouts.[/td]
[td]5. Example of the official layout for an XBox 360 controller. Remember to check both Vehicle controls and Menu controls.[/td]
[td]6. Example of what it looks like when editing a layout.[/td]
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  • If your controller is not recognized or seem not to be working, please try the following:

    1. Make sure your Steam Input settings are correct in the Steam Client.
    2. Restart the game and/or the Steam Client.
    3. Consult the official Steam Input documentation.
    4. If all the above fails, let me know in the comments what seems to be the trouble.

  • When Steam Input is enabled, you can reach controller layouts via the in-game Options > Controllers menu.
  • If you choose to disable Steam Input in the Steam Client the game will use its built in input system which functions just the way it always has. No worries there.
  • For more information on Steam Input please refer to the official Steam Input documentation.


Xbox Extended Feature Support


[table noborder="1" equalcells="1"][tr][td]Steam Input allows for "Xbox Extended Feature Support" which when enabled will use a custom driver to provide access to up to 16 Xbox Controllers for all-Xbox 8-player local multiplayer racing! You find this setting under "Controller General Settings" in step 2 above.[/td][td]

Xbox Extended Feature Support
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Item box changes


The number of item box groups have been reduced on all tracks from 3 to 2 per lap, meaning longer distances between groups. The number of boxes per group have been increased to compensate.

This change is intended to open up for more strategy regarding item use and balance out the racing vs. item aspects of the game.


More racing per race!


The number of laps per race have been increased from 3 to 5 laps in Grand Prix and Time Trial. More laps means more racing, more fun and more dynamic gameplay such as allowing for more comebacks and other strategic play.

However, this also means that all your record times for Grand Prix and Time Trial are now obsolete and will be purged in an upcoming update. So if you want to keep a memento of your greatest achievements you will have to write them down somewhere before they disappear.

For Custom Tournaments the default laps setting has been changed from 3 to 5 and can be changed in the Options menu as per usual.


Winter Vroom has ended


Winter Vroom season is over. I hope you all enjoyed this festive event and look forward to the next one!


Patch notes 2023-02-10



General gameplay

  • Increased default number of laps for Custom Tour, Grand Prix and Time Trial from 3 to 5.
  • Reduced the number of item box groups on all tracks to two groups per track.
  • Increased the number of item boxes per item box group on each track.

Vehicles

  • Increased base turn angle for all vehicles.
  • Improved off-road performance for all vehicles.
  • Increased counter steer torque for all vehicles.
  • Increased effect of vehicle nitro stat for all vehicles.

Tracks

  • Petrol Plains: Added barriers at the gaps on the track where taking a shortcut would mean missing a checkpoint.
  • The Manufactury: FIxed a spot where vehicles could get stuck if unlucky.
  • Most tracks: Various minor doodad placement and collision/hitbox/barrier adjustments.

Technical

  • Added support for Steam Input.

Bug fixes

  • Fixed an issue where Vehicle Select screen would occasionally not load correctly when entering it with more than two players in the game.
  • Fixed an issue where certain objects on the track would not show up properly in the bottom right action camera used in 3 player split screen.
  • Boost City: Fixed an issue where the missile fired by the helicopter would not fire properly.

Known issues

  • Opening the Steam Input Controller Layout via the in-game Options > Controls will sometimes result in a loss of control which requires force exiting and restarting the game. It is recommended to open the Controller Layout via the Steam Client for the time being.
  • Glyphs for some controllers will occasionally require a game restart to load correctly. This is only a graphical issue and does not affect gameplay.
  • 8bitdo SF30Pro can cause the Steam Client to freeze when disconnecting the controller, especially when connected via Bluetooth. If you experience issues try using the controller in Xinput mode and connected via cable. This is out of my hands to fix but at least the controller works fine most of the time that I use mine.


Keep in mind that the game is still in development and bugs and other oddities may be present.
If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Enjoy the update and the new content!

Love,
The Developer

Development update: Steam Input progress!

Hey, Super Gosu Cars aficionados! The Developer is back with another quick update on the game's progress. Specifically the long awaited Steam Input support!

Steam Input


I'm going to keep things short: There's good news, and there's bad news. The good news is that progress on Steam Input is plodding along and it is basically complete, functional, usable, cool and good. The bad news is that even so there are still a bunch of kinks and quirks to take care of in order to ensure an as smooth and enjoyable experience as possible before releasing it. I therefore regret to inform you that you will all have to wait just a little bit longer for the next game update.

If you're new to Steam Input you can check out this neat guide while you wait:
https://partner.steamgames.com/doc/features/steam_controller/getting_started_for_players

What's next?


As soon as Steam Input is in place I will look into adding more Steam specific content such as achievements, leaderboards, etc. Or maybe something else entirely! Let me know in the comments what you would like to see next!



As always keep in mind that the game is still in development and bugs and other oddities may be present. If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Love,
The Developer

Development update! Steam Input, Winter Vroom, and more!

Hey, Super Gosu Cars fans! The Developer here. I just wanted to drop by to give you all a small news update and I hope you have all had a nice winter vroomy holiday and a happy new year!

Steam Input


Implementation of Steam Input support has been given the highest priority and is now the main focus for the next content update, currently planned to release at the end of January. With Steam Input in place the game will provide better controller support overall and hopefully also solve the four controller limit experienced by some players.

If you're new to Steam Input here's a guide to get you started:
https://partner.steamgames.com/doc/features/steam_controller/getting_started_for_players

Winter Vroom extension


To ease your waiting a bit I have decided to let the Winter Vroom event continue until the next content update is released. So keep enjoying the joy or if you're a traditionalist and feel that Winter Vroom should end when it should; remember you can always disable it under Options->System->Event cosmetics.

On the far horizon


When Steam Input is in place I will start looking into adding more Steam specific content such as achievements, leaderboards, etc. Or maybe something else entirely! Let me know in the comments what you would like to see next!



As always keep in mind that the game is still in development and bugs and other oddities may be present. If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Love,
The Developer

Winter Vroom & Winter Sale!

Steam Winter Sale


Super Gosu Cars is now available at a 15% discount during the Steam Winter Sale! Don't miss out on this opportunity to experience the first Super Gosu Cars Winter Vroom mini-event!

Winter Vroom mini-event


It is winter in the northern hemisphere and in the world of Super Gosu Cars that means that Winter Vroom is here! This cosmetic mini-event replaces certain objects in the game with more festive counterparts.
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Winter Vroom will run from December 16 until January 13; because is it not said that 20 days after t' Eve is when Winter Vroom takes leave?



As always keep in mind that the game is still in development and bugs and other oddities may be present. If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Enjoy the discount and speedy Winter Vroom to you all!

Love,
The Developer

Winter Vroom mini-event!

The game has been updated with a minor content and gameplay update: Featuring Winter Vroom!

Winter Vroom


It is winter in the northern hemisphere and in the world of Super Gosu Cars that means that Winter Vroom is here! This cosmetic mini-event replaces certain objects in the game with more festive counterparts.
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Winter Vroom will run from today (December 16) until January 13 the following year; because is it not said that 20 days after t' Eve is when Winter Vroom takes leave?


Patch notes 2022-12-16



Winter Vroom

  • All haybales in the game have been replaced with Winter Vroom Gifts.
  • All item boxes in the game have been replaced with Winter Vroom Globe Ornaments.
  • Applicable trees along the tracks have been clad with Winter Vroom decorations in a suitably modest Winter Vroom fashion.
  • Falling snow has been added to tracks Snowy Hills and Late Autumn.
  • The Title Screen has been decked out in Winter Vroom spirit.
  • If Winter Vroom is not for you feel free to disable it in the options menu under "System".

General gameplay

  • Base drifting stat for all vehicles has been slightly increased.
  • Base steering stat for all vehicles has been slightly increased.
  • Slightly reduced vehicle top speed and nitro power in One Star tier races.

Menus

  • Added an option to toggle Event Cosmetics ON/OFF in the Options menu under System.

Vehicles

  • Mr. Threads, Big Heave, Traktor and Iron Pickup have had their off-road performance slightly nerfed.
  • Formula-99 has had its off-road performance slightly buffed.

Tracks

  • Boost City: Removed an incredibly frustrating forgotten invisible oil spill at the center of the track.
  • Snowy Hills: Adjusted intro cinematic.

Items

  • Sentient Goop: Pursuit speed of sentient goop puddles now scales with the selected Speed Tier making them slightly harder to outrun at higher tiers.

Bug fixes

  • Fixed an issue where vehicles would sometimes end up driving submerged in the ground after initiating a drift in mid-air after leaving a directed boost ramp.
  • Fixed an issue where certain text on the start screen would not re-translate properly after changing the game language.

Technical stuff

  • The investigation into Steam Input for better controller/gamepad support is ongoing. Hopefully if all goes well you can look forward to an update early next year.


Keep in mind that the game is still in development and bugs and other oddities may be present.
If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Enjoy the update and speedy Winter Vroom to you all!

Love,
The Developer

More vehicles and flashier effects!

The game has been updated with a new content and gameplay update! The main highlights include two new unlockable vehicles, a facelift for the Gooper item and both a facelift AND new functionality for the Spiky Spinny item! As well as bugfixes, some gameplay adjustments ...and more!

New vehicle: Runner MXM!


You know how some people just love the smell of burning rubber in the morning? No? Oh. Well, either way Runner MXM* is here to satisfy that need with its unparalleled drifting game!

Runner MXM is not available by default and must be unlocked.
To unlock it you must either:

  • Finish in any position in any 80 races (Time Trial, Custom Tournament or Grand Prix).
  • Further unlock criteria TBD.

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New vehicle: The Hemming!


Like a blast from a not too distant past the Hemming* is now roaring down the racetrack! Put a penny in the jukebox and smoke cigars if you got 'em! (PSA: Smoking not encouraged).

To unlock it you must either:

  • Finish in any position in any 96 races (Time Trial, Custom Tournament or Grand Prix).
  • Further unlock criteria TBD.

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* names not final.

Item improvements


The Gooper has recieved a bit of polish and flair and the Spiky Spinny item has been upgraded with both new functionality AND flair. Wow!

Gooper


The gooper now emits a very nice boiling and smoking-hot visual effect when charging and becoming super-heated. Reaching full charge is also vizualised with a satisfyingly frothy explosion of hot, scummy goop so you know that gooey glob you just charged up is ready to launch with the full heat-effect!

Spiky Spinny


The Spiky Spinny can now be charged before launching. By pressing and holding down the item button the Spiky Spinny will start spinning wildly and launch at a higher velocity than normal when letting go of the button. A firey and smokey pop will indicate that the spinny is fully charged and can be launched for massive speed and damage!

With the new charging functionality the mechanics for the Spiky Spinny has been slightlty adjusted:

    A non-charged Spiky Spinny will:
  • Travel at a leisurely pace.
  • Bounce against up to five obstacles before exploding.
  • Explode upon first contect with an opponents vehicle.

    A fully charged Spiky Spinny will:
  • Travel ludicrously fast!
  • NOT bounce against any obstacles but instead explode upon first impact.
  • Rip and tear through up to five vehicles in its path before exploding.

At charge levels in between non-charged and fully charged the Spiky Spinny can both bounce and rip, but at varying degrees and speeds.

Behold both of the above effects below in these glorious 10 fps 1/6:th HD gifs recorded and rendered on an overencumbered and stressed out potato laptop.

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[tr]
[td]Spiky Spinny Charging[/td]
[td]Gooper Charging[/td]
[/tr]
[tr]
[td][/td]
[td][/td]
[/tr]
[/table]

Holiday spirit


Some of the race tracks in the game have been slightly jollified with certain objects being replaced by jollier counterparts for a limited time. I hope you can all enjoy it and feel the jolly within! Jolly-Ho!

Upcoming updates schedule and notice


Because of the aforementioned upcoming holidays and other such reasons I just wanted to let you know that updates will be more irregular and/or non-existant for a little while. Expect regular updates to return again early next year at the earliest.

Patch notes 2022-12-09



General gameplay

  • Drifting has been fine-tuned to be very, very slightly sharper for all vehicles (based on their drift stat; vehicles with higher drift stat still drift noticably more sharply than those with a lower drift stat). This means very slightly less moving sideways and very slightly more moving forwards when drifting.
  • Computer opponents have had their trigger happiness toned up again ever so slightly.
  • Item boxes now respawn slightly faster and are slightly easier to hit.
  • Bonus nitro boost from drifting slightly increased.
  • Base nitro power for all vehicles slightly increased.
  • Old T.O.M. no longer targets whoever launched it should they happen to be the last remaining player in a race.

Vehicles

  • Added very subtle cosmetic-only effects for some vehicles when trying to use an item when no item is equipped. So far only the Runner MXM and the Patrol 80 has these effects.

Tracks

  • Meandermire: Improved AI pathing.
  • Suburbia: Fixed an issue where vehicles would sometimes be afflicted with an inconvenient rotational force when exiting the automatic wooden boost ramp. Adjusted the barriers around the skate area for mad air time when going off the edges. That's rad!
  • Most tracks: Various minor doodad placement and collision/hitbox/barrier adjustments.

Items

  • Spiky Spinny:

    • New functionality! Can now be charged! Charging a Spiky Spinny before launching will increase its speed and destructive power, but will reduce its bounciness. See detailed explanation above.

  • Sentient Goop: Improved visuals when charging.
  • Tesla Tower: Each electric blast has had its duration decreased from 1.2 s to 0.9 s. The radius of the blast has been slightly reduced and the slowing effect applied to vehicles caught in the blast has also been slightly reduced.

Bug fixes

  • Fixed an issue where the Gooper item animation would sometimes get stuck in charge-mode.
  • Fixed an issue where the Gooper would sometimes not fire backwards after charging despite holding down on the control stick/d-pad when using a gamepad.
  • Fixed an issue where particle effects would sometimes not render properly.
  • Josephine and Tjörn now have proper personalized phrases instead of placeholder text when winning a Grand Prix or Custom Tournament. Oops!

Miscellaneous

  • Unlock critera for unlocking a vehicle based on number of completed races has been adjusted and now unlocks a new vehicle every 16 races instead of every 30 races.
  • Mr. Threads primary unlock criteria now requires 1250 missile hits, down from 1500.

Technical stuff

  • Another possible - yet unfortunately untested - solution to the xinput controller limit is in place. If any of you out there is in a position to successfully test the game (or the demo) with 5 or more xinput controllers please let me know. And if it does not work please let me know too :) I am also currently looking into implementing full Steam Controller and Steam Input support soon™ but no timelines and no promises.


Keep in mind that the game is still in development and bugs and other oddities may be present.
If you encounter anything you don't like (or do like) please let me know!

Steam: https://steamcommunity.com/app/1912560/discussions/
Discord: https://discord.gg/hHKGxM6WDf
Twitter: https://twitter.com/CodebornGames
Youtube: https://www.youtube.com/@CodebornGames
Reddit: https://www.reddit.com/r/codeborn

Enjoy the update and the new content!

Love,
The Developer