The game has been updated with a new content and gameplay update introducing two new drivers to unlock. Steering has also been further tweaked to be less twitchy and more predictable, collisions between vehicles have been improved to eliminate cases where vehicles could pass through each other, and the gooper and rocket items have been improved with some new abilities for more strategy on the race track.
Introducing Josephine!
Who is this pink haired girl in a... space suit? Likes space cats? Huh!? Josephine is not available by default and must be unlocked.
To play as Josephine you must:
Win gold in the Piston Cup in the Three Star grand prix difficulty or higher.
Both the rockets and the goop items have been upgraded with some new functionality and versatility.
Rockets
Rockets can now be fired defensively by pressing down+use on a gamepad or C (default) on a keyboard! When fired defensively the rocket will try to intercept any incoming rockets currently locked onto your vehicle. If no target is found it will crash into the ground. Upon impact a rocket will now also explosively affect things around it in addition to just its primary target.
If fired offensively while in first place rockets will now travel along the ground in a straight line instead of firing into the ground as they did before.
Goop
Goop can now be charged before launching. By pressing and holding down the item button the goop ball will swell and become super-heated. While super-heated the goop will attract any nearby rockets (regardless of their targets!). This is primarliy meant as a defensive ability, but can also be used offensively since any rocket(s) attracted to the goop as it launches will continue to pursue the goop and impact on anything hit.
To celebrate the arrival of the two new fresh faces Josephine and Tjörn to the Super Gosu Cars crew some of the other drivers got together and decided to freshen themselves up as well! Just look at them! It's like they're all grown up now! As a developer it almost brings a tear to my eye... [table noborder="1"] [tr] [td][/td] [/tr] [/table]
Patch notes 2022-11-25
General gameplay
Regular steering should now appear less twitchy and more predictable.
Computer opponents have had their trigger happiness toned down slightly.
Slightly increased vehicle top speeds in One Star, Two Star, Three Star and Four Star tier races.
Vehicles
Collision physics between vehicles has been improved to eliminate clipping through other vehicles and to reduce loss of control after a particularly brutal collision.
Heavier vehicles such as City Bus, Mr. Threads and Big Heave should be less impacted when colliding with other, non-heavy, vehicles.
Added a nice spark effect when vehicles collide.
Improved physics and animations when tumbling/spinning after being struck by an item.
Mr. Threads has had its behaviour adjusted after being found to be wildly out of control after the previous update.
Minor visual adjustments to Classic Estate, Funkswaggon, Tennis Cabriolet and Big Heave.
Tracks
Late Autumn: Widened the curve after the frozen lake segment. Added logpiles in the northern parts of the track to better indicate track boundaries.
Seagull Tropics: Widened the track segment where you land after being launched by the barrel cannon. Adjusted barrier placement.
Volcano Vale: Adjusted item box placements after the big jump so players no longer run the risk of jumping over them at higher speeds. Adjusted the finish line checkpoint trigger so that you no longer miss the finish line if you happen to be driving on the walls on either side of it.
Suburbia: The automatic boosting along the wooden ramp leading up to the highway is now way smoother than before.
Most tracks: Various minor doodad placement and collision/hitbox/barrier adjustments.
Items
Rockets:
New functionality! Can now be fired defensively by holding down on the analog stick/d-pad when fired or by pressing C (default binding) on a keyboard. When fired defensively the rocket will try to intercept any incoming rockets currently locked onto your vehicle. If no target is found it will crash into the ground.
New functionality! When fired normally and no players are ahead of you in the race the rocket will now travel forward along the ground in a straight line until it hits something and/or is destroyed.
New functionality! In addition to inflicting tumble on its primary target a rocket now also creates a tiny area of effect explosion force which affects both player vehicles and applicable doodads on the track.
Sentient Goop
Goop now become sentient and start chasing vehicles quicker after hitting the ground.
Goop blob slowing effect slightly increased.
New functionality! Goop blobs can now be charged prior to launching. By pressing and holding down the item button a blob will increase in size as well as begin to super-heat. Super-heating will attract any and all rockets in the blob's very close vicinity regardless of whom the rockets are targetting. When struck by a rocket the blob is expended and can no longer be launched.
If launched while super-heated any rockets attracted by the blob will continue to pursue the blob. Super-heating does not alter the functionality of the blob in any way other than attracting rockets.
Note: There is currently no visual effect indicating the super-heating (except the swelling), but its there, trust me. Maybe next patch.
Tesla Tower: Each electric blast has had its duration increased from 0.6 s to 1.2 s and is now much more likely to destroy hostile items when timed correctly.
Minor bug fixes
Resolved an issue where equipped items would sometimes be launched when unpausing the game after a camera change had been performed during a race.
Patrol 80 was erroneously set to unlock by finishing first in the Crankshaft Cup in a Four Tier Grand Prix. It is now correctly set to unlock by finishing first in the Crankshaft Cup in a Three Star GP.
Major bug fixes
Resolved an issue where a human controlled vehicle would sometimes still be controllable after the race was over if having crossed the finish line while using the Propelling Propeller.
Resolved a bug where Cups and Speed Tiers would not unlock corrently despite having their unlock requirements met.
Miscellaneous
Lots of minor bugfixes, adjustments, improvements, etc all over the place.
Technical stuff
Unity version upgraded from the final 2019 LTS version to the latest 2021 LTS version.
Possible solution to the xinput controller limit is in place but is unverified simply because I don't have enough controllers to test it. Which is also why the limitation slipped me by in the first place. If any of you out there is in a position to successfully test the game with 5 or more xinput controllers please let me know. And if it does not work please let me know too :)
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!
The game has been updated with a new content update introducing not just one but TWO new vehicles for players to unlock. But thats not all! Steering and drifting have had a major overhaul which improves responsiveness and playability for all vehicles, especially at higher speeds and on bumpier tracks. See end of post for patch notes.
New vehicle: Patrol 80
Racing just get a wee bit safer: the Patrol 80* is on the case! The vehicle is not available by default and must be unlocked. To unlock it you must either:
Win gold in the Crankshaft Cup in the Three Star grand prix difficulty or higher.
Finish in any position in any 90 races (Time Trial, Custom Tournament or Grand Prix).
[table noborder="1" equalcells="1"] [tr] [td][/td] [td][/td] [/tr] [/table] *name is maybe not final. Any suggestions?
New vehicle: Formula-99
Racing just get a whole lot faster! The Formula-99* has left the pit! The vehicle is not available by default and must be unlocked. To unlock it you must either:
Finish at least one Time Trial race on each track in the game.
Finish in any position in any 120 races (Time Trial, Custom Tournament or Grand Prix).
[table noborder="1" equalcells="1"] [tr] [td][/td] [td][/td] [/tr] [/table] *name is maybe not final. Any suggestions?
Patch notes 2022-10-28
General gameplay
Steering is now much more responsive for all vehicles. This is especially noticable on bumpy terrain and at higher speeds.
Drifting mechanics reworked. Try it out and see if this update made you a new drift star! Remember to use the brakes at higher speeds!
Vehicle and avatar stats reworked and improved and should now better reflect the actual behaviour of the vehicles.
Computer opponents became a little bit too trigger happy after the last update and their aggressiveness has been toned down slightly at higher difficulties.
Slightly increased vehicle top speeds in One Star and Two Star tier races.
The bonus nitro boost from timing your throttle after being hit by an item has been increased.
Menus, UI and options
The Options menu is now available when pausing the game in any game mode.
The Options->Gameplay submenu has been renamed Custom Tour and can now also be accessed while selecting vehicle/avatar and track prior to starting a Custom Tournament by pressing "M" when using a keyboard or "West Button" on a gamepad (X on XBOX controllers, Square on DualShock/DualSense, Y on Switch Pro Controller, etc).
Added option to choose number of laps per track in Custom Tournament.
Vehicles
Collision models and hitboxes for all vehicles have been adjusted for smoother gameplay and less terrain/obstacle snag.
Tracks
Boost City: Removed an imbalanced boost arrow. Adjusted barrier placement.
All tracks: Boost arrow boost values adjusted. Various minor doodad placement and collision/hitbox adjustments.
Items
Rockets: Acceleration and travel speed increased slightly.
Propelling Propeller: Propelling mechanics reworked for a much muchmuch improved experience.
Major bug fixes
Resolved an issue where cutscenes could not be skipped when using a gamepad.
Resolved an issue where in-game camera toggling could not be accessed when using a gamepad.
Miscellaneous
Cutscenes can now always be cancelled with the Escape key regardless if using a gamepad or a keyboard.
Bonus content: All traffic cones in the game have been restored to normal 🎃 Stay tuned for more seasonal events to come!
Pickup Truck secondary unlock criteria now requires 30 completed races, down from 40.
Mr. Threads secondary unlock criteria now requires 210 completed races, down from 280. The primary unlock criteria is still 1500 missile hits in Custom Tournament/Grand Prix (missiles fired by CPU opponents also count).
Lots of minor bugfixes, adjustments, improvements, etc all over the place.
Known issues
Connecting more than four Xinput compatible gamepads or controllers may result in undesired effects. Until this is resolved the game is only reliably playable with 1 keyboard + 4 gamepads/controllers for a total of 5 human players. I deeply apologize for this and hope to have it resolved in a future update so that you can all enjoy Super Gosu Cars with up to 8 players as is intended. Any input or feedback on this issue is greatly appreciated to help speed up the process.
DualSense controllers have issues steering using the D-pad. If you encounter these issues you might solve them by creating a custom controller setup in the Steam client.
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!
A warning to all race leaders: Old T.O.M.* is here to equalize the playing field! Once launched the Old T.O.M. bomb will travel the lands with its eyes dead set on the leader of the race. But everyone beware; any racer caught in the impact blast will suffer devastating effects! [table noborder="1" equalcells="1"] [tr] [td][/td] [/tr] [/table]
*name is maybe not final. Any suggestions?
Bonus wallpaper!
To celebrate this fantastic event I've even gone to such lengths as to whip up a fancy desktop wallpaper for you all to peruse at your own pleasure. Rejoice!
Bonus seasonal content!
Because this update also happens to coincide with a popular holiday some very minor time restricted content has been added to the game. Be sure to enjoy it while it lasts!
Patch notes 2022-10-28
General gameplay
Improved overall aerial steering. It is now also possible to steer more sharply while airborne by drifting and/or braking in the air. #videogamephysics
Drifting can now be initiated while airborne.
Drifting is no longer interrupted when colliding with most terrain or obstacles at high speeds.
Computer opponents are now slightly more prone to using their items.
Third person camera is now slightly less jerky when turning sharply.
Vehicles
Collision models and hitboxes for all vehicles have been adjusted for smoother gameplay and less terrain/obstacle snag.
Tracks
Abandoned Airstrip: Improved lighting effects.
Boost City: Fixed light posts glitching when collided with.
All tracks. Boost arrow boost values adjusted. Various doodad placement and collision/hitbox adjustments.
Items
New item! Old T.O.M. Seeks out the leader of a race and explodes in a great fireball upon impact. All vehicles caught in the blast will be affected. The closer to the impact center the greater the effect. Vehicles driving into an existing fireball are also slightly affected.
Gooper: A direct hit now slows slightly more and has an increased duration. Goop is also faster when chasing vehicles and sticks to the prey for longer but has a reduced slowing effect.
Rockets: Improved pathfinding and obstacle avoidance algorithm. Duration of impact slightly reduced. Launch sequence adjusted for faster travels making the missiles reach their targets faster than before.
Propelling Propeller: Duration slightly reduced. Less prone to expire while above a chasm or in the middle of a sharp turn. Animation while travlling made much smoother. New!: It is now possible to pick up a new item while the propeller is active, but the item won't be usable until the propeller has expired.
Tweaked item probability distribution for a more varied and just gaming experience.
Reduced the chances of getting the same item twice in a row (but it is still possible).
Major bug fixes
Resolved an issue where running over a boost arrow or using nitro would not always apply the correct amount of extra speed while drifting or under the effects of a drift.
Resolved an issue where firing an item backwards would sometimes cause subsequent items to also be fired backwards despite not using the special use action.
FIxed an issue where on certain tracks the unlockable Mr. Threads vehicle would sometimes fall through the ground during the race introduction cutscenes. ¯\_(ツ)_/¯
Miscellaneous
Bonus content: For a limited time only all traffic cones in the game have been replaced with something more seasonally appropriate 🎃
Lots of minor bugfixes, adjustments, improvements, etc all over the place.
Known issues
Connecting more than four Xinput compatible gamepads or controllers may result in undesired effects. Until this is resolved the game is only reliably playable with 1 keyboard + 4 gamepads/controllers for a total of 5 human players. I deeply apologize for this and hope to have it resolved in a future update so that you can all enjoy Super Gosu Cars with up to 8 players as is intended. Any input or feedback on this issue is greatly appreciated to help speed up the process.
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!
The full version of the game has been updated with the very first content update introducing both a new vehicle *and* a new item! See end of post for patch notes.
New vehicle!
A brand new vehicle is now available: the Iron Pickup*. The vehicle is not available by default and must be unlocked. To unlock it you must either:
Win gold in the Crankshaft Cup in the One Star grand prix difficulty or higher.
Finish in any position in any 40 races (Time Trial, Custom Tournament or Grand Prix).
A warning to all race leaders: Old T.O.M.* is here to equalize the playing field! Once launched the Old T.O.M. bomb will travel the lands with its eyes dead set on the leader of the race. But everyone beware; any racer caught in the impact blast will suffer devastating effects! [table noborder="1" equalcells="1"] [tr] [td][/td] [/tr] [/table]
*name is maybe not final. Any suggestions?
Bonus wallpaper!
To celebrate this fantastic event I've even gone to such lenghts as to whip up a fancy desktop wallpaper for you all to peruse at your own pleasure. Rejoice!
Bonus seasonal content!
Because this update also happens to coincide with a popular holiday some extra time restricted content has been added to the game. Be sure to enjoy it while it lasts!
Patch notes 2022-10-28
General gameplay
Improved overall aerial steering. It is now also possible to steer more sharply while airborne by drifting and/or braking in the air. #videogamephysics
Drifting can now be initiated while airborne.
Drifting is no longer interrupted when colliding with most terrain or obstacles at high speeds.
Computer opponents are now slightly more prone to using their items.
Third person camera is now slightly less jerky when turning sharply.
Vehicles
Collision models and hitboxes for all vehicles have been adjusted for smoother gameplay and less terrain/obstacle snag.
Tracks
Abandoned Airstrip: Improved lighting effects.
Boost City: Fixed light posts glitching when collided with.
All tracks. Boost arrow boost values adjusted. Various doodad placement and collision/hitbox adjustments.
Items
New item! Old T.O.M. Seeks out the leader of a race and explodes in a great fireball upon impact. Vehicles near the impact center are less affected. Vehicles on the outskirts of the impact are even more less affected. Vehicles driving into an existing fireball are also slightly affected.
Gooper: Direct hit slows slightly more and has an increased duration. Chasing goop is faster, sticks to the prey for longer but has a reduced slowing effect.
Rockets: Improved pathfinding and obstacle avoidance algorithm. Duration of impact slightly reduced. Launch sequence adjusted for faster travels making the missiles reach their targets faster than before.
Propelling Propeller: Duration slightly reduced. Less prone to expire while above a chasm or in the middle of a sharp turn. Animation while travlling made much smoother. It is now possible to pick up a new item while the propeller is active, but the item won't be usable until the propeller has expired.
Adjusted item probability distribution for a more varied and just gaming experience.
Reduced the chances of getting the same item twice in a row (but it is still possible).
Major bug fixes
Resolved an issue where running over a boost arrow or using nitro would not always apply the correct amount of extra speed while drifting or under the effects of a drift.
Resolved an issue where firing an item backwards would sometimes cause subsequent items to also be fired backwards despite not using the special use action.
FIxed an issue where on certain tracks the unlockable Mr. Threads vehicle would sometimes fall through the ground during the race introduction cutscenes. ¯\_(ツ)_/¯
Miscellaneous
Until further notice all traffic cones in the game have been replaced with something more seasonally appropriate 🎃
Lots of minor bugfixes, adjustments, improvements, etc all over the place.
Known issues
Connecting more than four Xinput compatible gamepads or controllers may result in undesired effects. Until this is resolved the game is only reliably playable with 1 keyboard + 4 gamepads/controllers for a total of 5 human players. I deeply apologize for this and hope to have it resolved in a future update so that you can all enjoy Super Gosu Cars with up to 8 players as is intended. Any input or feedback on this issue is greatly appreciated to help speed up the process.
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!
The full version of the game has been updated. See below for patch notes:
Patch notes 2022-10-14
Game balance
Slightly adjusted steering for Tennis Cabriolet.
Big Heave is now slightly less wobbly.
Tracks
Petrol Plains: Adjusted haybale positions.
Snowy Hills: Adjusted haybale positions.
Steam Features
Pulling up the Steam Overlay now pauses the game.
Miscellaneous
Racer "Derek" is no longer erroneously unlocked by default.
Running in the background now pauses the game.
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!
This update also marks the start of more Steam integration down the line. Let me know which Steam feature you would like to see implemented next. Cloud Saves, Achievements, etc.
The full version of the game has been updated. See below for patch notes:
Patch notes 2022-10-03
Game balance
Slightly adjusted drift and steering for Tennis Cabriolet.
Slightly adjusted drift and steering for Big Heave.
Controls
Added a new keybinding for keyboard players for using an item's secondary functionality. In addition to holding when pressing , keyboard users now have a single dedicated action that does the same thing, allowing them to fire spiky spinnies and goop balls backwards without braking at the same time.
The default keybinding for this is [C] and can be changed under Options->Controls->Keyboard.
Note: This does not change anything for gamepad players. Gamepad players will still have to hold down on either the D-pad or left analogue stick when using an item to use its secondary functionality.
Tracks
All tracks: Adjusted boost ramp behaviour for a smoother experience.
Volcano Vale: Smoothed out a few of the rougher bumps at the beginning of the track.
Abandoned Airstrip: Adjusted AI-pathing. Tweaked collision for various track obstacles. Adjusted angle and power of boost ramps. Removed obnoxious oil spill.
Suburbia: Turned on collision for track obstacles and barriers which were erroneously turned off.
Improved the behaviour of the propelling propeller.
User Interface
Fixed an issue where the graphics for Rocket and Spiky Spinny had been swapped in the Driver's Manual.
Updated the visuals of the Exit Game button in the start menu.
Miscellaneous
Added additional methods for exiting the game on the start screen. A visual aid has been added in the top right corner of the screen to reflect this.
Gamepad players can now press (default is B-button on an Xbox controller or equivalent, can not be rebound) to exit the game if no players are joined.
Keyboard players can now press (default is Q-key, can not be rebound), or the Escape-key, to exit the game if no players are joined.
The game can also be exited by opening the start menu and selecting the bottom left option (Exit).
Fixed an issue which in 3-player split screen mode prevented the automatic race action camera from starting, instead displaying a buggy black square in the bottom right corner of the screen where the action camera should have been.
Various bug fixes, touch-ups and such all over the place.
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!
Super Gosu Fans, the moment you have all been waiting for is here! Super Gosu Cars is now available for purchase and play as an early access game!
Hop on the Super Gosu Hype Train and together we will speed our way to a fully fledged release some time down the line in a hopefully not too distant nor bleak future.
And if you're still on the fence there's always the free demo for you all to try out until you know if Super Gosu Cars is the game for you.
This has been a roughly two year long journey for me of learning about game development, coding, 3D-modelling and everything else this entails. Through ups and downs I have come out the other side with tons of new experiences, knowledge, happiness and sorrows, and a handful of gray hairs. And it's not over yet.
Until next time I hope you will all find the time and opportunities to enjoy the game, or the demo, if only for a minute, in its current state (which is actually a pretty decent state if I may be so bold).
Lots of love, The Developer
Updated Demo now available - patch notes within!
The demo version of the game has been updated. See below for patch notes:
Patch notes 2022-09-19
General gameplay
Adjusted stats and drift mechanics for all vehicles.
Completely revamped vehicle collision system. While it is a great improvement over the old system there are still some teething issues to deal with. Thank you for your understanding.
Tilted the 3rd person camera angle ever so slightly downwards.
Resolved an issue where it was sometimes possible to drive on certain barriers, obstacles and walls as if they were ground.
Resolved an issue which resulted in the vehicle/driver stat display on the vehicle/driver select screen not properly reflecting the actual properties of the vehicle/driver.
Tracks
Petal Ponds and Petrol Plains: Adjustments to out of bounds-areas and barriers, placement and power of boost arrows, placement and density of doodads, and more.
Petal Ponds and Petrol Plains: Adjusted AI pathing.
Petrol Plains: Track is now slightly wider.
All tracks have had their preview thumbnails updated on the Time Trial/Custom Tournament track selection screen and Grand Prix Cup selection screens.
Items
The speed of the self-propelling propeller now scales with the selected Speed Tier.
Resolved an issue that prevented picking up a new item immediately after firing the last rocket of a single or triple pack of rockets.
Performance
Improved frame rate on the race result screen after finishing a race in Grand Prix or Custom Tournament.
Resolved an issue where the game would sometimes stutter when the last human driver crossed the finish line with multiple AI drivers still racing.
Miscellaneous
Improved a couple of in-game models. Most notably the boost arrows.
Revised English and Swedish texts for a couple of entries in the in-game driver's manual.
Resolved an issue where the outlines of objects in the distance would sometimes flicker depending on the camera angle while in 3rd person mode.
Tons of various bug fixes, touch-ups, visual improvements and much, much more all over the place.
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!
Enjoy the update!
Love, The Developer
Milestone, infographic, pricing ...and more!
Super Gosu news, everyone! It's me, the Developer, this time with some super gosu news! As always you'll find that tasty bite-size TLDR summary at the end of the post.
Totally Gosu Milestone
With less than a week left to release everyone in the development and testing team* just hit a monumental milestone as they ticked off the last item on the make-sure-this-works-before-release list! Phew!
This means the game is now early access ready - but development is still ongoing and the game might thus be even more ready as September 23 comes around, and beyond. No rest for me, no siree! Phew indeed!
Very Gosu Infographic
To celebrate this monumental moment the marketing team** have prepared a very gosu infographic to give you all a brief overview of the content of the full game as it stands on the day of the early access release (hint: that's September 23). If you've played the demo you should have a pretty decent idea of what to expect. Only better...and more!
Please feel free to share the infographic with all of your super gosu family and friends!
Updated demo
Speaking of which; the demo will also get its last pre-release update super-duper early next week (as in like tomorrow, wow!) And don't worry, the demo will continue to get updated during early access development and even after the full game has launched. I want everyone to be able to enjoy some of that Super Gosu Cars goodness even if they can't afford the full version. Which segues us nicely to the last topic on today's announcement.
Pricing
Some say that all good things in life are free. But what's a rule without its exceptions, eh? Super Gosu Cars is obviously as good as they come, but, it will set you back a whopping $3.99 USD (or local equivalent) to get on board the early access train as it picks up passengers twentyfour-seven starting onSeptember 23. And make sure to get on board before the train eventually speeds out of early access because I must be frank and inform you that the game will then become even more less free.
Summary
To conclude today's post:
Game development is now in early access phase! Get ready for September 23!
Amazingly fantastic infographic to share and enjoy:
Please share and enjoy the infographic. It took me forever to make.
The demo will be updated shortly. Like, tomorrow.
The full game will cost $3.99 USD (or local equivalent) for as long as it is in early access, and the price will increase as the game eventually leaves early access at some point in the future.
Super Gosu Regards, The Developer
* that's me ** also me
Developer update
Hey, Super Gosu Cars fans! It's me, the Developer, here again with another overdue update!
Can you believe we're now no more than two weeks away from the big early access release on September 23!?
I've been working really hard since the last overdue update to get everything ready for launch, and I thought I'd just hit you with some of the things you can look forward to compared to the demo you've been enjoying so far:
12 race tracks instead of 2 4 tracks will be available at the start and 8 more will unlock as you play the game.
9 vehicles instead of 5 8 base vehicles and 1 additional vehicle to unlock (with 7 more to come)!
13 drivers instead of 8 The same 8 base drivers as the demo, but now with 5 more to unlock (and 3 more to come)!
3 grand prix cups! The demo didn't even have one full cup. It was only a cup half full! The full game has 4 tracks per cup! Beat them to unlock more things!
Vehicle collision system reworked from the ground up! Yes, you read that right, the collision system in the demo is not nearly as good as I wanted it to be so I threw it all out the window and built a brand new and much better one!
And much more! More speed, more music, more graphics, more credits, more cats, and the list goes on! And EVEN MORE planned content will be added during the early access period! Look forward to 16 vehicles and 16 characters in total! Additional game mode(s?), better customization, optimizations and more! And don't forget to make sure to let me know what YOU want to see in the game!
Stay tuned for even more updates in the coming two weeks! More!!