Super Impossible Road cover
Super Impossible Road screenshot
PC Mac PS4 XONE Switch PS5 Series X Steam
Genre: Racing, Sport, Indie, Arcade

Super Impossible Road

Come play at PAX today and tomorrow!

SUPER IMPOSSIBLE ROAD is showing at PAX today! Come and find the game at Indie MEGABOOTH on the 4th floor. Ask to race me if you want to throw down :)

Kevin

The High Frame Rate Update (v0.16.0) is here



Smoother visuals for all

This update sees the game’s rendering routines completely overhauled for a smoother experience from 20fps all the way past 160fps. The game now interpolates physics, cameras, and any other dynamic effects to match your refresh rate, where previously position and rotation updates happened at 60hz regardless of frame rate. Those of you with high frame rate rigs and monitors (90fps, 160fps etc.) will get to see the full benefit of running at that speed, whilst those of you running a locked 60fps or below will also see much smoother gameplay.

Smoother visuals aside, there are a whole host of quality-of-life improvements in this update. For more details, see the release notes, pinned to the top of the discussion board.

Happy Cheating!

*IMPORTANT* Leaderboards are being reset TONIGHT 12AM PST

Hello all,

Over the last little while, the community has done some brilliant work to expose a vulnerability in SUPER IMPOSSIBLE ROAD which meant that leaderboards could be hacked. To combat this, here's what's going to happen:

1.) At 12am tonight (Pacific time, or 8am GMT, 13th July 2017), all leaderboards will be reset.

2.) At around the same time, version 0.15.4 will be made live on Steam. This fixes the vulnerability.

Resetting leaderboards is not something I take lightly, even in Early Access. However, when a vulnerability like this is found it is absolutely necessary to clear them straight away, so that the validity of the leaderboards is not in question.

Thanks again to the community for finding this problem.

If you have any questions, please do go ahead and ask.

Kind Regards,

Kevin

The Ticker of Infamy Update is now live! (v0.15.0)



Get recognized

We’ve got quite the battle being fought on the leaderboards between the likes of f20, Arcade and Steve Bushemi (who is far from out of his element). It’s about time we celebrate our top players on the brand new score ticker at the bottom of the screen. And remember: Daily Track Mode means there’s a new chance to get your name up there every day.

This is just a small part of a complete overhaul of the game’s UI. All the menus look spiffier, with new button graphics, menu animations, fonts, and layouts. There’s even new menu music and a few sound tweaks too. A whole heap of polish.

See the announcement on the game’s Steam Community hub for the full details. Full release notes can be found pinned to the top of the Discussion Board.

The Presentation Update just dropped (v0.14.0)!


Hello all,

Just in time for the weekend, here's another big update for SUPER IMPOSSIBLE ROAD. This one concentrates on the visual and audio presentation side of things. Headlining the changes are an all-new HUD with a slicker, cleaner style which presents more information for the player. Keres and Rings of Cetea both see lighting and material improvements which bring the visual standard of the game up considerably.

There's a glut of smaller changes here all adding up to a whole lot of polish. Make sure to check out the full release notes at the discussion board as per usual.

Happy cheating!

The AI Update (v0.13.0) just landed



Prepare to get your ass kicked all over again.

Did you know that up to now, the AI racers have been racing with one arm tied behind their backs? That’s right, ever since pitching and boosting were introduced during Early Access, no-one even told them how to use them, or even that they were there.

Luckily for our automated friends, they’ve just spent a few weeks in boot camp learning the dark arts of the pitch and the boost, and they’re ready to up their game. And while they were at racing school, the AI has had some advanced lessons in choosing the right shortcuts, and improvising when things go wrong. All the better to cheat with.

ALL HAIL OUR NEW ROBOT OVERLORDS

Full release notes can be found here as per usual.

The Achievement Update (v0.12.0) has arrived



Hello February!

One of the most often requested features from the community is Steam Achievements. Well if you're one of those people hankering for achievements, this is definitely the update for you.

This update has 15 achievements to start with, spread between the various game modes, with more to come as new features arrive.

Can you land the coveted Apex Predator achievement in Survival Mode? We'll see about that.

Full release notes can be found pinned to the Discussion Board as usual.

Enjoy!

v0.11.2 - Further Updates to Daily Track Mode and Leaderboards

Hi all,

The feedback loop and bug fixes for Daily Track mode continues, and this point release sees some streamlining and bug fixing.

A much requested change - race countdowns (3..2..1..RACE) have been removed from Daily Track mode, meaning you get can straight back into the action after retrying. Less time wasted = more retries = better scores (or earlier bedtimes, you choose).

Couple of bug fixes in here too. Firstly, leaderboards weren't showing for some Mac users. This is now fixed. Secondly, sometimes your ghost would desync - i.e. not follow what you did exactly. This one *should* be fixed, but please keep an eye on it and report if you see it.

Full release notes here as always.

Happy New Year!

v0.11.1 - Updates to Daily Track mode and Leaderboards

Hi all,

A quick patch for the game, rolling in some of the feedback from the discussion on Daily Track mode and bug fixes.

The most important change is the ability to view the leaderboards for the past daily tracks up to one week ago. This allows everyone to see who won the day without resorting to hitting refresh up until the rollover!

At the same time, there are now options to switch the leaderboard view between global top scores, scores around the player, and friends.

Rounding off the changes, the game over screen gets a friends scores view, alongside the existing view of scores around the player.

Hope you enjoy the changes! Full release notes are here as usual.

The Daily Track Update (v0.11.0) is here!



Hello all, and welcome to the last big update of the year! Let me take this chance to thank you all for your support and feedback during 2016. The game has come a long way since Early Access launch, and it's in no small way thanks to your help. Here's to next year!

This update brings a new game mode - Daily Track, featuring a newly generated track every day, shared with everyone around the world. At the end of each day, we move on to another track and a fresh leaderboard. Another chance for glory! The rollover is 8am GMT, or 12am PST, in case you’re wondering.

Once you’ve laid down at least one run, you will be racing against the ghost of your best run to date. This is a great way to try new techniques, shortcuts, and vessel configurations, as well as helping you to improve your time.

Looking forward to seeing some insane track times from everyone!

Full release notes can be found pinned to the top of the Discussion Board as per usual.

Happy Holidays!