Regrouped the direction and brake assists into 1 single "smart steering" option
Fixed ship getting stuck in the track when landing on a tube
Pads won't be triggered on ships respawn anymore (including mines)
Increased the track colliders precision
Fixed bugs where some ships could gain infinite speed while straffing on slow and dirt surfaces
Decreased slow surface effect by 20%
Track Editor
Fixed glitch when undoing a split of the last track section
Fixed unwanted input field focus change when entering values manually
Removed useless "Add Editor Boost Pad" option in the controller mapping screen
Version 0.7.0: major gameplay update, jumps & more!
Hi everyone,
We're finally releasing the long-awaited Gameplay update including JUMPS and other funny things. It adds a whole new layer of depth to the game and the new stuff you can do with the track editor is just crazy! We are very happy with the result and we sincerely hope that you will feel the same.
Here are the main changes:
6 new tracks and 1 new championship
Ships can jump and fly out of the track
Jump pads, heal pads, energy mines, dirt and ice surfaces can now be added in the track editor
Borders can be removed in the track editor
The whole track can be moved in the track editor
Tons of bug fixes & little improvements
We are going to spend the next couple of weeks polishing this version. As usual please don't hesitate to send us your feedback.
Join us on our Discord channel: https://discord.gg/superpilot Follow us on Twitter: https://twitter.com/dopagames
Version 0.6.3: minor update
Hi everyone,
Today we’ve pushed a new patch:
Each player can now share up to 50 tracks with the community
Made the track editor slider input field interactable with the mouse
Improved the overall stability of the track editor
Fixed a few bugs in the track sharing flow
Fixed issues with audio volumes & cross fades
Fixed audio volumes set to zero if the demo version was previously installed
Fixed graphics settings not properly saved (like v-sync)
Fixed position overlay glitch and made the overlay size proportional to the ship distance
Some UI improvements here and there
As you probably noticed, we’ve been less active during the last couple of months as we (the 2 developers of the game) both had big changes in our lives and couldn’t work as much as we wanted on the project. Don’t worry though! We’re still fully committed to making Super Pilot the best possible game it can be.
We've just released another minor update. It includes, among other things, the ability to perform rear boost attacks. We also added a drift boost gauge which has been requested for a while. And some EXPLOSIONS. Yup.
Here is the change list:
Added rear boost attacks
Added fire and explosion VFX
Improved AI detection and avoidance of other ships
Made Easy, Medium and Hard difficulty a little bit more challenging
Added a drift boost gauge
Updated the overheat gauge visual
Keep ships momentum while crashing
Added menu option to disable respawn in Quick Race mode
Some minor bug fixes
We hope you'll enjoy these changes and, as always, don't hesitate to share your thoughts in the comments or on our Discord channel: https://discord.gg/RtySHdJ
Version 0.6.1: New Year update ;)
Hi everyone,
Happy New Year! Let's celebrate 2019 by releasing a minor update. We fixed a few bugs and improved the overall presentation of the Grand Prix mode.
Here is the change list:
Added a pre-race introduction sequence with details on the current Grand Prix
Updated the Race Results screen layout
Display an overview of the results of each race in the Grand Prix final sequence
New audio for the race intro sequence
Fixed game freeze when pushing some button while the window isn't focused
Fixed Finish animation restarting after pausing the game
Fixed last Grand Prix race changing the default lap number in Quick Race
Fixed pushing a time to the leaderboards of a track that has a "." in its name
A big THANK YOU to all our players who send us precious feedback and support us!
You can join our Discord community here: https://discord.gg/RtySHdJ
Version 0.6.0: new Championship mode
Hi everyone,
As promised, we've updated the Early Access version with the new Championship game mode that we named "Grand Prix" as a homage to our beloved F-Zero.
The implementation isn't 100% finished, there are a still a few things to polish here and there, and some balancing to do. But since it's already playable we've decided to release it in its early form in order to get some feedback.
Grand Prix mode
2 different leagues: ALPHA and BETA
4 different classes: NOVICE, STANDARD, EXPERT and MASTER
1 to 4 local players
48 competitors per race
The class in which you race determines the AI difficulty and the number of times you can retry in case you wreck your ship.
Other changes
Automatic respawn in Quick Race mode and in a Novice Class Grand Prix
No more respawn in Time Attack and Grand Prix modes
Fixed the shared tracks Play Count and the Most Played tab sorting algorithm
Added a page system in the tracks listing menu
New audio tracks for the Grand Prix mode
Fixed several issues in the game menus
Fixed several issues in the track editor
What's next?
We'll keep working on the Grand Prix mode, improve the presentation, the AI, etc.
We've also started working on implementing new track elements. The core system is already there, now we need to implement the gameplay part and create new tools for the track editor so players can also add them to their tracks.
Stay tuned!
Version 0.5.5: Game Balance and Leaderboard reset
Hi all,
We just pushed a small patch out to address a few issues.
The main goal of this patch is to balance the game and prevent some driving techniques that had become a dominant strategy at the top of the leaderboards and somehow undermined the gameplay.
Some of these changes have an impact on the ships individual performances. In order to maintain a level playing field, we also cleared the leaderboards.
List of changes
Tweaked ships stats
Fixed an issue where the drift boost would not get triggered while it should
Updated the drift boost charging and triggering rules
Updated the way ships are aligned on the starting grid
Fixed an issue where in some cases an extra lap would be displayed on the result screen
Fixed the good ol' 11st/12nd/13rd issue
What's next?
The championship mode is being implemented as we speak. It still needs some love, but a first version should be ready in the coming weeks!
Once the championship mode is done, we will start working on new types of track pads and surfaces!
First Super Pilot update, version 0.5.4!
Hi everyone!
We're happy to announce we've just published our first update to the game, version 0.5.4!
This is a bug fix update, containing fixes to most of the issues that were reported after launch. You can find the full list of fixes below - note that a lot of them are around input issues, so if you've been having weird bugs in the menus, like tabs being impossible to navigate, or the game crashing on you or showing a cryptic message box when pressing a menu button, this one is for you!
List of changes
Fixed ships that were sometimes not properly paused when opening the pause screen
Fixed the pause music that would sometimes keep playing after unpausing
Prevent infinite save loop in the editor when an exception occurs during environment generation
Hooked up the d-pad on all menu options
Fixed issue where the controller mapping would sometimes not be taken into account when playing in the editor
Fixed overall menu behaviour when a controller gets double-detected due to an external XInput emulator
Improved the flow of the pilot selection page when playing with more than 1 player
Added settings for controller axes dead zones and sensitivity
Fixed issue where controller dead zones would sometimes get overwritten when exiting the editor
Fixed "append" tool in the editor that would sometimes distort the track on exit
Fixed scrolling bug on the input mapping dialog
A note on inputs
A lot of input issues we had were due to the use of DS4Windows with a DualShock 4, or Steam Controller Support, or any other XInput emulator. This update mitigates those issues, but some minor ones will remain (like the control mapper detecting 2 controllers instead of one). Super Pilot uses an amazing input plugin called Rewired, that supports most controllers natively, and works just fine without any extra software. The downside is that using one of those softwares results in controllers being detected twice in the game. So if you want to avoid any and all issues around this, make sure to turn off DS4Windows (or check the option "hide DS4 controller") and Steam Controller Support.
What's next?
So yeah, there are no exciting new features just yet - fixing the biggest issues was our top priority after launch. Fret not though, new features are coming, and the next update will introduce the championship game mode! We'll post more details as development moves forward on that.
In the meantime, remember to let us know if you see any issue in the game; whether on our Steam forum or Discord, we might not always answer, but we do read and take note of everything that gets reported.