Super Pilot cover
Super Pilot screenshot
Genre: Racing, Indie, Arcade

Super Pilot

Version 0.7.1: balancing & bug fixes!

Gameplay



  • Immune ships for a short time after respawn
  • 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.

Thanks for your patience!

Join us on our Discord channel: https://discord.gg/superpilot

Version 0.6.2: REAR BOOST ATTACKS and EXPLOSIONS

Hi everyone,

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.

We hope you enjoy the update!

Emeric, for the dopagames team