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Steam News3 November 20258mo ago

BallisticNG 1.4.1 is now available!

This is our last major feature update which reworks multiplayer, introduces many QOL additions and brings a major update to the Layout Creator, featuring controller support!

In this update9

Full notes

Full BallisticNG update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions9 changes0 removals
  • Compatibility
  • Gameplay
  • Maps
  • Performance
  • Workshop
  • Server
changedThis is our last major feature update which reworks multiplayer, introduces many QOL additions and brings a major update to the Layout Creator, featuring controller support!
changedOceanaThe game's soundtrack DLC has also been updated with the two songs made as ambience for the track, you can find them in the Extras folder and stream them here . Thanks to Kabelsalat, who tore up his throat for the Dodgems music!
addedEnhanced Analog ControlEnhanced analog control is a new input option which maps the steering and pitch inputs onto a square, allowing diagonal inputs to provide full values to both steering and pitching on thumbsticks.
changedEnhanced Analog ControlThis option makes steering more sensitive when the thumbstick is fully up or down so we've left this option off by default, however we do recommend that you turn it on if you want to get the best handling performance out of your ship when playing with analog inputs.
addedReworked Toggle ThrustToggle thrust now has a separately tracked state to the ships thrust itself so that it remembers whether it was on or off when ships respawns.
addedReworked Toggle ThrustThe option is now disabled during the race countdown so you can hit the start boost like normal, and thrust will start enabled by default once the countdown has finished.

BallisticNG changes

changedThis is our last major feature update which reworks multiplayer, introduces many QOL additions and brings a major update to the Layout Creator, featuring controller support!
changedThe game's soundtrack DLC has also been updated with the two songs made as ambience for the track, you can find them in the Extras folder and stream them here . Thanks to Kabelsalat, who tore up his throat for the Dodgems music!
addedEnhanced analog control is a new input option which maps the steering and pitch inputs onto a square, allowing diagonal inputs to provide full values to both steering and pitching on thumbsticks.
changedThis option makes steering more sensitive when the thumbstick is fully up or down so we've left this option off by default, however we do recommend that you turn it on if you want to get the best handling performance out of your ship when playing with analog inputs.
addedToggle thrust now has a separately tracked state to the ships thrust itself so that it remembers whether it was on or off when ships respawns.

This is our last major feature update which reworks multiplayer, introduces many QOL additions and brings a major update to the Layout Creator, featuring controller support!

Without further ado, let's get straight into the changes:

Tracks

Oceana

[dynamiclink href="https://www.youtube.com/watch?v=UCPgOply42o"]Oceana is the second 2280 track, a free track that completes an old concept from the cut 2280 content of version 0.8. While it's designed to play best in 2280, it's also compatible with 2159 and floorhugger just like with Gullfoss Run.

The game's soundtrack DLC has also been updated with the two songs made as ambience for the track, you can find them in the Extras folder and stream them here. Thanks to Kabelsalat, who tore up his throat for the Dodgems music!

Omega Loop

[dynamiclink href="https://www.youtube.com/watch?v=1t0Lcgxtxcg"]Omega Loop is the third 2280 track, another free track that completes the first 2280 track originally in development for version 0.8. While it's designed to play best in 2280, it's also compatible with 2159 and floorhugger.

General Changes

Enhanced Analog Control

Enhanced analog control is a new input option which maps the steering and pitch inputs onto a square, allowing diagonal inputs to provide full values to both steering and pitching on thumbsticks.

This option makes steering more sensitive when the thumbstick is fully up or down so we've left this option off by default, however we do recommend that you turn it on if you want to get the best handling performance out of your ship when playing with analog inputs.

Reworked Toggle Thrust

Toggle thrust now has a separately tracked state to the ships thrust itself so that it remembers whether it was on or off when ships respawns.

The option is now disabled during the race countdown so you can hit the start boost like normal, and thrust will start enabled by default once the countdown has finished.

Steamless Workshop Support

Steam Workshop mods now work without Steam needing to be open!

When the game has been ran once with Steam workshop content enabled, the workshop folder will be saved and used directly whenever the game can't interface with Steam. See the full changelog for more details on how this works.

Multiplayer Updates

Rollback Netcode

Rockets, missiles, cannon and plasma hits are now synced using rollback on the server. This can actually be customized, where the host can switch between three hit detection modes:

  • Server Authoritative : The server performs rollback to determine if it was possible for a client to have hit another client (default).

  • Receiver Trusted : Clients will decide if another client hit them (pre 1.4.1-d6 behaviour).

  • Sender Trusted : Clients will decide if they hit another client.

Multiple Gamemodes

Multiplayer now supports Knockout, Rush Hour, Upsurge, Eliminator and a multiplayer exclusive version of Team Race! All modes fully support bots if you enable them.

Dedicated Servers now also have a gamemode vote, and the random lobby example lua script has been updated to change the gamemode from time to time.

Some Notes:

  • When playing Eliminator, bots will combat spin to maintain proximity to the player who has the lowest race position. If there aren't any players (everybody leaves on a dedicated server), then the bots will keep proximity amongst themselves to ensure that the event can end in a somewhat reasonable time.

  • The placement of barriers in Upsurge are handled client-side. The tradesoffs with this was accurate positions but barriers could pop out of nowhere, or inaccurate positions but you get a chance to react, and we think it's better if you don't have to deal with

Source

Steam News / 3 November 2025

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