In this update5
Full notes
Full Dragon Gate: Tournament update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- UI and audio
- Balance
- Fixes
Dragon Gate: Tournament changes
This update brings a bunch of gameplay tweaks and quality-of-life improvements to make the demo feel more polished and streamlined — just in time for Steam Next Fest.
Terminology Changes
I’ve updated some terms to make things clearer and better match the game’s title.
Race → Tournament / Sprints → Races: Previously, a single game was called a race made up of multiple sprints, which confused a lot of players. From now on, a full session is a Tournament, and it consists of multiple Races.
Hype Points → Overdrive Points: The points you gain from aggressive play (shooting, ramming, etc.) are now called Overdrive Points. When you collect enough, you enter Overdrive, which grants one free respawn when your vehicle gets destroyed.
Gameplay Changes
- Kickstarter Boost scalingYour Kickstarter boost now depends on performance. The top player gets 100%, and everyone else gets a reduced percentage based on how they did.
Overdrive respawn consistency: Overdrive used to trigger only when falling behind. Now any vehicle destruction counts the same (falling out of the map, flipping out, etc.), and you’ll be respawned when possible.
Homing Rocket tuning: The homing rocket is now slower and can lose its target shortly before impact, giving more room for counterplay.
Explosive chain reactions removed: Explosives can no longer detonate other explosives. Chain reactions were causing too much random chaos.
AI improvements: AI uses certain items more naturally (e.g., waits before using portals or homing rockets).
Flip Turner reworked: now snappier and reliable—turning around is no longer a gamble, but a legit move with one button press.
Improvements
More UI feedback so it’s easier to notice key moments: who has matchball, who is in Overdrive (respawn ready), Overdrive point gains, respawns, race start, and more.
Lock-on sound added when targeting with the crosshair.
Lobby visuals reworked into a dynamic 3D diorama showing player vehicles and company logos.
Portals now have a swirl effect to make them easier to spot.
Demo improvement: Locked tracks now show preview images, so you know what you’d get in the full version.
Power-up colors & icons updated for readability.
Crosshairs improved: more responsive, clearer, and more fun to use.
Vehicle handling and balance improved.
Track visuals improved (shadows + toon renderer updates).
Winning vehicle protection: The winning vehicle is no longer affected by collisions/projectiles (so last-second rockets don’t ruin the finish).
Main menu diorama enhanced with visual item pickups so it feels more like the game.
Credits & licenses screen added (accessible from the main menu).
Social links added to the main menu.
Bug Fixes
Added missing loading indicator during scene transitions
Fixed missing track particles in some tournaments
Fixed bug where ejected vehicle parts clipped to world zero
Fixed wrong color on vehicle door hulls
Fixed issue with freeing an already freed vehicle part
Fixed bug where multiple tutorial panels could be open at the same time
Fixed various UI responsiveness issues
More ahead
I expect this to be the last larger demo update before the full release next month. I’m incredibly excited to see where Dragon Gate: Tournament goes from here.
Your feedback continues to shape the game, so please keep sharing your thoughts, ideas, and bug reports.
Thank you for your support,
LuftikusGames
Source
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