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Full notes
Full GRIP: Combat Racing update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Workshop
GRIP: Combat Racing changes
UPDATE: DEMO OUT NOW!
GRIP XR is the long awaited follow-up to GRIP: Combat Racing
More than 10 years ago, we revealed GRIP as a spiritual successor for a ravenous rollcage fanbase who were eager to play anything that was like their beloved series. It was really rewarding for us to see the reception the reveal got, and then subsequently watching players blast through the game's tracks at ludicrous speeds once it launched.
Now, we are announcing GRIP XR, the next game in what is now a GRIP franchise! This game is meant to be somewhat of a stylized spin off, but has the same core gameplay as the original along with substantial additions & improvements - including, but not limited to:
An amazing new driving mechanic called Crank
A powerful Level Editor and ingame Workshop for community-created racetracks
Playground mode - an expanded version of Carkour
Stylish visuals that push a retro sci-fi aesthetic
And much more...
GRIP was definitely not the perfect game, but it was a lot of fun when you got into the flow state of intense speeds through physics-bending racetracks. Our aim with GRIP XR is to enable players to experience that flow state gameplay as much as possible, through improved level design, physics, combat interactions, and visual style.
We will be launching a GRIP XR KICKSTARTER campaign in the upcoming weeks, and we hope you can be a part of it!
More details about the game will be released as we get closer to the Kickstarter, and the campaign will have plenty of information for you to feast you eyes and senses on.
Follow the pre-launch page to get notified when the KS launches:
https://www.kickstarter.com/projects/cagedelement/grip-xr-a-futuristic-combat-racer
We can't wait to see what the community thinks about GRIP XR!
Chris
Game Director
Source
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