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Full notes
Full GRIP XR update
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What changed
- Store
- Gameplay
- UI and audio
- Server
GRIP XR changes
(combat) Race day is finally here π₯π
We're happy to announce that a playable demo for GRIP XR is now available
Time to get back in the pilot's seat of the world's most heavy-duty, rocket-powered, flippable and weaponized race cars! Get ready to crank and turbo all over these new tracks, y'all
We've been eager to give GRIP fans another game to play, and it feels surreal to see an early version of it actually released into the wild.
That said...
This demo is an early work-in-progress, meaning a lot of it is not finished and will be janky/buggy/whatever
So please keep that in mind when playing! π
Everything in the game is subject to change and will be improved upon, whether it's vehicle physics & mechanics, pickups, visuals, SFX, UI, etc.
The demo includes:
4 Tracks - 1 of them with art dressing, the rest are prototypes
1 Playground - Think of it like a skate park for GRIP cars
2 Cars - Two favourites from GRIP, the Cygon Tempest and Nyvoss Mirage (Don't sweat, we also have new cars and manufacturers planned!)
5 Pickups - Some returning from GRIP (again, we plan to do new ones as well)
Bangin' tunes - The game will have an original soundtrack this time by our audio guys Cave Bat. They have made 3 killer songs, on top of doing all the SFX in the game
This is a very early version, but we wanted to get it into your hands so you can hit the track again. To make sure this game is the best it can be, your feedback early on from this demo will help us create a more solid foundation for the game πͺ
If you enjoy the demo, consider following us on Kickstarter to support the campaign when it launches, and help the full game get made π€
KNOWN ISSUES IN THE DEMO π οΈ
Vehicles can behave strangely sometimes due to the very high speed and amount of grip (ha) needed to keep them drive-able. You will see some physics issues in this demo, but we'll continue to improve vehicle physics during development π
The Crank ability can feel inconsistent sometimes, but usually it's due to the physics forces involved with general driving. The car can also clip through geometry or exit jumps strangely on occasion
If falling from height and landing flat, the car can clip through the floor and fall into the abyss - but this should be very rare. Physics are fun!
Exiting a ramp or going off an edge can sometimes make the car tilt unwantedly
Raptor machine gun bullets can randomly yeet airborne targets. Funny when you do it to a bot, but not so much when they do it to you
Accelerate and reverse can't be rebound from their original presets on gamepad. Also the right joystick cannot be rebound. We will try to patch the demo with a fix soon
Black pixels can show for some users in certain VFX
The Hydra pickup stays in the inventory slot for too long
Probably some other smaller issues are still present, but we'll address them over time.
We're really excited to make this game β‘
Here are some features planned for the full version:
A powerful Level Editor to create your own racetracks and playgrounds
This level editor is an upgraded version of the one we did for Speed Freeks, which you can see here: https://youtu.be/7ebudMvhwKo
You'll be able to create levels with other players in real-time, in multiplayer
Plenty of game modes with custom options and mutators
A custom tournament creator
Campaign mode with rival opponents that dynamically change
Robust & intuitive multiplayer support
More car customization options
We hope we'll be able to do it all π€
Thanks for playing the demo, and we hope you had a blast with it.
Source
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