Grimwulf
Arcane
Never played Rollcage, but this game resembles Red Asphalt.
Hey GRIP nation!
Just a heads up for those of you who want to play GRIP on early access as soon as possible:
The rewards campaign on our website will be shutting down near the end of this month to coincide with the first Steam release. This initial release will be private to those who are purchasing from our website.
If you're not comfortable ordering from our site, that's ok! We'll be publicly releasing on Steam Early Access soon after the private release.
The private release is to allow our most devoted fans to get their first taste of the game as well as give us valuable feedback to help improve it before we go public. If you'd rather wait until GRIP is available to purchase on Steam, no problem! We appreciate it, either way.
For you guys who have already purchased, we'll be sending out Steam keys for the private release once the build is ready, with some instructions on how to get playing. And of course, thanks for your support! We wouldn't have been able to do this without you.
We look forward to hearing gameplay reactions from you guys, after you drive really fast, upside down, shooting missiles at other giant hunks of metal.
Pick-ups:
Improved the intelligence of the homing missile flight path
Changed mine explosion force and proximity radius to be smaller (was overpowered)
Fixed: Delay when using a pick-up
Raptor machine gun now targets mines
Destroyed cars are no longer be targetable by guns or missiles
Tracks:
Industrial: Fixed many bugs and deleted objects that caused problems with flow
Industrial: Added more pickups to the track
Industrial: Reworked AI pathing
Figure8: Fixed a bunch of bugs and blocking volumes
Figure8: Added various assets to improve visual flair
Figure8: Reworked AI pathing
UI:
Added screen resolution options
Added wrong way indicator to HUD
Colour-coded and easier to see HUD icons
Misc:
Fixed: Cars resetting outside of track
Added additional chase cam view (far)
Chase camera view saved between races
Improved camera clipping
Improved AI’s ability to recover after crashes
Damage effects now rendered at the correct scale
Reduced turning circle at low speeds
Hey GRIP nation
Just an FYI that our target launch day on Steam early access is February 2nd! Not long now!
To those of you who are playing the private release, prepare for a big list of additions and improvements/fixes.
This is our biggest patch yet, and we're excited to see how the gaming community reacts to GRIP once we launch. Just keep in mind that this game is in early access, so many things will change and improve. Just give it time
Thanks for the support so far, and we look forward to hearing your feedback next month!
-Chris and the GRIP team
http://steamcommunity.com/groups/rollcage#announcements/detail/705178956916592807
Grip, the Rollcage spiritual successor, hits Steam
Hold on!
By Wesley Yin-Poole Published 03/02/2016
Grip, the Rollcage spiritual successor, has launched on Steam as an Early Access title. There it costs ÂŁ11.99.
Futuristic combat racer Grip rekindles memories of Rollcage, the 1999 Psygnosis-published PSone arcade racer. Last year the developers launched a Kickstarter that failed, but they soldiered on - and now the game's in a position to launch.
"This newest version is the most stable and feature rich one we've had, and we're pretty proud of the game it's grown to be," Chris Mallinson, of developer Caged Element, told Eurogamer.
GRIP Early Access Release v.1.0.8 is now live!
Another big patch that has plenty of improvements and additions!
The biggest changes include a new car, large improvements to the vehicle driving model, reverse and mirror mode for the tracks, overall better ingame audio, as well as gamepad navigation working properly in the menus.
Here is the full changelist for patch 1.0.8:
Gameplay:
New car! The tank class vehicle is now available to drive.It is a bit slower off the line, but has a higher top speed and less twitchy handling compared to the first vehicle
Improved drivability: The vehicles now behave more predictably when colliding with walls or other cars, and are more enjoyable to drive in general (car physics and handling are WIP)
New Game Modes! In the race setup options, you are now able to enable reverse and/or mirror mode.The existing tracks feel and look very different with these enabled, so give it a try!
Destructible vehicles: In the race setup menu, you can now enable vehicles to be destroyed, making the race not only about winning, but also about staying alive
AI are now more aggressive in passing opponents (car vs car collisions are still WIP)
Better missile navigation (WIP)
Fixed a bunch of issues with split screen functionality
Levels:
Transport: Improved overall visual quality, changed layout for some sections, added race barriers and blocking volumes (this level is still a WIP)
Industrial: Added reverse mode specific assets, improved flow and barriers
Alhatra Wastes: Added reverse mode specific assets, improved flow and barriers (still a WIP)
Visual:
Gamepad navigation now works properly in the menus
HUD now has glitching out effects that occur when the player is hit by missiles or is highly damaged
Menu is now easier to navigate (note: this is a temporary UI, and will be overhauled in the coming months)
New forcefield barrier in the levels
New loading screen with tips
Resolution options in menu are now changed via button press
Various improvements and optimizations
Audio:
Two new ingame music tracks!"Crash City" by Xtigma, and "Boost Empire" by Mart-E
New sounds for vehicle engines as well as some pick-ups
Reverb can now be heard in enclosed spaces
Overall better sound attenuation, mastering and mixing
Wasn't carmageddon fixed ot be pretty good now? With the lastest updates?
Hmm I might back this.. looks pretty cool