
We are hard at work getting both the Slip Angle Demo ready and continuing the larger effort of launching the game in Early Access! If you're interested in following the game's development more closely, please consider joining our Discord server or adding the game to your Wishlist so you get notified once it's available.
Check out the new gameplay trailer:
Lots of preparation this past month around getting things all set for the upcoming free demo! As is expected with early development updates, there were a lot of sweeping changes to all areas of the game as we continue to refine the experience and hone in on gameplay feel.
- Complete revision of collision physics to better align with arcade feel.
- Initial shaders/setup/UI to support car body color customizations.
- Can now filter leaderboards for friends-only vs. global.
- Expanded on options available (graphics/gameplay) from menu and unified settings (was previously separated between main menu vs. in-event).
- New procedural road surface shader allows us to more easily design and configure stylized roads with cracks/patches and a variety of paint line styles.
- Added new tachometers with per-vehicle configurations to support their RPM ranges.
- Added pre/post-race standings UIs.
- Added event mode/description text to pre-race UI.
- Small checkpoint UI popup when clearing checkpoints vs. having missed a checkpoint (missed checkpoints flash w/ an audio cue).
- Added main menu notifications for when friends improve on your times/scores on leaderboard, plus when leaderboard wipes occur.
- Leaderboard wipes now wipe local records so players can set new records without having to beat their old ones (which may have been impossible due to the game/physics updates leading to wiping the leaderboards).
- Added initial intro video to game load (plus option available to always skip on load).
- Initial early testing of the new Special Stage highway track.
- Added more track detail, signage, VFX (leaves mostly), and new procedural road material to Mt. Appalachia. Updates to replay camera positions.
- Also added new procedural road material to Akira, T-SCUBA, and Miyagi.
- Updated track configuration/loading to support multiple layout variations from a single scene.
- Added Reverse layout to Roadblox.
- Added Uphill layout to Mt. Appalachia.
- In-progress updates to improved track lighting/visuals.
- Added Rennsport 930.
- Updated several car's collision meshes.
- Car camera updates (fixed distance/height for chase cams, adjusted FOV ranges and motion blur/effects to give better impression of speed), plus in-car cameras positioned properly with look-ahead (plus options to configure and reverse-look camera).
- Refinement of tire audio (tire chirps, initial slip vs. drift).
- Adjusted rev-limiter bounce and low-speed traction loss effects.
- Rebalanced all cars to better align vehicle performance across classes.
- In-progress updates with a focus on cars included in the demo to allow for body paint color changes and light effects, as well as improved visuals/geometry.
- Added initial Dino Collector and Cone Attack mode events on Roadblox.
- Added head-to-head showdown events on Roadblox, Mt. Appalachia, and Akira.
- Added Drift Frenzy events to Mt. Appalachia.
- Added one-make and regional events.
- Added ability to achieve platinum trophies on race events by completing a race in first place with no collisions/spins.
- When event is locked to a single car, skips car select screen and goes straight to confirmation.
- Drift scoring is now more sensitive to speed.
- Adjusted unlock progression for cars, tracks, and events.
- Changing MPH/KPH in options also changes unit of measurement used in UI displays.
- Updated UI SFX and visuals.
- Obstruction shader now provides better visibility when blocked by objects closer to the camera.
- Target score/times UI now appears when pausing.
- Controller bindings UI display available in pre-race UI.
- Cars now properly sorted by class and unlock requirements.
- Loading screen refinements (screenshots/tips).
- Event start countdown visuals updated.
- Adjusted player starting position for most events.
- Steering wheels now do steering things.
- Fixed some cars missing brake light effects.
- Added manual page change for event after-action UI.
- Driver rank changes now also shows when rank is lost.
- Minor AI performance/behavior improvements.
- Testing switch from DX12 to Vulkan for primary Windows renderer to gauge more consistent results with shader warmup.
- Fixed loading screen scaling on Steam Deck.
- Restored DX11 rendering support for Mac emulation of Windows builds.
- Auras no longer appear on ghost cars.
- Fix aborted races still counting towards awards.
- Fix restarting/quitting race just before car crosses finish causing issues with race finish detection still trying to close the event normally.
- Fix profile reset/reload from extras menu.
- Fix for some options UI navigation being broken for gamepad.
- Continued efforts to achieve a functional shader warmup pipeline with Unity is ongoing.