Distance is survival racing. Fusing arcade racing action with exploration, your car must survive by jumping, rotating, and flying through a deadly and mysterious city.
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發行日期: 2014 年 12 月 9 日

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搶先體驗遊戲

立即搶先體驗並開始遊玩;並且一同協助參與開發。

註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所改變;若目前的遊戲開發進度未使您對該遊戲產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發人員的訊息:

為何要使用搶先體驗這種模式?

“We think Early Access is a great avenue for us to continue to iterate on Distance with new players the same way we've been doing it since we released our private alpha to Kickstarter backers in August 2013. We're still working on improving many aspects of the game and we're always excited to get new feedback based on our changes.”

這個遊戲的搶先體驗時間大概會持續多久?

(Updated Dec. 2016) Distance will exit early access when it's ready. Until the game is feature and content complete we aren't prepared to commit to a date, but at this moment we are aiming to release it as soon as possible in 2017.”

完整版與搶先體驗版在計畫上有何不同?

(Updated Dec. 2016) While Adventure mode will remain short, it will have more content as well as a more fleshed out story. The arcade and multiplayer experiences will be continually updated based on community feedback. Aside from general polish we also plan to experiment with at least one new car, more achievements, and an in-game announcer.”

目前的搶先體驗版本發展情況如何?

(Updated Dec. 2016) Distance as it is released on Steam early access is really far along. It's a fairly stable beta release with a wide variety of single player and multiplayer features, a work-in-progress version of our short story mode, random track generation, a ghost/replay system, a powerful level editor, Steam Workshop integration (with 1,800+ levels uploaded so far), etc.”

遊戲售價在搶先體驗期間前後會有所變動嗎?

“We haven't decided. We're going to price the game based on what we think the value of the game is after Early Access.”

在開發遊戲時,您打算如何與社群互動?

“We've involved the Distance community right from the beginning since it was community funded on Kickstarter. We monitor our forums and are actively on social media channels such as Twitter and Facebook. Community members can also use the level editor to create and share their levels on Workshop. We've already seen and played some great community created levels and we're excited to see what'll come next.”
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2016 年 12 月 25 日

The Christmas Update: 2016 Edition



EDIT (1/7): Removed Christmas features and fixed a couple bugs in build 5081, now available on the default branch. Build 5081 changelog:

  • Reverted all holiday features (reindeer car decorations, main menu, loading screens, etc.)
  • Reverted file names and preview images for main menu levels
  • Renamed "main menu horror.bytes" to "main menu halloween.bytes"
  • Fixed bug with the Level Editor not allowing updating of a level if you were subscribed to it
  • Fixed bug where main menu levels weren't being properly tagged on Steam Workshop
  • Removed VJPoster from game (had broken logic on it and wasn't being used anymore)

Merry Christmas to all celebrating today! I couldn't let this year pass without putting together another holiday-themed patch. Nothing too wild, just a main menu update, reindeer antlers and a red nose decoration for the car, plus a couple requested additions.

Check out the changelog below. We hope you're having a enjoyable and fun filled holiday season!

- Jordan (@torcht for more frequent dev updates)
___________________________________________________________________________

THE CHRISTMAS UPDATE: BUILD 5073

Christmas Features
  • Added a couple small Christmas decorations on the car (reindeer antlers, red nose, and snow on the screen)
  • Loading screens once again have been reskinned in a Christmas theme
  • The default main menu has been changed to the Christmas main menu
  • Added General settings option to enable/disable Christmas decorations
General Improvements
  • Added "Shuffle Levels" option in the General options
    • Shuffles both playlists and regular level selection
    • Playlist shuffle picks random levels from a set as expected, regular level selection loads the selected level first and subsequent levels will be randomized
    • Checkbox is in a temporary location, will likely be moved to level select menu
  • Added Main Menu level tag in the Level Editor and modified Garage level selection to only show main menu levels
  • Slightly improved the visuals of "Main Menu (Christmas)" and "Main Menu (Horror)"
  • Added "Main Menu (Traditional)" in case you want to move back to the old main menu

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2016 年 12 月 24 日

Distance Advent Calendar 2016 Finale (???)


(a small taste of fzeroman's Radical Highway)

As 2016 draws to a close, the Distance community is celebrating the completion of another successful Distance Advent Calendar! The third iteration of this annual Distance tradition is inarguably the most impressive one yet, and I think all the participants will agree it's been a blast. We hope you've enjoyed the festivities as much as we have!

BY THE NUMBERS

This year's event has featured, to date:
You should definitely check out any of those you've missed over the past month! Except maybe the meme. You aren't missing anything there.

FINAL ROUNDUP

To recap the 3 releases since the last post, we've gathered up 3 DAC contributors to write some words about them, hot off the presses!

#22: Radical Highway - fzeroman

Skirmisher: Traditionally, fzeroman has been very good at building levels that evoke a sort of PSX/Dreamcast vibe, graphically speaking. Here, he's tried his hand at a Sonic Adventure 2 level straight out of that era, and it fits Distance like a glove, while retaining its Dreamcast nostalgia. If his rendition of Scrap Brain Zone was the Distance equivalent of a Sonic Generations remake, Radical Highway is almost a straight-up port as far as the looks go!

#23: The Night Before - Qubic

Siddey10: This level sees players put behind the wheel of a mouse-sized Refractor. Race along the narrow toy roads, through a vent and into the attic. Watch out though, as normally small insignificant objects become a very real threat at this size!

#24: Automobile Annihilator - fzeroman

Plasmawario: Automobile Annihilator is a track that differs from fzeroman's usual designs. Much like Car Crusher, it is purely a destructive and merciless track that is certainly not for the faint-hearted! While it is almost absent in aesthetics, its abundant use of obstacles and advanced transfer/maneuver techniques makes it quite unsuitable for beginners, but it should offer a nice exercise for the more veteran/experienced players out there. If you’re looking to test your skills and/or just want to torture yourself for a bit for whatever reason, then this track will suit you nicely.

CLOSING THOUGHTS

To mix things up a bit on this, the 24th of December, we thought we'd gather up a few folks who took part in the 2016 Distance Advent Calendar and see what thoughts they had on the whole thing.

I participated in the DAC last year with Pathogen. Looking back, I would put my best effort on the new simples if the Creativity update came out earlier. But all good things requires more time. I decided to challenge myself by making 2 levels this year but I got too lazy that I finished the two levels just before it was due. I did put my best efforts on it and it paid off with Natural Gift as it was well received in the community. I may be too burnt out to continue work on levels for a while, but when the annual DAC event comes around every year, I would love to contribute again. It’s a good event and you should participate in it every year to show that you love this game.

Plasmawario (The Factory)
Being able to participate in DAC, for the first time, this year was indeed an honor. Watching as all these truly outstanding tracks being uploaded by amazing/talented people daily, and even forging a track myself, was an exciting yet semi-stressful experience. Being able to witness some of my top-favorite track creators upload masterpieces sort of intimidated me a little. Nonetheless what came up certainly baffled me across multiple levels. On top of that, I'd also like to take the time to compliment the Tag Tournament. As it was the first one I was around for, the fight for victory was, needless to say, adrenaline-pumping and truly a battle-of-the-ages. The tag arena itself was grand and clearly showed that it had heart and soul poured into it. To wrap it all up I am blessed for being apart of this outstanding community. I look forward to next year's DAC and Tag Tournament as well as any future events that may take place.

Being a part of DAC this year was a blast. It was certainly fun work on a level for you guys to enjoy, and battle for that top time. I’d certainly suggest going and playing PPPaul’s level Particular Journey though if you haven’t already done so. That track has inspired me to work more on learning the particle system for future creations.
I’d also like once again to thank those who worked on the tag arena (Tournament 2016 Neo) for the tournament. It was an amazing arena to battle on, and I certainly can’t wait to see what they have planned for the future.

KnightBane (Noah) (Disorientation)
This was the first DAC I’ve been around for, and it was a pretty awesome first one to be around for! The tag tournament was loads of fun, and extremely well put together. There were so many amazing tracks created by the community, and I made my first track ever to try to help out. It was a lot of fun! Though making a track can also be pretty stressful. But I think all my hard work was worth it in the end for the masterpiece, if I do say so myself, Lamp Realm! (timawesomeness approved.)
In all seriousness though, thank you all for making my first DAC a great one! I hope there will be many more just as great as this one.
(p.s. Lamp Realm wasn’t actually my DAC track)

I started playing Distance shortly before last DAC, and lacked the level editor experience to actually participate. I’m glad that this year I was actually able to be a part of it and put something out. Although I didn’t contribute much in terms of levels, Widening Transfers being the only thing, I have always managed to help others by testing their levels. I am glad I was able to contribute to DAC this way and make it all the more memorable by helping to improve others' maps.

Working on the calendar this year has been extra special for me. My Christmas this year has involved vacation planning and being all over the place. And that's why. Because even in my absence and lack of publishable levels, the calendar has pretty much run itself. Through the very passionate community. This event has become tradition. And as someone who has stuck around for a while. And as the founder of DAC. That's all I could ever hope for from the Distance community. Stay awesome people! Stay awesome Distance.

Skirmisher (oops, I didn't release anything this year...yet)
This year has been a wild ride for me in general, but the Distance community has been a constant throughout it, and DAC was a great reminder of the community's continued presence. I had to take care of DigiPen final projects and exams during the event, but I squeezed in a good amount of time for Distance stuff, and I had a blast writing cool things about DAC levels in my post a couple weeks back. Speaking of which, there were so many cool levels this year!!! I continue to be blown away by all the creative minds at work uploading things to the Workshop. Last but not least, shoutouts to Refract for saving the day with the emergency tag tournament build, and for completing what seemed like an impossible task by publishing the Ghost Update :D I'm very happy that this December has gone so well for Distance!

'TIL NEXT TIME...?

That's pretty much all of Distance Advent Calendar for this year! I say pretty much, because I believe there will be a couple presents waiting come Christmas morning...

As far as future plans, the tag tournament will definitely become a more frequent thing (again...). I can't make any promises yet (the resident tournament planners Krispy and Splaysh are busy with holiday things), but the best case is that we get another one in a couple months! We'll see.

To keep in touch with the community, join the Discord server! Every Saturday at 11 AM PST, we have a little thing called Speedy Saturday that's basically a free-for-all 2-hour multiplayer session. Drop by sometime!

That's all of the community correspondence you'll get on here this year. Keep an eye out for the Distance devlog that Jordan's been working on at Refract; it should drop any day now! Be the first to know about it by signing up for email updates at http://survivethedistance.com.

However you're spending it, I hope you all have a wonderful rest of the year!

-Will (Skirmisher)

DEVNOTE: This was an incredible month. Equally impressive and inspiring. Thanks again to Skirmisher for wrapping things up so nicely. Those closing thoughts were quite touching. Seeing the community come together creatively is absolutely my favorite part of creating Distance, so I can't think of a better way to end the year. Phenomenal work to everyone involved! -Jordan

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評論

“It’s already terrifically entertaining.”
Rock, Paper, Shotgun

“Videos and words don’t really do justice to Distance. It may be the most instantly exciting, absorbing game I’ve played all year.”
PCGamesN

“The amalgamation of jumping, driving and flying is undeniably special and Refract Studios have created a worthy successor to the highly regarded, Nitronic Rush.”
True PC Gaming

關於此遊戲

Distance is survival racing. Fusing arcade racing action with exploration, your car must survive by boosting, jumping, rotating, and flying through a deadly and mysterious city.

The roads are treacherous with obstacles around every corner. Instead of doing laps on a loop, survive to the end in the quickest time. Your car has abilities that not only allow you to drive on the track, but upside down and on buildings and walls! You can also fly to discover new shortcuts and paths. Take on the roads alone, or in multiplayer with your friends!

The game is a spiritual successor to the multi-award winning Nitronic Rush, created by ourselves and 5 others at DigiPen Institute of Technology. It was widely praised for its innovative mechanics, visual style, audio design, and atmosphere.

Key Features

  • Adventure: A short single player experience. Drive into the heart of a dark, mysterious city as you pursue an ominous threat.
  • Arcade: Race ghosts to take on the leaderboards' best. Earn medals to unlock new tracks in several different modes.
  • Multiplayer: Online (up to 12 players) and split-screen (2-4 players) play in modes such as Sprint, Reverse Tag, Stunt, etc.
  • Trackmogrify: Random track generation with advanced seed modifiers.
  • VR: Full VR integration with support for Oculus Rift CV1 and HTC Vive.
  • Level editor: Use a powerful level editor to create levels from within the game and share them with players around the world. Over 1,800 levels have already been shared on Steam Workshop!
  • Original soundtrack: New music from the composer behind award-winning games like Nitronic Rush, Solace, and The Fourth Wall. Listen to a preview here.

系統需求

Windows
Mac OS X
SteamOS + Linux
    最低:
    • 作業系統: Windows 7
    • 處理器: Intel Core 2 Duo 2.3 GHz or AMD Athlon X2 2.5 GHz
    • 記憶體: 4 GB 記憶體
    • 圖像: NVIDIA GeForce 8800GT or AMD Radeon HD 3830
    • DirectX: 版本:9.0c
    • 儲存空間: 5 GB 可用空間
    • Additional Notes: Spec will be revised continually during Early Access
    建議配備:
    • 作業系統: Windows 8.1
    • 處理器: Intel Core i5 2.5 GHz or AMD FX 4.0 GHz
    • 記憶體: 4 GB 記憶體
    • 圖像: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750
    • DirectX: 版本:9.0c
    • 儲存空間: 5 GB 可用空間
    • Additional Notes: Spec will be revised continually during Early Access
    最低:
    • 作業系統: OS X 10.7 (Lion)
    • 處理器: Intel Core 2 Duo 2.3 GHz
    • 記憶體: 4 GB 記憶體
    • 圖像: NVIDIA Geforce 640M or ATI Radeon HD 3870
    • 儲存空間: 5 GB 可用空間
    • Additional Notes: Spec will be revised continually during Early Access
    建議配備:
    • 作業系統: OS X 10.10 (Yosemite)
    • 處理器: Intel Core i5 2.5 GHz
    • 記憶體: 4 GB 記憶體
    • 圖像: NVIDIA Geforce GTX 775M or ATI Radeon HD 5870
    • 儲存空間: 5 GB 可用空間
    • Additional Notes: Spec will be revised continually during Early Access
    最低:
    • 作業系統: Ubuntu 12.04
    • 處理器: Intel Dual-Core 2.3 GHz or AMD Dual-Core Athlon 2.5 GHz
    • 記憶體: 4 GB 記憶體
    • 圖像: NVIDIA GeForce 8800GT or AMD Radeon HD 3830
    • 儲存空間: 5 GB 可用空間
    • Additional Notes: Spec will be revised continually during Early Access
    建議配備:
    • 作業系統: Ubuntu 14.04
    • 處理器: Intel Core i5 2.5 GHz or AMD FX 4.0 GHz
    • 記憶體: 4 GB 記憶體
    • 圖像: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750
    • 儲存空間: 5 GB 可用空間
    • Additional Notes: Spec will be revised continually during Early Access
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