A dynamic soft-body physics vehicle simulator capable of doing just about anything.
Análises de usuários:
Últimas:
Muito positivas (459 análises) - 83% das 459 análises de usuários dos últimos 30 dias são positivas.
Todas:
Muito positivas (6,316 análises) - 86% das 6,316 análises de usuários deste jogo são positivas.
Data de lançamento: 29/mai/2015

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

“We want your support and feedback! We are a small team with big ambitions, and we want to share our work with you so we can continue development with your support and feedback in mind.”

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

“It is difficult to give an exact number, but probably at least 12 months before we could call the game "beta" (feature-complete). Even then, development will probably go on for years, as the potential of our engine is extremely vast.”

Como a versão completa será diferente da versão de acesso antecipado?

“We hope to make the full version into a fully-fledged open-world vehicle simulator, with a career mode involving various vehicular disciplines and event types, and other gameplay modes.”

Qual é o estado atual da versão de acesso antecipado?

“It is currently a sandbox vehicle simulator with a wide variety of vehicles and terrains, with lots of modding potential and some very basic gameplay.”

O preço do jogo será alterado após o fim do acesso antecipado?

“The price may go up as development reaches certain milestones.”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“We always take suggestions and feedback from the community and try to satisfy our customers as best as we can.”
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Atualizações recentes Ver todos (56)

19 de julho

Development Sneak Peek #1



Hello everyone!

We want to keep you guys on the loop about BeamNG.drive development. We realize we are often so focused on the game development itself that we forget to keep you updated as much as we would like.

After reading your feedback, we have decided to put some extra effort to improve on that front.

We are starting a series of DevBlog posts, containing sneak peeks into what some of the BeamNG team members have been working on since the last update. Our aim is to post somewhat regularly, and more frequently than game updates.

Click the following link to read it:




FAQ shortcuts:
Multiplayer?
More cars?
Consoles & Mac?
Splitscreen?

91 comentários Leia mais

27 de abril

Fifth hotfix release for 0.9



Bugfixes
  • Fixed missing comics in campaigns
  • Fixed crash report tool
  • Fixed some scenarios taking too long before showing the end screen
  • Fixed F7 not automatically switching to vehicle camera
  • Fixed numerous level editor keys not working, they now take precedence over regular bindings
  • Fixed consecutive Ctrl+Q keypresses registering as regular Q presses
  • Fixed a few fuel tank issues
  • Fixed Intersection2 scenario
  • Fixed log spamming warnings when rotating camera in the editor
  • Fixed going into Freeroam from scenarios and campaigns
  • Running BeamNG with -level arguments won't trigger a level reload during replay playback (path check is case insensitive now)
  • Fixed Airfield showdown scenario

Content
  • Added Sunburst "Off-Road" configuration, based on the previous "Port Shakedown" scenario configuration

  • Added Fuel Volume to the Tuning Menu for all cars. One can now change fuel level to affect weight, balance, and range of the vehicle
  • Added 215/70R15 All-Terrain tire for low offset 15x8 wheels
  • Added 205/55R15 Rally tire for 4 lug 14x8 wheels
  • Added more grip to Race tires to act more as true racing slicks than street legal tires
  • Added more suspension damping to the Hopper
  • Finished adding noncolliding tris to all cars underbodies, less chance of getting stuck when driving over other cars now
  • Converted large all-terrain tires to 20 ray structure for smoother crawling (for 17x9 wheels only)
  • "Off-Road" tires renamed to "All-Terrain" tires to better refer to the tread type
  • Increased COG height of D-Series, Roamer, H-Series to be closer to real life comparables
  • Reduced COG height of Miramar
  • Increased steering rate upper limit of steering hydros for a small improvement in ffb stability and feeling
  • Cleaned up unnecessary "beamLimitSpring" and "beamLimitDamp" values in vehicle .jbeam files, they don't apply to support beam type
  • Changed trailer "Landing Gear" part selector names to "Trailer Legs"
  • Minor visual tweaks to Replay app
  • Slightly faster level switching during replay

Misc
  • Added replay seeking bindings (keyboard arrow keys by default)
  • Added ability to change camera speed with alt + mouse scroll wheel

Instructions on how to update the game here.
Bug reporting/Help Thread here.

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Relate bugs e deixe feedback sobre este jogo nos fóruns de discussão

Análises

“The Most Impressive Physics Engine You've Never Seen”
IGN

“BeamNG's Amazingly Realistic Car Crashes”
Gameinformer

“Amazing Car Crashes + Hilarious Greenlight Trailer = Magic”
Kotaku

Sobre este jogo

BeamNG.drive is a realistic, immersive driving game offering near-limitless possibilities. Our soft-body physics engine simulates every component of a vehicle in real time, resulting in realistic, dynamic behavior.
The driving feel is authentic and visceral, and crashes are realistic and violent; yet the physics are accessible enough to drive with a keyboard or gamepad while still being authentic with a full racing wheel with uncompromising realism.

Environments and vehicles in BeamNG.drive are hand-crafted with passionate attention to detail. With years of meticulous design, research, and experience, we authentically recreate the feeling and excitement of real world driving.

We are a small team from around the world with no obligations to publishers or outside interests. Our users and modding community are our first priority. Help us make BeamNG.drive the ultimate driving experience and discover what an open and uncompromising soft-body vehicle simulator can be.

Why is BeamNG.drive the game for you?


As an open world vehicle simulator, BeamNG.drive will cover a large array of vehicular disciplines - everything from a delivery mission in a box truck to a high speed rally race or a destruction derby. The vehicle customization and detail will allow you to make your car or truck all your own - fix it up, upgrade it, or strip away body panels to reduce weight. There are a lot of different types of gameplay we want to implement beyond just racing and crashing, such as police chases, stunt challenges, and other specialized minigames. Eventually we would like to have some kind of single player open world career mode, with persistent vehicle ownership and procedurally generated used vehicles to buy and events to run them in.

In some ways, BeamNG.drive is about doing anything you want with a car or truck - the stuff other games don't let you do. You can go off-roading in a family sedan or hurl a delivery truck around a racing circuit, all with beautiful soft-body simulation physics. You can mod those same vehicles to be racing beasts, derby monsters, or off-road behemoths - or just thrash them stock. At the end of the day, BeamNG.drive gives you the gameplay you want, and doesn't force you to do anything that you don't think is fun or interesting.

The future of the game and our physics engine


As we optimize our game and computer technology improves, the amount of vehicles which can be simultaneously simulated at a smooth framerate will increase. Right now you can run 4 to 6 cars at one time on a high end quad-core processor. Each vehicle has around 400 nodes and 4000 beams, all being simulated 2000 times per second. We hope to expand the number of simultaneous vehicles possible to at least 8 with a mid-range processor.

We will also look towards having multiplayer in the future, but it may be some time before we can create the multiplayer experience everyone is expecting. We are well aware of the demand for multiplayer and we want it just as much as you, but for the short term we are focusing on the single player career mode, various driving events, fixing bugs, and creating more content. It is feasible that we could implement local and/or same PC multiplayer in the interim.

Also, the possibilities extend beyond land vehicles. Users in our community have already made planes and helicopters that fly purely with the existing vehicle aerodynamic physics, with no cheating whatsoever. BeamNG can simulate aircraft in a very authentic way due to its soft-body physics. All the flex that happens to a real plane's airframe arises naturally in BeamNG, and the consequences of excessive stress are also modeled. Fly too fast and your wings will start to bend and rip off. The potential for the BeamNG physics engine is huge.

Alpha Access Features

  • All future updates to BeamNG.drive included for free (alpha, beta), also including the final game
  • Soft-body physics sandbox
  • 19 detailed, customizable, destructible vehicles, with more to come
  • 10 terrains to explore and drive across, with more to come
  • Frequent updates adding terrains, vehicles, features, gameplay, and bug fixes
  • Full modding and content creation capabilities - make maps and vehicles, and script gameplay
  • Use the built-in terrain editor and any 3D modeling, image editing, and text editing software
  • Online authentication is only necessary to update; the game itself does not need an internet connection to run.

Alpha Testers

Users that already entered the alpha testing via our website can get a free Steam key.

Our goals

Our main focus is on how things move rather than how things look on the screen. We aim to bring our expertise in real time soft-body physics and soft-body physics model design to the forefront of game physics simulation, making available the technology and know-how to as a wide an audience as possible. To achieve this, we are designing the engine and corresponding assets, so as to be independent of the underlying game engine and operating system.

Right now the physics engine is running on a multicore CPU configuration, but we are also in the process of supporting GPUs via OpenCL.

Our mission

To have realistic, accurate, destructible, and malleable physics everywhere. To make anything possible.

More Feedback


More Feedback can be found there: http://www.beamng.com/content/119-Feedback

Contact Us

You can get in touch with us in several ways:

Requisitos de sistema

    Mínimos:
    • SO: Windows 7 Service Pack 1
    • Processador: Desktop Intel i3
    • Memória: 4 GB de RAM
    • Placa de vídeo: GTX 550 TI
    • DirectX: Versão 11
    • Armazenamento: 5 GB de espaço disponível
    Recomendados:
    • SO: Windows 10 64 Bit
    • Processador: High-end Intel i5/i7 or High-end AMD 6 Core or better
    • Memória: 8 GB de RAM
    • Placa de vídeo: GTX 780
    • DirectX: Versão 11
    • Armazenamento: 5 GB de espaço disponível
    • Outras observações: Gamepad recommended
Análises de usuários Saiba mais
Últimas:
Muito positivas (459 análises)
Todas:
Muito positivas (6,316 análises)
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