In the bright but distant future, the recovery of New America rests in the hands of wheeled warriors. Will you side with the sinister Dark Jaw or intrepid Val Vega? Customize your killer ride and go head to head in 80s-style car combat. Gear up, team up, and roll out!
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Release Date: 2017

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Available: 2017

 

Recent updates View all (25)

July 1

Developer Diary 19: Indie Prize Finalists

See you in August, Seattle!



“Auto Age: Standoff” is a finalist for the 2017 Indie Prize at Casual Connect USA in Seattle. Programmer Adam Eaton will be demoing the game on August 1 - 3 in the conference's Indie Showcase, gunning for an award win. Dozens of other devs with great games are also in the running -- good luck and have fun, everyone!

Roadmap updates

We’ve been tracking well against our public roadmap. Although our beta test is currently closed to new players, we rolled out an update for current testers that got rid of our placeholder vehicle selection screen and replaced it with a proper 3D representation of available vehicles.



We are now testing our Loadout (car customization) system internally and are able to outfit vehicles with weapons and equipment based on a points system. Each vehicle chassis has a certain points capacity, and every item you put in your car uses up available points. We can add more factors (such as restricting items based on vehicle size) but what we have now seems to be working pretty well. Custom loadouts are saved to the Steam cloud. We hope to have this available to closed beta testers within the next two weeks.

More weapons!



Along with our new Loadouts system will come a handful of new weapons, including a Missile Pod II (6-missile swarm instead of 3), four classes of Ram (Ram IV shown above), and automatic turret weapons (twin Autogun II turret shown above). Currently automatic turrets are passive weapons that fire at any available target within range, but we will certainly be toning that down, for example requiring activation and having a limited duration before cooldown.

What’s next?

We’ll be pushing the Loadouts system and all the new weapons into beta testing for refinement and polish, probably within the next 2 weeks. On July 10, we’re going into the recording studio for some new VO to be used in upcoming trailers and our tutorial. We’re overhauling our HUD, iterating on our menus, and continuing work on our unreleased Base Assault map called Welcome Center. We are getting the last big new features of the game done and are then in the final stretch.



More news to come this summer.

Until next time, drive offensively!

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May 24

Developer Diary 18: New Maps, Beta Update

Thanks, testers!

Last year we made early builds available to our community, and have received a lot of feedback about the game. We also gather feedback at every public demo we do, such as GDC and PAX. We’ve gotten feedback from former team members of the Twisted Metal series and Vigilante-8. Recently we got a useful round of feedback from a very successful mainstream game studio.



Thank you for talking to us about Auto Age: Standoff. We appreciate your time and are glad to get your input.

Since opening the game to tester feedback, we have made many changes and improvements to the game, and will continue to do so. One of the most interesting aspects of gathering feedback is the diversity in opinion about the game’s features and areas of improvement. It is definitely a challenge to balance arcade and simulation physics--on top of this there are pretty hard limits as to what our physics can actually do.

Our game has a high learning curve. We’re looking at strategies to help new players understand better what they can expect from the game, particularly when it’s so different from hit games like Rocket League. We will try to come up with a better tagline than “It’s not Rocket League!”

As always, we are available via our Steam forum, Discord channel, Twitter, Facebook and now Instagram if you have a better tagline idea :)

Discord https://discord.gg/2s3nz2A
Twitter @phantomcompass https://twitter.com/phantomcompass
Facebook https://www.facebook.com/wemakegames/
Instagram @phantomcompass https://www.instagram.com/phantomcompass/

Beta v0.167

We’re up to beta v0.167 this week, and have gotten a lot of work done since our last public build.

Here’s a summary of the changes and additions:

Gameplay Updates
  • Autogun and Cannon weapon DPS increased.
  • Health bars now replace previous percentage values in HUD pips.
  • Base Assault Mode: Audio and visual cues added for objective capturing and controlling.
  • Loadout system partially implemented: You can view preset loadouts but stats and chassis model not visible yet.
  • Your player name now highlighted in Status view and Game Over view.

Map Updates
  • NEW Core Sample deathmatch map added. It’s a tiny experimental map, use at your own risk.
  • NEW Aerie deathmatch map added. It’s a tiny experimental map, use at your own risk.
  • Eagle’s Nest size reduced, minor art changes and additions. Driving surfaces smoothed for better handling. Energite hazard added.
  • Ghost Town downsized to half its original size, new art added. More refinements coming. Map boundaries not enforced (will fix).
  • Crossroads map driving surfaces smoothed for better handling.
  • Hot Dam driving surfaces smoothed for better handling.

As always, our Readme page and Steam forum contains full changelog notes.

Big Map Changes

Eagle’s Nest
We downsized the Eagle’s Nest map, used in Deathmatch and Base Assault modes. The previous version was unnecessarily large. The size reduction helps focus play to the most used parts of the map.



Along with the size reduction, we added a few specific pieces of art to help give this map more character.



Further refinements will be made as we continue to test this new version.

Ghost Town
Once our largest map, Ghost Town has been chopped in half. It’s now a comfortable size for as few as eight players -- nobody has trouble finding other players anymore.



We did an art refinement pass on this map to give it more character and also to help with wayfinding. One half of the map has neon blue accents and the other half has neon pink accents, so it’s much easier to tell what side of the map you’re on.



Further refinements will be made as we continue to test this new version.

NEW: Aerie
We’ve added an experimental map. It’s very tiny, suitable for 2 - 4 players. We are testing game play in small maps as we consider a potential Sumo mode.



NEW: Core Sample
Another experimental, tiny map. This one is even smaller than Aerie, suitable for 2 - 4 players.



UNDER CONSTRUCTION: Welcome Center
We are still designing and developing the SAIGE Welcome Center map, where we hope to stage our Story Mode (tutorial) and Base Assault matches.

New vehicles coming!

As discussed in previous posts, we’re working on new vehicles for the game.

The Hotrodz faction is aligned with Dark Jaw.



Our game’s Story Mode (short tutorial) features Valentina Vega’s damaged “jalopy” muscle car and a new hotness version. We may make these available as additional M-Type vehicles or as a special hero type, not sure yet.

Lastly, we have Longhorns in our concept and design queue. They are a cowboy style faction aligned with Val Vega and SAIGE.

Beta closure

Our team is approaching game launch (no specific date announced yet). We have gathered a ton of feedback from our existing test group as well as industry folks and now are in full implementation mode. Maybe even “crunch” mode. We’re going to close up our beta for now. Might reopen it closer to launch, but until then, stay tuned to our Steam group for the next developer diary!

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About This Game

Welcome to the Auto Age

The year is 2080. America lies in ruins. Bands of militarized motorists work to keep the peace in the east. Wheeled gangs rule the western wastes. A mysterious voice crackles through the static of radio relays, beckoning travelers into the desert canyons of the Dead Zone.

Choose your side and speed full throttle into a deadly game of ruthless car combat soaked in '80s Saturday morning cartoon style. Will you rally behind SAIGE and Val Vega to fight for a better future, or seek total domination with the evil Dark Jaw and his ragtag Jawlings?

Team-Based Car Combat

Hurl headlong into the chaos of eight-player online combat, buckle up for classic couch co-op, or even do both. With Auto Age: Standoff's versatile split-screen play, you and three other friends can skirmish privately or team up together in online battles.

Pimp Your Ride

In a high-tech world of lowlifes, you'll need every advantage you can get. Choose your chassis and gear up with powerful weaponry and the latest gadgets, including missile launchers, ramming plates, mines, boosters, and more.

  • 14+ vehicles including light, medium, heavy and tower classes
  • 12+ weapons and gadgets

Multiple Modes of Mayhem

Fire up classic Deathmatch combat (free-for-all and team-based) and rampage across five wasteland maps, or battle for control of the SAIGE Welcome Center in Base Assault mode where coordination and strategy is king.

1980 Meets 2080

Get hooked on our retro-future dashboard mixtape and soundtrack where synthwave and guitar-shredding fuel your quest for vehicular destruction.

  • Mixtape tracks by: 20Six Hundred, Skull Fist, Stilz, and TWRP.
  • Underscore by: Jim Guthrie and JJ Ipsen
  • Theme song by: Matthew Reid

The Road Ahead

We’re constantly updating our Public Roadmap as the game continues development, testing and polish. Our plan is to focus on Deathmatch and Base Assault for launch, and introduce new content to grow alongside the community.

We welcome your feedback on our Steam forum or our Discord channel.

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: 2 Ghz dual core
    • Memory: 8 GB RAM
    • Graphics: Nvidia 8800 or ATI 2900
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
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