Go back to the roots of anti-gravity racing with BallisticNG, the completely free and moddable anti-gravity racer serving as a fan homage to the original Wipeout trilogy.
User reviews:
Very Positive (45 reviews) - 80% of the 45 user reviews in the last 30 days are positive.
Very Positive (676 reviews) - 89% of the 676 user reviews for this game are positive.
Release Date: May 30, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“BallisticNG is still in active development and having it on Steam in Early Access allows people to come in and suggest new ideas and mention issues that we ourselves might not have noticed. This is important for ensuring that the initial 1.0 release is as stable and feature complete as possible.”

Approximately how long will this game be in Early Access?

“The estimated time for BallisticNG being in Early Access is around half a year to quarter of a year. This could change depending on how the game grows, but as of right now that's where it roughly is.”

How is the full version planned to differ from the Early Access version?

“Throughout Early Access the game will be receiving bug fixes and polish. New features and content will undoubtedly be added but the main concern over the course of the game's Early Access lifespan is stability and presentation.”

What is the current state of the Early Access version?

“The Early Access version is already pretty representative of what the game wants to be. As of entering Early Access the game was on version 0.4, its second beta release.”

Will the game be priced differently during and after Early Access?

“The game is free and will always be free, including future track packs for adding additional official content.”

How are you planning on involving the Community in your development process?

“Hopefully the community can help bring new ideas to the game that haven't been thought of before. Making a game that people want to play is important, and allowing people to voice their ideas is very important in supporting that.”
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Recent updates View all (39)

May 24

0.8 Plans - Gamemodes and C# mods

Hey everyone! This isn't going to be very long and well structured announcement, just wanted to share our plans for 0.8 since it's been a while since the last update.

The past month for devleopment has been pretty huge, the game is now coming out of a huge code restructuring and as a result 7 new gamemodes will be coming as well as a modding API so you can make your own!

A new track creator will also be coming, it provides a much more refined workflow with less bugs. You get control over both sides of the track and everything is handled through manipulating the track with the mouse instead of relying on keyboard shortcuts and clunky buttons - though shortcuts and buttons will still exist for people who want accuracy.

There is also a bunch of other improvements too such as brand new weapon particle effects and remade AI with the introduction of a new racing line system. AI now play the game much more like an actual player, and the addition of the racing line system allows both offical and custom tracks to have racing lines baked into them that the AI will use as a basis for navigation.

Finally there are still two weapons that are yet to be integrated into the game, possibly a third as the wormhole was removed.

If you follow the game's Facebook page then you've likely seen the small showcases of some of this stuff, if you havn't then you can check it out here - https://www.facebook.com/BallisticNG/

Stay tuned for more information soon!

7 comments Read more

April 27


BallisticNG 0.7.2 is now out! The major change in this update is the game being updated to Unity 5.6p3 which fixes the ingame dropdowns not rendering. Other minor fixes are included as well as the integration of several new systems which will be utilized in the future.

Because of the new update plan, the versioning as of the next update will also change. The game will still be marked by its major revision, but the sub-version is now going to be marked by the date it was built.

An important thing to mention is that when the new gamemode system mentioned below is put into place, multiplayer is going to be stripped from the game as this change is going to be part of a large code restructure and multiplayer will become completely broken. During this period a new branch for the game will be setup so people can continue to play Multiplayer while this happens, more information on this will come at the time though.

Here's the changelog!

  • The donate button now opens a multi-choice dialogue where you can choose to donate either through Patreon or Paypal
  • Fixed some small issues with wall collisions
  • Fixed back button text being empty on server settings menu
  • Fixed a misplaced tile on Aciknovae
  • Fixed countdown displays not showing the countdown state in speed lap
  • Profile system has been updated - all save data now gets saved in UserData/Profiles/Player (your current profile will be updated automatically to this)
  • Dropdowns ingame now render
  • If an error is caught while loading custom ships then the game will now load a placeholder ship instead (currently on the menu only)
  • Custom ships are now properly offset by the ships set position in the menu
  • Implemented a language dictionary (will be used in the future for translations)
  • Animated advertisments and civilian cars now pause when the game is paused
  • Game now fades between all scenes
  • Loading screen for built in tracks has been removed (loading is fast enough that having the loading screen actually slows it down)
  • Started implementation of race delegates and modular gamemodes - more progress towards this for adding loads of new gamemodes will be seen in the near future
  • Added track related tags to the workshop

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About This Game

BallisticNG is a free anti-gravity racing game that takes the genre back to its roots. It's fast, technical and unforgiving. Pick the ship that's right for you and become the best pilot the AGL has ever seen. The game sports five increasingly difficult speed classes across a large range of tracks. You are provided with an assortment of weapons that you can use to damage or even eliminate your opponents.

Import your own ships, build your own tracks. BallisticNG provides you with all the tools you need to create your own content and share it on the Workshop. The modding tools are targeted at more experienced users and provide you with all the freedom you need to create all the endless content you could desire. A lot more modding possibilities will be coming down the road too!

BallisticNG is built on emulating early 90s 3D rendering with a few modern extras thrown on top for good measure. From low poly meshes and low-res textures to wobbly vertices and primitive lighting, BallisticNG goes all out on looking like a game of decades past.

BallisticNG brings back the classic Wipeout formula. You'll glide, bounce, drift and scrape around the tracks at insane speeds. Timing and muscle memory is everything, slip ups can be made but mistakes will not be forgiven. Manage your pitch to stay at maximum speed, keep a good racing line to ensure you hit all the speed pads and of course don't hit the track floor.

System Requirements

    • OS: Windows 7 or later
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics 4000
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    • Additional Notes: BallisticNG runs on a modern game engine, despite the simplistic artstyle it is not guaranteed to work flawlessly on old hardware.
    • Memory: 1 GB RAM
    • DirectX: Version 9.0
    • Storage: 1 GB available space
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Very Positive (45 reviews)
Very Positive (676 reviews)
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