Glide through futuristic race courses at breakneck speeds and eliminate those who stand in your way. BallisticNG is a moddable action packed anti-gravity racer developed as a love letter to the original Wipeout trilogy.
Recent Reviews:
Very Positive (13) - 100% of the 13 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (91) - 93% of the 91 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?

“Early Access is an important tool in developing a game that the growing community wants. It enables us to implement features people want to see during the development instead of after so the final game is what people wanted from the get go.”

Approximately how long will this game be in Early Access?

“We have no precise date, but BallisticNG is set to release rather around Christmas 2017 or early 2018.”

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

“The full version will not differ much to how the game presents itself now, we like to release updates at as often as possible so we hope the transition between Early Access and the full version is pretty seamless. However the full version will fix up any remaining issues that the game has, this is the most important step before we leave Early Access.”

What is the current state of the Early Access version?

“The game is currently in 0.9, one major release away from our full version.”

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

“The game (starting 21st September 2017) costs $5 to aid us throughout the remainder of development and all post-release development we plan. Once out of early access, the game's price will increase slightly to $8.”

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

“The community's input since the beginning our our Early Access period has been a high priority. While not as responsive on the Steam Discussion board, we are extremely involved with the community on the game's official Discord, and a lot of feedback on there usually ends up getting implemented. We like to treat everybody on a level playing field with our outlook on community interaction being that we are players of our own game and as such shouldn't shoot down ideas or criticism unless we have tried out the idea or looked at the angle that the criticism is coming from first.”
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Recent updates View all (60)

April 4

Testing VR

Work towards inclusion of VR for 0.9.4 is currently underway on the beta branch. Right now you're able to play the entire game in VR as everything is being developed!

Here's a video showcasing the current state of VR as of today:

What's supported?
The game uses OpenVR so this means any HMD supported by SteamVR should work!

Just as a side note, because of the VR integration the game now uses DX11 instead of DX9. The game will fallback to DX9 if your GPU doesn't support DX11 however.

How do I try it out?
To try out VR mode, first make sure you're on the beta branch. You can access it by right clicking the game in your library, going to properties, the beta tab on the window that opens and then select the "beta" option from the dropdown.

You'll likely now want to restart Steam. When you load it back up you'll now see BallisticNG in your VR list and if you right click it again, you'll see a "Launch BallisticNG in Steam VR Mode" option.

For those of you looking to run the game without Steam, you can also launch the game in VR mode using the new -vr argument. There is a .bat file next to the game's executable which will launch the game with this argument without you needing to setup a shortcut. Just make sure you've got SteamVR installed and running.

I found a bug!
If you've found a bug please let us know about it! You can do so on the new Virtual Reality forum -

You can expect daily beta branch updates for this next week as VR starts to take form.

0.9.4 progress update
The precision tracks for 0.9.4 are almost finished, as soon as VR is stable and the precision tracks are done 0.9.4 will be ready for release. We have something else to release alongside 0.9.4 too, stay tuned!
6 comments Read more

March 20

BallisticNG has just released! This update is focused primarily on custom tracks, bringing in some updates to the track creator and allowing track creators to build their tracks for OpenGL for multi-platform support!

Trading Cards
Trading cards have just been added and activated! You'll see those drop as you play the game.

Track Creator
  • Fixed deleting segments with track loop enabled softlocking the editor
  • Resized segment editor titles
  • The track wireframe is now drawn in quads
  • Track creator now uses its own gamemode which keeps track of your current lap time, has afterburner enabled, gives you a turbo per lap and has a pause menu without the restart option

  • Added stitch segments tool. This tool can be used to re-organise segments so you can make new parts of a track and then move it somewhere else. Usage goes as following:
    - Select the first and last segment of the area of track you want to move
    - Select the segment you want to move the area of track to
    - Making sure you have 3 segments selected, scroll down to the bottom of the segment editor and click the new stitch button

  • Added support for C# plugins that can be executed with a command written at the bottom of the screen, until official documentation exists see the examples in Modding/Scripting/Track Creator Examples

  • Added some builtin commands, see the new TrackCreatorCommands.txt file next to the game's exe for a list of parameters:
    CreateSlalom - Creates a slalom track section using the track creation preview as a guide
    CreatePitlane - Generates a pitlane using two selected segments (experimental)

  • Fixed track dimensions not being correctly calculated when entering playmode (invisible walls are now more accurate to how they will be ingame)

  • Added controller support:
    - Uses its own input configuration separate from the in-game binds
    - Inputs cannot currently be rebound, as long as you have a controller with buttons that would map onto an xbox/dualshock controller everything should work
    - A list of context sensitive inputs are displayed on the left side of the screen, this shows up when you interact with the controller and hides when you move the mouse

Unity Tools
  • The build track menu option is now split into DirectX9 and OpenGL. This will allow you to build a version of your track for Windows and Mac/Linux (OGL versions are suffixed with _ogl). It's recommended you move the version you don't need out of your MyTracks directory otherwise you'll have duplicates with one version that doesn't work (alternatively build a WTRK file and use that).

  • Added flat 2280 speed pads to the tools. The old pads still exist so it won't break current tracks.
  • Added no out of bounds toggle to sections - you can toggle it in the section metadata tab. All sections that allow out of bounds have an OOB tag drawn above them
  • The vertex lightmapper now marks the scene as dirty so you can save after using it
  • Added physics toggler script (BallisticPhysicsToggler)

Track Uploader
  • You can now attach OpenGL versions of tracks to the WTRK file. You can push these safely to the workshop as the game will not attempt to read the OpenGL version of the track in older versions.
  • When first creating the WTRK file the uploader will now look for _ogl suffixed at the end of the file name to add the OpenGL version of a track first, otherwise it assumes you're selecting a DirectX9 version.
  • Added status displays to show if the WTRK contains DX9 and OGL versions.

  • Fixed analogue stick sensitivity on menus
  • Gamemodes can now define their own unique settings on the custom race menu - added target score and ai weapon generation options for eliminator
  • Refresh rates are no longer shown next to the resolution, duplicate resolutions for different refresh rates have also been removed. (the game uses a borderless window so the refresh rate doesn't actually do anything)
  • Sun flares now render in screenshots
  • You Tried medal now says No Award and now only rotates 180 degrees so the text is always the right way round
4 comments Read more
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VR Coming Soon

BallisticNG will be getting VR support in the next major update. Don't want to wait? Jump into the beta branch to try it while it's in development!

About This Game

BallisticNG is an action packed anti-gravity racer developed as a lover letter to the original Wipeout trilogy. Set in the year 2159 you glide through futuristic race courses armed to the teeth with deadly weapons to aid you in taking first place.


  • 17 tracks set in unique locations
  • 13 teams and a lineup of super fast drag ships
  • 14 pickups for all your elimination needs
  • 7 gamemodes (Race, Time Trial, Target, Speed Lap, Survival, Knockout and Eliminator)
  • A singleplayer campaign to challenge your skill
  • Two player splitscreen with dual-monitor support
  • A thumping 90s inspired soundtrack featuring 28 tracks spanning across Techno, Jungle, Neurofunk and Drum and Bass
  • A modding tool suite to import your own ships, build your own tracks and program your own gamemodes/weapons


BallisticNG recreates the physics of a time long gone. Playing the game is all about getting into the zone and becoming one with the ship, practicing every nook and cranny of every track until you can do it with your eyes closed. Feeling the speed isn't about what the HUD tells you, but how the environment swooshes past you and timing the right maneuvers at the right time to keep the flow going. If you're looking for a quick game, lower speed classes provide you with a more laid back experience. You can even disable weapons if you want a good clean race.

Looking for a challenge? Enable hyper mode for some over the top uncontrollable speed to really push your skills to the limit.


The game's assets are made with real 90s hardware limitations in mind, everything has been designed as if it had to run on that limited hardware to create an authentic retro 3D artstyle. The game also supports options to disable all of the early 3d emulation effects and enable modern graphical features such as bloom. Tracks are rendered with a single texture atlas, making the game's rendering extremely efficient and easy to run on most hardware.

Cockpit Mode

Each ship has a unique cockpit which reflects the design you see on the exterior. When in cockpit mode the game processes the audio to make it sound authentic, complete with the sound of rain splashing on the canopy and displays flickering as you take damage from weapons, everything you need to get cosy in your high speed future racer.

System Requirements

    • OS: Windows 7 or later
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Memory: 4 GB RAM
    • DirectX: Version 9.0
    • Storage: 2 GB available space

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