BallisticNG is an anti-gravity racing game developed as a love letter to the original Wipeout trilogy. It's fast, technical and has a large focus on modding with the same tools used to create the official content.
All Reviews:
Positive (47) - 93% of the 47 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 (50)

October 2

Beta Branch Roundup - September

Hey everyone!

This is a new format of announcement I'm starting where at the start of each month the changes to the game's beta branch will be summarised for the previous month. So to start this off, here's the summary for September!

Also, if you want to keep track of beta branch updates there's a new thread I've been keeping updated which you can find here -

Point to point tracks
Point to point tracks have been implemented, internally this feature is going to be used for short objective based tutorial tracks coming in the final campaign but these are also available in the Ballistic Unity Tools, mentioned below.

Photomode Controls
You can now tilt and zoom the camera in photomode using a controller, hold down the menu special bind and use the right analog stick to adjust both of these settings.

Sounds and Music
The wall scrape sound has been updated to give more of an impression of metal scraping. Shiftdelete, one of the game's contributing composers, has sent over his new song Antigraviton to be used ingame. This new song is used both in-game and as a menu song.

Have a listen over on Shiftdelete's soundcloud -

In-game changes
The firepower stat has now been implemented, the default ingame teams are currently still using the default value of 1 but any custom ships will not have their firepower stat applied.

The donator liveries have also been finished and will be ofically available when the new menu goes live! Wyvern's illumination map was also fixed, it hadn't been updated to the MkII model's texture map.

A UI tooltip system has now been implemented, this is currently only active on the new menu but will be rolled out across all interfaces over time.

Speaking of the new menu, the new menu now has some basic screens setup! You can now check out the new options menu from it and access the custom race screen, there is also a brand new quick race screen which will discussed at a later date.

Ballistic Unity Tools
If you're working on custom tracks, make sure you reimport the unity package for the following updates:
  • Added point to point scene toggle to scene references script - the middle checkpoint laser becomes the end of the track when this is enabled
  • Added Survival Ignore script - attach this to any objects you want survival mode to ignore when updating meshes and materials
  • Added three new shaders

    Additive - additive transparency with no lighting, usful for effects like light shafts
    Additive Vertex Alpha - ditto, but vertex colors are applied (vertex alpha is used to affect transparency)
    Vertex Lit (No Clip) - same as VertexLit but isn't distance clipped
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September 21

BallisticNG has now transitioned to paid - 0.9.1 is now out!

BallisticNG has now transitioned to paid, thank you to everybody for the support! If you are expecting key(s), they are being obtained as this announcement goes out and we are aiming to have them sent to you in the next 48 hours. If you do not get your key(s) by the 24th, hop onto the discord server and tag @developer and we'll be happy to help you out. If you currently own the game in its free state, you will continue to own it and receive updates until you uninstall the game.

The past two weeks have been busy and the game has seen a number of interface changes as the game’s development starts shifting into providing a better user interface. With the first post 0.9 update released, we are now going to be working on the new main menu. If you want to get involved and provide feedback on the development on the new menu, be sure to jump on the below mentioned beta branch and join our Discord server to discuss it!

Donator Liveries
While those receiving donator livery keys will be able to activate the key when they recieve it, the liveries are still in development (we have a couple of ships done already) and will only be officially available when the new menu is done. In the meantime you can use a console command to access them for the teams that already have them setup. Press Ctrl + Backspace and enter setliverydata 0 1 0. This will set the ship liveries to the donator liveries, if you do not own the donator liveries then the game will default back to the normal liveries.

When you have activated the liveries, your name on menus will show up as the BnG accent yellow/orange.

Beta Branch
The beta branch is now taking the place of our old developer branch which was active during the game’s Patreon days, this branch is open for anybody to jump into and out of at any time! This will always be updated with new features as they are implemented. A quick quality check is performed before updates go live so while it’s very likely bugs will arise, it’s very rare that updates will completely break the game on this branch.

0.9.1 is the first of many updates to 0.9 leading up the 1.0 release. This release provides a bunch of changes and new features, including the implementation of Rewired!

Please note: there is currently an issue where the game will hang on quitting back to desktop, this is caused by a specific issue with Unity’s new .NET backend - the issue has been reported to Unity. The game utilizes .NET 4.6 for the convex hull generation of shields so we can’t switch back to .NET 2.0 at this stage. As this only affects the game when you quit and we are still in Early Access we have decided to release with this problem present, however we want to let players know we are aware that it exists and will be keeping an eye on Unity’s updates to patch it as soon as possible.

  • Implemented Rewired - the entire input backend has been updated. Rewired fixes many of the game’s input issues caused by Unity. The game will now recognise multiple controllers for use in splitscreen, a much wider range of controllers are supported and you now have more calibration options to play around with in the input menu. You can also bind as many inputs as you like to an action, allowing for quality of life improvements like d-pad and analog steering at the same time!
  • Added weapon modding API (documentation for this will be coming closer to the release of 1.0 - see the modding folder for an example script)
  • (Scripting) Reworked gamemode constructor - see the example gamemode to see the changes, if you currently have any custom gamemode mods installed you will need to remove them otherwise the game will break!
  • Non-interface oneshot sounds will now pause when the game is paused
  • Added autoexec functionality, create a txt file in the userdata folder called autoexec.txt and write commands to have them executed when the game starts. Each line in the file defines a command
  • Photomode can now be used with a controller (check the input menu for binds). You can currently only move and rotate the camera, FoV controls and tilting will be added in the future!
  • Controllers now vibrate in response to more events (using weapons, boosting, bottoming out, etc)
  • The autopilot now has a maximum extended duration of three seconds when searching for a straight to disengage at
  • The autopilot’s shield now only protects you against 50% of all damage
  • You can now steer the autopilot into junctions
  • If you play on a track that forces 2280 mode without being in 2280 mode originally, 2280 mode will now disable when you have finished on that track
  • The AI can now use the cannons and plasma, plasma hits from the AI will deal 50% shield energy loss
User Interface
  • Ng UI elements can now wrap their navigation (Ng elements are new UI elements slowly being transitioned in - they are the UI elements which are fully animated)
  • Rewrote and updated all result screens - the medals from 0.4 have also returned!
  • Redesigned HUD
  • Redesigned countdown display
  • Scroll rects can now auto scroll to selected elements and be controlled with controller's (right stick by default) - this is currently only applied to the input menu and will be rolled out to new interfaces as they develop
  • The tutorial hints are now more in the way, we’ve seen screenshots where people have them open at the end of the race so the idea is to make sure you see and read them. Remember you can turn them off in the pause menu, we are looking for feedback on this change!
  • Button prompts have been updated to text only for the time being, this was changed because of the rewired implementation, button prompts will return to being icons in a future update
Ballistic Unity Tools
  • Added Trm Editor (see documentation from the game's mod sub-menu for information on what this is and how to use it)
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About This Game

BallisticNG is a love letter to the original Wipeout trilogy. Set in the year 2159 you race around futuristic tracks in a variety of locales armed to the teeth with deadly weapons to aid you in taking first place. Each team in the game offers a different play style, giving you the freedom to choose which ship handles the best for you.


  • 13 tracks set in unique locations
  • 13 teams and a lineup of super fast drag ships
  • 14 pickups to damage others and protect yourself
  • 7 gamemodes (Race, Time Trial, Target, Speed Lap, Survival, Knockout and Eliminator)
  • A (still work in progress) singleplayer campaign with many events 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
  • Accurate emulation of early 3D rendering with additional options to make the game look more modern
  • A fully fledged ship importer with all the variables you need to tweak your custom ship to perfection
  • An indepth layout creator with external tools built for Unity allowing you to create custom tracks with ultimate freedom
  • A C# modding API to create your own gamemodes and 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: 1 GB RAM
    • Graphics: Intel HD Graphics 4000
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Memory: 1 GB RAM
    • DirectX: Version 9.0
    • Storage: 2 GB available space
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