Team up with your friends in this skill-based arcade racer. Drift, boost, block, obstruct, roast and troll your way to success! Use smart tactics and unique abilities to beat your opponents in this dedicated team-racing game.
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Data di rilascio:
11 ago 2017

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Gioco con accesso anticipato

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Nota: i giochi in accesso anticipato non sono completi e potrebbero venire modificati in futuro, oppure rimanere incompleti. Se non vuoi giocare a questo gioco nel suo stato attuale, ti conviene aspettare per vedere se verrà sviluppato ulteriormente. Altre informazioni

Cosa dicono gli sviluppatori:

Perché l'accesso è anticipato?

“Early Access will help us create a better game. We experienced this firsthand with our previous game, Turmoil, which was in Early Access for one year before its official release. The Early Access community helped us improve the game tremendously and we’re hoping the same will happen with Team Racing League.

We believe Team Racing League can fill the gap of a team-based/MOBA-like game in the racing genre. While we have a lot of ideas to improve and expand on the game ourselves, we want to explore what else is possible for the game, together with the Steam community. Would you like to see more game modes, new tracks or maybe new vehicles? We want your input while we continue to develop and add more content. Let's create the perfect team racing game together!”

Per quanto tempo questo gioco rimarrà in accesso anticipato?

“We're not sure. Game development is unpredictable. It's done when it's done. It might take half a year, it might take a year. It might take longer. We'll do our best to improve the game, add relevant content and keep you updated on progress during Early Access.”

Quali saranno le differenze fra la versione completa e quella ad accesso anticipato?

“Based upon player feedback, we will see where new mechanics and abilities are needed and most welcome. Cosmetically we like the direction of the game, but we're sure that improvements will be made over time to the environments, the vehicles and the UI.

There are also loads of ideas for other game modes, race tracks and features that we may add. This also depends on player feedback and input. The reason we don't support local multiplayer from start is that we wanted to focus all our development capacity on a solid online multiplayer. We have a small team and aren't that experienced in multiplayer development yet, but we believe we're doing a decent job here. If the player base allows it, we might add local multiplayer and co-op multiplayer features. So spread the word and challenge your friends :-)”

Qual è lo stato attuale della versione in accesso anticipato?

“The core gameplay is solid. The drifting and racing physics are intuitive, skill-based and rewarding. The available player abilities are skill-based, while still very accessible to players with less time to play. By focusing on the team aspect, we believe the Early Access launch-version of the game is fun to play for both competitive players as well as more casual players.

In single player, people can polish their skills in Training mode and Time Trial. Training is meant to explain the game's mechanics and have players experience them for the first time. While in Time Trial you can work on your racing skills, competing against your own ghost.

The online multiplayer consists of one game mode right now: 3v3 team racing. We tested this as best we can but the real testing (technical and gameplay) will start when we enter Early Access. Please be gentle with us, but be straight and fair. We like to hear what you enjoy about the game, but also what you don't enjoy, so we can learn from our mistakes and improve and polish your experience. Help us deliver the best and most fun racing game you can imagine!”

Il prezzo del gioco varierà durante e dopo l'accesso anticipato?

“During Early Access, it will be very unlikely that we'll change the price of the game. Changes to this policy may however occur if there are unforeseen costs or gains, or if the product we have in mind changes dramatically. Whether the price will be different at full release will depend on the development of the game during Early Access.”

Come pensate di coinvolgere la Comunità durante il processo di sviluppo?

“We have a clear direction for this game in mind, but we are eager to hear if the community thinks this is the right way to go. We’ll keep a very close eye on the forum and will try to respond as clearly as possible to all questions and suggestions from the players. Do you like the game and its mechanics? Do you agree with the balancing of the game? Would you like to see other game modes or changes to the current one?

We will be introducing new features and content along the way, and will listen to what players want and think of our ideas. We hope that our vision and your input will merge for a great end result. 1+1=3.

Besides adding new stuff, there’s of course also the technical side of maintaining and dealing with an online multiplayer game. The team is small and our experience in online multiplayer isn't very rich, so please keep that in mind when the game doesn't meet your expectations. Let us know what we can improve and we promise to at least respond to your request. We’re aiming for a smooth multiplayer experience and will try to keep improving the game without adding bugs.

"...without adding bugs." Who are we kidding ;) Thanks for reading up to this point and if you are interested, bugs will definitely be part of the Early Access experience.”
Altre informazioni
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2 ottobre

Into the woods!

We're very excited to announce the first update since our successful Gamescom visit. And it's a big one! New tracks, local multiplayer, controls remapping, improvements to reduce waiting time for online matches and more. New content up the wazoo!

What's new?
  • Rematch functionality: after a match has concluded, a rematch will automatically start. Less waiting, more racing! 
  • Not a full lobby yet? Start up a Time Trial race and keep your waiting queue active while racing!
  • We've added Time Trial weekly leaderboards on top of the existing all time leaderboards.
  • The Forest area comes with three new booming race tracks that are now playable both in Time Trial, online AND local multiplayer! (Note that we will polish the tracks both visually and functionally, so there might be some small collider issues at the moment. Let us know what you think of the new tracks!)
  • Local multiplayer? That's right! You can now play the Team Clash game mode locally with up to 6 players! You can combine various controllers and also use your keyboard.
  • You can now easily go out of anchor by simply hitting the accelerate button.
  • Anchor became more powerful: it's now invulnerable for solo boosts. Block away!
  • Roasting with your Afterburner or Flamethrower is now more effective. You can roast blocks and players much faster now, making roasting a powerful tool, even on-the-go.
  • Blocks no longer have a cooldown.
  • There is now an Abilities HUD in the top right corner showing the available player abilities. The solo abilities are replaced with either the Driver or Co-Driver abilities when you connect. We're going to experiment further and iterate on this HUD, so let us know if it helps you to better make use of all abilities!
  • We improved some fonts, visuals and colors. For example: your player name is now visible in the progress bar with your hovercraft identifier, the player names are visually improved and the leader trail (the trail behind the cars that are racing in front for each team) is slightly bigger and longer to make it stand out better.
  • You can now switch between All chat (/a) and Team chat (/t), so you can freely discuss strategies without your opponents reading along. The color of the chat indicates whether it's a team- or all-message. Red for red, blue for blue ;-)
  • We optimised the search when inviting new players to your Team.
  • We updated Twitch mode with several minor fixes and improvements.
  • Controls are now remappable! Visit the settings and customise your perfect controls-setup.
  • Minor UI fixes and improvements, like more understandable subtext for UI buttons, a blinking hexagon when winning a race during a Best of Three, longer time in Team Results to check out the stats after a race and more.
  • Confetti in the winning team color after completing a race, hooray!

What's next?

Wait, so there's more? Well, of course there is! With all above mentioned and implemented features, we believe the game is getting better and better every day. The core gameplay (mechanics, balancing) is pretty solid. So are the available functionalities with local and online multiplayer, team creation, time trial, leaderboards, tutorials, etc. We will continuously improve and polish these existing features, and are very excited to open the door to new content and features:
  • We're working on ideas that help improve the first introduction for new players. We believe that a lot of players who try out the game, don't all experience its full potential. A first-time-startup training area or faster way to introduce new players to the Training Grounds might be a great way to welcome more players to the TRL community.
  • While we're quite happy with the different racetracks and both the diversity and balance between them within each area, we are toying with the idea of adding more interacting level elements. Think in terms of bumping into a tree to make it block the road and burn it away to clear your path again. We have loads of ideas for this which we'll experiment with the coming weeks.
  • Our first priority is to polish the Forest tracks so they will race as smooth and fun as possible. While we're working on the polish in this area, the next area is also in production. Spoiler alert: ittt mmmmight bbbbe cccccoolddddd. ;)
  • Player Trophies are a fun way to experiment the different areas of the game, like racing, blocking, trolling or supporting teammates. Team Trophies is an idea we're working on that will do this on a Team based level. In other words: teaming up with your friends will become more and more appealing and fun!

Enjoy the new update and let us know what you think in the comments below or on the TRL community forum. Stay tuned for more updates!
2 commenti Altre informazioni

4 settembre

Gamescom aftermath

Leute! We are back from a trip to Cologne to Gamescom last week. It was busy, it was awesome, and very insightful. In this post we'll explain what you can expect from TRL the upcoming weeks.

While it was the fourth year in a row for Gamious, this years Gamescom was our entertainment/consumer area debut. Team Racing League had an awesome booth across the Indie Arena, where two teams of three could battle each other sitting on theater chairs, staring at a 78" screen. There was a line constantly and nearly all players who tried out the game where hyped to play some more. It strengthened us in seeing and believing in the potential of the game. We got back to the Netherlands with good feedback and a drive to improve the game as good and as fast as we can.

The current update we're working on is about fixing existing 'issues'. For example, we noticed some gameplay features aren't balanced well enough. Also, we want to make it as easy and fun as possible for players to enjoy the game, even without a big player base. Here's a list of stuff we're working on to improve the Team Racing League experience:
  • Rematch functionality: when you have found opponents, the whole lobby is placed in a new match after a match concludes. You can still opt out to return to the menu and look for another group of players.
  • We're adding individual leaderboards to see how your win% scores against other players globally. (There's already a team leaderboard.)
  • Deactivate anchor when giving accelerate/decelerate input. This should help (first time) players that accidentally lock themselves into the ground with anchor.
  • The roasting abilities from the Afterburner and Flamethrower are being powered up. You can roast blocks and players faster now, to hopefully improve the balance and dynamic between the available mechanics.
  • We removed the cooldown on blocks. Blocks can be burned faster, so it made sense to remove the cooldown. This means less work to keep your blocks active and more room to focus on obstructing enemies :)
  • Anchor (former "anchor mode") is being amplified as well. You cannot break it anymore when using a (solo) boost.
  • Made some visual improvements to make certain states more clear, like the leader trail (behind the racer racing in front), flame colours during boosts and when activated the anchor.
  • Minor copy changes to make it clear to players that you're racing a Best of Three, not a single race, and that the vehicles of the losing team can be blowed up by clashing into them after winning a race.

We noticed that connecting with teammembers can be quite tricky and that there is some confusion about the dual abilities it unlocks. It works like this: when you connect two vehicles, the vehicle racing in front will become the DRIVER. As a driver you control a slightly faster/stronger vehicle and can use a boost once it is charged by your CO-DRIVER, the other player. As a co-driver, you cannot control the car, but have three abilities you can use:
  • Boost Charge: you can charge a boost that your driver can use. Charge by using your accelerate button and release it in time. A blue connection between both thrusters means you charged a boost successfully. Black smoke means you failed the timing.
  • Flamethrower: by activating the flame thrower two fiery-hot flames will come out the sides of your vehicle, burning all in its path.
  • Roadblock: the roadblock will extend your two vehicles creating a barrier in between. When your teammate passes through, he will be granted a boost charge. Enemies will blow up their engine and slip for a few seconds.
We're creating a HUD once you are connected that explains the controls and shows players which abilities are active and which aren't.

We were quite hesitant to add local multiplayer, because we want as much people playing and enjoying the game online as we can. We do however believe that Team Racing League offers a great couch-co-op experience. Gamescom confirmed this as well. We're bringing local team racing to the game very soon so you can enjoy racing with your buddies even without players online!

There are a lot of things we want to improve. Keeping in mind that our team is very small, we have to prioritise tasks and cannot improve everything all at once. The stuff that's on the top of on our list:
  • Searching queue for online match in the background. It's a tricky one, but a huge improvement on the game if players are able to activate a searching queue while playing locally (time trial or a playground arena or something). We're hoping to be able to add this feature asap.
  • Expand Twitch mode to make the game even more interesting for people to Twitch. (More Twitch = more views = more players = more matches = more fun :))
  • Improve menu's and loading times of pages like the Team Ranking.
  • Work in some animations to better communicate stuff like Trophies and Best of Three scores
  • New tracks!

    Should you have any questions or suggestions for the development of the game, please reply here or say something on the forum. Stay tuned for the next update when a new build is live!
6 commenti Altre informazioni
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“With its emphasis on teamplay and skill, it raises interesting opportunities for a truly competitive environment.”
Gaming Cypher

“This game is at its best when the teams work together covering both disciplines of play.”

“With the right improvements Team Racing League could become one of the greatest titles in its genre.”

Informazioni sul gioco

Team Racing League

Team Racing League is all about teamwork and racing skills. Race together with two team members against the other team. Only one player needs to race; the others can support the racer, or obstruct, troll, block and annoy the opponents. Lock your vehicle into the ground to obstruct opponents. Roast blocks or enemies using your afterburner. Boost into enemies to make them spin. Take things next level and literally team up with a teammate to connect both your vehicles to unlock unique abilities like the roadblock or flamethrower! You decide which role you fulfil. Work together and beat the opposing team!


  • Participate in competitive online team racing with up to 6 players.
  • Couch co-op with your buddies in a local multiplayer race for up to 6 players.
  • Race through 9 exciting tracks in Desert, Mountain and Forest. (more to come!)
  • Highly intuitive, skill-based drifting and racing physics.
  • Assume multiple roles: race, support or troll.
  • Use disruptive abilities like roasting, anchor mode and movable force fields.
  • Connect with a teammate and activate unique dual player mechanics.
  • Form a Team (guild/clan) with your friends and climb the leaderboards together.
  • Race against your own ghost in time trial to practice your track knowledge and skills.
  • Predict the winning team and vote for MVP in Twitch mode.
  • The game is regularly updated with even more features and content!

Team Racing League was inspired by top-down retro arcade racing games like Super Off Road and Championship Sprint. Instead of relying on power-ups, the game is all about teamwork and racing skills. It aims to be a pure racer, without artificial equalizing mechanics. During the race, the entire track and all racers are visible in a top-down view, giving both players and spectators an excellent overview. Team up with friends and beat your opponents together in exciting online multiplayer matches!

Requisiti di sistema

    • Sistema operativo: Windows 7
    • Processore: 2.3 GHz Intel Dual Core
    • Memoria: 2 GB di RAM
    • Scheda video: VRAM: 1792 MB NVIDIA GTX 460, ATI Radeon 4850, or Intel® HD Graphics 4400
    • DirectX: Versione 11
    • Rete: Connessione Internet a banda larga
    • Memoria: 1 GB di spazio disponibile
    • Sistema operativo: Windows 7
    • Processore: Intel Core i5
    • Memoria: 4 GB di RAM
    • Scheda video: VRAM: 2 GB NVIDIA® GeForce® GTX 660 or AMD Radeon™ HD 7950 or better
    • DirectX: Versione 11
    • Rete: Connessione Internet a banda larga
    • Memoria: 1 GB di spazio disponibile

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