Accelerate while turning, and decelerate while going forward. These unique physics are simple & forgiving, yet hard to master. Wobble your way to first place as you find the optimal routes through a series of unique levels, and challenge other players for the best times!
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Date de parution :
4 oct. 2024
Développement :

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Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : ce jeu en accès anticipé peut changer ou ne pas changer de façon significative. Si celui-ci ne vous intéresse pas dans son état actuel, vous devriez peut-être attendre qu'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Early Access is primarily going to be used in order to iron out any unexpected major issues, involving things like OS or hardware-specific incompatibilities or glitches. A lot of internal testing has been done, including a large variety of playtesters from different gaming backgrounds, but there's only so much we can realistically test as a small group compared to a wider audience.

That said, it's not all about bug-fixing, and we don't expect you to be finding any major issues. There's a lot of content within Wobbler that could change based on feedback. In particular, our focus for new level designs, their difficulty, and new models, will all be heavily influenced by feedback from players. We're hoping not to touch the core systems too much, such as movement, physics, or things like the replay systems, but depending on feedback we may be open to it. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« Wobbler is expected to remain in Early Access for only 3-6 months. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« Plenty of updates will continue coming after Early Access, especially when it comes to new content, like new levels and models.

Features planned to come after Early Access include:
  • Interactive tutorial with more details
  • Input rebinding
  • New Native Levels (up to ~36-40 planned)
  • New 3D Models for the Level Editor & Workshop levels
  • Multiplayer against friends only
  • QOL improvements & fixes, both in-game and for the Level Editor

Possible features to come much later into the future: Mobile support for Android/iOS, dedicated servers (join by IP)

Note that some of these features may become available during early access as well.

Note that save files, replay files, and levels created with the level editor will remain compatible with the full release or any updates going forward. If there's major demand for physics changes, then replays may have to be invalidated, or versioned in some way. »

Quel est l'état actuel de la version en accès anticipé ?

« Wobbler's core systems are mostly complete, and provide a solid foundation for a Singleplayer, speedrunning-focused racing game with features such as:
  • Fine-tuned custom physics & movement mechanics
  • In-game timers
  • Shareable replays
  • Visible replay ghosts while racing
  • Steam Leaderboards, Steam Achievements
  • Level Editor & Steam Workshop integration
and more.

We're hoping not to change these core systems too much, but we are open to feedback. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« No. The price will not change after early access, and there likely won't be any sales or price reductions for a few years after release. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« We're hoping the community can provide various forms of feedback via the Steam Forums.

Any unexpected issues that arise will be our primary focus - but if everything is running smoothly, then we'll focus on updates & new content!

Your preferences and suggestions regarding new level designs will particularly be taken into account. We hope to release a few polls regarding your preferences with levels and their difficulties, keep an eye out for these.

We're looking forward to hearing your feedback about the game! »
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À propos de ce jeu

Wobbler is a racing game where you accelerate while turning, and decelerate while going forward. These unique physics are designed to be simple & forgiving for more casual players, yet hard to master for those looking for a serious challenge. Wobble your way to first place as you find the optimal routes through a series of unique levels*, and challenge your friends or other players for the best times! Alternatively, cook up a level only you can beat!

When it comes to racing in Wobbler, there are only two controls: turning left, or turning right. Despite such simplicity, you may be surprised just how in-depth these two controls can get!

In this minimalistic world made up of basic shapes & vibrant colors, you can get up to speeds of 2,000 km/h! There are levels ranging from Easy to Very Hard difficulty. Some are slower paced with a stronger focus on parkour, routing, and precision, while others are extremely fast paced and will require optimal planning & reaction times to succeed. Level completion should be achievable for most players, but competing for the top may not be for everyone!

Wobbler has a heavy focus on "speedrunning" and includes a few handy technical features such as:
  • Accurate and consistent built-in timers (tied to physics, with 0.01s precision).
  • Race replay files: autosaves your last 25, your personal bests for every level, and you can manually save any race you want. They can be viewed at any time, and slowed down or sped up.
  • File tampering detection: if you manually edit a replay or level file outside of the game, it will say it's been tampered with when you load this file in-game, and prevent you from creating replays with tampered levels.
  • Statistics tracking: Lifetime stats, as well as 3 sets of resettable stats which can be used to track various types of challenges or accurately time multi-level races.
  • Ease of file sharing and usage: all generated files are organized within the game's folder, and you can load from any folder.

Wobbler comes with a built-in level editor which is simple enough for anyone to create a level, while also including advanced features for more complex levels:
  • Grid-based placement: Simpler to use, allows for faster level prototyping, and encourages consistent designs.
  • Full control over node properties: Despite the grid-based placement, you have full control over scaling, rotation, alignment, and position offset, allowing fine control over level nodes regardless of their grid position.
  • Access to advanced behaviors: You may place lights, speedboosts, and triggers, visible or invisible, which can teleport the player to other locations, hide/show other level nodes, and more. These behaviors allow you to create complex levels which teleport the player to new areas, unlock/create new areas as the player reaches other areas, or even things like puzzle/maze levels.
  • Built-in thumbnail generator: When saving a level, a thumbnail is automatically generated, and the camera placement for this can be customized. Alternatively, you can also manually create a thumbnail before uploading your level to the workshop.
  • Two camera styles: There is the primary top-down "2D" isometric view, allowing for a quick overview & an intuitive linear level building experience, as well as a 3D camera preview to help with adjusting complex structures or levels involving height.
  • Impossible level prevention: Level creators must beat their own level and include their replay with it before it can be uploaded to the Workshop. Level files may still be shared and loaded privately before being uploaded to the Workshop, so it is possible to have a friend or team collaborate on beating a near-impossible level before its upload.

The built-in level editor is somewhat primitive compared to others out there, but it has everything you need for both simple or complex levels, while remaining simple enough to be accessible for everyone. We're looking forward to seeing what the community can create with it! Note: The level editor currently does NOT allow importing new models or textures, only using the built-in ones.

*Early access disclaimer: There are currently a lot less native levels in place than there will be in the future. We're hoping to create up to 36-40 total native levels. It's also worth noting, the Level Editor and Steam Workshop are entirely functional, allowing all players to create their own!

Configuration requise

Windows
SteamOS + Linux
    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation  *: Windows 7, 10, 11
    • Processeur : 2-core 1.0 GHz manufactured after 2003
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : DX10, DX11, DX12 capable
    • Espace disque : 150 MB d'espace disque disponible
    • Notes supplémentaires : Very easy to run, but ideal to have a minimum of 100 FPS
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation  *: Windows 7, 10, 11
    • Processeur : 4-core 2.0 GHz
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : NVIDIA GTX 660
    • Espace disque : 500 MB d'espace disque disponible
* À compter du 1ᵉʳ janvier 2024, le client Steam sera compatible uniquement avec Windows 10 et ses versions plus récentes.
    Minimale :
    • Système d'exploitation : SteamOS, Ubuntu 20.04 | 18.04, CentOS 7
    • Processeur : 2-core 1.0 GHz manufactured after 2003
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : OpenGL 3.2+, Vulkan capable
    • Espace disque : 150 MB d'espace disque disponible
    • Notes supplémentaires : Very easy to run, but ideal to have a minimum of 100 FPS
    Recommandée :
    • Système d'exploitation : SteamOS, Ubuntu 20.04 | 18.04, CentOS 7
    • Processeur : 4-core 2.0 GHz
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : NVIDIA GTX 660
    • Espace disque : 500 MB d'espace disque disponible
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