Top-down view 2D racing game with realistic handling, online leaderboards, 4-player local split-screen races, a deep career mode where you ascend divisions in the Roadclub League to one day finally challenge the Roadclub Master in an epic Showdown.
All Reviews:
Positive (20) - 85% of the 20 user reviews for this game are positive.
Release Date:
Jan 8, 2017
Developer:
Publisher:

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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?

“This is a complete version of the game that could be released. But, we want to do more, and we want to involve you in deciding what is missing and what needs to be polished before the release. We'll use your feedback to guide our direction and prioritize features and issues, we'll discuss which achievements to implement and which features are already great that needs to stay!”

Approximately how long will this game be in Early Access?

“Our goal is 6 months but could be extended to a year depending on how far we've come and how much value those extra months would give the game.”

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

“Here's our main ideas for the full version:
  • Steam workshop for tracks and other undecided things
  • Add series of races to local multiplayer instead of one at a time
  • Improve UI, effects and usability
  • More tracks
  • More cars
  • Balance and test the game for true global release quality

What is the current state of the Early Access version?

“This is a complete single player and local multiplayer splitscreen experience with online leaderboards and achievements that could be improved in a few ways mentioned above.”

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

“Yes, it will increase with the quality and amount of content in the game over time.”

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

“We'll discuss the future of the game mainly on Steam discussions and Twitter.”
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Buy Roadclub: League Racing

 

Recent updates View all (62)

August 22

Autumn Status Update - On Hold

Hello Racers!

Our vacations are over, we're back to work but we unfortunately have to start with some bad news. We're not abandoning the game but the TLDR is we need to slow down and take a break. We've been silent a couple of weeks trying to figure out how to handle this project in the near future.

We take pride in all the nice messages and reviews appreciating our transparency, dedication to solving the issues you've had and always improving the game guided by your feedback and so we want continue to be completely honest.

From the outside it might seem like we were pretty slow coming out with new updates and we've been in early access for 1½ years which is pretty long for an indie game. The game is coming together but personally I'd like a couple more years to polish the game to my vision. That is not feasible but one can dream.

Anyway, from our perspective we feel like we've done everything we can as fast as we can, probably too fast judging by our declining health the past year. We are just two guys, both programmers working on the game in our spare time. We both have full-time jobs, Ralf has a family including a small child to take care of and we have both had health issues for a long time and we've worked ourselves to the bone any opportunity we had to make this game the best we possibly could under those circumstances.

During this summers vacation we both realized we reached the limit and we both started to focus on taking care of ourselves to come back stronger. We don't know how long we need but we need to pause for a while and it is important to let you know asap. We can't continue to chase the last bit of energy every day to get something done on RC. We'll destroy ourselves in the process.

Also sales of the game hasn't been huge for the effort we've put into it which is a mood-killer as well. It's our fault for not marketing better or improving the graphics enough but we just don't have the resources (personal or financial).

During our discussions it was clear that we both wanted to finish the game so we don't want to quit entirely but it might be more of a wrap up and we probably won't add much more before launch. We'll see what we can do when we get there.

We're very sorry if you're awaiting updates and hope you'll understand. We'll let you know as soon as we resume development, no ETA at the moment but hopefully some time this year. We hope you'll enjoy what we've already created in the meantime and do some awesome lap times :)

We'll be back!

Best regards and thanks for your support,
Benny and Ralf, Solid Core
2 comments Read more

July 3

New update v1.41 "Bow to the Input Master" live!

Hello racers!

This was meant to be a small update with a few more input options but we went a bit crazy with it. Our main improvement is the new "Input Settings" options screen where you now can tweak how steering input works generally and at different speeds down to detail and also visualize the input response curve! This gives you AAA-level control over the steering and should help you tweak it to your preference to minimize unwanted spins during the races. See the details in the release notes below and in this tweet: https://twitter.com/roadclubgame/status/1012811139791622145

New!
  • Introducing Input Settings screen! Here you can see and tweak every aspect of how steering input is processed.
  • Added deadzone setting.
  • Added saturation steering setting.
  • Added linearity steering setting.
  • Added steering input curve visualization.
  • Reintroduced steering attack option.
  • Rewrote player steering input processing completely for more fluid control that makes it a bit easier to hold drifts.
  • Nitro is now refilled every lap in Time Trial.
  • Ghost car removed in single race.
  • Big performance improvements in AI code.
  • Players now have their own color on the minimap.
  • You can now reset achievements if you want a clean slate.
  • Tweaked how cars take damage from each other.
  • Editor toolbar is now pinned by default to show more clearly what can be done.

Fixed
  • Fixed wind always rendering at max opacity (it was supposed to fade as wind strength decreases).
  • Removed internal test track from public build. Oops.
  • Player steering options no longer apply to AI controlled cars. Oops again.

This is the last update before our vacation. We may not be able to keep our hands off the project aaalll the time but our plan is to take a break for a few weeks to recover some energy. The past year has definitely taken a toll on both of us as we've worked full time on our day jobs and kept improving this game in our spare time.

We'll be back for more after the summer. Keep playing, suggesting and reporting in the meantime and we'll get back to it asap!

As always, post feedback in discussions or join our discord and post there. We want to hear everything you think about the game and the update, big or small, crash or annoyance!

Thanks for your support and passion about our crazy game!

/Benny
3 comments Read more
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Reviews

“Great value for its current price, with humble devs that can handle and respond to player feedback and suggestions, with each patching adding more content to the game.”
Steam User Review

“As a far of top-down racers, but always wishing for a more "serious" title in the genre, this definitely seems like it. The devs are also very responsive in chasing bugs and feedback, and give a quick turn around for bug reports and fixes. As an early access title this has probably has good a support as I've seen.”
Steam User Review

“If you want a top down racer that is more serious than the average arcade game then I've NEVER seen a better game than this one. Devs are active and care about customers. This is a solid BUY for me, I did and certainly don't regret it.”
Steam User Review

Update Notes

Steam Workshop support now available! See full release notes for the v1.36 update.

About This Game

Roadclub is a top-down view 2D racing game with realistic handling made in a custom 3D engine. Make your mark on the online leaderboards and challenge your friends and foes in 4-player local splitscreen races.

Enter the season-based career mode where you try to ascend the divisions of Roadclub League to one day finally challenge the reigning Roadclub Master for his title in an epic Showdown. Collect and upgrade cars along the way to get an edge over the competition as you reach to be among the elite in this exclusive underground club.

Story

From traffic fatalities to local police forces, street racing is extremely dangerous. It is also a way of life for many. Needing a place to go, street racers founded a club. A place where some of the best drivers in the world compete and race among themselves. A culture where only their own rules apply. This is Roadclub.

Without the spotlight and backing of multi-billion dollar car corporations, these racers tear up long forgotten tracks with the lust of competition and victory pumping through their blood, with the ultimate goal: to be the best among their peers.

And now you're finally a member, ready to show them what you’re made of.

Unique features!

  • Semi-simulation handling physics. Feel your car’s personalities like seldom seen in a 2D top-down game with amazingly detailed car handling. Everything from tyre grip to drivetrain, transmission, engine, weight distribution and air resistance are modeled which makes every race and car feel unique and a lot harder to fully master.
  • 4-player local splitscreen mode. Invite a party of friends to race in 4-player local splitscreen multiplayer mode!
  • Online lap leaderboards. Prove yourself globally or among your friends on the Steam Leaderboards.
  • Challenging racing AI opponents that makes mistakes. Your rival club members knows how to drive, but they are also (almost human) and make mistakes from time to time. Several difficulty levels takes Roadclub from a stroll in the park to a full-on brutal experience. If you’re not used to this kind of game, even the lowest setting might be a challenge.
  • Single-player Career Mode. Begin your journey towards glory among your peers in the division-based Roadclub Career mode where you can get promoted or relegated depending on your performance and finally face off against the reigning Roadclub Master and take his title. Meet evolving career opponents - the next time you bump into a club member they might have an upgraded or a even new car, just like you!
  • Track editor with Steam Workshop sharing. Make your own tracks and share with the world! Or, just play creations other players have made in the Roadclub Steam Workshop.
  • Smart top-down camera. You'll always see what's ahead and the camera zooms in on the action for the slower, trickier parts.
  • Dynamic and destructible environments. Advanced weather system that affects visibility and car handling. Destructible objects that rip apart as you smash into them.
  • Play custom Time Trial, Single Race and Elimination events (more coming in the future). Set up the rules for yourself without risking your own car and just have fun!
  • Licensed soundtrack by electronic indie legend Andrew "Zircon" Aversa! Rock to the racing music - and calm down to the breezier menu songs.

A brief Roadclub history

Roadclub is an insane passion project made mostly by two guys (Benny and Ralf) with some help from our friends. Development time spans several thousands of hours during about seven relatively active development years in our spare time since we started in 2004 when we met at college - and all the way to now, in 2017.


The game runs on our own ol’ SolidEngine based on DirectX9 that we made way back when the real engines weren’t free. This has been an awesome learning experience but sadly also means constraints in what we can do without changing or massively updating the engine (release platforms, multiplayer..). Roadclub has went through many iterations over the years and the original version was finally on sale in late 2008. Since we were greenlit on Steam in 2015 we spent these past two years upgrading the game to the state it’s in now. If you decide to support our crazy endeavor we'll be eternally grateful and maybe we'll be able to start a new, perhaps a bit smaller, project in the future. So thanks so much for your support, we really appreciate it!

Steam version upgrades

This is the remastered Steam version of the original Roadclub released in 2008. We've improved it in tons of ways since we were greenlit in 2015. Here are the most important improvements:


  • Added Steam features like achievements, cloud save and leaderboards.
  • Added 2-player local splitscreen multiplayer. Race your best friend or nemesis to show them who’s boss!
  • HD resolution and widescreen support (the original was hardcoded to 800x600). It now also has experimental support for ultra-wide 21:9 screens for larger individual splitscreen views!
  • Full controller support, using both DirectInput and XInput which means that the game supports older USB gamepads, sticks and wheels, not just modern Xbox controllers like most games today.
  • Remade most of the user interface. We’ve redesigned every screen to make the game easier to use. We know there’s even more to be done here but it’s a good foundation.
  • Remade tons of art assets and increased texture and track resolutions.
  • Put AI drivers through some training and gave them some new shopping tactics between races.
  • Improved the car physics in several ways balancing speed and handling to make it the most fun to play.
  • Added new tracks and removed old ones that didn't make the cut. We now value quality and diversity over quantity. More tracks can always be added later.
  • Remade all the cars (some art assets are the same). Even more to come.
  • Rewrote huge parts of the almost 100k lines of code to be more maintainable and less prone to bugs.
  • Squashed a ton of those pesky insects (bugs) after lots of testing by a lot more people than the last release (which was mostly ourselves).

The future

There's a few things we'd love to do as updates if the game is successful. For example:


  • Splitscreen division racing. We’d like to expand the splitscreen mode to a multi-part challenge where you’d race a series of races from a division of the main career league counting points between them and finally announce a winner after the series has been completed.
  • We'd like to make our own editors available to let you make tracks, leagues, cars and opponents and share with the community in a Roadclub Workshop. We can't promise it will be included in the final game yet. If you show your enough support for this we might go for it!
  • More achievements (there are just 3 at launch to test the ability, which we know is way too few for a game like this).
  • More tracks
  • More cars
  • More something else you’d like to see?

A little note about feedback

My day job (Benny) is working as a frontend developer where listening to user feedback is key to designing successful user interfaces and getting happy users. We are just as serious about this here and will listen to all your thoughts and take them to heart. Still, as any good designer knows, the final decision on what changes needs to lie with the designer or you’ll end up with a mess created by a mass of wills. That said, you’re doomed if you aren’t listening to your players and incorporating their comments if possible. So let us hear it! The good, bad and ugly - we want it all to make Roadclub the best game possible for you and frankly ourselves, you gotta love your creation or noone else will!

Thank you for playing Roadclub!

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Dual core processor
    • Memory: 2 GB RAM
    • Graphics: DirectX 10 capable hardware
    • DirectX: Version 9.0c
    • Storage: 200 MB available space
    Recommended:
    • OS: Windows 10
    • Processor: Dual core processor
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 capable hardware
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 200 MB available space

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