Glide through futuristic race courses at breakneck speeds and eliminate those who stand in your way, make your own ships and tracks to share with the world. BallisticNG is an action packed anti-gravity racer with indepth modding support developed as a love letter to the original Wipeout trilogy.
Recent Reviews:
Mostly Positive (22) - 77% of the 22 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (284) - 94% of the 284 user reviews for this game are positive.
Release Date:
Dec 14, 2018
Developer:
Publisher:

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Recent updates View all (78)

February 16

BallisticNG 1.0.3 is now out!

1.0.3 has just released! We have some fixes and other improvements that we wanted to get out while we're working on 1.1. Stay tuned as we'll be unveiling what's to come in the games first content update soon!

Note to ship creators
If you have uploaded a CSF ship to the workshop you are going to need to update your Unity project with the latest Unity Tools package and re-upload them. Changes to how the game handles CSF ships in this update requires all file names to be unique which originally uploaded workshop CSF files do not have.

If you've downloaded CSF ships from the workshop and they haven't updated then the game won't load them and details will be printed to the game's console.

Apologies for the inconvenience.

Highlights
If you want the quick rundown of what's new, here are the highlights:
  • Survival now has leaderboard support
  • Improved collision detection and made bottoming out more consistent
  • Updated several of the games sounds
  • Model B ships now have animated airbrakes
  • Fixed several issues related to CSF format custom ships

Changelog
User Interface
  • You can no longer select Model B tracks when playing eliminator

Gamemodes
  • Added support for Survival leaderboards
  • Removed leaderboard support from race based gamemodes

User Interface
  • Added a close button to the console
  • Drastically improved the consoles rendering performance

Ships
  • Added animated airbrakes to the Model B Ships
  • Fixed each Model B ship now having a default livery name
  • Fixed ghost ships using the vertex wobble offset in the energy wall shader
  • Fixed some inconsistent behaviours with heavy wall impacts
  • Fixed distorted UVs around Caliburns right airbrake
  • Ghost ships now use the ships frontend mesh when available
  • Scenery walls not aligned with a track sections right vector now allow heavy wall impacts
  • The collision sparks now inherit the ships impact velocity
  • Bottoming out is now handled upon collision with the track floor instead of being triggered by a hover threshold. This provides more consistent floor bounce behaviour across all ships
  • Ships now use continuous collision detection, this prevents ships with sharp wings like the NX from clipping through walls

Tracks
  • Fixed the holograms shader ignoring the clipping distance setting

Weapons
  • Fixed the plasma bolt spawning in the wrong location for certain CSF format custom ships
  • The spawn position for the plasma bolt projectile is now determined using the ships mesh length instead of a static offset

Ai
  • Fixed the pitch input not being reset to zero when an AI takes control of a player ship
  • Rewrote the ship-ship collision avoidance to make it more effective by letting AI react to the player ahead of time

Audio
  • Fixed the afterburner sound playing multiple times on some inputs and also playing when pressing the input in the pitlane
  • There is now a delay threshold between playing track impact sounds, sometimes collisions can happen very close together so this prevents sounds from overlapping each other
  • Update several sounds:
    • Wall impacts (now also used for bottoming out)
    • Wall scraping
    • Start boost
    • Start boost fail
    • Airbrakes
    • Turbo pickup use
    • Energy wall bolt fire

Engine
  • CSF ship bundles are now fully unloaded when navigating the ship turntable and a lock system is now in place which prevents assets currently being used from being unloaded.
  • Bottoming out on the track now spawns the collision hit particle effect

Achievements
  • The minesweeper achievement is now achievable if you destroy a mine while the mines destroyed stat is above the achievement target.
  • Custom achievement unlock statuses are no longer forgotten if you disable the mod they belong too.

Multiplayer
  • Fixed CSF ships not loading if a player selects a livery that has an index higher then your own local copy of the same ship. The game will now load the default livery if this occurs.

Modding
  • Fixed the BallisticNG/CustomShipCull shader not being translated to the in-game version upon custom ship loading
  • If duplicate files are found in the myships/mytracks folders when categorizing root files the game will now replace the already categorized files with the uncategorized version.

Layout Creator
  • Fixed side snapping to a track route traversing in the opposite direction resulting in vertices connecting to the opposite side of the track

Unity Tools
  • Updated all video assets to use VP8 encoding, this should fix crashes on Linux once custom tracks have been updated by their authors
  • When uploading a CSF to the workshop the temp file it generates to upload is now given the workshop ID as a file name

Multi-platform specific
  • Linux builds now stores all settings in the game's ini file instead of using Unity's PlayerPrefs system. The game now also manually retrieves the desktops resolution to assign on first launch.

Happy piloting!
11 comments Read more

January 13

BallisticNG 1.0.2 is now out!

BallisticNG 1.0.2 has just released and we're pleased to announce new tools for custom ship creators to play with!

Unity Tools - Custom Ships
The Unity tools package originally developed for importing custom tracks is now also a tool for importing custom ships. The old in-game ship importer is being depreciated in favour of these Unity based tools which provide you with more options then ever before and makes future expansion much easier!

The old ship importer is being removed in a future update, make sure you upgrade your ships to the new format to continue updating them in the future.

If you're interested in getting started there is full documentation available here: https://ballisticng.gamepedia.com/Import_Ship_Tutorial

Track Uploader
The track uploader is going to be depreciated in a future update in favour of a tool inside of Unity itself. The new tool functions the same as the standalone program but is just inside of Unity, meaning only a single codebase is required for full multiplatform support.

To access the new track uploader import the Unity tools update and then navigate to BallisticNG -> Track Workshop Manager from the toolbar.

Changelog

Engine
  • Implemented support for the new custom ship CSF format
  • The cockpit camera is no longer available if the ship doesn't have a cockpit
  • The external chase camera fov is now clamped to a maximum of 115 degrees and reacts to velocity changes more slowly
  • The width and height of track sections are now calculated and referenced to by individual sides. This fixes many potential issues in tracks which don't have symmetrical sections and in other scenarios like route entrances/exits

Ships
  • Fixed flares on custom ships with more then 1 engine rendering through walls
  • Greatly reduced the velocity transfer on rear ship bumps
  • Duplicate ships in races now use alternative liveries

User Interface
  • The ship importer option on the menu now has a legacy notice
  • Ship descriptions are no longer forced down to lowercase

Modding
  • Added a custom ship module system, more information will be coming about this in documentation updates soon.

Layout Creator
  • Fixed the virtual floor visualizer persisting if virtual mode was used before entering the layout creator

Unity Tools
Reimport the BallisticUnityTools.unitypackage file for this update.
  • Added BallisticNG -> Debugging -> Run Initial Open Wizard
  • Added BallisticNG -> Track Workshop Manager
  • Added support for setting up and exporting custom ships
  • Added the Marina Rush tile textures
  • Implemented Steamworks for the new workshop functionality

Have fun modding!
5 comments Read more

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.


  • A large assortment of tracks set in unique locations, most playable in reverse with a flipped time of day and weather
  • An array of unique teams to suite any playstyle
  • An arsenal of weapons to damage and eliminate those who stand in your way
  • Several gamemodes (Race, Survival, Time Trial, Speed Lap, Eliminator and Knockout)
  • SteamVR compatible, everything is playable in VR!
  • A singleplayer campaign with plenty of events to challenge your skill
  • Two player splitscreen with multi-monitor support
  • Direct IP multiplayer, Steam not required
  • A thumping soundtrack featuring 3 hours of music inspired by old school electronic genres


BallisticNG has indepth modding support built as an extension of the offical development tools:

  • A spline based layout creator with instant playtest capabilities
  • Unity engine based track configuration tools for ultimate freedom
  • An in-game ship importer
  • Out of the box support for C# mods
  • Custom campaign support through XML files, no programming required

Warning: BallisticNG contains fast moving imagery and various effects such as white flashes that may potentially trigger seizures for people with photosensitive epilepsy.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or later (64-bit only)
    • Memory: 2 GB RAM
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or later (64-bit only)
    • Memory: 4 GB RAM
    • DirectX: Version 11
    • Storage: 2 GB available space
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: OS X 10.9
    • Additional Notes: Requires OpenGL 3.2+
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit distro
    • Memory: 2 GB RAM
    • Storage: 2 GB available space
    • Additional Notes: Requires OpenGL 3.2+
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit distro
    • Memory: 4 GB RAM
    • Storage: 2 GB available space
    • Additional Notes: Requires OpenGL 3.2+

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