Glide through futuristic race courses at breakneck speeds and eliminate those who stand in your way. BallisticNG is a moddable action packed anti-gravity racer developed as a love letter to the original Wipeout trilogy.
Recent Reviews:
Very Positive (21) - 100% of the 21 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (111) - 94% of the 111 user reviews for this game are positive.
Release Date:
May 30, 2016
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?

“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 currently set to release summer 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 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.”

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

“The community's input since the beginning of our Early Access period has been a high priority. 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 (64)

May 19

Devlog 20/05/2018 - Weapon Effects, Utah Project and Custom Campaigns

It's time for the first content related devlog and in this one we'll be focusing primarily on new weapon effects, an update to Utah Project and custom campaigns.

Weapon Effects
Weapons have had some visual updates! Projectiles now have flares and use a trail mesh instead of particles. This makes them look more sollid in gameplay and makes them look much nicer to take screenshots of in photo mode.







Utah Project
Utah Project has had a scenery overhaul to bring it up to level with other tracks in the game. The environment has been redone entirely from scratch, with brand new textures and much more city. The general building design has stayed somewhat the same and the small dam originally seen now spans across the entire length of the track and towers over everything.









Custom Campaigns
It's now possible to load in custom campaigns. For the time being the campaigns are defined by hand in XML files, building an interface to make this easier is on the agenda. The game also supports streaming a video file from disk for the animated graphic you see down the right hand side of the campaign list.

Custom campaigns support custom tracks, ships and gamemodes! The only limitation is that you cannot force a specific custom ship, only allow the player to select one.

When you create a custom campaign the game will integrate it into the campaign menu as if it was an official set of events. It will have its own progression so you can build a list of events that unlock as you earn medals.



Other Stuff
This is a list of other major development changes. A lot of the smaller changes have been left out for simplicity.

  • Added a new screen to manage C# mods
  • Added custom music playlists - you can organise your music by folders and choose to play everything or only play music in a specific folder
  • Removed texture filtering option. This has been long overdue, on release the game will always use point filtering unless a track author decides otherwise
  • 3D track pads can now be used in 2159 physics. If you have a custom track with no pad tiles of a certain type the game will now enable manually placed 3D pads in place of them
  • Quitting in survival now ends the session instead of quitting back to the menu straight away (campaign awards are also counted when doing this)
  • You now start survival with a boost
  • VR now uses a separate settings.ini file so you can change graphics, audio and gameplay settings independently between VR and non VR sessions
  • Speed pads now also increase engine thrust, making a more permanent and noticeable speed increase (especially in higher speed classes)
  • The menu can now load custom music. Supports up to 4 instrument layers
  • The unlock screen now uses animations, see here: https://twitter.com/BallisticNG/status/992110160423407616

Up Next
For the next development log there's going to be work on improving Aciknovae's buildings, Omega Harbours aquarium (if you didn't know this was a thing then yeah, serious improvements needed) and some general updates to spice up Survival mode, so stay tuned!
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May 11

Devlog 11/05/2018 - Release Roadmap And FAQ

Hey everyone! To keep you updated with development up to 1.0 I’m going to be continuing with development logs, previously posted as the beta branch roundups.

There’s already been a few updates behind the scenes but I want to use this first log as an opportunity to lay out the roadmap and answer questions that I’ve seen the past few weeks. If you want to get in on updates in between these development logs then check out the game’s twitter, it’s now being used to show off what’s happening as soon as it happens - https://twitter.com/BallisticNG

When is BallisticNG releasing?
As there is still plenty to do a release date hasn't been set yet, the current target however is sometime in winter 2018. The aim is to get a release date set by the end of August, this will be when the roadmap below is almost complete.

Roadmap
This is a simplified version of the roadmap to release. The order of listings isn’t necessarily the order that development will happen in, just a rough guide so you have an idea of how everything will be piecing together.



FAQ
I got the game when it was free, what happens after release?
You will continue to own the game including all future updates. Just note that Steam treats free copies of any game as disposable, if you uninstall it then you will lose your copy.
If you plan to upgrade your computer or reinstall your OS make sure to backup the game, BallisticNG does not use DRM so your backup will continue working.

Will the price be changing after release?
Yes! The game’s price will be increasing to $8 upon release as mentioned in last September's free to paid transition announcements. A short demo with 3 tracks and teams will also be available so new players can try before they buy.

Will you be selling on any other stores?
At first the game will only be sold through Steam and Itch.io, the soundtrack will also release through Itch.io.
I had reached out to GOG but they were not interested at the time, if the game sees more attention in the coming months I’ll be getting back in touch with them.

Will official Mac builds be coming?
This is currently unknown, there is a bug in Unity that is preventing the required libraries needed for full gamepad input to load. I will be working with Aidan to hopefully have this resolved for release.

Will there be matchmaking for multiplayer?
As of currently writing there aren't any plans. The reason for this is because the game is built around direct connect, meaning the online isn’t tied to any third party servers and will always function.

Will the game be coming to consoles?
There are currently no plans for this. Once the game is released the possibilities for console releases will be looked at.

Any plans for DLC?
There are post-release content plans in the works, any additional content will be coming to the game for free via updates.
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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.

Features

  • 17 tracks set in unique locations, 11 of them reversible for a grand total of 28 playable tracks
  • 13 teams and a lineup of super fast drag ships
  • 14 pickups for all your combat needs
  • 6 gamemodes (Race, Time Trial, Speed Lap, Survival, Knockout and Eliminator)
  • A singleplayer campaign to challenge your skill
  • Two player splitscreen with dual-monitor support
  • A thumping 90s inspired soundtrack featuring 34 tracks spanning across Techno, Jungle, Neurofunk and Drum and Bass
  • A modding tool suite to import your own ships, build your own tracks and program your own gamemodes, weapons and more

Physics

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.

Visuals

The game is built as if it were running on real 90s hardware. Low poly ships and environments create simple yet visually rich scenes that can run on most hardware. Retro 3D options are available to emulate hardware limitations from the 90s, modern effects are also available so you can make the game look old, new or anywhere in-between.

VR Support

BallisticNG has beta VR support with no compromises on game functionality. All modes, tracks, ships, online and mod content are supported! Tweak the game with the VR options to get the most comfort out of your experience.

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

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or later
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7 or later
    • Memory: 4 GB RAM
    • DirectX: Version 11
    • Storage: 2 GB available space
    Minimum:
    • OS: 64-bit distro
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Storage: 2 GB available space
    • Additional Notes: Requires OpenGL 3.2+
    Recommended:
    • OS: 64-bit distro
    • Memory: 4 GB RAM
    • Storage: 2 GB available space
    • Additional Notes: Requires OpenGL 3.2+

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