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 (16) - 100% of the 16 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (161) - 95% of the 161 user reviews for this game are positive.
Release Date:
May 30, 2016

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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?

“BallisticNG will be releasing on December 20th 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 to $8.”

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 (71)

October 4

Devlog 04/10/2018

It’s that time again! As the release date draws closer there’s less substantial stuff to show and while there’s not a large list of changes and additions this month, there are two new major additions to look at:

Zephyr Climb
Zephyr Climb is the final track to be added to the game pre-release. This new track winds around the peak of the Alps, has you drop off a cliff face to get back round to the start grid and is the first track to feature alternative routes for the reverse varient.

Layout Creator 2.0
A new, much easier to use, layout creator is coming! This new version is written from the ground up and uses splines to make it very easy for you to layout your track and then edit it however you see fit during and after its creation. Layout Creator 2.0 has been built on the concept of doing a lot with a little and gives you a small and easy to learn set of tools to work with.

Layout Creator 2.0 will also be coming in the game’s demo alongside release but with its TRM and OBJ exporting functionality disabled.
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September 11

Devlog 12/09/18 - Weapons, AI, Multiplayer updates and more!

Hey everyone! It's been a good 2 months since the last devlog and this one comes a bit later then expected due to some hardware issues. Now that's sorted let's dive in:

More Songs
You can now listen to some more of the songs coming for release! Check them out here:

Campaign Rebalance
The campaign rebalance that had started a couple months ago is now coming to a close. Time Trial and Survival events have had their criteria updated and the only thing left to do now is balance the rate at which new events are unlocked.

A huge thanks to the internal testers who spent a whole bunch of their time providing data for this, your hard work is much appreciated!

AI Updates
AI have been updated with better difficulties and navigation. Over all the AI is now much more consistent, especially with extreme lap counts and on the higher difficulty levels. As all AI difficulty levels are used in the campaign it's been important to make sure that even Hardcore is beatable.

With the navigation improvements the AI are now much better at avoiding wall collisions that a player can easily avoid, most importantly with ships like the Caliburn. AI can now also enter alternative routes much easier now too, the autopilot has also been updated to use this new navigation and will now much more consistently make it into the pitlane when it detects you need the energy or if you direct it to.

A New Arrivon Peak
Back when Arrivon Peak was introduced in 0.9.3 it was trying too much with several gimmicks that ultimately led to the track being more frustrating then fun. Introducing the new Arrivon Peak - just as tight and challenging but without any of the gimmicks!

Texture Updates
Arrivon XI and the speed/weapon pad textures have been given a facelift. Arrivon's track surface is now much more clearly made of wood and has a metal frame, some portions of the track are now made entirely of metal too.

The speed/weapon pad textures have been given more detail, they're now plates bolted onto the track. The shapes have also been given an update to make them a little bit more interesting.

Anti-Skip Progress
The anti-skip system announced in a previous devlog has been under heavy overhauls these past few weeks and as a result became much more refined. The anti-skip now calculates how much time you shaved instead of using a geometrical approach, this makes the system much more adaptable to all sorts of tracks at different speeds.

Upon release all custom tracks will have anti-skip disabled as there are some layouts (such as bngl-0x002 6 on the workshop) which can cause some issues. Track creators will be able to simply recompile their track scenes to enable the anti-skip. The anti-skip can also be disabled using trigger volumes or globally on a per-track basis. Documentation for modders on how exactly the system works and how you can work with or without it will be coming for release.

Multiplayer Progress
Multiplayer has seen major improvements this past month with all of the major known issues from 0.9.4 fixed and many new features and other improvements.

More Settings
Before a host starts a lobby they can now select which ship classes can be chosen by a player. The ship classes available are Standard, Prototype, High-End and Custom.

Once in a lobby the host now has access to more race settings including double damage, no damage and afterburner. More settings will be coming for release. Both the host and players joining can now also decide which port they want to host on!

In-lobby ship/track selections
Thanks to the integration of a new ship/track selection and rendering backend you can now select content inside of the lobby without ever having to go to another screen. More game interfaces are going to be seeing this for release too, most notably the pause menu which currently doesn't rendering track and ship selections.

It is now possible to configure tournaments! You can mix and match vanilla and modded tracks to create a tournament with up to 12 races. With this the message informing people that you don't have a track installed now displays all of the tracks and the name of all of the tracks that you don't have that the host has selected.

Custom Ships
Custom ships can now be used in multiplayer! Ships are chosen by their file name so make sure everybody you're playing with has their ship files named exactly the same. Custom ships are disabled by default and must be enabled by the host before they start the lobby. If you don't have a ship installed that somebody else does then you will see a placeholder ship and you won't be able to collide with them in the race.

The ship shown in this image belongs to KyraTech, you can grab it here:

Weapons have seen some rebalancing, especially the Plasma.

The plasma is no longer a one hit kill weapon, it still deals huge amounts of damage but now deals a massive slowdown to the ship it hits. The charge time has also been halved to accommodate for it no longer one hitting. With the new damage in place a Diavolt can hit a Tenrai and still one hit kill, however vice versa the Tenrai will deal significantly less damage due to its lower firepower and Diavolts superior shielding.

Tremors and Energy Walls are now speed class dependent with the class affecting the Tremors speed and the Energy Walls deploy distance.

The hellstorm now has lockon reticles to show you who you're about to hit instead of it being guesswork.

Unity Tools
Single TRK for all platforms
Tracks for different graphics apis are now compiled under one file, no more seperate DirectX and OpenGL builds! These options will remain available for legacy support but for the release version of the Unity Tools building a track will compile shaders for DX9, DX11 and OGL all into the same file. The track uploader tool has also been updated to reflect this change, you now only need to give the workshop track file a single TRK file.

Fast Play
Fast play is a new feature that allows you to quickly test out your track in-game, perfect for rapidly prototyping new ideas in your scene. All you need to do it point Unity to where the game is installed, select the speed class and team you want to use and start! The game will open in a testing environment. All of your save data with the game in this state will be stored with your Unity project so you can configure settings separately from the game itself.

And that's the bulk of it for the past 2 months, hope you enjoyed reading. Now to get back to it, got a lot to do for the release!
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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.


  • 17 tracks set in unique locations, 12 of them reversible for a grand total of 29 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


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.


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

Mac OS X
SteamOS + Linux
    • OS: Windows 7 or later
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • OS: Windows 7 or later
    • Memory: 4 GB RAM
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: OS X 10.9
    • Additional Notes: Requires OpenGL 3.2+
    • OS: 64-bit distro
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Storage: 2 GB available space
    • Additional Notes: Requires OpenGL 3.2+
    • OS: 64-bit distro
    • Memory: 4 GB RAM
    • Storage: 2 GB available space
    • Additional Notes: Requires OpenGL 3.2+

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