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.
All Reviews:
Very Positive (262) - 95% of the 262 user reviews for this game are positive.
Release Date:
Dec 14, 2018
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Recent updates View all (77)

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

December 30, 2018

BallisticNG 1.0.1 is now out!

We've just released 1.0.1! This small update includes some bug fixes, gameplay tweaks and quality of life changes. Check out the changelog below for the full list of changes.

Enjoy the update and have a great new year!

Changelog

Campaign
  • Increased the Tenrai Ishtar Citadel Time Trial and Nexus Omega Time Trial targets by 3 seconds

Gamemode
  • Fixed tournament standings not updating when the player is eliminated on the last race
  • Fixed the leaderboard overlay being viewable in Survival

Ships
  • The engine flare and trail now increase in brightness when the turbo pickup is used and when start boosting

Audio
  • Fixed the event complete line being repeated when finishing a Knockout race

Engine
  • Fixed the track floor visualizer in virtual environments not being transformed correctly if the track floor is positioned away from the world origin
  • The video billboards option now works on custom tracks
  • The game now sets the color of DualShock 4 lights to signify players

Weapons
  • Reduced the velocity loss from tremors and removed the engine acceleration decrease
  • Reduced the frequency of tremors pickups

User Interface
  • Added labels to the livery/livery scheme selection boxes on the ship turntable
  • Fixed the restart and quit buttons on the splitscreen results screen not doing anything
  • Fixed the current song being changeable when in the pause menu content turntables
  • Fixed opening the content turntables when the game is paused preventing you from unpausing the game if you back out of them
  • The gamemode description is now shown on the campaign event details pane
  • The knockout results screen no longer lists all of the untracked lap times
  • Track turntable overlays now use the same wireframe render settings as the main menus track turntable
  • The scroll wheel can now be used in content selection turntables
  • The tournament standings list now shows the score increase for each team

AI
  • Greatly reduced weapon aggression for the higher AI difficulties
  • Fixed the AI not pitching
  • The random top speed stat multiplier no longer allows the stat to exceed the ships original top speed
  • Reduced the rubber banding present in the Elite and Hardcore difficulties

Layout Creator 2.0
  • Fixed the editor soft locking when you delete every node in a route at once
  • Fixed the editor soft locking when entering playmode with a separated route
  • Fixed UVs being flipped on junction walls
  • Fixed extra sections being generated at 0, 0, 0 when more than 1 route with no connected exit is present
  • Track shape interpolation now uses a quadratic easing curve

Tracks
  • Fixed the tile on Omega Harbour that wasn't using the reflective floor variant
  • Fixed the incorrect wall tiles on Nova Split Reverse

Linux/Mac
  • Fixed Omega Harbours scenery having the survival windows mesh always enabled using the normal building material

Unity Tools
Reimport the BallisticUnityTools.unitypackage file for this update.

  • If a prefab for an imported TRM already exists then reimporting the TRM will no longer recreate the prefab and just update the meshes without breaking scenes. If a valid BNG scene is open then the track atlas and lighting will automatically be re-applied to the track once the re-import has finished.
  • Fixed some major track data generation issues where wall tiles are generated using floor tile references and the atlas painter was also referencing wall tiles when painting and updating wall uvs.

    The wall fix will only apply to newly generated tracks, if you want to update your tracks to the new UVing system a button has been added to the Track Data object which will let you do a one-way upgrade.
8 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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