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:
Very Positive (16) - 100% of the 16 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (298) - 94% of the 298 user reviews for this game are positive.
Release Date:
Dec 14, 2018

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Recent updates View all (80)

February 27

Introducing Neon Nights

We're pleased to unveil BallisticNGs first expansion: Neon Nights!

This first expansion will be free and included inside the game's next major update. There's currently no release date, we want this expansion to be something amazing for you to play through so we're taking our time and will be releasing it when it's ready.

The Tracks
Neon Nights takes place in Vega City, a glowing metropolis that's signed away several of its key locations to the AGL. A move heavily funded by Omnicom that's been met with the praise of AG fans and outrage of the local residents.

6 new tracks are being added with this expansion: 5 standard tracks and a drag track. The standard tracks will be available in both forward and reverse variants with the usual time of day and weather alterations.

Vega Square: A short circuit situated in the bustling heart of Vega City.
Relay: A repurpose of an old circuit that is yet to see action in the AGL, situated at one of Omnicoms communication relays.

Route 05: Plans for a circuit that never saw fruition were found and fully realized in this familiar circuit that runs along Vega City's 5km highway.
Basin: A long circuit which drops into Vega City's central storm drain.

Thunderhead: A technical circuit passing through Vega City's industrial district.
Metro: A long circuit interwoven with Vega City's metro system.

New Campaigns
Neon Nights will come with two new campaigns: Aftermath and the Neon Nights campaign itself.

Aftermath is built from base game content and covers the tracks not included in the original campaigns (Surge, Zephyr Climb, Atlantica and Relay from this expansion).

These campaigns do not count towards total campaign completion so it's not a requirement that you beat them in addition to the original campaigns to reach rank 50.

Keep an eye out as more announcements showing off tracks will be coming!

Here's some screenshots to get started:

18 comments Read more

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.

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

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

  • 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

  • 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

  • Fixed the holograms shader ignoring the clipping distance setting

  • 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

  • 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

  • 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

  • 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

  • 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.

  • 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.

  • 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!
15 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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • Requires a 64-bit processor and operating system
    • OS: OS X 10.9
    • Additional Notes: Requires OpenGL 3.2+
    • Requires a 64-bit processor and operating system
    • 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+
    • 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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