Lug-nut-challenged party game that is part simulator, part cartoon. Stop driving tiny cars that just pivot on center. Drive tiny cars that steer and crash like 2D cars should. Then, add in wacky rules between races.
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Release Date:
Mar 4, 2019
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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?

“We need everybody's help finding the silliness. Our "Wacky Wodifiers" and "Leader Lamifiers" are a risky mechanic to add to a game and we need help tuning them... or just figuring out if they are a good idea or not.”

Approximately how long will this game be in Early Access?

“12 months. Longer, if early-access sales aren't enough to keep people on the project full time. The lead developer had 18 months of savings for working full time on this. That phase is now done and light sales have pushed this back to a part-time effort. It is now up to the early-access fan base to push us along quicker if they choose.”

How is the full version planned to differ from the Early Access version?

“More tracks. More "Wacky Wodifiers" and "Leader Lamifiers" to enhance party play. Endurance racing. Probably at least one more minigame. High-scores database for single-player and co-op play. Final polish work such as: filling in missing animations and minor interactions, character development (drivers shouting in their native languages), continued physics tweaking, and more A.I. training.”

What is the current state of the Early Access version?

“See the Features list under "About this Game" for more details of what has already been built... or, simply download the free demo which we will continue to keep up to date.

We currently have 4 tracks of the intended 24 tracks. Some of the more difficult game modifiers planned will take some time to build. The art and menus are barely ready for early access and will continue to evolve.”

Will the game be priced differently during and after Early Access?

“Yes, we plan to gradually raise the price as we ship new content and features.”

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

“Because we feel we are launching into some new and risky mechanics of party play, we will be looking for regular feedback as to what does and does not work well. Thus, we are genuinely interested in listening to the community and plan to respond to all constructive feedback either directly in online conversation or by making it obvious we are listening with the changes seen in regular updates.”
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Recent updates View all (16)

July 6

July 2019 News Post



There are no major developments to report this month. I spent most of June looking for a publisher for GRITS Racing to help push development along faster. Most indie publishers don't bother responding... and, well, that is not surprising these days. Of the ones that did, I got one nibble, but nothing else to report on that front. It is hard to promote a game that is both an old genre and not visually interesting yet.

The next track, a British-style figure-8 track, got a small start in that I completed the engineering drawing for it (photo attached). Curiously, this track did not need to be minified. I also made a rough sketch of mini-Suzuka (seen in the background), another figure-8 track (due to flattening the bridge). Plans have also been written down for how to minify Monaco. Monaco is looking like it will be the craziest of the 12 mini-realism tracks (with a suicide lane planned)​... but not as crazy as what the fantasy tracks might bring.

Anyhow, due to taking time to chase publishers, I still need to finish up a small contract and then look for what most people call a real job (like, maybe, being a greeter at Walmart) before I can return to working on GRITS Racing.

Thanks again for taking time to follow development on our game.

Matt Jernigan
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June 1

June 2019 News Post



I wish to be as transparent as possible and to update the fans of GRITS Racing on the status of the game at least once a month during slow development periods.

The good news is that discounted early-access sales continue to trickle in. Fans also continue to trickle in on the Steam community and on wishlisting the game. The bad news is, as mentioned in the news post for the last version update, my savings has finally run dry and I must pause to look for other work. Thus, between working on a small contract, looking for work, and maintaining my patches for old Sierra games, I haven't had much time left for GRITS Racing these last few weeks. I usually don't give the game patches priority over GRITS Racing -- so don't worry about my priorities there -- many of the fixes that I could add to that collection have been on hold since I started full-time work on GRITS Racing in August 2017 and will remain on hold.

Once I get my finances above water again, work on GRITS Racing will resume to whatever degree I can manage. We're at only version 0.2.x and there is still a ton of work planned before we get to version 1.0 (not to mention features already on the version 2.0 wish list, as well as features for spinoff games). The British figure-8 track is still planned for the next update. After that, I will probably alternate between more mini Grand Prix tracks (Italy, Japan, France, GB, Belgium, Netherlands, and one unknown, perhaps Monaco) and more Wacky Wodifiers. Then, hard to say of the many things left after that.

If you haven't tried the updates yet that came in April and May, give the latest version a try. The A.I. cars, banking (not visible in the art yet), smoke and dust add quite a bit to the game over versions 0.1.x. The game is struggling to find its audience, partly, I figure, because I haven't discovered how to break through the noise yet. Also, party games on PCs aren't much of a seller, regardless. Then again, maybe it's best the game hasn't gotten any coverage from influencers yet because there is still so much more to do before it's in a good position to make a good first impression with most players.

I'm also starting to look at the Xbox One in addition to the originally-targeted Switch and secondary Atari VCS. Maybe GRITS Racing should be added to this Xbox One List of games with 8 player local support (a list which is surely out of date now).

Thank you to all of our fans! 👋 You make the absurd risk of building this equally-absurd game worth it.

Matt Jernigan
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Have you tried the free demo yet?

Not sure about buying the early-access version to help support development? Try the demo instead. This game needs to be played with many friends and gamepads to really be understood. If you haven't found what a Wacky Wodifier is, you're missing half the game.

Gamepads in Steam

To get most gamepads working in Steam, try this setting: Steam Library > GRITS Racing > Properties > General > Steam Input Per-Game Setting > Forced Off.

Or, in Big Picture Mode: Steam Library > GRITS Racing > Manage Game > Controller Options > Steam Input Per-Game Setting > Forced Off.

About This Game

Strap on your dandy Tesla Shield and hop in your “Billy Bub” jalopy!

GRITS Racing is a party game for up to 8 players that is part racecar simulator, part cartoon action. First, we built the most realistic top-down 2D racer ever... and then we smashed it up into a bizarre party game out of a desire to play a “racing” game with more than just racing fans. We provide a physics playground with sim-like cars, minimal rules at the start, and you decide what to do with it by adding wacky rules between races. Good luck keeping your wheels on!

Whaaaaat???


Old school gets a new-school makeover with more damageable physics objects than you can shake a two-dimensional polygon at. And, oh, the skids marks! Did we mention the oddly-satisfying skid marks that dirty up the track like never before? And the dirt doesn't end there. With debris everywhere from lost wheels, broken cars, oily tire tracks, various track objects, and up to 8 players on one screen generally making a mess of it all, just getting to the finish line can be a friend-testing brawl of gasoline-fueled tenacity.

Welcome to the petrolpunk world of Globetrotter Racing where it's 1975, The Great War was the only world war, and microelectronics do not exist... probably because no one cared about going small after Nikola Tesla and his research institute learned to harness the power of lightning—to put it simply—and invented the Tesla Shield™ for use in automotive safety and generalized pedestrian protection (GPP).

GRITS Racing is a family-friendly game for discharging some electricity in a safe environment. If somebody isn't laughing, giggling, snickering, or snorting most of the game... we aren't doing our job correctly. We get it, not all players will choose to race, so we've given them other ways to be part of the environment (for better or for worse).

Features


Realistic 2D car physics:

  • These 2D cars actually steer via the wheels! (Unlike nearly all games in this category, which just pivot their cars on center.) You may not see a difference, but take a car for a spin and you will feel it. Quite possibly more realistic than a multiplayer couch game needs to be.
  • Car body and wheels modeled as individual physics objects (with proprietary physics code)
  • 4-wheel drive
  • 4-wheel steering (rear steering tapers off at speed)
  • 4-speed transmission (plus reverse) modeled on a torque curve
  • 430 ft-lbs (582 N-m) of engine torque (subject to change)
  • Hand brake on the rear wheels
  • Breakable wheel fasteners! (What is it like to drive on 3 wheels and 1 stub? How about 1 wheel and 3 stubs?)

Smashing 2D barrier physics:

  • Several barrier types with different friction coefficients and bounciness
  • Not all barriers are nailed down!
  • Barriers take damage and show it

Gripping 2D surface physics:

  • Several surface types with different traction coefficients and drag coefficients
  • Dry, wet, and oily variants
  • Oil slicks appear organically when and where cars are broken apart during the race
  • Oil doesn't artificially wipe you out but only makes whichever tires touch it slick (the wipe outs are up to you)
  • Oil slickness on tires tapers off over distance
  • Skid and tire marks vary in width by direction and vary in color by surface

Mayhem Model 1-A:

  • Pancake batter!!!*
  • Pit stops to apply more pancake batter and replace missing wheels
  • Cars can be broken apart when abandoned
  • 4 cars per race (run to your trucks to launch your next car)
  • Tesla Shields™ (can't have drivers being hit and injured as they run for their next car, can we?)
  • Tesla Shields™ (worth mentioning again because the counter force can be very bad for the car that hits one)
  • Le Mans starts (well, more of a cute feature than chaos-making)
  • Not all barriers are nailed down! (wait, we said that already)
  • 8 players on one screen
  • Bubba Prizes!
  • Save and share game photos showing off the mess ya'll made of the track

Mayhem Model 1-B:

  • 5 A.I. personalities for 4 A.I. cars (one personality changes depending on number of players)
  • Most A.I. features are now done but A.I. tuning will continue

Mayhem Model 2:

  • Wacky Wodifiers that ask “lucky losers” to periodically change the rules of the playground, like: • Tractor wheels • Far-out fat tires • Dualies • Area 51 Tesla Shields • Reverse-polarity Tesla Shields • Disposable cars • Dragster chutes • and many more to come
  • Leader Lamifiers that force “on-fire” players to add a rule to make things more difficult for the race leader, like: • Leader trikes • Finish-line showboating required • and more to come

Tabletop mode 😲:

  • Because games are more fun around a table (or on the floor)

Prison Dodgecar minigame:

  • Tesla Shields™​ installed on the car instead of the driver
  • Like bumper cars meets billiards

Hockey minigame (Sansstíkdisco​ in some countries):

  • Tesla Magnets™ for run-n-gun puck control



* The pancake batter story. Many years ago a racer was having trouble with the wheel lug nuts staying tight. So, in desperation, he was looking about his pit area for a new idea to fix it when he spied his leftover pancake batter from breakfast. He thought “It couldn't possibly be any worse, could it?” Well, actually, yes, it was worse. Much worse. But the crowd loved the results and the rest is lost in history. No one remembers for sure who this racer was but legend has it he was called Juan Tabo. Official records proving the existence of Jaun Tabo have yet to be found but this hasn't stopped governments from naming libraries and schools in his honor.

The sport, then known as Wiggle Wheel Wacing, languished in the backwoods of the Southern United States for years before Gilded-Age billionaire, Billy Bub Worcestershire, bought the rights to it and turned it into the mid-budget international sport known as Globetrotter Racing. Mr. Worcestershire had previously made his fortune with the invention and popularization of deep-fried grits biscuits and, as he stated it, “I understand food batter and believe in the future of all its lucrative properties.” Deep-fried grits also became the sport's official snack food. When the Tesla Institute later developed the personal plasma energy shield (PPES), or Tesla Shield™, Mr. Worcestershire incorporated these shields into Globetrotter Racing and this variant, coincidently, became known as GRITS (Globetrotter Racing Incorporated, á la Tesla Shields). Apparently influenced by GRITS' stock-car cousin, Banger racing, the official snack food of GRITS became bangers and grits (deep fried and otherwise).

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7
    • Processor: Core i5
    • Memory: 4 GB RAM
    • Graphics: 2x Anti-aliasing
    • DirectX: Version 10
    • Storage: 150 MB available space
    • Additional Notes: Keyboard defaults to a 2-player setup but can be changed under Options.
    Recommended:
    • OS: Windows 10
    • Processor: Core i7
    • Memory: 6 GB RAM
    • Graphics: 8x AA, 1920x1080 (HD), very large display
    • DirectX: Version 11
    • Storage: 150 MB available space
    • Additional Notes: Multiple dual-analog gamepads STRONGLY recommended!
    Minimum:
    • OS: macOS 10.9
    • Processor: Core i5
    • Memory: 2 GB RAM
    • Graphics: 2x Anti-aliasing
    • Storage: 170 MB available space
    • Additional Notes: Keyboard defaults to a 2-player setup but can be changed under Options.
    Recommended:
    • OS: macOS 10.11
    • Processor: Core i7
    • Memory: 4 GB RAM
    • Graphics: 8x AA, 1920x1080 (HD), very large display
    • Storage: 170 MB available space
    • Additional Notes: Multiple dual-analog gamepads STRONGLY recommended!

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