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.
Minden értékelés:
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Megjelenés dátuma:
2019. márc. 4.

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Korai hozzáférésű játék

Szerezz azonnali hozzáférést és kezdj játszani; légy részese a játék fejlődésének.

Megjegyzés: Ez a korai hozzáférésű játék nincs készen, és vagy változik a továbbiakban, vagy nem. Ha nem izgat a vele való játék a jelenlegi állapotában, érdemes lehet várni, míg a játék fejlesztése előrehaladottabbá válik. Tudj meg többet.

Mit mondanak a fejlesztők:

Miért a Korai Hozzáférés?

“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.”

Körülbelül mennyi ideig lesz ez a játék a Korai Hozzáférésben?

“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.”

A tervek szerint miben fog különbözni a teljes verzió a korai hozzáférésűtől?

“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.”

Milyen állapotban van jelenleg a korai hozzáférésű verzió?

“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.”

Eltérően lesz árazva a játék a korai hozzáférés alatt és azt követően?

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

Hogyan tervezitek bevonni a közösséget a fejlesztés folyamatába?

“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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Legutóbbi frissítések Összes megnézése (17)

július 16.

Version 0.2.6 Released

This is more of a hotfix than an upgrade. This implements a small visual change in the menus. The rest of what follows in this post is just a tl;dr peek behind the scenes.

I had made a previous claim that the next update would be the next track. Well, that is still true, depending on point of view over hotfixes. Regarding that track, the background art is now complete (if not simplistic for now). The track will also need some new code because it needs to place trucks in a new way (and maybe the cars and drivers too). So, a day for coding a new track feature, a couple more long and hard days for rigging, and it should be done... that is, whenever I can find time for those long days.

Back to the hotfix. While working on the next track, I became distracted by something I noticed in the notes on the sales returns. 1/4 of the returns were claiming that the game had no support for keyboard control. ??? Okay, I get it, the placeholder text I had for the buttons have been very misleading with keyboard players trying to do things with the ABXY keys... instead of what the ABXY gamepad buttons are mapped to on the keyboard for players 1 and 2. But, still, "no" keyboard support? Did they not try the arrow keys and Enter and Escape, which are always on for menu navigation regardless of how the game controls are mapped (WASD+MKJI, etc)?

Okay, I also get that many people will abuse Steam's return policy and just make up reasons for a return just to get a game for free. Some may even briefly look around in the game for some stupid excuse to feel more "legit" about their activities. Regardless, my placeholder text was long overdue for replacement. Ideally, I would make the menu responsive to the inputs it sees. But, I've got many higher priorities than that right now. Heck, I'm not even at Steam's "Full Controller Support" yet (I need to write a replacement to Unity's launch window to earn that sales gimmick). Who buys a car sim expecting great keyboard control anyhow?

Anyways... I took a small amount of time to draw some placeholder button icons to replace the placeholder button text. This doesn't directly help the keyboard players who can't bear to look around for one of the many places I've posted the default keyboard commands... or to use the Controller Setup feature in the game menus to define their own keyboard commands (and who also can't bear to ask anything before making a return). The hope is, however, that these icons will help inspire keyboard players to look a little deeper for the key mappings to the buttons. Don't know, but it's the best I can do right now for this console-first game. I do care about keyboard control. I test with it regularly and put quite a bit of thought into it. The keys have the same gravity as the buttons and d-pad they map to.

Regarding the button art, I wanted something fairly universal to help players find the right button regardless of what kind of controller they are using (including the keyboard). That's how I ended up with these silly paw-print-looking icons. But, hey, it's a silly game that is nowhere near final menu art yet. We'll see if it works for players or not.

Another common keyboard complaint is that keyboard control is too hard. Well, frankly, so is gamepad control for many players -- and the keyboard is not much different (but, yes, somewhat more awkward to manipulate than a gamepad).

I've put maybe 1,000 hours into the physics behind these cars and their handling. That probably sounds like too much time in an indie game. That's why I often say this game has more realistic physics than perhaps a 2D party game should have. Most of that was probably spent on testing and tweaking to find a car that feels really good to both me and to novices.

There were some helpful ideas on the net for setting up the physics on a 2D car... but none of them were correct on all points. Thus, everything here was built from the ground up, and checked and rechecked. Some things stumped me for quite a while. Many discoveries were made only through long testing sessions when things just didn't "feel" right. Once, I spent a week or two just looking for where I was going wrong somewhere in the transmission and power-train code. It felt like something was off by about 5x. I could have just fudged the correction... but that's not me. When I did find the mistake, I calculated things were actually off by 4.8. Trust your gut. Fudging, no matter how creative, invariable leads to something someone will notice and not like. (Well, I guess everything on the planet invariably leads to something someone will not like... but that doesn't make fudging any more acceptable. I'm not fudge-free either though. Some things just don't fit in the budget or the machine specs.)

So, yeah, the cars can be hard to control at first but, if they were easier, they wouldn't be nearly as interesting. Hopefully, I'm not the only one that sees it that way. The cars are tuned to where most players should get the hang of them in the first 60 seconds. After a minute or two, most players should feel like they are mostly in control even though they may not feel "good" at it yet. I achieved this while maintaining interesting collisions and such through a secret-sauce of driving aids. More aid than I, personally, prefer (for example, it's harder to get into a donut than it should be), but it is what seems to be well balanced for most casual players. I hope you like the effort.

Matt Jernigan
0 megjegyzés Tovább

július 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
0 megjegyzés Tovább
Összes téma megnézése

Jelents hibákat és adj visszajelzést erről a játékról az üzenőfalon.

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.

A játékról

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!


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).


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).


Mac OS X
    • Op. rendszer: Windows 7
    • Processzor: Core i5
    • Memória: 4 GB RAM
    • Grafika: 2x Anti-aliasing
    • DirectX: Verzió: 10
    • Tárhely: 150 MB szabad hely
    • Egyéb megjegyzések: Keyboard defaults to a 2-player setup but can be changed under Options.
    • Op. rendszer: Windows 10
    • Processzor: Core i7
    • Memória: 6 GB RAM
    • Grafika: 8x AA, 1920x1080 (HD), very large display
    • DirectX: Verzió: 11
    • Tárhely: 150 MB szabad hely
    • Egyéb megjegyzések: Multiple dual-analog gamepads STRONGLY recommended!
    • Op. rendszer: macOS 10.9
    • Processzor: Core i5
    • Memória: 2 GB RAM
    • Grafika: 2x Anti-aliasing
    • Tárhely: 170 MB szabad hely
    • Egyéb megjegyzések: Keyboard defaults to a 2-player setup but can be changed under Options.
    • Op. rendszer: macOS 10.11
    • Processzor: Core i7
    • Memória: 4 GB RAM
    • Grafika: 8x AA, 1920x1080 (HD), very large display
    • Tárhely: 170 MB szabad hely
    • Egyéb megjegyzések: Multiple dual-analog gamepads STRONGLY recommended!


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