22 Racing Series | RTS-Racing - C Vyxl
22 Racing Series | RTS-Racing - 22 Racing Series
Join us to check out 22 Racing Series and learn about RTS-Racing from one of the developers.

We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mention that this is using a full physics simulation!?)

Chat is on, so feel free to fire any questions through.

Look forward to seeing you on the track!
22 Racing Series | RTS-Racing - 22 Racing Series
Join us to check out 22 Racing Series and learn about RTS-Racing from one of the developers.

We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mention that this is using a full physics simulation!?)

Chat is on, so feel free to fire any questions through.

Look forward to seeing you on the track!
Feb 3, 2021
22 Racing Series | RTS-Racing - 22 Racing Series
Join us to check out 22 Racing Series and learn about RTS-Racing from one of the developers.

We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mention that this is using a full physics simulation!?)

Chat is on, so feel free to fire any questions through.

Look forward to seeing you on the track!
Feb 2, 2021
22 Racing Series | RTS-Racing - Twenty2_11
Join us to check out 22 Racing Series and learn about RTS-Racing from one of the developers.

We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mention that this is using a full physics simulation!?)

Chat is on, so feel free to fire any questions through.

Look forward to seeing you on the track!
22 Racing Series | RTS-Racing - Twenty2_11


We're excited to be taking part in our first ever Steam Game Festival!

To celebrate, we'll be running a limited time special access event where you can play for free, and be in the running to win prizes.

You can access 22RS via Steam by going to the game page and downloading demo (available once the festival starts).
And you can also access it at https://www.pavillionhub.com/app/#/ where you can register to collect your exclusive limited Steam Game Festival game pass.


Throughout the event we'll have live leaderboard timings available, which you can access
Here

*Lap times set in both Steam & Pavillion go to the same leaderboard.

The event runs from the 10am 3rd Feb - 10am 9th Feb (PDT) - No extensions.

Good luck!!!



P.S. We have a tutorial available in the demo. Hot tip that you're going to want to do that at least once to understand how to get to those 1000+kph speeds :)
22 Racing Series | RTS-Racing - Twenty2_11


22 Racing Series will be a part of this year's PAX Online 2020 season.

To celebrate, we'll be running a limited time special access event where you can 'play for free', and be in the running to win prizes.

All you need to do is head over to https://www.pavillionhub.com/app/#/ where you can register to collect your exclusive limited PAX Online game pass - Available from the 12th Sept

Or, you can grab the demo Steam demo from the 15th (Dependent on Steam approval)

Throughout the event we'll have live leaderboard timings available, which you can access
Here

The event runs from the 12th Sept - 20th Sept (PDT) - No extensions.

Good luck!!!



P.S. We have a tutorial available in the demo. Hot tip that you're going to want to do that at least once to understand how to go REALLY fast.
Nov 23, 2019
22 Racing Series | RTS-Racing - ActionMan
For the last 10 years we’ve been quietly building 22 Racing Series, with the aim of not only creating the world’s first Real Time Strategy Racing game, but also the world’s first racing-optimised games engine capable of handling extreme speeds and track designs previously not feasible, AND to bring the community the most comprehensive and accessible game modding tools possible.



Our plan is to create a full suite of community creation tools, allowing players to get their hands directly on our tech and easily create their own tracks or even build their own racing game.



Whether you’re new to game modding looking for something that’s quick and easy to use, or seasoned developer after a higher level of access and fidelity, our suite of intuitive design tools are designed to make the process of modding as smooth and enjoyable as possible so that you can focus on creating.
  • A Track Builder – This will include a spline-based tool as well as a ‘snap-together’ interface for individual track pieces, allowing you to quickly and easily build fast flowing tracks, or anything you can imagine. From twisted tubes and 90-degree vertical inclines, to streamlined straights where you can fully appreciate the thrill of top speed plasma boosts.
  • A Race Mod Tool – Tweak any aspect of our game, or create an entirely new one. You’ll be able to adjust anything from vehicle physics and lighting, to game mechanics and game modes to make the improvements you want to see to 22RS, or to build out your dream racer.

To give you a taste the games’ modding potential we’ll be shipping with two basic example mods already in the game, including:

A top down arcade racer based on the classic ‘Sprint 2’ from the 80’s

A Sim Racing mod based on current day vehicles at Bathurst's Mount Panorama Motor Raceway


Looking forward to giving more updates on our race modding plans as development continues, and in the meantime, if you have any race mod feature requests, then please feel free to let us know!
22 Racing Series | RTS-Racing - ActionMan
We've just recovered from showing the game at PAX Australia 2019. Thanks to everyone who visited us over the weekend and played the game. Congratulations to Asaema and Soterios who took out 1st and 2nd place in our competitive tournament, to take home an AMD Ryzen CPU and a SteelSeries Stratus Duo controller, respectively!

The version of the game that we were showing at PAX is now available on Steam for beta testers to play. I usually try to include a bit more of a development update along with these patch notes, but we have a big announcement coming next week, so I'll save the updates until then!



2019/10/15 - v0.37
The "Q3 2018" leaderboards have been closed and renamed to "2018 - 2019" :)
Added new track: "Eight outside".
Added new track materials on all tracks.
Added new ocean material.
Simplified 'air mode' and 'flip' toggle: simply moving the right stick will engage it.
New HUD elements - Race time, Lap time, Sector times,
Added automatic rear-wheel steering to the Akuna.
Added compression to replay files.
Added hidden HUD mode for screenshots.
Added new AI system instead of simple ghost replays.
Merged "Team Race" and "Team Capture" into the same mode (both win conditions are active).
Added "Restart race" to pause menu, and "Rematch" to end of race screens.
Enabled vehicle collisions in some race modes.
Removed Easy/Medium/Hard selection.
Improved telemetry output.
Improved physics on soft surfaces (grass, dirt).
Matched team colors between 2D HUD and vehicle 3D HUD.
Fix player name billboards always using Team#1's colors.
Fix orbit camera on team/car select menu.
Fix several bugs in Control configuration GUI.
Fix team statistics HUD to stop collecting data once a vehicle has finished.
Balance changes:
- "Sapping pad" ability is now instant-hit instead of time-based ability.
- "Boost aura" provides less boost, but has a much larger radius.
- Apply same diminishing-returns curve to track boost abilities as the actual vehicle booster had.
- No sector gifts if stopped or driving backwards.
Jun 17, 2019
22 Racing Series | RTS-Racing - ActionMan
So, it's been a while since we posted a development update here! Multiple game patches have been released (without posting any dev news) during January - April 2019, but these were mostly minor fixes and tweaks. As of the May and June updates, we're getting back into the swing of things with much more meaty change logs.

For May/0.34, we focused on game presentation, and explored some new UI styles. We're still experimenting and exploring UI options, but as a teaser, here's some of the "spectator mode" concept art that we commissioned from Chris @ Vyxl:


For June/0.35 we've tried to put a bit of polish on the sim-racing / VR-arcade experience. Force feedback is greatly improved, driving the Akuna with a steering wheel is more fun, the "Bathurst" event has been re-tuned, the controls HUD updates to reflect your actual input mappings, and the controls configuration is a little bit more streamlined.

Engine development
The custom game engine behind 22, Revgen, is made up of several modular parts. The core graphics module, "GX" is in use by Big Ant Studios on the majority of their sports titles. At the start of this year, they asked for help to bring Cricket 19 to the Nintendo Switch, so I've spent the first quater of this year porting Revgen's GX to the Switch, and optimizing the renderer for Cricket 19.

22 is not currently in development for the Switch, but it's nice to know that our engine is now capable of running on the Switch if that becomes part of our future plans :)

Phantasma
https://medium.com/phantasticphantasma/phantasma-x-goati-entertainment-e5ba9af45283

Followers on social media might have noticed our partnership with Phantasma - a blockchain technology project. As well as using the Steam inventory service, we will be allowing players to choose to receive in-game cosmetic items on the Phantasma chain instead. These items will be tradable and marketable to other players directly, with no central authority controlling them. We hope to continue developing this partnership in the future to allow for other diverse ideas based on blockchain technology, such as tournaments funded by in-game currencies, incentivised community server hosting, post-race cheat detection, rewarding track creators, distributing mods, etc... Join us in discord if you'd like to chat about the possibilities of distributed in-game currencies.

eSports
http://trade-media.com.au/news/read/goati-entertainment-receives-innovation-marketing-grant-creative-victoria/

Our plans have always been to refine 22's eSports capabilities with closed beta tournaments before the main, public launch. Our local government's "Creative Victoria" agency has decided to back this plan by providing funding for an eSports series (yet to be announced).

Battle Arena Melbourne
https://www.facebook.com/22series/posts/1287639591389528

We showcased our game at BAM 2019, held another lap time tournament and gathered a lot of useful feedback. A big congrats to FC for taking out first place and taking home the AMD Ryzen CPU!


Side projects
As well as developing 22, we're using the same core game/engine to develop driver training software: https://www.youtube.com/watch?v=VTw7L5ouhy0 As this is all running on top of the same "platform" as 22, we're hoping that eventually 22's mod tools will allow the community to create any kind of driving/racing experience that they like, including realistic city driving such as this :)

Patch notes

2018/12/24 - v0.33
Vehicle physics improvements.
Special event - "ponies take over the mountain".

2019/02/22 - v0.33a - hotfix
Improved Motion Blur.
Fix HDR TV support.
Fix OpenVR (SteamVR) support.
Fix cars sliding when still.
Fix cars sometimes using a different vehicle's physics config.
Fix "Press back to reset" HUD.
Tutorial improvements.
Implement Open Interactivity System.

2019/03/15 - v0.33b
Tutorial improvements.
Fix Hand-brake slipping.
Test T.Flight Hotas X controller.

2019/04/5 - v0.33c
Add "arcade mode" for VR arcade retailers.
Fix visual jitter at high frame-rates.
Fix pause menu.
Fix networking clock.

2019/05/8 - v0.33d
Tutorial improvements.
Improved Anti-Aliasing.
Add "-watermark 0" command line option.
Updated "Eight" track.
Updated mag-lev vehicle physics.
Updated mustang vehicle physics.
Updated data.bin format.
Updated to visual studio 2017.
Broke compatibility with Razor Hydra controllers.
Fix SteamVR.
Fix end-of-race cameras.
New app icon.

2019/05/10 - v0.33e
Improved wheel force feedback.
New Antarctica tunnel graphics.

2019/05/17 - v0.34
Updated figure-eight track.
Updated sector-ownership HUD.
Added team statistics HUD.
Added controls HUD.
Added force feedback options to the controls configuration GUI.
Added extra event for arcade mode.
Added end-of-race cameras for Bathurst.
Add new first person and track-side cameras to the camera select cycle.
Add head to head race menu.
Remove glowing trails from historic cars.
Fix AI graphics in historic race.

2019/06/18 - v0.35
Added new vehicle disintegration effect.
Tuned force feedback per vehicle type.
Enabled steer-assist when using a gamepad controller or keyboard.
Disabled steer-assist when using a steering wheel or mouse.
Improved steer-assist for Akuna on straights.
Added new vehicle camera placements.
Animated the steering wheel in the Mustang cockpit.
Add geometry level-of-detail.
Allow manual gear selection to overide automatic shifting.
Allow each vehicle to use a different HUD layout.
Make control icons in the Controls HUD dynamic.
Add control icons for Fanatec Clubsport V2.5, Thrustmaster T300RS, Logitech G29.
Add default controls for Thrustmaster T300RS.
Add brake lights to the AMG GT.
Improve support for AccuForce hardware.
Exposed "smoothing" setting in the controls UI.
Clean up controls UI to only show axes/buttons that exist.
Fix some HUD elements not scaling based on resolution.
Fix extra HUD elements showing up in tutorial and 3-player split-screen.
Fix anti-aliasing on moving transparent surfaces (NVidia).
Fix two GPU memory leaks.

2019/06/18 - v0.35b hotfix
Add default controls for Thrustmaster T500RS.
Fix AMG GT brake lights.
Fix crash in vehicle select menu.
Fix motion blur on transparent surfaces.

2019/06/29 - v0.35c
Added AMD FidelityFX.
Added a brake pedal threshold for ABS.
Reduced TAA pixel crawling.
Reduce cockpit camera FOV.
Improve Mustang and AMG GT geometry.
Improve framerate.
Updated OIS protocol support.
Updated telemetry app.
Updated control config system. If you had custom controls, you will need to reconfigure them. Sorry.

2019/07/17 - v0.35d
Reimplemented Magnetic Wheel Physics (Arcade mode Intermediate race).
Updated telemetry format / app.
Updated force feedback options.

2019/07/22 - v0.35e
Added new force feedback algorithm (in settings: old = "Arcade", new = "Realistic").
New camera behaviors when using boost abilities.

2019/07/29 - v0.35f
Fix bug where cursor gets stuck on screen.
Fix physical wheel range for recent Logitech wheels.
Fix some Thrustmaster issues.

2019/08/19 - v0.36
New track materials on "Eight".
Added third person camera vibrations at high speed.
Automatically configure controls for new input devices, if a preset exists.
Improved reflections on the vehicles.
Fix Logitech G27 LED bar.
Fix first person HUD clipping issues.
D3D12 fixes.
...

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