Aug 22, 2018
Ludicrous Speed - Kruden
Greetings! We’re back with another update: New hazards, smoother difficulty curve, improved visuals, and optimized performance!

  • Updated engine version to Unreal 4.20.1
  • Added the third world, with new hazards.
  • Initial difficulty has been ramped further, and now escalates up to the maximum difficulty by the sixth cycle instead of the third.
  • Grabbing five rings without taking damage now increases your score multiplier up to x5.
  • Slightly lowered the difficulty of World 1.
  • Controller roll can now be used to strafe when using trackpad movement.
  • Eliminated a persistent hitch that escalated on long plays.
  • Increased render bounds of back energy wall to eliminate flickering.
  • Huge polish pass on materials, lighting, VFX and environments.
  • Improvements to UI aesthetic.
  • Optimizations to all materials and VFX.
  • GPU/CPU optimizations across the board.
  • Turned off motion blur globally.

Cheers!
Jun 29, 2018
Ludicrous Speed - Kruden
Greetings, everyone! We’re back with another update.
  • Initial difficulty has been reduced and now ramps up across the first two track cycles.
  • Trackpad movement velocity now carries over to skate movement when transitioning between the two without losing any existing speed.
  • Pregame score indicator now displays run times.
  • Wall grinding can now be triggered further from the wall.
  • Adjusted the difficulty of hazard distribution slightly.
  • Transparent elements of visual effects have been made more efficient.
  • Small skate jumps will now activate at a lower movement threshold.
  • Large skate jumps are now easier to trigger.
  • Additional environment art and aesthetic polish.
Godspeed!
Ludicrous Speed - KevODoom
Hi everybody!

A bunch of improvements included in this evening's update!

  • Jumping while skating has been made much more reliable than it previously was. The system does a much better job now of understanding when a gesture is intended to trigger a jump and when it isn't.
  • You can now trigger a jump from skate by throwing your arms up as well as down - whichever way feels most natural to you is cool.
  • Skate movement no longer stops abruptly if you release the triggers. Stopping is much more natural, and won't break your stride if it happens accidentally.
  • Fixed an issue that could cause music-reactive elements to stop reacting if your audio output settings changed while the game was running. (This would happen if your Vive or Rift switched automatically to headphones when the game started up.) Now, if the system stops hearing the audio stream, it'll fix itself when you cross the starting line.
  • Fixed an issue that could cause difficulty ramping to scale incorrectly after a track restart.
  • Made some readability improvements to the pregame score readout and other UI elements.

:)
Jun 14, 2018
Ludicrous Speed - Kruden
Patch notes for the June 14th Update:
  • Dramatically reduced difficulty of the first run through World 1.
Regards,
Rob
Jun 12, 2018
Ludicrous Speed - Kruden
Hey everyone!

Here are the patch notes for the June 12th update.
  • Skate movement direction is no longer influenced by the HMD orientation.
  • Applied a small dead zone to skate steering. This is adjustable in the options.
  • Skate speed now correctly matches slide movement speed.
  • Fixed bug that was causing options to be saved incorrectly.
  • Adjusted the sensitivity of skate steering.
  • Slightly adjusted the initial difficulty.
Cheers!
Jun 8, 2018
Ludicrous Speed - KevODoom
Hi everybody!

Here's a quick overview of what what was updated in the June 6 patch:
  • Fixed an issue where false positives on the jump input could trigger jumps when you were trying to operate the pregame menus.
  • The score indicator now indicates in real-time when you meet or beat your high score.
  • You can now turn music reaction for background scenes on or off in the pregame options if it's causing motion sensitivity.
Please share your experiences with us! We we want to know about things we can improve or need to fix, and we love to hear it if you're having fun. We'll be updating frequently.

Thank you!
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