GRIP: Combat Racing - Wired Productions


GRIP has made the Top 100 list in the Indie DB's Game of the Year Awards, and is a finalist for the best racing game! ːsteamhappyː

Help us push up the ranking with just a couple of taps - you don't even need to sign up!

>>>> VOTE HERE <<<<

We honestly can't thank you all enough for the support you have given the team working on GRIP over the past two years. As you'll have seen in our initial roadmap post, we have lots that we're working on and even more to share next year, this really is just the start!

>>>> VOTE HERE <<<<
Dec 12, 2018
GRIP: Combat Racing - Wired Productions
Today, alongside the team at Caged Element, we lifted the hood on our immediate timeline for GRIP: Combat Racing, including game balancing enhancements and all new tracks and modes! We’ll have even more to come next year too >>> 🏁



Read on for more information on each:

DECEMBER: TRACK FIXES

  • Fixed invisible walls appearing on level Rust
  • Fixed hole in the second tunnel on track LIT.
  • Fixed crashes for private online tournaments for the client

JANUARY: BIG ASS UPDATE

  • Major updates to AI behavior
  • Achievement Value Tweaks
  • Leaderboard Improvements
  • UI improvements
  • Fixed issues with some controller bindings
  • Improvements to the games rival system in the campaign
  • Improved vehicle handling
  • Difficulty level and engine power no longer voteable in multiplayer
  • Turrets Disabled on Easy
  • Improved Audio Effects
  • And Much More!

FEBRUARY: TEAM MODES AND NEW TRACKS

  • You've asked for it! Team Modes are coming! Hit the arena or the track with your crew and battle it out on the leaderboards!

MARCH: NEW CAR PACKS

  • Three new cars are currently in design, along with something special that racers from the 90's will enjoy!
GRIP: Combat Racing - Chris@CE

(screenshot image by SinisterPyro)

Hey!

We've caught up with all the catch-up feedback and have now hopefully caught and killed the issues associated. So catch-up/rubberbanding should be much less intrusive and playing without it should be more balanced as well. Overall a much more rounded difficulty.

We've got a bunch of other stuff to report too:

  • Catchup assistance has been tweaked to not be quite so aggressive and is also off by default when playing the Campaign. Work will continue in this area.
  • AI bots now often avoid static obstacles more smoothly than before.
  • AI bots now drive more competitively even when catchup assistance is turned off to try to keep up with you while also not dominating the races in the lower difficulty levels. It’s now perfectly possible to have competitive races, especially with pickups turned on, without having catchup assistance turned on.
  • AI bot vehicles are now selected to be comparable to the player’s vehicle. This will help ensure that you’re not pitted against high-speed vehicles when you as a player may only have access to low-speed vehicles.
  • Zero race times should no longer register in multiplayer games and instead be more accurately regarded as did not finish.
  • Vehicles are now allocated correctly to human players in split-screen events or tournaments – fixing the problem where vehicles were mixed up between human players and their customisations.
  • Animation of the post-event screen now accounts for level capping at level 30 so as to avoid confusing the player.
  • Multiplayer game browser will now throw you directly in the spectator lobby if the game is currently in progress rather than switching pointlessly between screens.
  • The Tempest vehicle now has improved suspension properties to make it easier to handle.
  • The rivals system in the Campaign has been completely reworked and is now consistent between events within the Campaign.
  • Split-screen results for players are now always displayed correctly.
  • Carkour events are now restarted correctly without issues with event time.
  • Carkour events now always restart with a 3, 2, 1, GO introduction so the player can gauge their launch boost.
  • The Join Next button in multiplayer lobby is no longer assigned to a gamepad input to avoid jarring transitions that may not have been meant by the player.
  • Adding events to a tournament has now been made easier by duplicating the last event in the tournament.
  • Switching between LAN and Online games in multiplayer has now been made more effective.
  • Chat window in the multiplayer lobby now auto-scrolls more effectively when receiving new messages.
  • Restoring a shield after it being temporarily removed following electrical damage now manages the vehicle’s pickup slots correctly.
  • Detecting whether the end of game boss battle has been won by the player is now done correctly.
  • Defense turrets in race tracks are now inactive when playing a duel in a Campaign.
  • Multiplayer tournament player placement results are now displayed after every event.
  • Multiplayer tournaments are now always private games so you will need to know the name of the game in order to join.
  • You now cannot join a multiplayer tournament once it is in progress.
  • The raptor is now more effective against vehicles heading in a different direction to the player using the weapon.
  • Arena "View to a kill" is now rebalanced and redesigned to flow better and be more fun
  • Arena "Magmatic core" now has speedpads to get around and a platform to prevent insta-death in the middle lava
  • Various tracks have had collision improvements and other small fixes

----------------------------

We're happy to see so many people having fun with the game! If you're itching for some multiplayer action, be sure to jump onto our Discord as it's a great place to connect with other players. There's even a list on the right side indicating which members are playing GRIP at any given moment.

https://discord.gg/grip

We hope you'll enjoy what's coming next with GRIP. We've got a bunch of DLC planned including FREE racetracks!
GRIP: Combat Racing - Chris@CE


What's up racers!

GRIP's gotten a few updates since launch last week, and we wanted to give you a list of the changes/fixes/improvements:

  • Updated laps and kills achievements to be more attainable (we can't math)
  • Crash bug fix for saving player progress state when playing in split-screen.
  • Steam avatars are now displayed correctly in many places within the MP UI.
  • Game Browser screen has been improved in terms of layout and interactivity.
  • Multiplayer lobby has been improved in terms of layout and interactivity.
  • Multiplayer spectator lobby has been improved in terms of layout and interactivity.
  • Bug fix for 3 or more players the garage where you can now all specify your vehicles (ongoing fixes).
  • Optional (see Game options) instantaneous look back / side when using the keyboard or assigned buttons.
  • Bot vehicles now matched against the player's progress level so you won’t be pitted against top-end vehicles when your XP level is low.
  • Spectators leaving MP games no longer reported in the HUD feed.
  • Bug fix for illegitimately attaining achievements when spectating a MP game.
  • Best lap times no longer recorded on leaderboards if they were achieved with catchup assistance.
  • Hit points for all vehicles now standardised, with arena game modes having less than race game modes to help increase the kill frequency.
  • Fixed Jahtra arena lighting.
  • Bug fix for MP game auto-start sometimes not kicking in.
  • Bug fix for MP game auto-start not aborting when appropriate.
  • Bug fix for occasional MP server exceptions related to player death and respawn.
  • Bug fix for the handling of apostrophes in capitalised text.
  • Bug fix for custom music occasionally playing over the top of stock music.
  • Bug fix for displaying the Best Damage Received statistic in the post-race statistics.
  • Bug fix for the unwanted Purchase popup in the garage.
  • Event progress bar now calculated more accurately at the end of game when the countdown begins in network games.
  • Bug fixes to prevent bad data entering the leaderboards.
  • Bug fixes for detecting the "I did it my way" achievement.
  • Bug fix in moving the player stats / game info panel to the left a bit to prevent it blurring with the moving machines
  • Improved the rendering, speed and usability of the leaderboard screen.
  • Bug fix for resetting new player’s data twice instead of just once.
  • Changed Kill / Death ratio to use a higher rendered range to try and separate players on the leaderboards.
  • Changed the tournament presets layout screen to match the layout of the garage presets screen which aided in foreign translation rendering.
  • Various other panel layout changes to accommodate foreign translations.
  • Fixed Vintek DLC link.
  • Improved the rendering of all character icons so we can see them more clearly in the UI.
  • Bug fix for wiping vehicle customisations along with the player's progress data for launch day.

Quite the list, right?

We're focusing on AI and the catch-up system for the next update. The aim is to make AI drivers more competitive and remove the negative aspects of the catch-up system, making it much less intrusive (if it's enabled). The result should be more balanced and fun races. Players can choose not to even use catch-up and still be able to have a competitive race. That said, results may vary online, as real players can be a handful ;)

----------------------------

We're happy to see so many people having fun with the game! If you're itching for some multiplayer action, be sure to jump onto our Discord as it's a great place to connect with other players. There's even a list on the right side indicating which members are playing GRIP at any given moment.

https://discord.gg/grip

We hope you'll enjoy what's coming next with GRIP. We've got a bunch of DLC planned including FREE racetracks!

(image courtesy of retro_visor)
Nov 13, 2018
GRIP: Combat Racing - Wired Productions
Racers!

We need your help!

We want fans to exhibit their most pimped out ride! Head to http://twitter.com/gripvideogame , http://Instagram.com/gripvideogame or http://facebook.com/gripvideogame and send your captures (video or images) with #GRIPmyride

Not only will you help spread the word about how badass the rides in GRIP are, but you'll get the chance to win not only a set of real-life GRIP Car Decals, but also a GRIP USB and a developer Signed GRIP Snapback!

That's right, the development team will select a winner and we'll send out the goodies!


*Closes Monday 19th 11:59 GMT.






1. Winners will be selected Tuesday 20th of November with winning entry posted here.
2. To enter share an image or video of your own vehicle from GRIP using #GRIPmyride on either Twitter, Facebook or Instagram
3. The competition is open to all players on Steam, Xbox One, PlayStation 4 and Nintendo Switch
4. The winner of the competition will receive a signed GRIP snapback hat, a GRIP USB keyring and car decal sticker sheet.
5. If we cannot contact the selected winner, the entry is ineligible, the winner fails to provide information that we need to ship the prize, the Gift will be forfeited and an alternative winner selected.
6. We do not accept responsibility for entries not accepted due to incomplete or missing data and or failure to meet the terms set out within these terms & conditions.
7. The winner acknowledges and accepts that under no circumstances will the winner be permitted to return the Gift for a refund.
8. The winner agrees to comply with our reasonable instructions in order to administer the competition.
9. The competition is as stated, is non-transferable, no cash alternative will be offered and no change will be given.
10. We reserve the right to amend, modify, cancel or withdraw the competition at any time without notice.
11. The competition is not available to be used in conjunction with any other offer, promotion or discount and is subject to availability.
12. Our decision is final and no correspondence will be entered into.
13. The competition is open to anyone aged 16 years or over as at the start date of the competition
14. If any term is invalid, illegal or unenforceable, that term shall be deleted to the minimum extent required and the validity and enforceability of other provisions shall not be affected.
15. These terms shall be governed by and construed in accordance with the laws of England.
16. The competition is provided by wired productions limited, whose registered office address is at Unit 4, Watford Interchange, Watford, Herts, WD24 4WP
Nov 13, 2018
GRIP: Combat Racing - Wired Productions
Steam has launched the ability for players to stream straight to the product page, so over the weekend, we had several friends stream for us as they attempted to get a GRIP… with, erm, GRIP!

Make sure you go check them out and if you think you have what it takes to show off your skills, then we have various slots we're looking to fill! Fire an email to community@wiredproductions.com - you'll need your own equipment and software to stream and streaming slots are first come, first served!

Ltzonda
JinJar247
similii
Tads Gaming
Pondo100
Flea Gamer
Elite CR
Bearboman
DiamondDan87
Daantheman
MrLefty11
Versedi
D3gausser
Therealterrorbad
EarWaxCandy
Norisaurtv
Aynatanya
GRIP: Combat Racing - contact@rockpapershotgun.com (Dominic Tarason)

Time must> be warping as it’s 2018 and a new Rollcage game just launched. While not officially a sequel, Grip: Combat Racing by Caged Element is unmistakably kin to the cult PSX rough-and-tumble future racer, and out now. Featuring symmetrical armoured jet-cars that have no concept of ‘upside down’ and tracks that don’t particularly care much for gravity either, it’s a messy, scrappy combat racer closer to Mario Kart than Wipeout. It’s been in early access since 2016, but today it speeds past the finish line. 90s drum & bass awaits in the trailer below.

(more…)

Nov 6, 2018
GRIP: Combat Racing - Chris@CE
We are proud to announce that GRIP has now left early access and has launched into it's full version form, packed with new tracks, cars, garage unlocks and a campaign mode!

https://youtu.be/LZDopU7DWqU
It's been an incredible and turbulent journey, starting from a small prototype built by two guys, persevering through a failed Kickstarter, launching a funding campaign on our website and then finally landing on Steam in early access - but it's all been worth it.

We'd like to thank our passionate group of dedicated early access players who have been with us along the way. It's truly been inspiring to see such loyalty and commitment to our game. We hope you enjoy the fully featured version ;)

Here is a list of features now in GRIP:
-5 Race modes, Arena Deathmatch, Carkour mode and a singleplayer campaign flesh out the forms of play
-Play with up to 10 players online or on LAN and up to 4 players in split-screen
-Blast through 23 twisting and turning, high speed racetracks
-Pilot 15 tank sized, flippable, rocket powered cars, ranging from sleek supercars to militarized beasts
-Utilize 9 powerful pickups. Homing missiles, turbos, explosive darts and shields to name a few
-Jam to 24 kickass tunes while you battle, with songs from the likes of Hospital Records artists, Full Kontakt and many more music industry vets

Again, thanks to everyone for the support, new and old!

PS. More content coming, including FREE racetracks ;)
GRIP: Combat Racing - Valve
GRIP: Combat Racing is Now Available on Steam!

GRIP is a high octane, hardcore combat racer, packing ferocious speed and armed to the teeth with heavy weapons.
GRIP: Combat Racing


It's a marvel of modern video game economics that 'spiritual successors' have gone from game-forum daydreams to a viable cottage industry. Fuelled by crowdfunding and early access schemes and by an ageing gaming population with strong nostalgic yearnings, this industry is ready to honour any dormant title that still stirs fond memories, no matter how obscure. Rather sweetly, it also sometimes brings the games' original creators back into game development after decades away.

That's the case with Grip: Combat Racing, a straightforward tribute to - not to say reincarnation of - Rollcage. Rollcage was a 1999 futuristic combat racer that followed in Wipeout's slipstream; it was published by Wipeout's developer Psygnosis and also featured racing at blistering speeds on stark, industrial offworld tracks, using Mario Kart-inspired weapons and driven by a propulsive drum-and-bass soundtrack. In place of Wipeout's sleek anti-gravity darts, Rollcage had chunky little tanks with enough downforce to drive on the walls and ceiling at speed, plus huge wheels that meant they could be flipped over and keep on driving. It was a less precise and more chaotic game than Wipeout; it had a good concept and could be a lot of fun, but there's a reason it hasn't lived as long in most people's memories. It was already something of a cover act back then.

It had its dedicated fans, though. Among them was a home renovator called Chris Mallinson, who noticed on a Steam group that Robert Baker, a former programmer with Rollcage's developer Attention to Detail, was still working to keep the game playable on modern PCs. As they revealed in a 2015 IGN interview, Mallinson pitched Baker a spiritual follow-up to the game they both still loved. They formed a studio called Caged Element and began work on Grip, which arrives on consoles today after a long spell on Steam Early Access, where it has been well received.

Read more…

...