Today marks the 4th anniversary of post-release BallisticNG!
Before and throughout BallisticNG's development there were many track ideas that never made it past just being layouts or having some rudimentary scenery, and we often like to look back at those ideas and realize them in some shape or form, taking the bits that work and remixing it into new content. Route 05, Project 9, Relay, Yala Outpost and Arrivon Falls are all a result of this.
Maceno Island is an expansion that started by looking at unfinished track ideas and building off of them. This is a combination of older ideas being realized, new ideas and the opening FMV track. It's been a lot of fun working on this expansion and we're excited to finally get some of our oldest ideas fully developed into playable content!
Maceno Island is now available!
Welcome to Maceno Island, a man made paradise home to high rise sea fronts, massive jungles, precarious mountain thrills and an AGL newcomer with a rich history in sea bed mineral mining and designer sandals.
Maceno Island introduces 6 new tracks, all playable in forward and reverse, a new campaign and a new set of colorful liveries.
Maceno Bay was originally called Kahawai Bay in very early versions of BallisticNG. Eventually we changed the name to Maceno Bay in later early access releases, but the idea was never finalized and never made a finished appearance. A "final" layout for Maceno Bay had however been made and is still in the game today as the layout for Dover.
This incarnation of the track is based off the very original Kahawai Bay layout, with some scenery design cues of versions when the name was changed to Maceno Bay.
The concept for Therma Fumos dates back to before BallisticNG was even conceptualized. This track started as a demo track in one of BNGs predecessor projects, AGR2280, and had temporarily made its way into early access builds of BallisticNG in an unfinished state as Maceno Reef. Maceno Reef eventually become the location of Hydrome Bed.
Maceno Reef was a full port of the original AGR2280 layout while Therma Fumos only takes the first half of it, with the second half being new. The reverse version of the track uses the color palette of the original AGR2280 version!
Maceno Interchange is a fully realized version of the track scene made for the game's opening FMV. Only the start grid was modeled for the FMV so this in-game version of the track fills in all of the stuff you don't get to see.
Freyr Falls is mostly a new layout, however we did borrow the first layout section from an older version of Utah Project as we like what we had with that section and wanted some way to bring it back!
The concept for Freyr Falls was also the seed for some of the small vehicle tracks recently released with 1.3, and we had used the small vehicle tracks to test ideas on how to handle off-road segments for when we came back round to making this.
Coming close to two years of development, we are very pleased to bring you the BallisticNG 1.3 update! This monster update is packed with lots of new features, content, improvements and bug fixes. Thanks to many of the under the hood changes this update makes, we're also excited to bring you long standing feature requests!
A big thanks to the internal testing group who's helped test this update from start to finish, and another thanks to the community at large for trying out and providing feedback on the beta releases!
This time around our changelog is too powerful for Steam. A lot of the smaller changes won't be mentioned in this announcement which is a more general overview, so if you'd like to read the detailed list of changes you can do so on our website here: https://neognosis.games/2022/11/30/ballisticng-1-3-is-now-released/
Notices
Price Increase
As we detailed in our release date announcement, the price of the game has now been increased to $15 or your regional equivalent. If you already own the game this change doesn't impact you.
When re-writing our music backend for 1.3 we fixed a bug where the game would read everything in the custom music folder. If custom music no longer works in 1.3, it's because you now need to store music in sub-folders (or use the new external.txt system).
Unity Tools
The Unity Tools have been updated to Unity 2020.3.5 alongside the game. With changes to the packages structure and some engine changes that will corrupt track lighting in updated projects, please make sure you read through the upgrade guide thoroughly:
We've now implemented a better way for us to handle the Bling Pack DLC. With this release the reliance on an initial launch through Steam is no longer required, making the DLC steamless like the track packs and base game.
Switch Version
We've seen lots of comments and received plenty of emails asking about the Switch version of BallisticNG.
Since we're handling the port ourselves we're adjusting the game's code base to handle both the PC and Switch version with as little changes needed per platform as possible. A lot of work towards this is present in 1.3 and we'll be working on it much more exclusively for 1.4, which will be the initial Switch release version
Around a year ago we had test builds running on the system from a prototyping branch to determine what we needed to do. Some of the code and system changes from this has been ported back into 1.3 already and we'll be bringing the rest of it over as we develop 1.4.
In short it's still in the works and hasn't been forgotten/abandoned, but we're taking our time and doing it properly to make it as solid a port as possible while also being easily maintainable on our end. We don't have much more to talk about regarding it at the moment, but we'll update everybody once there is!
1.3 Update Overview
Unity Upgrade
BallisticNG is now running on Unity 2020.3. This brings many improvements for us behind the scenes and you'll see some good general improvements to performance and frame pacing with the game running in this newer build of the engine.
If you're making custom tracks/ships and want to take advantage of the latest mod tools features, you'll need to update to Unity 2020.3.5. See the link in the above Unity Tools notice for upgrade instructions.
Small Vehicle Tracks
Small Vehicles is a new set of content built around smaller pedestrian sized vehicles running pure races. 1.3 kickstarts this new vehicle class with 8 tracks and a campaign to accompany them. Atacama, Alice Mountain and Forgotten Coast were made by community member Brobama!
We've also provided our content templates with the modding tools. You can use these to get started with making your own small vehicle tracks! These templates include track tile textures, the holographic wall texture and material, a .blend file with the walls and a layout creator file with the default track width and speed modifier pre-configured.
We've taken what we considered to be some of the weakest tracks from a visual standpoint and made improvements or rebuilt their scenery from scratch to bring them up to standards we see appropriate for 1.3.
Some of these new ships are hidden as cheat vehicles as they're intended to be fun extras. To unlock everything type nanomachines and then spacerace on the menu. If you'd like to keep everything unlocked across game sessions then you can then type funallowed. This also works for the devfunds cheat. We'll be looking at shifting extra ship unlocks to dedicated options on the interface in a future update.
Mako
The AGLS new-comer from Maceno Island with a sturdy and agile ship that can hold its own in a firefight.
Acceleration
2 / 10
Top Speed
3 / 10
Handling
7 / 10
Shielding
6 / 10
Firepower
6 / 10
Aster LB221
Aster's flagship vehicle. An AG bike fitted with AGL technologies to ensure the rider is safe while flying at speeds comparable to a regular ship.
Acceleration
10 / 10
Top Speed
2 / 10
Handling
9 / 10
Shielding
1 / 10
Firepower
0 / 10
Aster VB221
A virtual version of the LB221 for use in Barracuda's Pilot Acclimatization Simulators, matching the Barracuda Model S's ship performance for consistency in training scenarios.
Acceleration
9 / 10
Top Speed
10 / 10
Handling
9 / 10
Shielding
9 / 10
Firepower
0 / 10
Aster KA10
An experimental AG go-kart that shares components with the LB221. It has a higher top speed then the LB221 but its extra mass makes it slightly worse then accelerating and steering.
Acceleration
8 / 10
Top Speed
3 / 10
Handling
8 / 10
Shielding
1 / 10
Firepower
0 / 10
Scorplet
Scorpio's Heavy Duty Hydraulic forklift with AG suspension.
Acceleration
1 / 10
Top Speed
2 / 10
Handling
2 / 10
Shielding
1 / 10
Firepower
0 / 10
Omnicom Cd-AG32
A manually controlled Omnicom Camera Droid.
Acceleration
9 / 10
Top Speed
1 / 10
Handling
6 / 10
Shielding
1 / 10
Firepower
0 / 10
M-Tech RD-1
A manually controlled MediTech Rescue Droid.
Acceleration
1 / 10
Top Speed
8 / 10
Handling
5 / 10
Shielding
1 / 10
Firepower
0 / 10
Barracuda MT Mini
A race ship sized Barracuda Martian Transporter, the ship of choice for transportation for those involved in the Outer Reaches project.
Acceleration
2 / 10
Top Speed
6 / 10
Handling
7 / 10
Shielding
10 / 10
Firepower
0 / 10
Wyvern Scc Ares Mk 1
A minature Wyvern Space Cargo Carrier, the main cargo ship being used to carry resources to Mars.
Acceleration
1 / 10
Top Speed
7 / 10
Handling
2 / 10
Shielding
3 / 10
Firepower
0 / 10
Ship stat updates
Protonic AG4 Protonic has seen a pretty major update, making it a lot less twitchy and letting you carry its momentum a lot more while still being controllable. See the full changelog for the detailed stat change list.
Omnicom Omnicom has had a slight buff to its steering speed and had its grip marginally increased. See the full changelog for the specific value changes.
Barracuda Model B The Model B has had its hover rotation power reduce to make it more vertically stable at the speeds it travels. See the full changelog for the specific value changes.
Barracuda Model C The Model C has had a few stat changes to improve the sensation of drifting while keeping it controllable. See the full changelog for the stat change list.
Barrcuda Model B/C Updates
The Barracuda Model B and C ships have been merged into their own single ships, making all of the livery variants part of a single ship like every other ship in the game. Community member Vista has also worked on liveries for all of the game's additional teams to boost the number of liveries!
Custom Race Options
Custom Ai Rosters
It's now possible to manually control the AI roster in custom races. Enabling this new option will provide a list of all possible AI in the race and let you use the advanced ship selector to pick both the ship and the livery that will be used.
We've also implemented a preset system for this so you can save and easily recall your favourite roster of AI ships!
Cheat Options
We've added more cheat options for custom races! You can now toggle barrel rolls and side shifts in 2159 and manually adjust every ships speed with a speed multiplier. We've also added a reset cheats button so you can quickly reset the game to a leaderboard enabled state.
Stunt is a new gamemode built around barrel rolls, with rolling being bound to a single button press instead of the usual steering movements. This mode is built around 2159 physics and does not work for floor hugger / 2280. The mode plays as follows:
Your goal is to rack up as many points as possible before finishing all laps.
Points are awarded for sucesfully barrel rolling. The less time between the roll and the landing, the higher the score. The score is split into 3 types; Perfect Roll, Good Roll and Roll.
As you perform succesful rolls you build up a combo chain. The number of rolls you perform in a combo multiplies the scoring, so maintain long combos to quickly rack up points. Failing a roll or having a heavy impact with a wall cancels the chain.
The ships afterburner is replaced with an uplift boost, allowing you to exchange shield energy for a jump, Uplift boosting also freezes your combo time, making it useful for freezing the combo on big jumps or as a general panic button.
Your shield energy replenishes slowly over time, but performing good and perfect rolls refills it at a much quicker rate.
Every 3rd roll in a combo gives you a turbo, allowing for lots of oppertunities to push the ship away from the ground even without an uplift boost.
You enter overtime if you pass the finish line while still in a combo. Normal rolls do not reset the combo timer like normal, only good and perfect rolls do.
Stunt has leaderboards and can be played in splitscreen. Let us know what you think!
Multiplayer Updates
Multiplayer has had a few updates. The first is more options, with the three new custom race cheat options getting added and an option to set the bot count when they're enabled. We've also implemented a lobby preset system, so you can save the lobby config and then quickly recall it later.
The host also now has control over the results screen time and how long people have to finish the race once somebody has passed the finish line. We've also rewritten how player ship selections are handled in the backend which will reduce host client connect lag spikes when lots of ships are registered into the game.
Physics Updates
Hover Improvements
Ship hovering behaviour has received an update to eliminate the twitchy behaviour when pitching up where the ship switches between being grounded and airborne. This is most noticeable at low speeds.
This change also makes it harder for ships at low speeds to leave the grounded state, this means constantly pitching up at low speeds will now slow you down as the ship will no longer be nose diving in the airborne state to level itself back out.
Better Collisions
Collisions have had a massive update so walls no longer grab you and height lock the ship. Scraping your rear end against walls is now nice and smooth!
Major Campaign Updates
Note: these change adds more events to the campaign. Your campaign rank will drop as a result of this.
We've taken the time to address many long running complaints with the game's campaign and implement changes to address them.
Aster League
The Aster League is a new expansion campaign that takes you through the new small vehicles content. With 8 tracks with reverse variants, this campaign is a fairly lengthy one and will take some time to complete.
Complete the last event with a gold or platinum for an addition to your pilot licenses on the main menu!
Time Trial Updates
All of the campaign time trials (including DLCs) have been updated with a new method of setting up the bronze and silver medal requirements. They are now based on a percentage of a lap in the gold run which now means they scale on a per track basis. This makes a huge difference in long tracks like the Omega Harbour Nexus event because of the tracks length, so those kind of events are no longer an endurance test to reach a bronze like before.
More Lenient DLC Livery Unlocks
Instead of needing to get at least a gold in every campaign event you now just need to achieve 50% completion. This completion percentage can be achieved by getting any combination of medals in any event.
This change also applies to campaign unlocks for custom ship liveries.
Easier Progression
All campaigns have been updated so you only need 4 points to unlock the next set instead of 6. This means you'll need 2 silvers, a bronze and a gold or a single platinum to progress to the next set of events.
The points of course follow through to further sets, so achieving a gold and platinum on every event will have you very quickly unlocking every event to play.
Event Updates
Many events have been updated/added for various reasons:
Utilizing the reverse tracks
Changing up mode and track combinations that take a long time to complete
Make use of the game modes added since the 1.0 release
Redesigned Model A / B sets
The Barracuda A events have been cut back drastically. There are now 4 time trials on select tracks instead of one on every track. The Barracuda Challenge has also been given the same treatment, with the track list being cut to focus on a particular set of tracks.
The Barracuda B events have been split out into individual races so they're no longer endurance tournaments. The last two events in this group are veteran challenges which still test your endurance on the forward and reverse versions of the Model B tracks.
Refreshed UI
We've updated the user interface to be a more stylised and provide much more information about selected events.
Here's a look at the updated event details panel:
Ship Loading Improvements
We've rewritten ship loading to run in the background, meaning no more lag spikes for larger ships! Vanilla ships have also been split into individual files and run off the same asset management backend as the v3 custom ship format.
This change means you will see a brief loading period for the built in ships as their resources are no longer constantly loaded into memory, but this now gives us much more overhead to add more ships and ship liveries!
Modding
external.txt
The game now allows mod content to be loaded from anywhere on your computer using external.txt files! This can be useful for things like custom music where you don't want to make duplicate of files just so they can show up in the game.
We've opted to do it this way since all three operating systems have different ways of handling shortcuts and this makes it easier for us to maintain and potentially implement user interfaces for in the future.
Any ship loaded into the game can have custom liveries, you'll just need the author to provide a template file for you to work off. For internal ships we've provided PSD and XCF files!
To help with making liveries we've also implemented a ship viewer, accessible from the main menu. This tools let's you load up any ship currently loaded into the game and orbit around it. You can reload the current livery to immediately see livery changes and control which texture maps are drawn and change the light level to test illumination and reflection maps!
Layout Creator 2.14
The layout creator has seen some big updates for this release! See the full changelog or documentation what's new section for all the details, this is just a small overview.
Orthographic Camera It's now possible to use the editor with orthographic side/top cameras! The different camera modes can be cycled through using the 1 through 4 keys.
More node tools Node scaling and orbit tools have been added.
Holding S allows you to scale nodes away/towards the average position of all selected nodes. Holding R allows you to orbit nodes around the average position of all selected nodes.
Junction Smoothing 2.0 The editor's junction smoothing has been rewritten and drastically improved. You can switch back to the original smoothing in the Route Tools window, and tracks saved in an older version of the editor will still use the original smoothing.
Ingame Campaign Editor
You can now make custom campaigns in-game. Accessed from the campaigns menu, this new editor makes it much easier to setup custom campaigns with everything that you can do by manually writing an XML exposed to you. The updated base game campaign, upcoming maceno island campaign and the new Aster League campaigns were all made using this!
Custom Virtual Palettes
It's now possible to override the game's color palettes for virtual environments using PNG images! Click the image below for a guide (we've also included this image with the game, in the modding folder).
Dust Zones / Surfaces
Dust zones and surfaces are a new engine feature that allows you to define areas or hoverable surfaces that will kick up material using particle systems and play a sound. Dust surfaces in particular can also be used as proxy triggers for other triggerable areas, such as push zones or damage zones.
We're currently using these on the small vehicle tracks and in the upcoming Maceno Island expansion.
BallisticNG now supports animated characters! We're currently using this the pilots on the small vehicles and already have the system exposed for modding.
Characters use Unity's Mecanim system, allowing mods to take a set of variables and use them to blend between different animations however is seen fit.
Debug Hub
The debug hub is a new overlay that can be accessed by pressing F9, it provides various tools and can be extended by code mods to add additional functionality!
Logger The logger allows you to log information to the screen. This is hooked into Unity's logger, so you call Unity's logger to print into it.
Memory Profiler The memory profiler provides information on how much memory is being used by the game and provides information on the amount of resources loaded.
Render Profiler The render profiler provides information about what's currently being drawn. This is useful for track development so you can see what's causing rendering bottlenecks.
Fog Editor / Sun Ray Editor If a track has fog / sun rays enabled, these editors let you configure them on the fly for you to copy back out into Unity. A useful tool for track developers!
1.3 Support Cycle
We're now entering the 1.3 support cycle, where we'll be spending some time bringing more free content, features and bug fixes that build upon what we've been working on for this major update.
We have 3 updates planned, each focuses on a new free track and an update to an existing track. The track updates were originally planned for 1.4 / Switch release, but we've decided to pull them back since we're already on a roll with major content updates and doing so brings the content to you sooner.
1.3.1 will bring a prototype for a post-1.4 virtual themed DLC and a scenery update to Harpstone.
1.3.2 will bring a prototype for a post-1.4 floor hugger DLC and a scenery update to Nova Split.
1.3.3 will bring a track set deeper in the Aciknovae reactor and a scenery update to Aciknovae.
https://www.youtube.com/watch?v=4Mj_5Dj2hzc It's been almost two years since we started development on 1.3 and the Maceno Island expansion. A lot has changed in that time and we're almost ready to release it into the wild!
BallisticNG 1.3 will be releasing on November 30th. Maceno Island will be releasing on December 14th.
1.3 is a major content and feature update with lots to be excited about, such as the new small vehicles content, major campaign update, in-game campaign editor, custom liveries, and much more!
A major part of this update has involved rewrites and changes to a lot of the game's underlying sytems to make it much easier to develop for multiple platforms. This means development for the Switch port will be much smoother once we shift all of our focus over to it.
Price Bump
When 1.3 releases in two weeks we're going to be increasing the price of the game to $15 or your regional equivalent.
This increase has been in consideration for a while so we've given ourselves lots of time to create an update that brings even more value to the base game. We're putting out this announcement ahead of time so potential buyers are aware of our plans.
Why BallisticNG started as a free game and left early access in 2018 at $8 after a paid transition. We chose a paid business model so we could focus on refining the game to release the 1.0 version, and in the long term it has provided us with a means to provide extended post-launch support. The original price was chosen to stay close to the original monetary accessibility the game had.
We're now about to push the game's 3rd post release update and still have a lot to come in the future (see the roadmap linked below). With four years of non stop post-release development and counting, and our recent on-boarding of community members into content development, it's important for us to keep on top of our bottom line so we can continue to confidently choose where to direct our attention and take our time with quality changes and additions that improve and build upon previous updates.
This new price is one that we believe is fair for players and beneficial to us for the rest of the game's ongoing development. It's been a fun 6 years so far, here's to another 6!
This roadmap is updated whenever we have something new that we will focus on for current and future updates, so be sure to keep an eye on it!
The rundown
If you already own the game this change doesn't impact you.
Starting November 30th 2022 the game will cost $15 for new players.
DLC pricing will not be changed and future DLCs will be priced similarly.
Free feature and content updates will continue as usual.
Update Recap
1.3 has a massive number of changes, so many that we're waiting for the release to highlight them all. Here's a recap of the upcoming content, updated content and some of the major feature additions:
Updated base game campaign
The base game campaign has see a major update in 1.3, with many changed events, some added events and rebalanced time trials.
We've gone through the whole campaign and reconfigured events that wasted lots of time, such as knockout on Aciknovae. Our goal with campaigns is to provide a guided tour of content that works well together and this idea has been much more carefully followed with these changes. Later on in the campaign you will now also get to play on reverse versions of the tracks, something that wasn't in originally as the reverse tracks were last minute additions to the game.
Since release we've also added new gamemodes so we've also added a few extra events that make use of these.
Time trials have had their bronze and silver targets adjusted to scale with lap times instead of being a static offset across the board. This means events like the Omega Harbour trial where the track has longer lap times will now be much more lenient and less of an endurance test.
The Barracuda A events have been cut back drastically. There are now 4 time trials on select tracks instead of one on every track. The Barracuda Challenge has also been given the same treatment, with the track list being cut to focus on a particular set of tracks.
The Barracuda B events have been split out into individual races so they're no longer endurance tournaments. The last two events in this group are veteran challenges which still test your endurance on the forward and reverse versions of the Model B tracks.
Small Vehicle Content
Small Vehicles is a new set of content built around smaller pedestrian sized vehicles running pure races. 1.3 kickstarts this new vehicle class with 8 tracks and a campaign to accompany them. Atacama, Alice Mountain and Forgotten Coast were made by community member Brobama!
We'll also be providing our content templates with the modding tools so people can get started with making their own small vehicle tracks by using the same starting point that we had when developing them. These templates include track tile textures, the holographic wall texture and material, a .blend file with the walls and a layout creator file with the default track width and speed modifier pre-configured.
The small vehicle tracks are part of the base game.
We've taken what we considered to be some of the weakest tracks from a visual standpoint and made improvements or rebuilt their scenery from scratch to bring them up to standards we see appropriate for 1.3.
When updating Arrivon Peak with virtual environment scripts we thought the terrain looked pretty ugly, so on top of the survival mode compatability Arrivon Peak has had a minor update to change its terrain to use one of our modern terrain shaders. We've also added in a few extra details.
Kuiper Overturn
We saw a problem with Kuiper Overturn after releasing Outer Reaches; people couldn't navigate it cleanly without lots of practice.
This update is one of the more minor ones, but there's numerous changes all centered around readability. The lighting has been toned down to give the track a much darker and more ambient look. This helps the navigation lines stand out much more, which have also been given new colors that don't clash with existing elements on the track. The navigation lines now also bleed light into the surrounding scenery, helping the tracks path stand out more. Chevrons have also been moved to not only give a clearer indication of where you should go, but also hint at what the inputs you should be pressing are.
We've also added some debris particles!
Basin Optimized
Basin has been a hardware benchmark for us as it's by far one of the least optimized tracks in the game. For 1.3 we've revisited it and optimized it to the standard of all of our most recent tracks.
Visually Basin is exactly the same, except now it'll run much more smoothly on older hardware, and in the future, the Switch!
More Ships
We've rewritten our ship management backend so it's much, much easier for us to implement new ships. We went ham with adding more vehicles for this update.
Some of these are fun extras that are hidden by default and need a cheat code to activate.
Mako
The AGLS new-comer from Maceno Island with a sturdy and agile ship that can hold its own in a firefight.
Acceleration
2 / 10
Top Speed
3 / 10
Handling
7 / 10
Shielding
6 / 10
Firepower
6 / 10
Aster LB221
Aster's flagship vehicle. An AG bike fitted with AGL technologies to ensure the rider is safe while flying at speeds comparable to a regular ship.
Acceleration
10 / 10
Top Speed
2 / 10
Handling
9 / 10
Shielding
1 / 10
Firepower
0 / 10
Aster VB221
A virtual version of the LB221 for use in Barracuda's Pilot Acclimatization Simulators, matching the Barracuda Model S's ship performance for consistency in training scenarios.
Acceleration
9 / 10
Top Speed
10 / 10
Handling
9 / 10
Shielding
9 / 10
Firepower
0 / 10
Aster KA10
An experimental AG go-kart that shares components with the LB221. It has a higher top speed then the LB221 but its extra mass makes it slightly worse then accelerating and steering.
Acceleration
8 / 10
Top Speed
3 / 10
Handling
8 / 10
Shielding
1 / 10
Firepower
0 / 10
Scorplet
Scorpio's Heavy Duty Hydraulic forklift with AG suspension.
Acceleration
1 / 10
Top Speed
2 / 10
Handling
2 / 10
Shielding
1 / 10
Firepower
0 / 10
Omnicom Cd-AG32
A manually controlled Omnicom Camera Droid.
Acceleration
9 / 10
Top Speed
1 / 10
Handling
6 / 10
Shielding
1 / 10
Firepower
0 / 10
M-Tech RD-1
A manually controlled MediTech Rescue Droid.
Acceleration
1 / 10
Top Speed
8 / 10
Handling
5 / 10
Shielding
1 / 10
Firepower
0 / 10
Barracuda MT Mini
A race ship sized Barracuda Martian Transporter, the ship of choice for transportation for those involved in the Outer Reaches project.
Acceleration
2 / 10
Top Speed
6 / 10
Handling
7 / 10
Shielding
10 / 10
Firepower
0 / 10
Wyvern Scc Ares Mk 1
A minature Wyvern Space Cargo Carrier, the main cargo ship being used to carry resources to Mars.
Acceleration
1 / 10
Top Speed
7 / 10
Handling
2 / 10
Shielding
3 / 10
Firepower
0 / 10
More liveries
Not only have the Model B and Model C ships been merged into two single ships with liveries, but thanks to community member Vista they also now have liveries for more teams. Vista has also provided additional team liveries for the small vehicles!
Here's a small sample of the liveries:
Animated Characters
BallisticNG now has support for animated characters! Internally we're using these for the pilots on the small vehicle ships, but of course mods can use them however they see fit.
We're using Unity's mecanim system to drive these so mods get a lot of freedom when determining how to animate.
Improved physics and cameras
We've made massive changes to collisions and subtle changes to the hovering physics!
Collisions have always been a bit janky in BallisticNG because of the way we handle airbrake physics to keep the result of stat inputs consistent across ships. For 1.3 we've made significant improvements to them so you'll no longer find yourself getting stuck to walls when airbraking and will be much less likely to clip straight through them.
Hovering has also seen improvements so gliding at the top of the ships hover height no longer jitters around.
The track chase camera has been rewritten from scratch to make some fundamental changes that makes is feel much more satisfying to use. The 2159/floor hugger rear chase has also seen some big updates, improving its response to the ships physics. Both of these cameras now also have options to revert them back to their pre-1.3 versions, if you prefer them.
Custom Liveries (and the ship viewer)
We've added support for custom liveries! Every ship loaded into the game can have a custom livery made for it if the ship author provides you with a template file to work off of.
The majority of internal ships have template files available for you in the modding folder, and you can use the new ship viewer feature to preview the livery in-game with an instant reload button and several options to adjust rendering settings such as lighting.
In-game campaign editor
The game now has a built in campaign editor so you no longer need to write XMLs to get your custom campaigns going! We've been using this new tool internally for the past year now with the updated base game campaign, maceno island campaign and small vehicles campaign being built with it.
The editor gives you access to all of the same features manually writing the campaigns XML do, and as a bonus campaigns are reloaded when you back out of the editor so you can immediately playtest the changes you've just made! We've integrated the editor as part of the campaigns menu so it fits nicely with everything else.
Engine Upgrade
We've updated to Unity 2020.3. The biggest benefit this provides to everybody is much better frame pacing, exposed profiling tools which we have implemented into our new debug hub for track creators to take advantage of, and lots of little additions which we're taking advantage of to build our own rendering optimisation solutions for the Switch version.
Maceno Island Recap
Maceno Island is the upcoming tropical themed DLC adding 6 new tracks, new liveries and a new campaign.
We're now starting to wrap up the development of 1.3! All small vehicles tracks are now complete and we currently have the campaign for it in testing. It comes in at a total of 67 events!
The final small vehicles track! Vega Waterway takes the race back to Vega City with a tight technical circuit that snakes through dense city back streets and drops into a canal where excess water from the nearby river Lyre is drained.
The VB221 is Asters small vehicle spec ship for use in virtual training scenarios, it matches the Barracuda Model S in all stats and is treated the same way in regards to leaderboards.
We've introduced this ship so you can run Survival on small vehicle tracks with a ship that is designed for the scale. As with everything else, this will also be usable outside of survival as a regular ship and can be used for survival on regular tracks.
More Liveries
The small vehicles and Model B / Model C ships now have more liveries. A huge thanks to Vista for making and providing these!
There are too many new liveries to showcase here, but here's a handful of them:
1.3 Beta 8 1.3 Beta 8 is now available! We've still got a bunch of content to finish over the next few months before 1.3 is finished, but we've got plenty of new features to test beforehand.
This update doesn't include all of the new bike tracks. We're saving those for the full release.
Joining the beta
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early.
Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game.
Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3.
What's new?
New Ships Mako and the Aster KA10 are now playable!
Scanline effects now disabled in VR We've had reports that people were getting motion sick in the menu and in survival mode because of the scanline effect. It's now disabled in VR.
New ship asset mangement system All internal ships are now built into their own asset bundle files. This allows us to manage internals ships exactly like we have been with custom ships. There's now a slight loading time, but we no longer need to have all of the ships resources loaded into memory, which gives us much more room to cram in more ships and liveries for those ships without worrying about making the game eat more of your system resources.
Redesigned campaign details panel We have a new campaign details panel! All of the events information is now displayed so you can see exactly what you're about to play.
More options Custom race and multiplayer now have more options!
For both custom racea and multiplayer you can set custom speed multipliers to go as painstakingly slow or as blisteringly fast as you want. Multiplayer now also has options to control the end of race and return to lobby timers.
We've also added a new graphics option to set the displays refreshrate when using exclusive fullscreen and a new gameplay option that allows Orbitronix and Mako to be part of the game's standard ship roster when spawning AIs.
Game state added for speed runners We've added an enumeration that speed runners creating LiveSplit Auto Splitter scripts can hook into. NgData.Player.PlayerState is the enumeration and it holds the following states:
Menu (player is on the main menu)
Pre Race (player is watching the race overview or the countdown hasn't finished yet)
Racing (player is currently racing)
Post Race (the race is finished, the player is looking at the results screen)
Bling Pack is now Steamless Thanks to big changes we've made to our DLC system recently, we finally have a much better solution for the bling pack. The bling pack is now it's own DLC file to validate that you've bought it. As with all other DLC, once you have that file you no longer need to run the game through Steam for any reason.
We've added a new high score game mode. In Stunt your goal is to perform as many barrel rolls as you can before completing all laps. The closer you barrel roll to the floor, the higher the score.
Our approach to this mode was to take barrel rolls and turn it into somewhat of a rhythm game, with the timing of the roll playing an important part in a positive feedback loop to sustain long roll chains.
In this mode barrel rolls are bound to a single button press, however you can still perform them normally if you really hate your controller ;)
The mode works as follows:
Land a barrel roll to earn points and start a chain. Depending on when you barrel roll you'll earn points for regular rolls, good rolls and perfect rolls. Timing is key!
When starting a chain you'll get 10 points for the 2nd roll, then each subsequent roll multiplies the score by the number of rolls in the chain. A chain is ended by letting the timer run out, failing a roll or hitting the track walls.
Your ships shield energy can be exchanged for an uplift boost. An uplift boost accelerates your ship upwards to let you get airtime, while also freezing your chain and adding some additional time to it. This can be used as a tool to gain air where you would otherwise not get it, be timed on big jumps to keep a chain going through falling or just be used as a way to panic extend a chain.
Straight away you have three uplift boosts in your reserve. Your energy recharges slowly over time, but landing good and perfect rolls give large amounts of the energy back immediately.
If you finish the event while in a chain you enter overtime and keep going. As long as your chain is still going you can go indefinitely to rack up huge scores. Regular rolls however do not count towards resetting your chain in overtime.
Sticking as close to the track as possible is key as spending too long in the air is wasted chain time. Maintaining close proximity to the track is done by pitching down and braking over crests when going at high speeds. The mode is also playable on all speed classes and supports splitscreen!
Stunt will have leaderboards when 1.3 releases. They're currently disabled in the beta.
1.3 Beta 8 Full Changelog
Ships
Added Mako
Added Aster KA10
Added more chase camera sensitivity stats (coming to Unity Tools later)
Added Idle Sway stat (coming to Unity Tools later)
Barrel roll success threshold reduced to 180 degrees (from 200) to match with what's happening visually
Reduced various sensitivity settings of the small vehicle chase cameras to improve their feel
Fixed the Barracuda Model B not having an illum map setup
Music
Added Vonsnake - Mako
Added Vonsnake - Smooth Gliding
DLC
Bling pack ownership is now verified using a content pack data file instead of a past Steam login validation check
Engine
Added option to set the monitor refresh rate when using exclusive fullscreen
Added Terrain Advanced Max shader, expanding Terrain Advanced Plus with illumination and reflection maps. This will be available in a future Unity Tools update
Added gameplay option to allow AI to use the post release ships, disabled by default. Game -> General -> Ai Expanded Roster
Player ship selections are now stored as a reference to a content manager entry instead of separate standalone data
Removed a legacy custom ship load time notice message on track load transitions
Small vehicles now have their own camera setting, set to rear chase by default.
Exposed character input speeds to the F1 stats menu (now has a scroll bar)
Implemented lens flare passthrough. Objects with collisions can now be flagged out with a script to not occlude lens flares for cases such as invisible walls and holographics. This will be available to mods in a future Unity Tools update. Some internal tracks will be updated to support this feature at a later time.
Internal ships are now split into individual files and use the ship bundle manager, originally used for CSF custom ships. This adds a noticeable selection load time but reduces memory overhead as all ship resources are no longer loaded at all times.
Fixed the airbrakes for the other splitscreen player rendering when in the internal view if the mesh renderer isn't attached to the transform object
Ship airbrakes can now be configured to render in the cockpit view (coming to Unity Tools later)
Ship characters can now be configured to use their own material and be rendered in the cockpit view
Fixed soft locks that could occur when alt tabed while a track is loading
Fixed survival continuing to think that a custom ship is being used in survival if using the change ship and track option on the pause menu and changing to the Barracuda Model S
Fixed softlocks when alt tabbing on vanilla track loading
Fixed splitscreen pushing a cheats enabled notification
Fixed weather systems not being setup for player 2 in splitscreen
Disabled log events for flare culling
VR
The scanline effect on virtual skies is now disabled
User Interface
Added a load overlay which pops up when a ship is being loaded
Fixed menu ships disappearing when changing liveries after every 2nd switch
Tracks
Fixed transparency orders on Omega Harbours underwater tunnel
Various tracks given water material tweaks to adjust for UV scrolling fixes
Fixed the survival anti-cheat erroneously kicking in on Hydrome Bed
(Neon Nights) Fixed Metro Reverse using the night texture maps
(Outer Reaches) The Project 9 suspension vehicles now use a double sided material
User Interface
Redesigned the campaign event details panel
The interface is now laid out in a 2x2 grid
Event settings are now displayed in the same format that multiplayer lobby settings are. More settings are now listed.
If a tournament is selected, the track overview title now shows the track number as it cycles through the tracks
Fixed softlock issue that could sometimes occur when backing out of the game options menu after switching mod tabs
Fixed custom race sliders having their start value being set before the rounding mode is applied
Selector elements now have their arrows faded when there's only a single option
Custom race tournaments no longer have a track limit
The tournament listing scroll view no longer has navigation and can scrolled with the menu scroll input bindings or the mouse
Increased granularity of the audio mixing sliders
The leaderboards menu now cancels previous leaderboard fetch requests before starting new ones
Reorganised the Game -> Camera menu
Gamemode
Added Stunt
Drastically reduced airbrake slip falloff in Survival (1000 to 25). The intention is to make the airbrake response predictable and in-line with the Model S handling outside of the mode. Please let me know if it makes it too difficult to fly in the higher zones.
Weapons
Reduced turbo drop chance weighting by 70%
Multiplayer
Added speed multiplier setting. This stacks with hyper and drag mode
Added setting to control the results screen time
Added setting to control the event finish time
Fixed the speed modifier not being saved into lobby presets
Host handshake packets now pull the hosts ship selection directly from the new content manager reference value instead of running a database search. This should drastically improve host performance when new clients join and lots of custom ships are installed.
Campaign
Fixed spelling mistakes in the base game time trial custom descriptions
(Outer Reaches) Fixed finale drift and drag events allowing small vehicles
Added support for the drag speed modifier
Custom Race
Fixed spelling mistakes in the ai roster preset action dialogs
Added a button to reset cheats
Added speed multiplier setting. This stacks with hyper and drag mode
Modding
Added Mako livery template PSD
Added Aster KA10 livery template PSD
uplift.wav and overtime.wav added for custom soundpacks
The Aster LB221 livery template has been re-exported with no color profile setup. The note txt file explains a better workflow for gimp converted PSDs.
It's been a busy month and we have three tracks to showcase today!
Maceno Islands track roster is now complete and we can now move onto the ship liveries and campaign. We also have one more small vehicles track to finish. Once done those tracks will also be getting their own campaign!
After that the bulk of 1.3s work is done. We still have three additional tracks that are coming on top of all of this and we have a major optimization for Basin and some readability improvements for Kuiper Overturn coming too.
Once all of this content is wrapped up it'll be time for us to finish up feature implementations, get the Unity Tools updated with the new engine features, run one final beta and then we'll be good to set a release date and get this monster update out onto the public branch!
The sixth and final Maceno Island track! This one sits at the very top of the island and features tight corner series and lots of verticality to test your skills. This is a track you're going to want to pitch down over the hills on.
Running through glass pyramid gardens and a mall complementing them, Skylight Gardens is a tightly packed urban track set in Stockholm that demands a solid racing line.
BallisticNG has an artificial limit of 12 tracks for tournaments, with exception to campaigns where you can add as many track as you like.
We've now removed this limit for custom races so you can easily go wild with extremely long tournaments! Multiplayer still has the 12 track limit however as we transfer the tracks display name to tell everybody which tracks to load and it can very quickly pile up into an unreasonable amount of data to send.
More granular audio mixing options
We've updated the audio mixing sliders so they jump in increments of 0.05 instead of 0.1, giving you more fine control over the game's audio balance.
Game state exposed for speedruns
After recieving a feature request, we've implemented an enumation that speed runners can hook into to check the players state to automate LiveSplit with auto splitters.
Once 1.3 is out, NgData.Player.State will provide the following states:
Menu (player is on the main menu)
Pre Race (player is watching the race overview or the countdown hasn't finished yet)
Racing (player is currently racing)
Post Race (the race is finished, the player is looking at the results screen)
Hey everyone. This month we've been focusing on more small vehicle tracks content, which is now getting close to being done.
With Brattelva Circuit finished there is now only 3 small vehicle tracks left to go. We're already working on these last tracks and we're aiming to have stuff to show next month.
We also only have 1 more track to go for Maceno Island: Maceno Peak. The layout for this track is already prototyped. Refinement and then eventually scenery will come once we've made some more progress with the small vehicles tracks.
Brattelva Circuit is a somewhat technical track running through the Norwegian countryside, built on top of an old river. This secluded area is primarily used as a small wind farm, and with the track came a pub with open crowdstands to watch the races.
There is now an option to allow post release ships to be included with the vanilla ship roster without needing to setup custom AI rosters in custom race.
Right now this includes Orbitronix and Mako. We've opted not to include the Barracuda Model 0 in this as it doesn't have weapons.
The option is off by default as keeping the vanilla roster to 8 teams is part of the game's original design. When turned on it applies to all aspects of the game (campaign, custom race and multiplayer bots).
Rebalanced turbo drops
Turbos have been unbalanced for a while. Since they were originally for a cheat mode or used in Speed Lap where you're given one every lap, we hadn't really thought too much about their drop rate.
As turbos have been a toggle for custom races for a while now, 1.3 will have the turbo drop rate reduced by 70%. This is still enough to give you one per a 20-40 second lap on average, while before you'd easily be getting 3-4 per lap.
These changes aren't necessarily final and we'll gather some feedback regarding it when we run the final 1.3 beta.
Fixed alt tab soft locks
It's possible to cause a soft lock if you alt tab out during track loading or rapidly spam the pause button, which is a particular problem for stuff like multiplayer where the person who soft locks would have to alt F4 to allow the rest of the lobby to start the race.
This is now fixed for 1.3!
Splitscreen weather
We've had an issue since initial implementation where player 2 wouldn't have their own weather effects, but could still see the weather effects for player 1.
This is now fixed, with both players having their own weather effects that only they can see.
As a side note we also had an issue where playing in splitscreen would trigger the cheats enabled notification, which is also now fixed.
Multiplayer host performance improvements
Whenever somebody connects to a server the host builds a list of ships that everybody is using. For other players this is fine as the host already knows the name of them and can just pass them on, but the host fetching it's own ship requires a database lookup every time. When you start reaching several hundreds of installed ships this can cause very noticeable frame hiccups.
When we first introduced our content database system during early access we had never updated player selections to directly reference it. This is finally addressed, and with a bunch of code updates later the host can finally just pass its ship information on without the costly database lookup.
Hey everyone. We're a little behind posting this one since we were finishing up the content to show off, but here's our 1.3 development progress through May 2022!
Alto Overseer is the fifth Maceno Island track. Carving through the islands dormant volcano, this is a dark track with lots of twists and turns. You'll also get a great view of the entire island and its locations in the brief moment of sunlight along the mountains edge.
Aster now has an AG go-kart! Built from similar components used to make the LB221 bike, the KA10 is a fast and somewhat nimble vehicle.
Acceleration
8 / 10
Top Speed
3 / 10
Handling
8 / 10
Shielding
1 / 10
Firepower
0 / 10
Extra Stuff
We've also been adding more features to custom races and multiplayer.
Speed Multiplier Both custom races and multiplayer now have a speed multiplier option. It ranges from 0.2x to 2x speed and stacks with the hyper and drag speed options.
This is considered a cheat option and setting it to anything but 1x will disable saving and leaderboard functionality while active.
Custom race now also has a reset cheats option, which lets you disable all of the cheat options in a single button press.
Multiplayer Timers Control Lobby hosts will now also be able to control the timers for finishing the race once somebody has passed the finish line and how long everybody needs to wait before going back to the lobby on the results screen.
The finish timer can be configured anywhere between 5 seconds to 2 minutes. The results time can be configured anywhere between 5 seconds to 30 seconds.
Refresh rate in exclusive fullscreen Based on feedback the game now also has an option to set the refresh rate of the monitor it's being display on if running in exclusive fullscreen. If you're running in a window or in borderless fullscreen this option will be disable and let you know your desktops refresh rate is being used.
Hey everyone! As we had mentioned in our 1.3 Beta 7 release announcement, we're now at a point with the update where the bulk of the work is now content so we're just cracking on with it.
Here's our first progress report. We hope to keep you updated monthly, though it may be more or less frequently dependiing on the progress that we make. Remember you can also keep track of our progress with our public roadmap, which is available here: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap
1.3 is a massive update with a lot of new content and features, and as such we don't have a release date yet. As usual, it'll be done when it's done.
Fun fact: It's been just over a year since 1.3 Beta 1 released!
MAKO, short for Maceno Anti-Gravity Kinetics Optimization, is a research firm founded in 2150 after its trillionaire founder, Manu Kanaloa, had developed an obsession with AG technology after the sports first race in 2144. Manu is extensively involved with the Manmade Landmass Project and numerous undersea mining operations across the pacific. The most notable of these ventures is Therma Fumos, the mineral mining project and geothermal powerplant situated off the shore of Maceno Island.
The company develops technology for the AGL, with its flagship contribution being the magnetic lock system integrated into the AGLs more recent circuits.
The Ship
The MAKO SRK is an agile but sturdy ship inspired by the Mako shark. It isn't impressive in a straight line, but its smooth handling and robust combat systems make it a solid choice for those who want a nimble craft that does well in a firefight.
Acceleration
2 / 10
Top Speed
3 / 10
Handling
7 / 10
Shielding
6 / 10
Firepower
6 / 10
Freyr Falls
Freyr Falls is the fourth Maceno Island track. Situated along one of the Islands major rivers, this track tests pilots pitching abilities with numerous bumpy offroad sections and a steep incline above the upper river.
The fith Maceno Island track currently in development. This dark cave track provides lots of smooth corners to coast through with the occasional break into the open. Sitting half way up Maceno's dormant volcano, this track boasts an expansive overview of the island with its prestine jungle vista.
Updated Campaign Event Details UI
We've updated the UI panel that shows a campaign events details. A common problem we've seen over the years is that the icons we used for certain settings didn't clearly communicate what they were for. People would eventually figure them out, but it's not immediately obvious what they were representing.
The new design takes inspiration from our multiplayer menu, where we show a list of every setting available and its value. The additional information we now display should also make it easier to understand how the event will play out when you start it.
The day has finally came for us to announce the most intense, the fastest, and the most graphically impressive racing game ever made in the history of video games.
Today we're unveiling and releasing a pre-release beta for our next game, BallisticHD. The final release will be available April 10th and will be in it's own engine, but for this pre-release we've made it a preview inside of BallisticNG as to not give hackers any way of reverse engineering our cutting edge developments ahead of time.
This demo is so advanced and next-gen that you'll need to be on the BallisticNG beta branch to play. You can do this by doing the following:
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select Beta. If the update doesn't automatically queue for download, restart Steam
You can then access this preview by navigating to the BallisticHD Preview track category and picking the Future of AG Racing track.
BallisticHD
BallisticHD is the next generation of AG racing, powered by the most cutting edge rendering engine ever conceived to achieve the fastest racing gameplay ever created.
This is the greatest, biggest and most visually impressive the BallisticNG franchise has ever been to date in the history of the racing genre.
Rendering
For this new game we've reduced visual clutter so you can focus on the track without distraction. The decision was made to use a low-poly solid color aesthetic, and as it turns out, sometimes to make a minimilistic style you must first start off with something much more complex.
For this task we have developed a rendering engine capable of procedural texturing and texture stripping. We start off with material descriptors which describe the exact properties of a surface in the real world, like the physical makeup of concrete for instance. In most cases we use 3d scanning to sample the data we need for these descriptors. This information is then used to generate the relevant texture maps to feed into a PBR rendering pipeline. All of this takes place in the background as the game is running, and helps drastically reduce artist development time by up to 1000x. The system is completely dynamic and re-generates the textures every frame so we can modify their properties, which has allowed us to implement never before seen environment destruction technologies.
Now that we have all of this information, we discard it all so we can simply sample the base albedo color of the material, enabling us to achieve beautifully smooth surfaces never before seen in video game rendering history. We call this next generation technology Subtractive Minimalismâ„¢.
Remember how we mentioned you sometimes need to start with something much more complex to achieve a minimilistic style? This is also true with our geometry. We understand that gamers continue to demand more and more fidelity out of their experiences, so we have developed a rendering technique that lets us take meshes you'd typically see in movie VFX production and render them in realtime with no more overhead then a current generation mesh. We're pushing 100 trillion triangles per frame, and the results are simply stunning:
Gameplay
BallisticHD is the fastest racing game ever made. Are you up to the challenge to become the fastest racer in the universe?
We aimed to streamline the BallisticNG experience and have spent years improving upon the formula. BallisticHD no longer features weapons or pitlanes. These features add unnecessary complexity to the gameplay which confuse players not acquainted with combat racers and conflict with our new core focus.
BallisticHD is an e-sports ready title. We have stripped all gamemodes but Time Trial from the game, now enforce a single ship and have removed speed pads, as these create a skill gap between players who have and haven't mastered a particular ships handling and its racing lines. The game is built around BalliisticNG's floor hugger physics, enforcing strict racing lines to further close the skill gap for fair, balanced races while also enabling brand new track designs never before seen in the history of racing video games.
We believe that BallisticHD will take the centre stage of e-sports, and with the support of its dedicated fanbase we will continue to provide the most epic moments and wholesome victory finishes captured in competitive video game history.
Racing Seasons BallisticHD will launch with a single track and we're adding even more through exciting racing seasons which contain skill pushing challenges to further you as a pilot! Unlock shiny new ship liveries and complete your track scenery collection by converting your hard earned Race Points into NG Coins and spending them in the Ballistic Store, or by purchasing NG Coin packs directly to fast track your way to the elite ranks.
NG coins can be melted down into scrap gold and then later pressed into chassis credits, enabling the purchases of chassis part crates to obtain never before seen in the history of racing video games ship chassis designs. We've designed an intricate surprise system powered by the next generation of neural network AI technology to know exactly when to award you with rare and legendary chassis, based on your continued participation in the racing season.
We care deeply about ownership of the content you've purchased, and this is why we use NFTs to handle your game items so you truly own your digital purchases, even if the servers go down. This revolutionary approach to seasonal content provides you, the player, with unprecedented never before seen in the history of every video game ever made methods to economically brag about your play time to your friends and the sprawling BallisticHD community.
Racing Seasons will run for 2 months at a time with new free content dropping over the course of each one. Fill your afterburner gauge over the course of each season to unlock additional content and small offerings of Race Points to put behind your Ballistic Store investments. Our long term plan is to run a total of 60 seasons over the course of 10 years, and that's our promise!
Records will be offline only at launch, Online leaderboards and multiplayer lap boards will be available after Season One has begun.
Only the Zen speed class is available at launch to celebrate BallisticHD being the fastest racing game ever made. More speed classes will be coming as the seasons progress.
A constant internet connection is required to play.
Story
The year is 5000. Aliens have descended on earth, taken over world governments and destroyed our infrastructure to severely cripple our ability to progress any further. Enslaved, we must now race to prove ourselves and reclaim our freedom.
Throughout the epic racing seasons we will see humanity rebuild as it continues to prove its worth and replace our infrastructure, with you and your racing squad at the helm to rebuild it. This is all possible thanks to our new innovative approach to lore mechanics which revolutionizes immersive racing experiences, combining co-op and surprise mechanics into a next generation dynamic experience which allows you and up to 3 friends to individually purchase scenery pieces and chassis designs at 5% off as you restore society to its former glory.
We're very excited to have unveiled our new game to you, and we look forward to seeing you on the track. Stay floating, pilots.