Mar 23, 2020
Bloody Rally Show - spajus
Here's a small update that could make a big difference to your campaigns. You can now configure them to your liking, a new bunch of difficulty adjustment settings have been added.

v1.2.1 (2020.03.23)
- Add a bunch of extra options for starting new Campaign
- Keep cloud shadows when Show Clouds setting is OFF
- Make AI racers lose more control after driving over oil spills
- Prevent AI from going backwards after reset
- Add RIKUSYO and Metrocube avatars
Mar 21, 2020
Bloody Rally Show - spajus
Hey everyone!

It has been a month after Bloody Rally Show was released, and it has become very clear to me that I cannot sustain myself by making games full time, at least for now. For this reason, I decided to make Bloody Rally Show more affordable for everyone, I am no longer going to do this with hope that it can become my main source of income.

Please don't get me wrong, I will still be working on this game part time, as this is has been my passion project for last couple of years. Although I will not be able to address all the feedback and implement all the features, I will do my best to keep improving the game bit by bit over time.

The reason why the game was relatively expensive before was that I really felt that time and energy put into making it was worth that much. And most of those who bought it seemed to have no regrets. But it's a niche product, too few people find 2D top down racing games interesting, and while I did my best to change that, apparently I failed, or at least failed to communicate the depth and breadth of the game, which had to justify the price. Now it's time to give up. The game sold less copies in first month than successful indie games sell in first couple of hours. But hey, I always liked building things more than selling them.

I am immensely grateful to everyone who purchased the game at it's initial price, I could not have wished for a better, warmer community of nice people who believed in me and did their best to support me. I am extremely thankful for everyone who reviewed the game, all those heartwarming reviews kept me motivated to keep pushing the game further. Even the negative reviews were somewhat positive and warm, and I did my best to address the issues they mentioned. The feedback you all contributed definitely made the game much better than it was on release day. Thank you!

You have to be a genuine loon to make indie games in this increasingly overcrowded industry where winners take it all, but that's exactly who I am, and I will keep doing it!

See you in the leaderboards!
spajus
Mar 20, 2020
Bloody Rally Show - spajus
Hey Racers!

Though v1.1.0 was released not too long ago, there is another rebalancing update that deserves a minor version bump. In this update AI racers will dynamically adjust themselves on each race plus once a week to keep up with players progression. If you're not doing too well, AI will ease itself down gradually, but if you're winning every single race, brace yourself for pain later in campaign! Start a fresh campaign to get the most out of rebalancing.

Full list of changes:

v1.2.0 (2020.03.20)
- Slightly increase grip given by Tires upgrade
- Aero upgrade will add grip (as in more downforce) instead reducing car mass
- Dynamically adjust AI strength depending on how well Player is doing in the Campaign
- Make AI racers earn more XP and Cash when Player is doing well in Campaign
- Advance AI every week to catch up with Players who are doing well
- Remove some words from dialogue generation
- Slightly reduce amount of batches required for distribute flyers missions
- Apply stricter corner cutting penalties for cars going in top positions
- Fix some corner cutting penalty related bugs
- Fix snow particles never visible in Main Menu
- Fix particle effects not keeping their original rotation when camera was rotating
- Allow resetting the car while still on track
- Fix cars not detecting going off track in some circumstances
- Fix either car or pedestrian input not working when one player was in a car and another was a pedestrian in split screen
- Fix recent bug that prevented increasing Campaign victory related stats and unlocking related Achievements
- Fix only Workshop tracks appearing when both Workshop and Custom content was allowed in Campaign
- Add option to allow including heavy tracks in new Campaigns with custom content
- Allow Custom / Workshop tracks to reappear in new Campaign seasons
- Add "Seconds Drifted" Leaderboard
- Add Gacek's avatar
Mar 19, 2020
Bloody Rally Show - spajus
Hey folks!

It was a while since we had a Bloody Rally Show giveaway, so let's have one.

To participate:
  • Join our Discord: https://discordapp.com/invite/89amEwP
  • Write !iamhuman in #introduce-yourself channel to gain access to all channels (we had some issues with bot infestation, that's why this step exists)
  • Go to #lottery channel
  • Click on the reaction emoji on GiveawayBot's last message to enlist

Please participate only if you don't own a copy already :)

Giveaway will end on 04/02/2020, the winner will get a Steam key for Bloody Rally Show. Good luck!

Mar 17, 2020
Bloody Rally Show - spajus
This small patch addresses a couple of issues that came along with v1.1.0 release. Also, the long awaited Daily Challenge lap toggler has arrived!

v1.1.1 (2020.03.17)
- Add lap count setting toggler to Daily Challenge and Track Leaderboard menus
- Fix Daily Challenge fastest attempt showing #2 even if lap #1 was faster
- Fix Settings > Input control mappings not showing up while in race
- Add notification about changing input mappings in the middle of the race requiring race restart
- Fix custom track creation stat getting increased on every track save
- Rearrange UI while game is paused in race so that unlocked mouse would not hover over "Restart" button
- Add DeviousDomin8's avatar
- Do not show car upgrade availability arrow when something was upgraded in this stage
Mar 15, 2020
Bloody Rally Show - spajus

Hey Racers!

Time to release a bigger update, which addresses some of your feedback, adds a bunch of your avatars, usability improvements, bugfixes and other goodies, including a brand new car for the Director himself.

There is also a significant change to Campaign balance regarding car unlocking, prices, speed index, and how AI handles faster cars and sharper corners.

I hope you all enjoy this one, and as always, more updates are coming!

v1.1.0 (2020.03.15)
- Change how car speed index is calculated
- Change car unlocking requirements that affects overpowered workshop cars
- Improve AI ability to handle fast high end cars
- Add drafting / slipstream boost when tailgating another car at a close distance
- Improve in-game console formatting and behavior
- Add several new avatars and credits entries
- Clean the tires when car gets reset
- Add extended help information for console commands (access via /help <command>)
- Fix Minimap not showing up in some particular race tracks
- Fix car stats not refreshing in Custom Race Garage menu
- Fix open track finish flag size
- Pull back finish flag in open tracks
- Fix dialog input being unresponsive when cheat console command was used in race
- Fix Minimap getting on top of HUD messages in certain positions
- Keep Loading screen visible for at least 3 seconds so tips can be read
- Reduce the amount of information displayed in race
- Add Campaign time counter
- Add setting to disable clouds in Time Attack mode (via console only)
- Disable pedestrians, generated porta potties and snowmen in Time Attack
- Fix /config set console command not saving configuration changes immediately
- Reduce amount of unfairly given corner cutting penalties
- Add "Cha-ching" sound when buying cars and upgrades
- Exclude extremely dense or pedestrian heavy tracks from custom Campaign generation by default
- Show information about object and crowd area density per 100 meters in Track Editor
- Rename Tutorials to Tips
- Add Tips menu item to Campaign options menu
- Automatically unlock the mouse when it is moved (except in race)
- Add Director's own special car
- Fix mouse input occasionally not working in race panels
- Show number of laps attempted in Daily Challenge
- Properly disable generated rain puddles when it is not raining
- Make cones lighter
- Handle the situation when pedestrian-racer gets sucked into pedestrian cannon
- Handle situations when pedestrian-racer would unexpectedly die right before race start
Bloody Rally Show - spajus
Hey Racers!

Would you like to become a Bloody Rally Show character? Our artist can draw your own personal avatar in Bloody Rally Show art style, and I would add it to the core game avatar selection, along with your name (or nickname) to Special Thanks section of the game credits!
You would also receive a high resolution (1200x1600 @ 300 DPI) copy of the portrait for your own personal use.



It will cost €15 ($17) to order the portrait. If you are interested, please join our Discord for more details (see #your-avatars channel). Or just send an email to anboxlt@gmail.com

Requirements for reference photos and end result:
  • Reference photos have to be "safe for work" - no nudity or anything explicit
  • in order for portrait to get added to the game, it has to match the lore, which means it has to be a human person, not a fantasy creature or a robot
  • You can ask for a small feature to be added (for example: glasses, bionic eye)
  • It has to be picture of you, unless you receive a written permission from the person in the picture confirming the consent
  • No copyrighted materials in the images (characters from movies or other games, caps or shirts with company logos)
  • No visible blood or gore
  • No objects in the background
After payment is received, it will take around 2-3 business days for portrait to be complete, and up to a week for it to be released with the next game patch update.

Legal notice:
Final portraits will remain the property of Kodo Linija, which implies they can be used without limitations in game marketing materials, game sequels, console ports, trailers, etc. You will have the right for personal use. Your original reference photos will never be used or shared without your explicit permission.
Mar 9, 2020
Bloody Rally Show - spajus
This patch fixes a couple of bugs and addresses some feedback. Lots of changes are related to weapons and bullet visibility. And as always, a couple of new experiments for messing around with physics.

Good news for Daily Challenge participants - lap times and Leaderboards will have higher precision, and it is now possible to customize the number of laps you want to have in Daily Challenge or Time Attack leaderboard runs - you can change the TimeAttackLapCount setting via in-game console.

v1.0.12 (2020.03.09)
- Change race time format to be more precise
- Improve in-race rankings view
- Automatically reposition in-race rankings view depending on Minimap location
- Add a setting to toggle in-race rankings
- Fix recent bug that prevented camera zoom from changing
- Fix bullet pool producing unwanted trails (was visible when firing Nailgun frequently)
- Make bullets bigger and highly visible on all surfaces
- Fix Pedestrian Cannon bullet behavior after explosion
- Generate pedestrians for Pedestrian Cannon with different looks
- Make M2 weapon look bigger
- Allow changing number of laps for Daily Challenge and Random Time Attack (via /config set TimeAttackLapCount <number>)
- Make console commands /config and /experiment_config automatically detect variable type
- Fix Leaderboard loading messed up when load button was clicked too fast
- Fix car sometimes getting off-track reset after standing still for a while
- Add experiment for forcing a specific car in Track Editor
- Add experiment that changes how Aero upgrade affects car tuning (add grip instead of reducing mass)
- Fix missing the race start line checkpoint would not count the rest of the lap
Mar 7, 2020
Bloody Rally Show - spajus
This patch adds more ways to mess with game physics through the console, a launch option to change graphics API, which adds Vulkan support and helps preventing driver or graphics hardware related crashes in some rare cases, and a few more small details.

Good news for custom car builders, it will now be possible to create super grippy cars (think Formula 1). Then with console command "/experiment campaign_car_whitelist on" you could limit your Campaign car collection to just a set particular models, and build yourself a Formula 1 game. Possibilities are becoming endless!

This "patch storm" should start slowing down soon, because I will switch my focus to porting the game to Xbox and Switch, so for a while most patch updates will be bugfixes only.

v1.0.11 (2020.03.07)
- Add support for multiple graphics APIs (switchable via command line options: -force-glcore, -force-vulcan, etc)
- Increase Car Editor slider ranges to allow larger variety of custom cars (i.e. super grippy Formula 1)
- Add "adjust_grip" experiment
- Add "campaign_car_whitelist" experiment, allowing to start a Campaign with custom set of cars
- Add /experiment_config command to allow configuring experiments
- Fix /config set command
- Do not clear console input when console is toggled
- Show available variables when /config or /experiment_config commands are used without parameters
- Fix Snowman prop not having a shadow
- Increase max lap limit from 100 to 1000 in Custom Race setup
Mar 5, 2020
Bloody Rally Show - spajus
I hope you are not too annoyed by the frequent updates, but this little patch should be well worth downloading those few megabytes.

One noteworthy addition is the "experiments" for in-game console. If you think cars are too bumpy when they collide with each other, hit ~ or F2 to open the console and type "/experiment reduce_bumpiness on" - this will counteract the impact force a little. This command has to be triggered after every game start, experiment configuration is currently not persistent (yet).

Some more interesting changes are with the weapons that everyone thought were underpowered. Pedestrian cannon will reload itself after a while, and Homing Hedge will be rigged with multiple explosives!

I will continue addressing player feedback, and this is definitely not the last batch of goodies, so stay tuned.


v1.0.10 (2020.03.05)
- Fix a bug that prevented loading Workshop car sprites after custom car sprites were reloaded in Car Editors
- Validate custom cars to check for missing sprites before uploading to Workshop
- Replace optional missing custom car sprites with transparent pixel if sprite templates were deleted
- Fix version check local and remote version comparison working incorrectly
- Add a timer to Daily Challenge
- Allow 30 minutes of grace period for writing old Daily Challenge scores
- Change how opponent ghost is chosen when racing in Time Attack without a prior score
- Fix AI steering sharpness variation occasionally turning into negative numbers, making AI steer away from it's target, resulting in resetting over and over
- Fix a bug that resulted in race rankings being incorrect for a split second while some car was crossing the finish line
- Ensure custom race session integrity when custom or workshop cars are missing
- Add racer position list (top 5) in top left corner in race HUD
- Make AI more exciting to watch in Demo Mode and Giveaway races
- Mark all ignored tutorials as seen
- Ensure at least one race with weapons per week if races with weapons are enabled in Campaign
- Make Homing Hedge explode on impact
- Create console command for controlling experiments
- Add experiment for reducing car bumpiness
- Automatically reload Pedestrian Cannon if pedestrian was not sucked in for 10 seconds
...