The season of joy sets in the Horizon Festival and what better way to celebrate than with four weeks of winter. Enjoy the chilly and cozy ambiance of an all-winter Festival for holiday season.
A very frosty collectible shows up once again at the Horizon Festival.
The snowman collectible will be available once again this year for you to add to your ornament collection during Week 2 of the Festival Playlist.
Find this jolly, happy soul around the Winter Wonderland Stadium starting December 14.
Winter Makeover for the Stadium
The Stadium gets its share of holiday cheer and transforms to welcome the occasion. Watch it flourish with candy canes and Christmas trees all over it while you race through its snowy course.
Season of Giving, Making, and Collecting
Spread the Cheer...and EventLab Creations
Gift the community new and amazing events with the six new props we are adding for EventLab. This new set of materials includes:
Racing:
Six types of curbs
Star Lights
Checkered finish line
Walls & Fences:
Three different race barriers
Two concrete barriers
Signs & Flags:
Brake markers (50, 100, 150, 200 meters)
But that is not all! If you are looking to create seasonal events, you will be able to add festive decoration items such as:
Decoration:
Wooden Tree (Small, Medium, Large) featuring eight different patterns
Igloo
Houses with three different patterns
Chimney with three possible patterns
Signs & Flags:
Winter Flag
We are sure your Winter Wonderland creations will not disappoint us, or the Forza Horizon 5 community, so get creative with the holiday spirit!
Secret Santa is Coming (Back) To Town
Secret Santa is back on this season of giving featuring the 2022 Gordon Murray Automotive T.50 and a mysterious car.
In case you weren’t around to celebrate last year, here’s how Secret Santa works:
Starting December 5, players can fill a meter by giving gifts to each other. Once the meter gets 50% completed, everyone will receive the T.50. And once we hit 100% completion, a secret new car will be unlocked for all players.
Don’t miss out on the chance to unlock these two exclusive cars and to make other members of the community happy with your gifts during this holiday season!
Run on the New Race Road and Hang New Accolades on the Tree
The doors of the Winter Wonderland Circuit are now open!
Take a lap at the new Race Road available from December 5. The Circuit will be available to run in Rivals Mode from that same time that, however, you will have to wait until December 7 to sleigh on it in the Open World.
Once Winter Wonderland ends, this new road race will become permanent in the game, however it will only be available during the Winter seasons of future series.
New accolades are also coming to Forza Horizon 5 this series, you will be able to unlock 3 of them running the Winter Wonderland Circuit and get another one for collecting every exclusive car on the Festival Playlist.
Name
Description
Career Progress
Racing
Winter Wonderland Circuit Rookie
Complete Winter Wonderland Circuit
750
Winter Wonderland Circuit Pro
Win Winter Wonderland Circuit
250
Online (Rivals Tab)
Winter Wonderland Circuit Clean Time
Post a clean time on the Winter Wonderland Circuit leaderboard
500
The Fast X Car Pack
From the big screen to your game, some of our favorite cars from the latest installment in the Fast & Furious saga show up at the Horizon Festival. Enjoy driving Dom’s supercharged Hellcat, Dante’s custom purple Impala, and more with the Fast X Car Pack available for 9.99$ / 9.99€ / 7.99 £.
(Not included in the Forza Horizon 5 Car Pass or Premium Edition)
1970 Dodge Charger Fast X
We can still remember how we felt when we first saw Dominic Toretto take off in this icon of the 1970s for the first time in the Fast & Furious saga. The signature black color and air scoop supercharger is the dream of many car fans all over the world!
At a massive 980 horsepower, the 1970 Dodge Charger is well deserving of being the poster car of your garage as it is for the movie. Become the main character of your own adventures in the Horizon Festival with this Fast X version of the Dodge Charger.
1966 Chevrolet Impala Super Sport 'Fast X'
For the evil mastermind (with gorgeous hair) that lives inside all of us, the 1966 Fast and Furious Chevrolet Impala is here in all its purple glory.
Aside from the flamboyance and sheer size of the Impala SS, this car packs a big block V8 engine that produces 1100 bhp to take on your opponents one race at a time.
Being custom built from a drag racer, this Impala is a unique take of an all-time classic that can now drive you to victory at the Horizon Festival.
1973 Datsun 240Z 'Fast X'
A customized Japanese wonder takes its spot for the street race of a lifetime. The 1973 Datsun 240Z Fast X makes its way to Forza Horizon 5 in the Fast X Car Pack!
Fitted with a widebody kit and a turbocharged engine to play the part, this car is sure to leave its mark putting its 737 bhp to work on the streets of the Horizon Festival.
Massive power from a V8, rear wheel drive, 1000 brake horsepower, the 2022 Dodge Charger SRT Hellcat Redeye Widebody has all the features you are looking for in a modern muscle car.
You might not need its power to catch a rolling bomb, but it will come in handy in your adventures through the Horizon Festival. This soon-to-be-classic muscle car looks, sounds, and drives like the powerhouse it is, being able to reach a quarter mile in just 10 seconds.
2022 Flip Car 2.0 'Fast X'
A car capable of ramming into other cars and turning them upside down is exactly what we would expect from car fans’ favorite movie franchise. And now, the 2022 Fast and Furious Flip Car 2.0 Fast X is at the Horizon Festival too.
Not only is this car unique in its shape, but its specs are nothing to ignore. This car’s V8 engine can produce 700 horsepower which will make them a protagonist in every race you enter (in a tunnel or not).
First for Forza, this car has steering on all three axles! The rear axle is steered via a hydraulic ram and controlled by the driver and theoretically allows it to move sideways. It is a unique ride that’s a must have for lovers of cars and of the Fast & Furious franchise.
#Forzathon Shop Sale!
The Forzathon Shop will be hosting a huge sale on December 24 – December 26 and December 31 – January 2!
Get cars featured as previous Festival Playlist rewards from 50-200 PTS in the Forzathon Shop on these four days of the holiday season.
December 24 – December 26
2022 Toyota GR86 – 200 Forzathon Points
Toyota Sports 800 - 150 Forzathon Points
Chevrolet K10 Customized – 100 Forzathon Points
Renault Clio R10 – 50 Forzathon Points
December 31 – January 2
2021 Mercedes AMB Black GT – 200 Forzathon Points
Toyota MR2 GT – 150 Forzathon Points
Subaru Brat GL – 100 Forzathon Points
Bently Turbo R – 50 Forzathon Points
Complete your Forza Horizon 5 car collection with the Forzathon Shop Sale!
Golden Tank Awards: Honorable Mentions
We just wanted to take a moment to say a special thank you from everybody at Playground Games and Turn 10 Studios to all of you in the EventLab community who published events this year.
You all continue to amaze us with your passion, creativity, and artistic talents with many of your creations being shared amongst the development team throughout the year. Picking the nominee list was incredibly difficult, with many great events unfortunately not making it through, so we wanted to give a special "Honourable Mentions" shout out to just some of those creators, however there are many more out there.
We love checking out what you've all been building, and we can't wait to see what you create in 2024
China4567690
CryonicAxis66
Don Joewon Song
DrInsanity8543
Friedrich M8
Houshouxmarin
HSKMeets
Milles82
Mojo5290
Petrolhead55823
Pfen9080
TypeHardFark
What’s next
We asked for your help to create the Festival Playlist you wanted to see with Community Choice!
We gave you a list of options to put into our next series featuring returning decorations, PR Stunts, reward cars, and hard-to-find Autoshow cars, and you will be able to see the results in the next series’ Festival Playlist.
The “Purrrfect Collection” Badge will be available for all players that have collected 800 unique cars.
Get ready for our greatest hits collection this January.
- Improved performance of outdoors by 5-7% - Fixed crash and enemy movement on the "Shopping Center" level - Agent's voicelines at the market made 20% quieter - Fixed rotating shopkeeper on the "Store" level - Fixed minor bugs
- Fixed bug where audio settings would be reset during loading screen - Fixed the floor flickering in Kauboi's room - Fixed bug where wormhole visuals would not render in right eye - Fixed weird leg animations in epilogue - Fixed broken models appearing in level editor when importing fails
Welcome to our first Steamlog article! The reason for these short articles will be to showcase the thought process that goes into our first commercial project. We’re very passionate about it and want to put out the best product possible, and would like to share the challenges and obstacles with everyone out there. You can also take these as a manifestation of how elaborate we want to be in game development in general. Hopefully, it will benefit the ones who later want to walk the same path as us.
Challenges of PSX Style Horror
It is becoming a repeating trend for video games to employ visuals that were popular once upon a time, whether as a result of technical limitations or as a movement in computer graphics. Today, some developers go for a specific older platform such as NES or SNES, limiting their color palettes, trying to achieve a pixel-perfect look, and even employing some of the features from the popular games of these platforms. Others take a period, such as the early 2000s, when the industry just had gotten a hold of 3D graphics, and photographic textures and texture filtering were widely used. The time when the 3D models did not have the definition we have today but the developers still aimed for a realistic look. In short, it is a trend that happens with the mediums that are mature enough, to dig into the past and revive older movements, we can see its examples in cinema, architecture, and painting too.
Examples of video games that do a similar thing. [Top] Cyber Shadow with its NES-like visuals and gameplay. [Bottom] Signalis with its PSX-like visuals and survival gameplay similar to classics such as Resident Evil and Dino Crisis.
As such, we also chose a visual style from the past for our game, Tostchu. From the very beginning, I knew that it would have the aesthetic it currently has, which is imitating how the first PlayStation (PSX) games looked. There is an emphasis on “imitating” here because I also did want it to look a bit more modern and defined than the PSX games of the era.
There isn’t one certain reason why we have chosen this style, it is a combination of a few. When we started the project in the summer of 2022 I was really into PSX games, Mert had played a few low-poly indie horrors on his streams back then and I decided that the ambiguity and uncanny of this type of graphics serve the horror genre well. Since I’ve written a whole academic paper on abstraction and ambiguity, I was also aware of what we can achieve utilizing methods such as reduction or ellipsis. This means we are not only riding on abstraction in terms of visuals but also in space and time. This might be the topic of another article :)
When it comes to visuals, I appreciate photorealism and modern tech but have never been too excited about them, for they provide immersion via connotation to the real world but they take away our ability to utilize the player’s imagination and give them that imaginative freedom.
Enough introduction, now let me explain a few challenges I have faced regarding this PSX look and feel, and how I tackled them.
1. Color Palette and Resolution
PSX originally supported 4-bit, 8-bit, and later, 15-bit, and 24-bit color depth options. Since I wanted the dithering that games like Silent Hill have, I went with 8-bit (2^8 = 256 colors). This is one of the main reasons why the game has its specific look. Back in the day, the games used dithering so that color banding didn’t occur due to the limited number of colors. In our case, this necessary effect stemming from a technical limitation becomes an aesthetic choice.
In this screenshot, you can see the limited color depth and dithering used for Silent Hill.
For these two, we dither the image first and then limit the color palette.
[Left] Before dither and truncated color. [Right] After. Both shots are with LUT and post-processing effects applied.
On top of this, I also used a color lookup table (LUT) which gives a certain filtered look to the game. This is also the reason why the darker areas look much darker than they are. If you don’t know what an LUT is, you can imagine it as a table with two columns and every row of it has two colors: the original and the replacement. Based on this type of table the original colors are translated into the replacements. An LUT texture usually looks like a colorful band, as seen below. It is a very common method used in video games to control the final color of the picture.
This is what a LUT texture looks like.
[Left] No LUT applied. [Right] LUT applied.
Usually, the ideal way to get a consistent look in terms of colors is to prepare the textures accordingly and then create an LUT if needed after the fact, but I directly went with LUT since I use natural colors of the materials in the assets, you can see this later in the television model. Textures are almost not stylized at all. In case the asset doesn’t look like I wanted in the game I do a bit of a back and forth between the software in which I create the textures (Substance Painter or Blender) and the engine. This usually happens with dark gray/black colors since it is more difficult to show details on those colors with all this image processing.
We get our final colors with a few more post-processing effects such as vignette, reduced saturation, reduced contrast, chromatic aberration, and film grain.
Another limitation that PSX brings is the resolution. The way we do this is by making sure the height of the game’s resolution always shows 240 pixels (as in 320x240 resolution). Additionally setting the upscale mode to Nearest ensures the crunchy look is conserved. In the final game, there might be an option to double this resolution since not every PSX game runs on 240p after all, so if you want you could play in 480px height. However, this is something that is not decided at the moment. To be fair I got very used to 320x240 at this point.
2. Low-poly, Textures, and Vertex Snapping
In the second half of the 90s, 3D visuals were still very young. The way we prepare 3D models nowadays intentionally as “low-poly”, was a necessity back then. For instance, if you look at the characters in PSX fighting games, they will be between 5k-10k polygons, and if there is also a 3D environment involved this number would dip into sub-5k. To be able to run the games on PSX hardware, all of the assets, including the 3D models, had to be created in a very optimized manner.
Luckily I am very well-versed in hard surface modeling and doing it as optimal as possible. This is why modeling for Tostchu has been the easiest part of this whole process for me. For example, our television model has only 214 triangles. My approaches are focused on the in-game versions of the models and are sometimes not very conventional by industry standards. I cut a lot of corners and be destructive if need be, but it lets me gain time in the end (we have a very limited time budget for this game!).
For texturing these models I do a mix of hand-painting, using photo textures from Textures.com, and using Substance Painter’s materials. It all depends on how specific something is or how much time it will take for me to do it. And more than enough times, it also depends on what I feel like using that day :) I don’t limit myself too much on texture resolution since the effects I mentioned in the first section bring their definition down. A maximum of 1024x1024 resolution usually suffices. I don’t go too overboard as well, large textures can increase the disk size of the game. If you want to stay true to the original PSX texture resolutions, they range from 32 to 256 and rarely go down to 16 or up to 1024.
The more challenging part was to get the vertex snapping that I wanted from PSX very much. This effect is also a result of a limitation. I will not get into detail about this but in short, PSX didn’t have enough precision for vertex coordinates so the vertices had to sometimes have the closest coordinates they could have. Let’s say the corner of that TV model needs to be at (1.599, 3.231, 12.215) coordinates in 3D space, at a certain distance it couldn’t be at all on PSX, so it would rather be placed at something like (1.2, 3.1, 12.2). This way if something needed to move from the player’s point of view they jumped from one number to another which created this not-very-smooth-looking wobbling effect.
An example of vertex wobble from Metal Gear Solid.
I must admit that I thought this effect would be more difficult to achieve at first. How I did it in Unreal Engine is quite similar to how the original effect came to be, I round the camera relative position of the vertices. On top of that, I also use a custom grid size so the effect can be as exaggerated as I want it to be. After adding this effect I also had to always keep in mind that the models can’t have any detail in their geometry that is too small since then the vertices could break the model by destroying the small details. This is why, for instance, the glass jars have a certain thickness in the below gif.
Vertex wobble in PSX also scales based on the distance from the camera. Geometry that is closer to the camera shows it less since the coordinates are more precise. This is something we currently don’t have in our project but might consider adding it too.
I wouldn’t like to finish without mentioning affine texture mapping, which is another PSX signature effect. It makes the textures look skewed at times. It’s authentic, yes, but I don’t think this effect serves the game and whenever it is used in a game I find it distracting so I decided to pass on that. These interesting effects were the outcome of technical limitations back then but today, there is no obligation to stick to any of them, you can pick the ones that serve your visual direction and let go of the rest.
All of the above combined provide us with the look we aimed to have in this game. I think it immensely helps to make it feel more uncanny and slightly disturbing. As I mentioned earlier, the abstraction it creates with the colors and the shapes gives a lot of space for imagination to run wild.
I hope you will enjoy this aesthetic as much as we do!
In preparation for the major update planned for early 2024, you will have the chance to secure your unique player name in December 2023.
Here's what you need to know to prepare for this:
Current Player Names
Currently, player names shown in-game are the same ones you use for Steam. This is currently acting as a limitation for some of the plans we have for this major update, so we’re switching to our own system where every player name will be unique.
New Player Names
As we enter this transition period from our current version into the 2024 version, we’re releasing an update in December that allows everyone to register their favorite player name before the release of the 2024 version.
You can still pick a new player name once the 2024 version is out if you don’t manage to participate in the reservation period.
Reservation Instructions
Make sure your game is up to date so you’ll be able to see the countdown on the top right corner of the main screen.
Once the player name reservation is available, if your game is up to date with the latest version, this notification will change to something like this:
By clicking on the button to reserve your player name, this pop-up will appear:
After entering a valid name, click on ‘register’ to confirm and the window will show the following:
This should confirm your name reservation. If you wish to change your name, don’t worry, simply click on the ‘edit’ button.
If you have any questions about this process or if you need any help, feel free to reach out to us at Discord!
We’re excited about this major update and we can’t wait to share more about it! Make sure you’re tuned to our channels as we’re sharing our progress over time until we’re ready for release in 2024.
As per schedule, we have now closed the playtest and the first weekend is over. We look back on a rather successful weekend even though there were some major problems. Still i've had fun and we've seen others have it as well.
The truth is that we expected some more problems that would break the game and make it not playable. (for example the database not holding up). Luckily everyone got to experience the gameplay.
As of today, the total signed-up people has reached: 1,315 The number of accounts that have been created where: 828
We cannot express our gratitude for your helping us out with feedback and bug reports and would love to keep receiving those.
While we cannot prevent games from being unbalanced because people left the lobby, We will take our time to try and solve some bigger problems like the balancing when joining an ongoing lobby.
We have seen that there are a lot of you who do not use the Playtest channels. Make sure to read the Playtest Welcome channel and select "Have read" at the bottom. This will open up a lot more channels where you can contribute to the project.
For those willing to support the project. Likes, shares, and comments will gain more attention, and supporting us through Patreon will make us progress faster.
We'd love to see you again this coming Friday at 12:00 GMT +1 for our second week of the playtest!
Hello, I'm refugee from Zaporizhzhia region, Ukraine. Now I live in a village in the Vinnytsia region and am developing my second big game Shapik: The Quest(it's a prequel).
I draw a sketch in Photoshop. I want to say up front that I have never learned to draw anywhere. I realize that I have big problems with perspective, colors, and composition, but I think it's fine for the game.
Then I color it. It turns out like this. I draw everything in separate objects to make it easier to make changes.
I transfer all the drawn objects to a Spine, create bones for the animation, and lightly animate them. The result is something like this.
It's always fun to mix and match different armor pieces into crazy machinations! This week, we're back with one more round to showcase some of the possible combinations you can make in the demo!
1. Responsible Citizen, Poochie
Not all heroes wear capes, or maybe he just wants these Meat monsters off his lawn!
I would love to share with you just a small sneak peek of the upcoming Christmas update. I am very excited to share it with you! What is coming to the game?
COPY AND PASTE ATTRIBUTES
Copying and pasting functionality was the most wanted feature. It allows to copy and paste device attributes. It's very handy when it comes to disable many devices, changing recipes or visuals like edges for many floors at once. It also supports pick element, so it will be possible to pick a device and paste it with all settings preserved.
BLUEPRINTS IMPROVEMENTS
In the upcoming update, you will be able to modify attributes for devices in the Blueprint Designer. It means that you can configure devices, logic blocks and visual style for your blueprints before constructing them!
NEW TOOLS
The new radial menu is coming to the game which will simplify tools selection. There are already a few new tools implemented and more will come in the future.
BALANCE
Together with reworked menus and tools, new balance is coming, which is making the game more challenging. You will be able to spend more resources to unlock later technologies.
Hello, this game is the first one I developed as a newbie a few years ago. Due to being too busy with work, I haven't modified and updated this game for a long time. I'm really sorry. This is the first update to this game. Thank you for playing the game I developed. I wish you a pleasant experience.