As more and more players get stuck into Stampede: Racing Royale and look for ways to be the very fastest on track, we’ve been having more community discussions around karts, and their performance stats. These are the numbers you see when selecting karts from the Garage menu!
We wanted to go under the hood on this one and share some extra info on what the kart performance stats mean, as well as some general insight into how we design and optimise the performance for Stampede karts.
Kart performance stats in Stampede: Racing Royale
Kart performance is designed to be simple and easy for players to follow, but also to be thoroughly balanced, and give players options that have genuine value.
Players will also have different styles and preferences for driving, which will suit them better to different karts, so our team aims to accommodate that with different kart handling styles.
Maps also play a factor here – our maps are purposely varied in design, so that some are suited better to a Light, Standard, or Heavy kart.
Let’s look at the five performance stats that every kart has, confirming what each of them represents. Most of this will not come as a surprise, but there’s some interesting detail in there too!
SPEED – The higher this number, the higher the top speed the kart can reach, when not boosting
ACCELERATION – The higher this number, the faster the kart will gain speed from a standing start, or from low speeds, without boosting
DRIFT – This stat dictates how fast the kart can go whilst drifting, as well as how strong the boost effect is after you’ve finished a drift
WEIGHT – The higher this number, the more that other stats such as Acceleration and Handling are negatively affected. It also affects the amount of inertia the kart can have, and how long it is affected for when struck by a power-up or hazard
HANDLING – The higher this number, the faster a kart is able to change direction and generally grip to the track
Every kart has a unique combination of these five performance stats, which can also be improved as you progress through Kart Mastery trees and unlock perks - like this one for the Behemoth Bruiser:
How are performance stats decided for each kart?
Before a kart is added to the live game, thorough testing and balancing is carried out, racing the kart across a wider variety of tracks to ensure it not only feels fun to drive, but also feels different to the other karts.
As you’d expect, the larger karts in Stampede tend to have higher Weight stats, whilst smaller karts are lower on Weight, but higher on Handling and Acceleration. Once the look of a kart is designed, our handling team create a performance setup for it that generally reflects what you’d expect a real-life equivalent to feel like. From there, it’s tweaked and optimised to give it a unique feel for players to check out.
Our team are always tracking feedback and data around kart performance to help us understand if tweaks should be made to existing karts, and to inform plans if any additional karts are being cooked up for a future update. We hope this breakdown on kart performance is useful, and look forward to reading more on how you’re mastering each kart in Stampede: Racing Royale!
Hello, hunters! We would like to congratulate you on the upcoming holidays, and for some on the holidays that have already come.
Thank you for staying with us for so long!
Thank you for believing in us!
Thank you for appreciating our work, as well as helping to improve and develop the game!
Despite the fact that this year was difficult, we tried to bring a lot of innovations to the game, get rid of a lot of mistakes and improve various aspects of the gameplay.
If you imagine that the new year is a blank sheet of paper, then we wish you to fill this sheet with only bright, happy and kind stories! And we, in turn, will try to make sure that one of your vivid stories is about Ghost Exile!
Let's finish with the lyrics and start talking about the update.:
Trials of the Five Keys
The first trial:
Help Billy the snowman find his younger brothers.
Billy's brothers have scattered all over the village, but Billy is the main snowman and cannot leave his post. Help Billy find his lost brothers. Wait, why are they yellow...
The second trial:
Return the gifts!
Evil ghostly souls stole gifts from the villagers and took them to their places of residence. Take the order, get rid of the ghost and collect the gifts.
The third trial:
Hit the target!
The owner of the shooting range has pocketed the key, he will give it back only on condition that you win three times in his shooting range.
The fourth trial:
Ледовая трасса!
One of the keys is located in a rather dangerous place - the ice track. Complete the ice track and return the key!
Why does the long button work?..
The fifth trial:
Express delivery!
Santa crashed in the village and cannot deliver gifts, but the villagers have a gift cannon, and Santa is able to teleport houses to which gifts need to be delivered for a short time. Unfortunately, magic is unstable and houses don't stand still, so you'll have to work hard to get into the chimney!
New modules and something about consumables
The army has developed several new modules for the PDA to maintain the stable operation of hunters and for their additional safety.
The "Camera" module
The module has two levels of improvements, with the first one you can use your PDA to view cameras in the house, and the second level allows you to rotate the camera if it is on a tripod.
The "Fuses" module
A module that provides you with a set of different fuses for all occasions. With this module, you don't have to look for fuses all over the house. However, the price is quite high due to the number of fuses for different models of electrical panels.
Consumables such as pills, incense, crosses, and more are now consumed. What you've drunk, eaten, burned won't come back to you, you'll have to get a new one. (Namely Crucifixion, Incense, Sedative, Urn with Incense)
Ghost Events
The ghost event system, or simply the screamers, has undergone changes. Some of the old screamers have been redesigned or updated, and a number of new events have been added that you should find out about yourself. This is just the beginning of work on the ghost event system, so there's more to come in the future...
Greenwood Street
The next one under the restyle rink was the "House on Greenwood St." map. It partially retained the usual layout, but acquired various through passages and abbreviations in favor of innovations with hunting.
New Thermometer supplier
The thermometer now looks completely different - a new model.
What has been fixed
- Fixed a bug where the task "Detect motion using a motion sensor" was not counted when the motion sensor signal was orange.
- Fixed a bug where the passport might not appear on the "House on River st" map
- Fixed a bug where it was impossible to draw a seal in the "Storage room" on the "Krampus House" map
- Fixed a bug where the sofa wouldn't let you pass on the Dwarf Lake rd map
- Fixed the issue when the mirror(favorite item) It was impossible to lift in some places
- Fixed a bug when pressed against the far wall in the "Master Bedroom" on the "House on Tremont st" map, the ghost could not reach the hunter during the hunt
- Fixed an error in the room name "Living room" on map "House on 9 Street"
- Added the glow of the rope of the attic on the map "House on Central St." to make it easier to understand that it opens
- Fixed a bug where when hunting "Curse of Sanpaku" you could press Tab and the ghost could not turn your look away
Today, we're excited to share two major updates: the introduction of double trailers and a complete overhaul of the control settings. Let’s dive into what’s new!
Double Trailers in Truck World: Australia!
The first implementation features a double dump trailer, consisting of two trailers connected by a standard hitch. Want to use it as a single trailer? Go ahead. But the real magic happens when you hook up both trailers!
This means more work for you, but here’s how it goes: Attach the first trailer, exit the cab, connect the hoses, and lift the landing gear. Repeat the same process with the second trailer. Now your road train is ready to hit the highway!
But remember, mastering double trailers requires skill. Taking turns is trickier since your tail always cuts inward. Plan your maneuvers carefully and leave extra space.
For easier maneuvering, you can park the trailers separately. Just lift the landing gear, disconnect the cables, and open the hitch on the second trailer. Park the first, then repeat the process for the second.
Revamped Control Settings
We’ve completely reworked the control system to make it as convenient and flexible as possible. Now the game automatically detects most popular steering wheels and gamepads. In most cases, you won’t need to configure anything—just plug in and hit the road!
But if you want to fine-tune everything to your preferences, we’ve created an intuitive setup wizard. It will guide you through the entire process step by step:
Choose Your Control Scheme:
Configuring the gearbox—choose between automatic, semi-automatic, or manual.
If you pick manual, you can also decide whether to use a clutch or not.
Advanced Configuration:
Adjust every axis and button in detail. Set inversions, dead zones, or calibrate controls exactly to your preferences.
Force Feedback Customization:
We’ve added a force feedback adjustment option. Since force feedback can vary widely across different wheels, you can now fine-tune it for the most comfortable and realistic driving experience.
Stay Tuned! This is just the beginning! We’re actively preparing for the upcoming demo, and there’s much more to come. Follow us on social media to stay up to date and make sure you don’t miss a thing. See you on the dusty roads of Australia!
· Fixed the issue where the adventurer's equipment loss caused the save file to freeze. · Fixed the issue where certain heroes doing the quests "Armor Collection" and "Weapon Collection" caused the game to freeze. · Fixed the issue where some languages were missing tasks in the newbie guide. · Fixed the issue where the high-level display in the hero encyclopedia was abnormal in certain languages. · Fixed the issue where the adventurer's adventure information could not open the TIP view. · Fixed the issue where the game did not resume from pause after closing the Wisdom Tower.
The year 2024 is coming to a close. It’s been a challenging yet productive year for our team. Despite the hurdles, we’ve made significant progress on the game’s development. While the release is still a way off, we’re steadily moving forward.
Brief summary of the year:
Added a host of new gameplay features, inspired by some games and anime. (You’ll see what we mean on release!)
Began work on a new game level, the Mines, introducing fresh enemies and weapons.
Updated the art style for backgrounds and environments, and improved the lighting.
Introduced new enemies: Shadow Warriors, a Warrior with a Naginata, and Hammerman.
Rewrote the game’s story and lore.
Implemented new mechanics, including a healing system for the protagonist.
Conducted an open playtest and gathered invaluable feedback. Thanks to everyone who participated!
Released a demo built on a new engine, featuring updated mechanics, features, and graphics.
Launched a new game mode called “Fever,” where players must complete the demo within a set time.
Translated the game into English (and we plan to add more languages).
Increased the project’s wishlist count and visibility, thanks to your incredible support and belief in us!
We’re committed to delivering the game as soon as possible. Now, let’s dive into the latest updates.
Level Editor
Creating levels and arenas in Godot wasn’t easy, so we built an in-engine level editor to streamline the process. While it’s still being finalized and tested, we’re already loving it and plan to include it in the release.
We hope to integrate Steam Workshop in the future, allowing you to create and share your own custom campaigns!
New Enemy — “a pudge”
In the Mines, Leon will face a unique new enemy—a ‘pudge’. What does he do? He hooks Leon and pulls him in. What happens next? We’re still testing! Maybe he smacks Leon around. Maybe something more devious.
The name for this character is still under development. Feel free to share your suggestions in the comments!
Leon's New Weapon: The Hammer
Leon’s new weapon in the Mines is a hammer (for those who forgot, he previously used a sword). With the hammer, you can knock enemies into the ground with a jump and smash them like skittles for devastating effects.
We’re considering designing the hammer in the style of a traditional Kanabo (金棒) to fit the Japanese setting. Got ideas? Share them in the comments!
What About the Release?
We’ll be honest.
After reviewing the demo’s results, we realized we weren’t entirely satisfied. While most players enjoyed it, some noted a lack of combat variety by the end. Adding more weapons and enemies could address this, but we want every battle to feel electrifying and leave players craving more.
To achieve this, we’ve reworked the combat system extensively—and we’re thrilled with the results! Development continues step by step, and we hope the release will be SOON™.
We’re excited for what’s to come and will share more updates about the game’s development more frequently.
Wishing you all a fantastic New Year filled with pleasant surprises, warm hugs, and amazing games!
The new database captures a snapshot of over 220 national teams along with their Elo ratings and various attributes in the lead up to the EURO Cup in June 2004.
Notable observations include:
Greece has a significant boost in many attributes, reflecting their historic success in the tournament.
Germany, Brazil, and Argentina shows weaknesses during this period.
The Czech Republic is experiencing a period of “golden generation.”
Other Teams: Latvia, Saint Kitts s, and the Solomon Islands are at their peak.
Gulf Cup Historical Data
Historical records for past winners and hosts of the Gulf Cup from 1970 - 2023 are now available for import.
Historical Names and Flags
An 1800s national flag has been added for Brazil.
Serbia will be displayed as Serbia and Montenegro when the starting year is set to 2003.
Misc.
Adjusted scoreline results.
Benin and Togo have also acquired the special skill "Voodoo".
The world of Midian has existed for already five winters! We can hardly believe it! Can you? We are very inspired that together with you we were able to create an entire world and keep it alive for so many years!
In honor of this, we’ve prepared a small gift for you for the New Year! Click here to participate in the key giveaways, and at the same time get a prediction and learn interesting facts about our game! And if you already have the game, you can always gift the key to your loved ones :)
An icy wind blows from the Thundering Mountain. You’re warming your hands by a bonfire when Hoogin flies back to your camp and starts circling near you. A moment later, the raven unclenches its claws, and a small scroll falls into your palm. Inside you see... the latest issue of "Midian News"! Let's begin!
Mortis Wishes You A Happy New Year!
You’re about to uncork festive ale when you see a sleigh in the distance. Mortis is riding in it. The sleigh stops next to you, and Mortis's voice echoes through the old cemetery, warming your entire body:
The Solstice is already very close, and a new ring will soon lie on the endless axis. I saw how the wine cups fill and empty, how your hand lifts the crown from the mud... Victory… Defeat... It’s all the same...
You saw the cyclical dream of life, and your power is already great, so I wish you knowledge, peace, and rest. In the New Year, great achievements await you and me!
Let's Sum Up The Year! We Can't Believe Our Eyes, But The Numbers Don't Lie...
This year we:
Released Knock on the Coffin Lid (previously in early access)
Announced the release of DLC — Nightmares of Millenis
Released Prologue with a free version of our game (unfortunately, we recently had to shut it due to new Steam rules)
Fixed over 1000 bugs
Released 17 updates (not counting hotfixes)
Gave away over 100 keys to the game
Added 3106 sounds
Broke our own record and received 94% positive reviews on Steam in a month
In addition, we
Reworked Vanadis and completed her story
Added credits with endings that change depending on your actions and lead to unique outcomes
Made a travel log
Made a grand final battle and significantly improved it thanks to your feedback
Added animated avatars to Steam
AND MUCH more! Over this year, we have been on an incredible journey, hardened ourselves, learned to work better as a team, and better understand which development tasks are the main quest and which are the side ones. But our main quest remains the same—to keep making a game that you will like and making it together with you.
How did you spend this year? Share your achievements!
Dressing Up For Holidays Will Be So Much Easier With Book Of Skins!
Our best scribes have locked themselves in the library of the Northern Gate together with the court mage. Day and night, they are working on a new book, written in moon-colored ink on parchment made of monster skin...
This enchanted book exists in a single copy, and very soon you’ll be able to hold it in your hands and leaf through your collection of skins! What skins would you like to see in it? Just... please don't ask ‘Bjorn in a bikini’ (again)!
How To Celebrate Holidays In The Game? With New Loot It’s Elementary!
Soon you'll also come across small gifts in the game. The brewers of Midian have not yet discovered champagne, but soon you’ll be able to celebrate memorable events with Midian moonshine. Although it’s better if you don’t know what it’s made of... By the way, do you recognize the lantern? Maybe you even remember its owner and where they live?
How About Some Chit-Chat?
Andrey aka Innrey, the founder of RedBoon, is here again.
Just like that, 2024 has flown by — our first year with the game in full release, with the precious number 1 at the beginning of each update. It's hard to believe...
After sleepless nights during the release and anxious evenings after the patches, we’ll take a short break for the New Year to wind down a little. We want to spend this time with Dota our loved ones to recover and get inspired. How are you planning to spend the holidays? How was your year?
Mine was crazy but in a good way. Our game has grown to an insane scale, its world has gotten larger, and very bright people have appeared on our team, thanks to whom we were able to seriously take on the rebalancing and porting of Knock.
I’m very glad that through all that time we’re not losing the creative spark and intimacy with which the whole project began. Each of us has space for creativity that others don’t intrude on. Most ideas for new features, characters, and plots are born within our team, during calls. We also discussed ideas for a new game and for a new credits design — everyone has lots of cool ideas to offer, and I'm glad to see how they are being realized and growing.
It's incredible to see how Knock has grown into a whole universe. Just yesterday it was a small prototype, an idea that I discussed with my friends.
Thank you for being with us this year! In 2025, you can expect new game modes, epic battles, dungeons, ancient altars, and much more :)
Okay, NOW the fight system should work when attempting a second time! IF YOU ENCOUNTER TROUBLE: Press esc during play to open the game-menu. Open the "Load Episode" menu and select your current episode and load it again. It should now update existing saves and fix the fight error!