A small but significant update has been published!
Fixed crashing on some systems
Made all assets sans code open and easy to modify
Strap in, racers! Cosmic Race: Galactic Showdown is back—more chaotic, strategic, and action-packed than ever!
This updated demo launches with Steam Racing Fest, delivering a turbo-charged blend of arcade-speed racing and cosmic vehicular combat, now enhanced with stunning visuals, smoother gameplay, and a refined player experience.
🔧 Revamped Power System — Randomized power-ups now split into Utility and Weapon abilities, making every race unpredictable.
💥 6 All-New Abilities — 3 Utility + 3 Weapon-based powers to dominate the track.
🛣 New Track — Military Base: SEDNA, full of high-speed corners and chaos.
🚗 3 Playable Cars — Choose your fighter, each with unique design and handling.
🖥 Drastic Graphical Improvements — Sharper visuals, improved lighting, and better effects across the board.
🧠Improved Tutorial UX — Smoother onboarding and clearer guidance for new players.
🛠Revamped Main Menu UI — Cleaner layout, faster navigation.
🔄 Improved Custom Lobby System — Join and manage sessions more easily than ever.
🕹 LAN & Online Multiplayer — Race your friends in custom lobbies, locally or online.
Whether you fly, smash, or swap your way to the finish—this is racing, redefined.
🎮 Download the demo now and take your shot at becoming the next Galactic Champion!
We want to extend our deepest gratitude to all the incredible testers who helped us refine and improve Cosmic Race: Galactic Showdown. Your dedication, feedback, and passion were invaluable in shaping this updated demo. Thank you for helping us make the chaos even better!
For all the latest news, updates, and behind-the-scenes glimpses, be sure to follow us on our social channels! We're constantly sharing new content and engaging with our community.
We’re still slowly working on Octopus City Blues. Since the beginning of the year, key team members were unavailable for extended periods of time. This made it very difficult to plan effectively. One of the reasons I struggled to write an update was because I wanted to have more clarity about their availability, something that didn’t happen until last month.
This project has been in development for over 12 years, and much has changed in everyone’s lives since then. I’m lucky to still be working with a supportive and passionate team of people. At the same time, each of us had to deal with a myriad of personal problems and unfortunate circumstances.
At the beginning of 2022, I managed to secure funding that allowed me to work full-time on OCB (doing most things that aren't art or music). I initially came up with a two-year budget plan that was eventually stretched over three years. You can read more about that in last year’s June update. By early 2025, the part of the budget set aside for me was used up, and I was also contributing less frequently because my work is dependent on the rest of the team.
One way to deal with that dependency is to get additional help, and indeed we recruited an additional artist last year. Unfortunately they were not available during the first half of 2025 and it was unclear if I needed to look for someone else. At the same time, I had to find a part-time job to pay the bills and secure additional funding. Job hunting took quite a lot of time and energy, but in the end I managed to find one that still allows me to work on Octopus City Blues.
Everyone on the team is currently available again, and we’ve finished quite a few areas and scenes since the last update. As I don’t have the time or budget to get additional people to help at the moment, I came up with a new plan that’s as realistic and unambitious as possible, with a release date in Q2 2026. This is meant to take into account the team's erratic availability, including the effect of my new job on my own productivity.
I’ve always had a hard time managing this project because the original scope was too naively broad and unrealistic. At the same time, I was never able to make the drastic cuts and simplifications needed to get it out in time. I keep going back and forth between cutting things, struggling to make up for their absence, and spending too much time getting everything just right.
On the other hand, we’ve made significant progress over the past three years in particular. I stopped stressing over deadlines and release dates for the most part, and I know that’s not what some of you want to hear. While I’ll continue to update my plans and do my best to keep everyone focused, I also feel like a passenger on this long and meandering journey.
But I remain optimistic, because I’ve seen all the beautiful things we'd like to keep as a surprise, including some of the world's most elaborately detailed tentacles. We all still love the concepts of Octopus City Blues, and everyone is doing their best to make it a reality.
Thank you so much for your support! It means the world to us. Thanks to those of you who wrote comments or requested an update too.
1.39.4 (July 31)
Re-enabled Enforcer Anti-Cheat.
1.39.3 (July 28)
Temporarily disabled Enforcer Anti-Cheat while we work out some issues. Thanks for your patience!
1.39.2 (July 28)
Fixed a bug which was occasionally causing players to be unable to damage each other. The Unsecure match icon is now white, in order to better differentiate it from password protected matches.
You can now create Unsecure private matches on Windows. This is to allow friends to more easily play together when they are on a mix of supported and unsupported platforms.
1.39.1 (July 27)
Made tweaks to the Anti-Cheat.
1.39.0 (July 27)
Added Anti-Cheat.
Changed the way ground detection works for the player to make parkour more reliable. Jumps that would previously require you to rotate yourself 45 degrees to perform can now be performed looking straight-on.
New patch is out
Added more quests
Added new NPC bard
Added display of active quests to the mainframe
Fixed a bug with the spawning of the player
Extended the castle further
Enabled a new loot gear type, boots
Updated the Lobby
Several miscellaneous improvements.
Today, we have a small update with fixes and improvements:
- Another location in the café where you could get stuck by bringing the wrong order has been fixed.
- Animations have been added for one of the guests to more accurately show that the order was correct and everything was fine.
- Added missing collisions for some objects in the cafe and trailer park.
- Improved Russian translation.
What's in the works:
- Achievements will be added soon.
- High-quality Chinese translation (we are still waiting for it from our friends, as soon as it is implemented in the game, I will write a separate post).
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And some exciting news - we've surpassed 1,000 sales!
Thank you all so much for your words of support and feedback about the game!
I am very grateful to all of you! Have a great week and see you soon!
- Denis