Refract is all about interactive art. We're a Seattle-based independent studio formed from a few of the devs behind award-winning games like Solace, Nitronic Rush, Sowlar and others. We're currently working on a Kickstarted spiritual successor to Nitronic Rush called Distance.Pre-order Distance today to get instant access to behind-the-scenes updates!
Nitronic Rush, precursor to Distance, is one of the games featured in this year’s SGDQ! Summer Games Done Quick is a massive speedrunning marathon that’s streamed live online (non-stop) and all donations go directly to charity.
Join us in cheering on some of the best Nitronic Rush players in the world as they race through Story and Hardcore levels with some special surprises. It starts at 6/26 12:30 AM (PST). Check the schedule below for times converted to your time zone!
This latest update is largely focused on fixing a few bugs while still adding a bit of new content. It includes a preview of an upcoming Adventure Mode level which introduces parkour-style rotation mechanics, a visual upgrade to the jet flame and booster visuals, and a few minor tweaks to gameplay. As always, let us know what you think on the forums!
- Upgraded visuals for car boost and jet flames
- Added ability to slide more when turning while holding the brakes (largely for doing 180° spins in multiplayer)
- Added new loading screen that shows spiked roller obstacle
- Added Realtime Reflection options to graphics settings (might slow performance dramatically but looks sweet)
- Added a preview for an upcoming Adventure Mode level (Grey Matters) which is playable in Sprint and Free Roam
- Added multi-component inspection of Transform component in Level Editor properties
- Slightly improved track generation time
- Updated music in Broken Symmetry
- Dramatically improved how roads are generated so that collision with seemingly random (invisible) road edges is heavily reduced
- Made it so lines are not rendered when taking the screenshot for the preview image of levels saved in the level editor
- Improved text that hovers over multiplayer names so that it uses the camera orientation when choosing a position/rotation for the text
- Raised epsilon in car splitting to improve collision after getting cut
- Fixed bug where loading an Adventure mode level in Free Roam would cause a hang
- Fixed “You are the Host” text width issue in the pause menu
- Fixed an issue where networked cars displayed the jets and booster when the car was supposed to be turning left
- Improved audio transition choppiness in most levels
- Fixed several bugs with music loading (should help with potential freezes during the middle of a level)
Today’s Alpha update features two major inclusions. First up, we’re releasing the level editor to all Alpha players and making the Steam Workshop and Steam Community pages open to everyone. We’re also releasing the first section of Adventure Mode, which is a short story mode where you traverse a broken world as you learn how to use each of the car’s various abilities.
If you’re willing to endure spoilers from the in-progress Adventure mode we’re excited to hear your thoughts, and we’re also incredibly curious to see what levels you create with the editor. To discuss this update’s new tweaks/features with other backers make sure to leave us a comment on the official forum thread.
- Adventure Mode
- A short (currently incomplete) mode that teaches the core abilities of the car while traversing a small story
- Includes four new levels
- Broken Symmetry level playability improved
- Includes v1 of an intro cutscene setting up the world (skippable, with prompts displayed based on the current input device)
- The car cools down whenever driving on a surface
- "Press [back] to reset" displays whenever you’re too far from the track (with [back] based on the current input device)
- Includes new music for many levels in the set
- Added new car intro, outro, and respawn visual effects and SFX
- Added new loading screens that convey a bit of the world’s backstory
- Changed loading screen to pick a random loading image in non-Adventure modes, and a specific in Adventure mode
- Added Workshop creator name to level name displayed main menu, pause menu, and results screen
- Added ability for saws to cut car in half
- Added SFX for hovering and stomping of Virus Dropper Drone
- Completely revamped The Observer Effect level to feature music-synced visuals and an improved color palette
- Reduced light brightness of kill grid
- Added gradient strength to laser cut shaders
- Changed car’s LED rims to display a mysterious logo found in the city
- Updated level Corruption to work better with adjusted car abilities
- "Back and forth saws" updated with new the saw model
- Improved Virus Dropper Drone logic to better handle when a car is in a dying state and when teleporting
- Improved render speed of glass roads
- Optimized how level preview images are handled for the various types of levels
- Improved track discovery (used for Wrong Way text, race position on the track, etc.)
- Added teleports to track generation
- Track can connect back onto itself now if it is facing itself
- Flying rings are now used as part of track discovery
- Track system ignores virus spirit teleports
- The fountain hologram now rotates slowly
- Scaled back the lights a bit on the drones
- Modified text spelling logic (for displaying messages near the car or on level intro) so that timing is consistent for spelling out each message
- My Levels, Community Levels, and Workshop Levels are now organized by color/name in the level select
- Changed some fonts used in the results screen and pause menu (now allowing Studly caps names)
- Only Workshop and Included levels now support Steam Leaderboards (showing an error if you have an unpublished level)
- Colorized creator names in Game Lobby level select drop down (e.g. “(by fzeroman)”)
- Improved handling of Steam Leaderboards so that they’re unique per Workshop creator and level file
- Improved wrong way detection (timer before warning, doesn’t appear when Track section wasn’t properly solved)
- Wrong Way text now takes 1.0 sec of going down a wrong path before displaying
- Changed controls indicator image to immediately change if the latest used device changes
- Removed “Grime” music track from level editor listing
- Added some more visual detail to the skybox
- Added Opposing Forces (Advanced Tutorial) to Speed and Style mode and updated ambient colors
- Added prompt for upgrading out-of-date local documents to our new (improved) system for handling level files
- In the graphics settings Sun Shafts is now by default enabled and Motion Blur is now by default disabled
- Heavily modified Stylized Outlines graphics option to result in a cleaner, more vibrant look
- The Level Editor is now available in the main menu for all players
- Added an Editor Tutorials button in the level editor (on the editor tab) which takes you to a video which explains the basics of getting started in the level editor
- Changed many subsystems to properly handle the difference between levels downloaded via Steam Workshop, locally created levels, levels downloaded manually, and official Refract levels
- Going to and from the Main Menu into the level editor now fades smoother
- Added small arena and short track example levels to help users get started
- Added the ability for the user to restart the level they’re testing in the level editor
- The editor displays an error if trying to load a level that wasn’t found in the level editor file browser
- Clicking on “Level Settings” button will open the Level Settings tab now
- Level Settings now refreshes properly when loading a level
- Levels are now inserted in a sorted manner to the LevelSets, so when adding a new level mid-game it should be ordered properly
- The color picker now won’t close while an input field on it is open
- Clicking outside of the color picker will close it quicker
- The color picker only saves changes to undo when colors are changed
- Verbose text on some of the tools in the level editor toned back a bit
- Steam Workshop Publish/Update button now bases its text off of the typed in name above
- Tab now toggles the property inspector
- Added ability to lock inspection of an object on property inspector
- Improved the level editor file browser by adding a text field and ok/cancel buttons in the bottom
- Added Save As feature to level editor so level paths can be modified
- Fully removed old level editor menus
- Modified how “Open File” works in the level editor
- Now when you click Open in the Editor Tab it pops open a mini file browser to select the file you want to open (instead of relying on the level name)
- Removed the degree symbol from the Rotate90 and Rotate180 tools since it didn’t play well with the tools menu font
- Added Copy/Paste objects tools to the level editor
- Improved numeric input stability
- Added an inspector for all materials on an object
- Property inspector now shows components on child objects
- Added default value to input expression parser
- Added ability to append a track piece to another track piece if a node is selected when creating a new track piece
- Some of the sketchiness in undoing/redoing road operations should be improved (snapping/unsnapping especially)
- Consolidated PulseMaterial and PulseLight component into PulseAll component
- Modified and added new SplineRoad pieces to be more usable in levels
- Added enum inspector support
- Added TeleportExit prefab for only exiting from a teleporter
- Reorganized layout of level editor (editor tab) buttons
- Modified default colors of “Empire”-styled objects created in the level editor
- Flipped the nodes that connect to tracks that you are adding onto in the level editor
- Copying objects in an Official level displays a warning prompt since those objects may be changed without warning
- Improved Library Tab functionality
- Improved organization of folders and objects in the Library
- Library icons are now loaded one frame at a time to avoid a hang when initially opening up the Library
- Fixed several scenarios where menu text wouldn’t display all of the characters in a message
- Reduced frame duration spike on explosion
- Fixed small gaps in car mesh visible in cutscene
- Modified lightning model to avoid z-fighting
- Background darken effect in pause menu should now work at odd aspect ratios
- Fixed bug where if a local leaderboard hadn’t been created yet (e.g. from a DNF) it would break the results screen
- Fixed issue where mode description label height was too small
- Fixed bug where laser cutting would fail during regeneration
- Fixed bug where multiple scrapes could occur in the same place
- Fixed bug where pieces cut off the car could disappear
- Fixed bug where incorrect orientation was calculated for cursor in level editor
- Fixed bug with jet flames on first frame after respawn
- Fixed bug with scrape sparks on first frame after respawn
- Fixed issues with laser raycast failing to hit the car
- Fixed thin tire skidmarks bug
- Sparks fade out after death and finishing the race now
- Fixed bugs with sounds not playing due to insufficient number of channels available
- Fixed major bug with visual music syncing system so that when a song repeats the visuals stay in sync
- Fixed UV mapping on collision mesh for EmpireTunnelEnd
- Fixed issue where Sun Shafts graphics option wouldn’t save out properly
- Fixed bug where if an invalid song index was chosen nothing would play (now wind plays as a default “music” track)
- Fixed bug with opening old level version creating multiple car spawners
- Fixed bug where time would be frozen when transitioning from the pause menu in the level editor to the main menu
- Fixed issues with road meshes not being updated during certain actions like adding them and snapping them
- Adventure Mode
After releasing last week’s update we wanted to fix some various issues regarding bounciness of the car, flight sensitivity, and some other small issues. While we were at it we also were able to add some new features such as a “Smooth Landing” points multiplier, improved physics with rotating obstacles, the jump button now handles both jumping and flying cases, etc.
As usual we’re looking for feedback on all of the changes so let us know what you think on the forum!
- Added Flight Sensitivity slider to the controls menu which modifies flight pitch/yaw
- The Jump button now also triggers the wings so that a separate wings button is no longer needed (though it is still supported by default schemes currently)
- Renamed Jump and Wings input actions in the controls menu to “Jump and Wings” and “Wings Only” respectively
- Added “Smooth Landing” feature to stunt system (where an eV multiplier is added if a trick was landed smoothly)
- Added support for friction on moving objects for wheels
- Improved physics behavior for rotating obstacles (saws and rollers) so that they behave more “realistically” in terms of tossing or destroying the car
- Added huge saw to Dark Goals
- Jumping has been reverted to a mode where jump height doesn’t vary with how long the jump button was pressed
- Increased minimum impact speed required for driving/flying deaths
- Car wheel images now are true to the image color and aren’t affected by car glow color (therefore more visible)
- Adjusted point amounts for certain tricks
- Changed the color of the road hop to be a brighter yellow
- Added a teleporter visual to the racing modes’ end zone
- Tweaked the building physics material a slight bit (made it less bouncy)
- Set “Full” Anisotropic Filtering in the graphics options as the default setting
- Updated the Free Roam set so that stunt-type levels are first in the set
Level Editor Features
- Added tool to move car spawner to start zone
- Added teleporters to the Library for placement in levels
- Move Gizmo planes disable themselves at sharp angles now (to help prevent moving objects out very far when the planes are near parallel with the camera)
- Fixed issue where car turning sensitivity as modified by speed was affecting flight pitch/yaw (now modifiable in the controls menu separately)
- Fixed bug where after changing colors in the Customization menu, pressing Esc, cancelling the message box warning about not applying changes, and hitting Apply no button would be selected
- Fixed bug where saturation/brightness edit square wasn’t changing color as hue slider changed
- Fixed issues with small size of Q/LT and E/RT text in color customization menu
- Fixed bug where menu text would wrap or break if resolution was changed in the graphics options
- Fixed issue where after landing the car from performing a trick or flying the impact could be uncontrollably bouncy
- Fixed issues where menu text width wasn’t properly constrained in some cases
- Fixed issue with direct IP address input (was set to “float-only”, now alphanumeric)
- Fixed bug where on getting a new Steam leaderboard time the “[NEW!]” text was broken
- Fixed bug where the final times presented in Speed and Style mode were potentially incorrect
- Fixed an issue with the level editor gizmos taking drag input when dragging over the new properties menu
- Fixed bug where death cam would still move/rotate if the game was paused
- Fixed bug where offline only modes (i.e. Speed and Style) don’t pop up in the game lobby mode list if was played previously to entering the lobby
- Fixed bug where Reverse Tag bubble would cause issues when colliding with the car’s camera
- Fixed bug where setting Horizontal or Vertical in the split-screen mode options would function inconsistently
At long last, our latest Alpha update for Distance was just pushed to Steam! As it’s been quite a while since our last update (check out the latest backer updates for more info on development details) we were able to include a good amount of new features and tweaks to the overall game.
This includes things like re-mappable input, two new modes, a complete overhaul of the level editor menus for Founding Modders, new post-process graphics options, earnable medals, Steam Workshop support for Mac and Linux, teleporters, and more. DRM-free builds will be pushed to Humble Store as soon as possible, and check out the details below for all of the major changes!
- Steam Workshop is now also supported fully on Mac and Linux
- Added Master Volume slider to Audio options
- Added Car Dents graphics option for disabling car deformation (improves performance on some computers)
- Added Motion Blur graphics option for full screen and per object motion blur
- Going through checkpoints repairs car dents
- New input system integrated into engine
- Added remappable input to controls menu, customizable per profile
- Save/load/edit control schemes
- Added default control schemes for keyboard, Xbox 360 controller, PS3/PS4 controller, and a few others
- Xbox 360 controllers are now supported with default mappings on Linux and OSX (rumble only supported on Windows)
- Added “boost” ability to Credits where holding boost on any controller speeds up how fast the credits scroll
- Added Challenge mode
- Features short levels without checkpoints where crashing results in the level resetting
- Added Speed and Style mode
- Similar to Sprint mode except that the accrued “points” from landing tricks results are subtracted from the final time to get an even lower time
- Medals have been procedurally generated to match this mode but can also be set manually by the level creator if desired
- Looking for feedback on implementation, not currently supported in multiplayer
- Added medal earning for Sprint, Speed and Style, and Challenge modes
- Bronze, Silver, and Gold medals can be earned on certain tracks as designated by the level creator
- A counter per profile is displayed in the level select menu
- Added level “Thunder Struck” to the Challenge set
- Added level “Broken Symmetry” to the Sprint and Speed and Style sets
- This level is a sample of a new set of race levels we’ve been developing for Beta
- It’s currently the first level in the set, posed to replace the tutorial entirely (more details to come later)
- Added directional arrows to the end of Corruption to help guide players
- Tutorial level info prompts now switch properly between keyboard and Xbox 360 controls on all operating systems
- "Back" text in bottom right corner of menus now switches between icons for keyboard, Xbox 360, or PS3/PS4 controllers depending on which one is being used
- In general the designation of “last used controls device” is better handled
- Clicking on links in the Mac and Linux Steam builds now opens the link within the Steam overlay
- Song used in Tagtastic (known on the forums as Drive) was updated in-game
- Experimental logic was added to saws so that touching them reacts in a more hyper-realistic fashion
- Updated underlying menu system (NGUI) to latest version
- Updated Main Menu colors
- Modified menus to use more appropriate fonts when letter case is needed
- Modified placement of most menus to visually make a bit more sense
- Improved Game Lobby menu to better support 4:3 aspect ratios
- Modified how the car turns as speed increases (turning sensitivity now more accurately matches speed)
- Use debug keys (F1 and F2) to toggle between the old and new steer algorithm for testing
- Increased bounciness of car to help avoid situations in which car doesn’t land on its tires (and make tumbling a bit more natural)
- Modified Reverse Tag mode so that the winner is determined by the first player to reach 3 mins of being tagged
- A timer on each car now counts up to 3 mins, versus how previously the round was 5 mins long and whoever had been “it” the longest was the winner after the time limit was hit
- Modified large camera drone to be semi-destructible by running into it
- After the player crashes/explodes the camera follows the exploded pieces
- Improved visuals of Saws and Roller obstacles
- Car compass in Sprint mode now aims at the track’s end zone (finish line)
- When leaving the track, the car screen brings up an arrow that points you back to the closest track piece
- Improved visibility of the Wrong Way indicator
- Made modifications to level Tagtastic
- Changed many colors and added new buildings and other visual elements
- Added teleporters with sound effects that quickly move your car across a map
- Slightly improved case where pulling out wings while upside down would result in an awkward situation
- Renamed the “Explore” mode to “Free Roam”
- Visuals for level arrows were improved
- Improved flexibility and robustness of the serialization (saving/loading) system
- Fixed bugs where if no audio card is present the game encountered many errors
- (Level Editor) Can no longer scale objects negatively
- (Level Editor) Can no longer modify object’s children transforms in properties
- (Level Editor) Car spawner is now fully rendered properly
- (Level Editor) Mouse up doesn’t register after mouse drag now fixing a bug where the cursor would move unexpectedly or selection would occur unexpectedly
- (Level Editor) Now properly releasing the memory of icon textures fixing a memory leak
Level Editor Features
- Added support for generating and saving out Speed and Style medal times
- Converted menus to use NGUI instead of Unity’s built-in GUI
- Includes Editor, Tools, Objects, Hierarchy, Layers, and Properties menus
- Renamed menus to be more clear
- Objects is now Library and Hierarchy is now Level Objects
- Added a customizable tab system for handling the new menus
- Tabs can be docked on the right and left sides of the screen
- Tabs can be moved freely from the side docking panels either creating a window in the center or docking to the other side
- Window layout is automatically saved/loaded
- Added tooltips over each tab explaining what the items in the tab are used for
- Added tooltips over the tool buttons in the Tools tab explaining what each tool does and displaying its hotkey if one exists
- Added a new color picker window for editing colors in the new properties tab
- Added a search feature to properties to find specific values
- Can toggle old and new menus with F8 on the keyboard
- Added support for simple mathematical expressions in number input fields (example: “1/3” resolves to 0.3333)
- Updated Control Scheme B to be more similar to Maya/Unity controls
- Now by default the first time the editor is used it starts with Control Scheme B
- Pause menu in play mode now has a button to return to the editor
- Helpful text was added near the return to the editor button reminding that the editor can be toggled with “~”
- When creating a new level a default level is loaded with a car spawner and laser grid already placed
- Car spawner is now a placeable/removable object
- Added a temporary tool to fix saw scales since the saws may be huge in older level files
If you’re an Alpha backer let us know what you think on the forum! http://survivethedistance.com/forums/viewtopic.php?f=14&t=605
Happy Valentine’s Day everyone! No matter what your plans are for today we hope that you (much like the car above) are having a great day!
As a small gift from Refract to everyone, our artists Laura and Eddie created some very special Valentine’s Day cards to share with your loved ones. We hope you enjoy!!
Download the whole set: Distance Valentine’s Day Cards (9.42 MB)
We hope that you’re having a great start to 2014! We’ve been cranking away as usual on Distance over the past few months, and at long last we’re ready to reveal a peek into our latest developments!
After 10 months of only releasing media updates about Distance to backers, we’ve decided to give the public a window into some of the experiments we’ve been creating. This gameplay video highlights some of the protptypes we’ve been developing with assistance from our backers such as music-based visuals, a new stomper drone obstacle, soccer mode, teleporters, and more!
We’ll continue to plug away at Distance until we feel ready to ship the Beta, which will initially be released to backers. If you want to get in on the action get instant access to the latest updates featuring behind-the-scenes development screenshots, early soundtrack previews, and more, you can pre-order Distance’s Beta via Humble Store on our website:
Learn more: http://survivethedistance.com
Distance is currently planned for Windows, Mac, and Linux (via Steam and DRM-free). The release date is “when it’s ready”.
If you’re a backer, make sure to check out the full update on Kickstarter or on the forums!
(here’s a blast from the past, posted exactly one year ago today)
Happy Thanksgiving to anyone celebrating this weekend! We’re incredibly thankful for the support we’ve received over the past year since starting Refract, and we work hard everyday fueled by encouragement from backers, fans, other devs, our families, and friends.
Play Distance with the Devs!
If you’re an Alpha backer and you’d like to take us on in an online match, here’s your chance. This Friday (11/29) at 2pm PST (click the link for your local time) we’ll be hosting a couple online matches to test the updated networking code with anyone interested. Simply open up Distance and join one of the listed servers in the server browser to join. We hope to see you then!
Minor Update to Distance Alpha
Unity was able to release an update that resolved some performance issues they accidentally introduced in a previous version. As a result we posted a minor update to Distance Alpha today (build 2318) to sync up the game with the latest version of Unity and help with the performance issues.
- Fixed performance issues in the Windows build caused by a bug in Unity 4.2.2. This also brought back spotlights which were broken in build 2316.
- Removed animated screens in Continuum and The Observer Effect since they were expensive performance-wise and didn’t bring much visual value to the levels.
- Fixed an issue with the level editor hierarchy search keeping focus after selecting an object in the hierarchy view.
Update: Due to bugs with the latest build of Unity we reverted some of our code to improve performance on Windows. If you experienced poor performance from build 2315, launching Distance again from Steam (now build 2316) may result in faster performance.
The latest build of Distance Alpha (build 2316) was just released via Steam! After more testing we’ll be sending the DRM-Free builds to Humble Store in the near future. In short this update includes support for sharing levels via Steam Workshop, a new darker-themed level with new music and obstacles, potentially improved networking stability, the start of a new input system, and more!
- Added v1 of Steam Workshop integration for publishing and downloading Community Levels. At the moment this is only available in the Windows Steam build. Mac and Linux integration is in development. You can read more about this functionality here: http://survivethedistance.com/alpha/workshop.html
- Added new level Corruption (shown above) which features new music, new moving obstacles, and new art assets.
- Theoretically improved networking stability and smoothness of other player’s cars during online matches.
- Added new worker drones to a few levels.
- Added new dropper drones to the level editor which attack the player by attempting to create an obstacle in their path.
- Dimmed brightness on laser sparks.
- Added new idle screensaver that displays on the car when not moving for a while.
- Added underlying technology for MIDI-based syncing of visuals to background music. Currently a very early example can be found in Kyle’s Workshop level “Purple Flave”.
- Added technology for a new input system which currently supports the keyboard, Xbox 360 controller, PS4 controller, Gravis Gamepad Pro, and MLG PS3 Controller. Other controllers may work but will most likely have incorrect mappings. The Controls Options now displays the current key/button configuration. Menus for re-mappable controls are in development.
- When selecting input devices in split-screen profile selection, the menu detects which device is active when assigning a profile to it.
- Added a low pass effect that muffles global audio after a car explodes.
- Decreased vertical font spacing for trick text for help it read more cleanly.
- Upon doing a trick the car’s cooldown amount is now dependent on how much eV was generated by landing the trick.
- Modified backlight overheat/cooldown visuals to better indicate how much cooldown was earned for each trick.
- Changed backlight default color to be grey instead of red.
- Added Film Grain as a camera image effect in the Graphics options.
- Enabled switching between players with spectator camera at the end of a race (check the Controls Options for the specific key/button).
- Splattering (smashable) eggs were added as a level editor object
- The color picker in the level editor now supports Hex colors as an input option aside from RGBA.
- Added “horn” experiment to cars. Holding the horn button shorter or longer changes the sound (check the Controls Options for the specific key/button).
- Better tied how important a shadow caster is to how high your graphics settings are set (somewhat of a performance improvement).
- Improved the overall visuals of spotlights.
- Added wider bloom for certain lens flares.
- Made message panel 80% smaller and included transparent backgrounds for unclicked buttons.
- Fixed a problem with text fields keeping extra character on disable. This caused issues when moving over the password field and * characters would remain in the field on OSX.
- Fixed a bug in the splash screens where it would start with Halloween music and then eventually transition to the main menu music.
- Fixed a bug in the level editor where an object’s materials would break leading to very strange looking textures/colors
- Fixed an issue with level save/load when handling certain materials
- Fixed transparency issues with level editor icons
As usual this build is available only to Alpha backers from Kickstarter/Paypal. Enjoy and let us know what you think of the changes on the forum!
Happy Halloween! Today we’re releasing a surprise Distance mini-update for Alpha backers (build 2151). It’s only available via Steam, and it’ll only be downloadable throughout the Halloween weekend.
- Updated the visuals and music of the main menu to be Halloween-themed (new music, added steam particles, jack-o-laterns, changed fog and environment colors, etc.)
- Added procedural generation of smashable pumpkins to every level that features roads
- Smashed pumpkin count is displayed at the end of every mode
- Added functionality that syncs auto-generated pumpkins across networked play
- Added a test Steam achievement for getting all pumpkins in a level (will eventually be removed since it won’t be accessable by players down the road)
- Other misc. holiday decorations added (projected jack-o-latern faces, spider webs, ambient audio, etc.)
- Included new soccer level: Momenta
- Soccer mode cars now include a new bulldozer-like blade that helps to maneuver the soccer ball around the court
- Soccer goals were redesigned to use side shields to funnel the soccer ball towards the goal, as well as being visually redesigned
- Scoring a goal in soccer mode now triggers celebratory audio and fireworks that shoot up from behind the goal
- Right bumper now functions as boost when in Advanced Controls mode
- Fixed bug in the level editor with center points going into the editor from playmode
- Break apart logic (i.e. running into a lamp post that breaks apart) creates the broken pieces at the beginning of the level instead of when it explodes to help with performance
- Collision mesh for start zone fixed to not allow cars to drive above the spawn position
As usual this build is available only to Alpha backers from Kickstarter/Paypal. Enjoy and let us know what you think of the changes on the forum!