Yup, it's been 3 years, and pretty much minimal updates for the game since then. But that doesn't mean the anniversary shouldn't be celebrated! After all, the PalmRide franchise is still in development, with our newest installment that's gonna be released next year, PalmRide: Aft
Yup, it's been 3 years, and pretty much minimal updates for the game since then.
But that doesn't mean the anniversary shouldn't be celebrated! After all, the PalmRide franchise is still in development, with our newest installment that's gonna be released next year, PalmRide: After Flight.
This being said, PalmRide will be on a 60% discount September 16-22. This will be the highest discount of the game so far, and probably the highest discount the game will ever have.
Also, we'll organize another giveaway on our Discord server giving away 10 PalmRide keys this time, so make sure to join our community!
Enjoy unique designs by ✨ SilviuShader ✨(actually, most of them are just PalmRide achievement icons, slightly modified, but ehh).
There is also a 25% discount if you buy merch before 1st of July!
That's about it for this PalmRide update.
If you haven't already, please head over to PalmRide: After Flight, the spiritual successor of this game, and give it a wishlist & follow. The game is turning out surprisingly well actually (even though the Steam page of the game is a bit outdated... something to be taken care of).
Now PalmRide: After Flight finally has a Steam page ! And a trailer! Please make sure to wishlist and follow it on Steam: And then wait for me to actually finish making this game! Working on the demo! And then the full game! Exciting times! That's it for now, keep an eye out for
Now PalmRide: After Flight finally has a Steam page!
A few days ago I asked you to vote the name of the new game on Discord. The results are in, and it seems that PalmRide: After Flight is the winner! One option very close in terms of votes was Vecter: Retro Horizon which would've been a really interesting choice. If that was chose
A few days ago I asked you to vote the name of the new game on Discord. The results are in, and it seems that PalmRide: After Flight is the winner!
One option very close in terms of votes was Vecter: Retro Horizon which would've been a really interesting choice. If that was chosen, I guess I would've been responsible for the future of the Vecter franchise.
Now that PalmRide: After Flight was chosen, I am still responsible for the PalmRide franchise. Which is a good thing because it allows for more flexibility in terms of lore and how the world of the game behaves.
That's it, great victory! I want to thank everyone who voted on the polls for the name! Now that the name was settled, I will begin working on the Steam page of the game!
In the previous post I talked about a new game that I am currently working on codename "StarRide". Here's a short video with how the game currently looks: I'm preparing to make a Steam page for that game, so I need to settle on a name. There is a poll on the Discord server where
In the previous post I talked about a new game that I am currently working on codename "StarRide".
I'm preparing to make a Steam page for that game, so I need to settle on a name.
There is a poll on the Discord server where I suggested multiple options for the name of the game. It would help me a lot if you voted your favorite options! Or suggest any name that you think would be suitable.
Firstly, I would like to thank everyone for staying with us during the past couple of years. It's almost Christmas and PalmRide has been on Steam for mor than two years now (Now you got the chance to get that Christmas achivement). For me personally, 2023 has been quite an intere
Firstly, I would like to thank everyone for staying with us during the past couple of years. It's almost Christmas and PalmRide has been on Steam for mor than two years now (Now you got the chance to get that Christmas achivement).
For me personally, 2023 has been quite an interesting year in terms of game development. No update was made to PalmRide and no new game was released, BUT I can't underestimate the journey I went though this year as a game developer.
This 1-minute video summarizes the gamedev projects that I have worked on in 2023 (mostly stuff for college, remember that I'm a masters student):
Besides gamedev/ programing, I also changed a lot as a person in 2023, from adopting a more "grinder" mindset to discovering more philosophical concepts and learning more about Christianity. Anyway, this is not what the post is about, these things can be discussed on the Discord server.
You may remember The Galaxy Rider, the Crazy Taxi-like synthwave space game which I officially announced back in 2022 and created a Steam page for in 2023. Since the page was created, both my interest in the game but also community's interest started to fade away, so, during October I announced on Discord that I will stop working on that game for a while and instead focus on creating an experience that resembles PalmRide more.
The choice to postpone The Galaxy Rider was amplified by the fact that I struggled a lot with the spaceship movement, world generation and overall, I couldn't make the game fun. Until these problems are solved as I get better at game development, the game will remain postponed.
I then started prototyping with a retro Synthwave Star Fox-like game and I found myself quite enjoying it. I ditched Unity in favour of Raylib + EnTT and so far I'm enjoying this minimalistic way of making games. That drive I had when making PalmRide pretty much disappeared after the game had been released, and although I tried making games in the meantime, it kinda felt soulless in a way. This is how the things have been until I started this new game that I'm talking about.
Let's call this new game "StarRide" for a moment, as it currently don't have an official name. This is how the game looks like at the time of writing this post:
It's not much (but it's honest work hahahahaha using antique memes), but this features movement, world and biomes generation, path generation, path following, enemy systems, shooting systems, health systems and a few custom shaders for making the game look retro. This prototype was started in October, and now in December it's in a pretty decent state considering that I didn't work full time on this.
If things work out good, I might release the Steam page for this game during January or February 2024. Again, the name of the game was not set, so if you want, you might give me a name suggestion on the Discord server.
When I switched from Unity to Raylib + EnTT, I realized something: I'm bad at making games using game engines lol. The thing is, I'm much better at implementing my own functionalities into a game rather than modifying existing ones to suit my needs. I don't want to say that engines are bad, they aren't, it's just that I am more comfortable with implementing functionalities from scratch.
That being said, I may pick up again The Galaxy Rider in the future, but implement it without a high-level game engine, and instead use frameworks such as Raylib or MonoGame instead.
I now realize that I turned this Merry Christmas message intro an announcement/ devlog/ story post, but whatever... the more content, the better, right?
I want to again wish you Merry Christmas along with family and friends, and let's enjoy some games & synths in 2024!
During October 2 - 9, PalmRide will be on a 24% discount!!! In simple terms, this means more game for less money. Unfortunately, I've been really busy during the past couple of months and couldn't celebrate PalmRide's anniversary properly! This discount can be treated as my apolo
During October 2 - 9, PalmRide will be on a 24% discount!!! In simple terms, this means more game for less money.
Unfortunately, I've been really busy during the past couple of months and couldn't celebrate PalmRide's anniversary properly! This discount can be treated as my apology for this! Don't worry, the game will be PROPERLY celebrated next year.
So yeah, enjoy cheaper endless runner s y n t h w a v e retro pixel driving game.
About one year ago I ( SilviuShader ) wrote a post about the development timeline of PalmRide , and the announcement of our upcoming game, The Galaxy Rider. For those who don't remember, The Galaxy Rider is a space game where you are a space taxi driver who takes people from one
About one year ago I (SilviuShader) wrote a post about the development timeline of PalmRide, and the announcement of our upcoming game, The Galaxy Rider.
For those who don't remember, The Galaxy Rider is a space game where you are a space taxi driver who takes people from one planet to another.
Since that post, I think the game was started all over again from scratch about 3 times..... I know.... but now it's finally on the right path and it's got a Steam page.
The first times, the game design objectives weren't so clear, and the implementation of the game we started was too complex for us to maintain, so the architecture of the game was pretty much replaced.
As for the game design objectives, we now have a much clear picture of what the game is going to end up being (aka we are copying Crazy Taxi and slapping a Synthwave skin on top).
As you can already tell, this post ain't about PalmRide, it's about The Galaxy Rider.
Here are some screenshots with the game:
Woo, a game!
A space game wow!
Driving underwater, nice!
As you can see from the screenshots, the game is still very early and it will take a while until we actually make it look good, but the Steam page is still one step closer to release.
Steam Deck Native Port It'ssssssssssss here! The game should now work properly on Linux, and of course, THE STEAM DECK! You may be saying "Why did you port it? Didn't you say that you have no desire to work on the game anymore?". That is true, but in the meantime, I started being
Steam Deck Native Port
It'ssssssssssss here!
The game should now work properly on Linux, and of course, THE STEAM DECK!
You may be saying "Why did you port it? Didn't you say that you have no desire to work on the game anymore?". That is true, but in the meantime, I started being a full-time indie developer, which forced me to make some decisions. I decided that I would continue working on PalmRide just so I can get it in a more "final" state.
So yeah, enjoy PalmRide on the Steam Deck and any other Linux device. :)
!!!! It doesn't work with Proton, you need to force it to use the native game!!!
Dev.Play
For those who don't know, Dev.Play is an Eastern European conference where game developers meet, attend workshops and talk to publishers.
This year, the event takes place in Bucharest, so if you come, there is a good chance we'll meet.
The game is now on a 50% discount due to Dev.Play, and it is also featured on the Dev.Play sale page (you should see it on the front page of Steam). This 50% discount will last a week.
Clujotronic
Clujotronic? Ja! Clujotronic? Ja!
A few weeks ago, I attended Clujotronic, where PalmRide was showcased on a computer. I am thankful to everyone who played and liked the game @ Clujotronic, it was nice meeting you, guys!
(please ignore the typo, the sign should've said "PalmRide" instead of "Palm Ride")
The last PalmRide update is pretty minor. Changes: Cloud Saves probably work now. Migrated the project to .NET 6 instead of .NET Core 3.1 (this shouldn't impact the game much, but if it does reveal bugs, please let me know) Upgraded the external dependencies that PalmRide relies
The last PalmRide update is pretty minor.
Changes:
Cloud Saves probably work now.
Migrated the project to .NET 6 instead of .NET Core 3.1 (this shouldn't impact the game much, but if it does reveal bugs, please let me know)
Upgraded the external dependencies that PalmRide relies on (MonoGame, NAudio, Spectrogram, Discord SDK, Steamworks API)
Fixed bug where you couldn't change the name of the player unless you explicitly clicked on the text box.
The beginning When I was 20, I had a college course called Object-Oriented Programming for which we had to make an application using C++. I made a small pseudo-3D game which I liked. I knew I wanted to make an Out Run -like game with Outrun aesthetics. So I started working on Pal
The beginning
When I was 20, I had a college course called Object-Oriented Programming for which we had to make an application using C++. I made a small pseudo-3D game which I liked. I knew I wanted to make an Out Run-like game with Outrun aesthetics. So I started working on PalmRide with my friend COVALENT. After the summer of 2020, most of the mechanics of the game were already in place.
The art was 100% done by myself. It wasn't terrible, but it wasn't great either. A guy saw one of my reddit posts where I would showcase the game, and he offered to redesign the car of the player. I accepted his proposal, and I let him redesign that car. The result was astonishing. I was so impressed that I proposed him to redraw all the assets of the game. At that time, only the city (Shinjitsu) game map was done, so he redrew those assets. When he was done with that, we released the demo of the game which received quite some positive feedback among the people who played it. The guy I'm talking about is Renegade_John.
Until that point, the development of the game was not fast, but at least it was slow and steady. In March of 2021, the development would almost stop for various reasons. I was not only overwhelmed by the college assignments I had to do, but I was also depressed about some personal troubles. At that time, we were in the middle of the pandemic. Not leaving the house for a year had a very negative impact on me, and accentuated my depression. I was almost miserable. Working on PalmRide was the last thing I was thinking about. COVALENT couldn't work on the game much either. College kept him busy too. Not only that, but he was fighting with his own personal troubles too. Regarding Renegade_John, he just got a job at a game studio as an artist, so he had less time to work on PalmRide. Not only that, but he didn't feel that confident working on a game with pixel art graphics, as that was not really his art style.
The game had to be released, so I pushed myself hard to finish the game in June 2021, as I had successfully passed all my exams. I talked to Renegade_John and he agreed that he would create the remaining assets for the game in the following weeks, and so he did. After that, only me and COVALENT were left to finish the game. I was still depressed at that time, so initially I didn't code that much. I pushed hard during August and September, right before the launch. Luckily, the depression started going away before launching the game (as a side note: I recommend the book The Subtle Art of Not Giving a F for situations like these. Reading philosophy books also helps combat depression, but better off consult a specialist).
One week before launching the game, and the game was missing only one important piece. That piece was the song for the beach (Ocean Drive) game map. COVALENT started working on it pretty much when we started development, but he couldn't get it to sound right no matter how hard he tried. He was now rushed to finish it so we could ship the game. What ended up happening was that he completely threw away the existing song he was working on, and started a brand new one. He stayed up all night just so he could finish the new song. The new song is the one currently in the game.
The launch
It's September 16 2021, PalmRide gets launched. During the launch what I mostly did was share the game with Discord/ Reddit/ Facebook/ Twitter/ Instagram.... basically every social media platform possible. I had my posts already prepared in a Google Doc, all I had to do was post them, but still it took some time. Luckily, my friend Taranasus helped me with some posts. He also showcased PalmRide to the fans of his own game at that time, Vecter.
A few days would go by, the feedback for the game was extremely positive, and the sales were way better than I expected. I am grateful for that. Sure, some people didn't like the game, and their reasons were perfectly valid. I noted both the positive and negative feedback, and I will use it for future games, so I know what works and what doesn't, and how things can be improved.
The game would often crash, or take very much to load. After launch I fixed most of the crashes, and also made the game load faster. When it was initially released, the game had no controller support. A few weeks after release I would buy myself a controller and implement controller support too. We also published Episode 1: Dreadful Diagnosis on the official website of the game short time after. That short little story was written by DabuAlexandru, and polished by COVALENT. Updates were going great, and everyone was happy. People enjoyed the updates that improved the game, and I enjoyed making people happy, and also the Discord engagement we had.
A few weeks would go by and the final year of college would begin. PalmRide updates would slowly cease while I was busier and busier with assignments, deadlines, exams and working on the bachelor's thesis. Eventually, the updates would stop, as I would have less and less free time to work on the game. At that time, the pandemic was still going on, and I can't say I was enjoying that time much.
A few more months would go by and I would start being motivated to work on the game too. The planned updates were: Linux port, Android port, a new game map and more story episodes. I started with the Linux port. I made the game compile for Linux, but that version was still very bad, lacking sound, crashing.... I also saw the codebase of the game for the first time in a few months and I was horrified of how bad the code was. I had no desire to continue working on that codebase so I stopped.
I few month would go by again, and I would start adding the new game map. Again, I realized that I had no desire to work on that codebase, and that I could do things better if I were to start a game from scratch.
Rockets
While these were happening, the last semester of college began, and I had a course called "Simulation applications programming". The subject was about making a video game which contains physics, AI and graphics programming. The game had to be made in a team. After the requirements for the game were set by the professor, I received a text message from a person, and asked me if she could join my team. I said yes, and now she was part of the team.
The project we made was a planet lander game, where the player had to successfully land on 5 planets without hitting asteroids or landing too hard.
I enjoyed working on it, so I decided that it may be worth turning the prototype into a full game too. That person who joined the team for the assignment is Gunter. While working on that game for college, Gunter proved to be very good at designing things, choosing aesthetics, 3D modelling and presentations. I asked Gunter if she would join me and COVALENT in making a full game with rockets, and she said yes.
So that's the team, me, COVALENT and Gunter, making a new game with rockets. I can't say that much about the game, as we're very early in development, but I can at least give you some hints regarding the game.
The game will probably feature multiple game modes:
A game mode similar to Vecter/ PalmRide where you have to drive a spaceship endlessly
A racing game mode
A taxi driver game mode where you take people from one planet to another
Style-wise, the game will probably be a low-poly with Outrun/ Synthwave aesthetics. There may be more dimensions, each with its own unique style, flocks of UFOs, and much, much more....
Again, the game is very early in development, and I can't know for sure what the end result will look like. What I've said here is subject to change, and things may or may not end up in the final game.
Here's what the the "game" can do so far:
Rocket launching
Maneuver the rocket around a planet
Control the rocket as a spaceship when far from a planet
And here's one rocket model prototype, made by Gunter
It doesn't seem like much, but what we have is the foundation for the game we are making. We must make sure that the foundation is strong before actually making the game, otherwise, the development process will be very painful. Right now I'm implementing the rocket/ spaceship physics and making a system general enough that it would allow for many types of rockets, each with its own unique properties. As for the models, we're still experimenting to see what import/ export settings work, how the models should look, how the scripts should interact with them..
Giveaway
Since PalmRide turns one year, we are giving away 10 PalmRide keys. All you have to do is join our Discord server, and keep an eye out on the #giveaways channel.
Discount
The game will also be on a 50% discount during this week, it's an anniversary deal. It's the biggest discount the game ever had, so if the game seemed to expensive before, now's your chance to get it cheaper in the case you don't win at the giveaway described above.
The author of this post
My name is SilviuShader, but everybody calls me Shader.
SVET
This section has nothing to do with PalmRide, nor with the game that we are currently working on. The post pretty much ended with the previous paragraph.
PalmRide benefited much from the help of Taranasus, who kept a link towards the PalmRide Steam page inside Vecter for almost a year. I think that link brought many Vecter fans to PalmRide. To those of you who are Vecter fans, I want to let you know that Taranasus is working on another game, Super Vecter Elite Turbo. You might want to keep an eye out for that. I don't know how the game is gonna be, but I believe that it's going to be similar to the game with rockets we are currently making.
Livestream It seems that the organizers of Dev.Play have talked with a few streamers to stream the Dev.Play games. PALMRIDE WILL BE STREAMED TOMORRW (October 26) AT 14:15 - 14:45 EET BY REDDYSH (her Twitch account: ) I (SilviuShader, lead dev of PalmRide) THINK I WILL JOIN THE LI
Livestream
It seems that the organizers of Dev.Play have talked with a few streamers to stream the Dev.Play games.
PALMRIDE WILL BE STREAMED TOMORRW (October 26) AT 14:15 - 14:45 EET BY REDDYSH (her Twitch account: https://www.twitch.tv/reddysh)
I (SilviuShader, lead dev of PalmRide) THINK I WILL JOIN THE LIVESTREAM TOO, AND ANSWER ANY QUESTIONS LIVE. So don't miss this out.
The most popular game
Last week, PalmRide has been nominated by Asus for the "Best Romanian Indie Game" award. That voting is not over, so if you haven't already make sure to vote for PalmRide: https://rogmasters.ro/rogindieaward/ I think that the game may actually have a chance for that award.
Now, the game has been nominated by Dev.Play too for the "Most Popular Game" award. To be honest, I don't think that the game has any real chances against the other games nominated for this award, but anyways, let's see what happens.
ROG INDIE AWARD Apparently, PalmRide has been nominated by Asus for the best Romanian indie game (don't know how they found out about the game, but exposure is exposure). Please vote for PalmRide here: (click on the "VOTEAZA" button right underneath PalmRide). If the game wins th
ROG INDIE AWARD
Apparently, PalmRide has been nominated by Asus for the best Romanian indie game (don't know how they found out about the game, but exposure is exposure).
If the game wins the award, this would be the first award of the game. If this game doesn't win, then we can just add the "I wish I had an award" award on the Steam page.
DEV.PLAY 2021
As we were saying in a previous update, PalmRide is attending Dev.Play 2021, which is an event dedicated to the Eastern European game developers.
That's right, PalmRide was released on this day last month. Since then, we tried to polish a few things that weren't quite right, and add some of the features you requested. The first month When we released the game, we didn't know what to expect. This was our first game on Steam
That's right, PalmRide was released on this day last month.
Since then, we tried to polish a few things that weren't quite right, and add some of the features you requested.
The first month
When we released the game, we didn't know what to expect. This was our first game on Steam, so we had no experience with that. We were a bit pessimistic too, knowing that the games we published for Android didn't have many downloads.
After the first day of release, we had already received tons of positive feedback, and the downloads were going great. For that, we are deeply grateful. The rest of the month was good too, a lot of people tried the game and got some pretty good scores in the Rad Guy game mode. REPTONE got a score of over 80k, which is a lot more than us, the devs, can achieve.
Thank you for making the launch of the game a success!
Giveaway
To celebrate this milestone, we'll be giving 3 keys for the game. All you have to do is join our Discord server https://discord.gg/NgZ3ygb8N5 and keep an eye out for the giveaway in the #giveaway channel. The giveaway is set to begin at around 10AM PDT, but it may be delayed a bit/ it may start a bit earlier.
PLEASE DO NOT ATTEND THE GIVEAWAY IF YOU ALREADY HAVE THE GAME IN YOUR LIBRARY!!! (unless you want to give the key to a friend who can't buy the game)
Patch notes
Since the last update, the game received a few minor updates. So here are the changes:
Faster loading/ unloading times.
Probably fixed some of the end game crashes.
Added x64 support for PalmRide.
Added horn.
Fixed a bug when using the controller for the UI.
It's not much, but it's honest work.
Keep in mind that since the last update, we started college, and we don't have that much time remaining for updates to the game. That is not to say that the game won't receive any further updates, in fact, we have some really cool things planned, and we'll reveal them eventually.
Dev.Play 2021
Dev.Play is coming back this year, and PalmRide is attending the event... again...
The event will have dedicated page on Steam, which will be featured on the front page of Steam on October 25. On that page, there will be PalmRide too. We may add a discount to the game specifically for that event, so keep an eye out for that in case you want to buy the game cheaper.
This event is mainly focused on game developers and publishers, so I wouldn't suggest attending the event to see PalmRide there, because there will probably not be any livestreams with the game. We'll let you know if the event is worth attending for regular gamers, but as far as we know, the conference is dedicated to the devs. We'll have to dig a bit deeper into the details though.
Thank you
Again, thanks for this first month of the game. We'll continue to bring (bigger or smaller) updates to the game, so keep an eye out for these updates.
Until next time, keep driving, and don't forget to shoot those motorcyclists.
The game now fully supports Xbox Controllers! Other types of controllers (like PS4 ones) may work, but through emulation (DS4Windows). MonoGame uses XInput for the Windows projects, and XInput only works with Xbox Controllers, that's why this update didn't bring support for other
The game now fully supports Xbox Controllers!
Other types of controllers (like PS4 ones) may work, but through emulation (DS4Windows).
MonoGame uses XInput for the Windows projects, and XInput only works with Xbox Controllers, that's why this update didn't bring support for other controllers too. I may try to find some workarounds for this, but in the meantime, the game has support for Xbox controllers only.
Okay, this update is a small one. Patch notes: Hopefully fixed the crash when the game ends in Rad Guy game mode... again... There is now a leaderboard that doesn't reset daily. You can find it here: You can now choose if you want the CRT effect over the UI elements. Disabling th
Okay, this update is a small one.
Patch notes:
Hopefully fixed the crash when the game ends in Rad Guy game mode... again...
You can now choose if you want the CRT effect over the UI elements. Disabling the CRT effect on the UI may make reading text easier, while still having the CRT effect enabled for the rest of the game.
Patch Notes Fixed a memory leak related to the music (if not solved, this would've caused the game to frequently crash due to the high amount of memory that was used). The prior update introduced a new bug. When a default song ended, the music visualizer would disappear. This pro
Patch Notes
Fixed a memory leak related to the music (if not solved, this would've caused the game to frequently crash due to the high amount of memory that was used).
The prior update introduced a new bug. When a default song ended, the music visualizer would disappear. This problem was solved in this update.
When you hit the "QUIT RIDE" button, the "life lost" sound is no longer played. It was a pretty minor bug, but now it's solved.
On Firefox, the footer of the website would overlap with the text from episode 1. This was fixed.
Replaced "getting" with "taking" in a sentence from episode 1.
Tweaked police vehicles. Now they are easier to spot and avoid.
To use NITRO you now have to HODL CTRL, instead of just pressing CTRL once and waiting to drain the nitro tank. This is how all driving games handle NITRO, so it would probably make sense for PalmRide to do the same.
You can now skip the current song while using custom music. You just have to press N on the keyboard, and it will play the next song.
There is now a timer in the LEADERBOARD menu which shows how much time is left until the leaderboard resets. This one suggested by @Reptone from our Discord server.
The player no longer shoots with bullets when you hit the "RESUME" button.
Next
The next things on the to-do list are some issues similar to the ones above. After that, we may make a global leaderboard (independent to the daily ones). This feature was requested by you, so it's worth trying to implement it.
Also, today I (Silviu, the lead dev of the game) bought an Xbox One controller. So, I may start implementing controller support really soon.
Initially I thought I was buying an Xbox One Series X controller, but apparently it's an Xbox One controller. It doesn't matter that much though, they are pretty much the same thing. One minor difference I noticed is that the Xbox One controller uses replaceable batteries, but that's a pretty minor inconvenience.
Hello fellow palm riders. Hope you enjoyed Episode 1. In case you don't know what episode 1 is, you can find it here: The next episodes will be released... eventually... Now, let's get to the updates: New achievement There's a new achievement which was added to the game. However,
The next episodes will be released... eventually...
Now, let's get to the updates:
New achievement
There's a new achievement which was added to the game. However, it is hidden, so good luck achieving it (there are some hints in the game though).
Patches
This game uses MonoGame, which is great for a pseudo-3d driving game. But, it is pretty terrible for dynamic sounds. So far, the music and the engine of the car were using dynamic sound effects. For the engine, this solution works relatively okay, but for music it's not a very good idea. I have changed the systems, and now, the music no longer uses dynamic sounds.
This fixed the music stuttering and distortion problems. I think this fixed some crashes too, although I'm not 100% certain.
Now the music system is more stable, but the game may take a bit longer to load (1-2 seconds).
Leaderboard
Now, when you die in the Rad Guy game mode, you are presented with a small leaderboard before the end menu. This way you can see how good you were compared to the others. This feature was requested by you guys, and it made its way into the game.
What's next?
First of all, we'll see if this update broke some things, and if it did, we'll fix them.
We'll then implement what is left on the to-do list. There are quite a few things you people have suggested, and some of them will make their way into the game really soon.