The International Update (v0.27.0)
Welcome all! This update brings support for non-English languages, namely French, German, Japanese, Korean, Russian and Simplified Chinese. This will help us to welcome more players into our community, increasing the pool of players to play against online. Other changes in this v
Welcome all!
This update brings support for non-English languages, namely French, German, Japanese, Korean, Russian and Simplified Chinese. This will help us to welcome more players into our community, increasing the pool of players to play against online.
Other changes in this version include clearer fonts for the game and the menus, and new features on the HUD to track how long your current shortcut is.
Thirsty for more details? See the patch notes here.
Enjoy!
Happy New Year all!
I'm happy to announce that this update includes a preview of the much anticipated Career mode, the single-player mode that will act as both tutorial and a series of challenges for players.
Upon entering Career mode, you will see a map. Each icon represents a challenge, and as you complete each challenge, new challenges are unlocked. There are sometimes multiple challenges you may choose to progress, so choose another one if you get stuck.
You can earn up to three stars on each challenge, but only one star is required to move past the challenge.
I’m really excited to see what you think of Career Mode, and hope to integrate the feedback into the final version, so if you have comments to add, please drop by the
Mind the gap. Reset the leaderboards. Changes ahoy!
Three big gameplay changes in this update!
Firstly, the boost system has been rewritten. As well as a higher top speed and faster acceleration, boost now happens in two stages. Stage 1 hits as soon as you boost, signified by a blue flame. Stage 2 kicks in after 1.5 seconds of boost, signified by a hotter orange flame. This stage really blows you back in your seat! If you’re good enough, you can even trigger Stage 2 straight away, by triggering your boost at the EXACT MOMENT you go through a gate, propelling you at top speed from the start.
The second big change is the addition of gaps in the track. You’ll see these at the later sections of Survival and Time Gate mode, occasionally in Daily Track mode and in the new “Ultra” track complexity setting for Race mode. Track generation in general has also been improved to create a greater variety of track.
The final changes are to Time Gate mode. The frames of the time gates are now deadly to the player, and hitting one will result in immediate disintegration, so you have to be REAL CAREFUL. On the plus side, you can now rescue yourself from Game Over by dropping through the time gate after the timer has hit zero. Epic Save!
Oh, and there’s a bonus secret feature too, but I’ll leave that for you to find. Let me know on the Discord or the Steam Community boards if you find it. There’s a clue in the
Edge of... Somewhere?
It’s time for a new location. Vesula Prime, the first wormhole to be discovered and verified, is the backdrop for the next round of high stakes brinkmanship. The Vessel Racing Federation built its most powerful gravitational shielding to date for this track, along with creating some bespoke dampening technologies for other quantum effects. Whilst some have decried the VRF’s new location as reckless and irresponsible, others hope that new technologies it required will some day lead to the first successful Schwarzchild wormhole traversal.
See the latest
Enjoy the (new) view(s)!
Game cameras are a very subjective topic, and one of the most requested features is a far camera mode, pulled back from the vessel. This update delivers on that request, and also adds a new first person camera mode for masochists. Kidding! But not really! First person mode is intense...
If you’re playing on keyboard, hitting C cycles through all 3 camera modes - normal, far, and first person. If you’re playing on a controller, it’s mapped to one of the centre buttons, e.g. “back” on an Xbox 360 controller.
Lots more changes and bug fixes in this version, as per usual, including a permanent invite to the Discord channel on the main menu for your convenience. This is a great place to meet fellow players and set up online multiplayer matches.
One final thing: If you’re enjoying the update, please take a moment to drop a review on Steam. Hitting 100 positive reviews will enable the game to be visible to new players on the Steam client, and help us grow our online multiplayer community, making it easier to find matches.
Enjoy!
See the announcement on the game’s Steam Community hub for the full details. Full release notes can be found pinned to the top of the Discussion Board.
All about the user experience
This update concentrates on the user experience - improving the usability, accessibility, and just making the whole game feel nicer to play.
Most noticeable is the new UI skin, with a sleeker, minimal future tech look. Readability has been enhanced. Some changes have been made to the flow of multiplayer, streamlining the experience by allowing you to choose between regional and worldwide games.
Another key thing in this update is the new respawn effect. The camera now “rewinds” to the last checkpoint, which a.) shows new users what checkpoints actually do, b.) lets you know how far you’ve just zipped back up the track and most importantly c.) looks pretty cool.
There's lots of other smaller changes and bug fixes in this one too. For the full details, check the
Particles everywhere, now in ultra-wide screen
As well as helping the game to look great, visual effects are an important feedback mechanism for games. This update adds a whole host of effects which will help to sell the physical interactions in the game and inform the player, moment by moment, of what’s going on. When a vessel hits the track, you’ll see sparks. When a vessel is carving through the air, it will leave contrails. When boosting, you will see an energy tail. And finally, hitting the end of a race in first place triggers a celebratory shockwave for all to see.
The UI also gets new FX. There are a bunch of new screen transition effects to make the front end slicker.
One last, but important addition. With this update, the game has just gained support for ultra-wide screens, and better support for non-16:9 aspect ratios in general, including the ability to resize when windowed. A heavily requested feature.
See the
Online just got some sweet upgrades
Now that online is up and running, it’s time to add features and improve the experience.
Let’s start with scoring. We now assign points for finishing position - 12 points for a win, 1 point for 8th - and these carry over between rounds and add up.
In another important change, the chances of being able to find a game increase hugely with this update. Previously, you could only join a game if the other players were still at the Race Room screen. With this update, you can join a match which is already in progress. You will be a spectator until the end of the round, and then you’ll join in on the next round.
These are just two of the many changes in this update. Make sure to check the
Hi all,
The online multiplayer beta is over. Thanks to everyone on the
Hi everyone,
I'm super happy to announce that the online multiplayer beta went live this morning, and we've already had some intense matches between some of our best players.
How do you opt-in to the beta? It's pretty simple, but first you have to sign in to our Discord server
Hi all,
Want to get started with online racing before it goes fully live? There will be a beta starting in the next few days to make sure everything is running smoothly before the rollout.
Anyone who has a copy of the game can take part, but we would like everyone on the beta to be signed up to the Discord server so we can all coordinate games together and gather feedback in real time.
To get notification and instructions on how to join the beta when it goes live, sign up to discord
Hello all,
I've been looking closely at Discord and the options they have for integrating with games and matchmaking, and I think it would be a good idea to integrate Discord with SUPER IMPOSSIBLE ROAD.
This means that you'll be able to chat to your fellow pilots and organise to meet up for games easily online, once the online features are available (very soon!). It won't replace all the standard Steam matchmaking stuff you would expect in a game like this, but it will be something extra for those who want to use it.
I've created 4 channels to start with. #general, #matchmaking (not useful until I put out the first multiplayer release!), #dailytrack and #tips. I'll make sure to keep a window open and check in regularly.
UPDATE - added a #streaming channel to share your SIR streams and vids
Hello all,
As work on online multiplayer continues, I need a list of names to use for the bots that you can race against (and that replace players if they drop out), kinda like Rocket League does with online play.
If you have any ideas for names you would like to see, drop them in the comments below, and if they make the cut, they will be in the game.
Obviously, there are going to have to be some ground rules: