Roach Race Playtest
The recent playtest has given us a huge boost of motivation. Some of you already know that we’ve been working on this project for three and a half years, and many of the bugs encountered during testing were not new to us. We’ve always been aware of the performance issues and occasional lag spikes—but now, thanks to the data collected during the playtest, we finally have what we need to fix them.
Our next update is planned for Friday, the 12th.
What is coming?
First of all, we’re focusing on making the game run better. You can expect noticeably improved performance, fewer lag spikes, and a generally smoother gameplay experience. Along with that, we’re fixing several critical bugs that affected stability and the overall feel of the game.
We’re also adding a radar to make navigation clearer. This should help racers avoid getting lost on the map and make it easier for ghosts to actually find them instead of wandering around confused.
During the playtest, many of you mentioned a balance issue related to mobs. We noticed the same thing. Right now, mobs can stay on empty locations forever, taking up spawn slots and making the world feel less dynamic than it should. To fix this, we’re introducing a maximum number of mobs per map and an auto-despawn system for all mobs except bosses. That way, normal mobs won’t stay indefinitely in places where no one is around, and new ones will have room to spawn where the action actually happens.

There may be a few additional improvements coming as well, but we don’t want to promise anything until we’re sure we can deliver them.
Around a year ago the Elephant mob had a different 3D model — a creepier one. We’ve decided to bring that look back. It fits the atmosphere better and gives the creature more personality, so you’ll see the updated version in the upcoming build.


Thanks to everyone who took part in the playtest!
Your feedback and reports helped us a lot, and we appreciate every minute you spent testing the game.
