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Tire Friend News

Throw your weight around in a new course: Spinswagger Speedway!

A new course! In this one, you'll rotate massive parts of the level by standing on blocks attached to long, long spindles. Just don't let it get out of hand!

Probably will be tweaks to the course in the future, I'm sure. Maybe flashier backgrounds. Also, I'm wide open to feedback.


With that out of the way, looking at performance improvements and such next.

Happy Tiring!




More Bragging Rights Available

A small-ish update this time around.

There are a bunch of new Achievements, and some have been reworked. Check out the list here.

Most of them should kick in if you've already earned them—you should be able to just enter a course where you've already earned an S rank for the appropriate Achievement to activate. Let me know if that doesn't happen.


There was a new course in the works that had some issues, and so it had to be scrapped. Another one's on the way. More Achievements soon, too—probably for some very off-the-wall things.

Also coming soon are, hopefully, some fixes for Steam- and Unity-related issues that some folks are running into. Believe you me; I want the game to actually run like it's supposed to!

Happy Tiring!

UI scaling changes

A quick update. The UI should scale correctly on all resolutions, including 4K, and the default should look the same as it does on my own monitor's paltry FHD resolution. You may have to visit the UI Scaling option (Options > Graphics and Sound > UI Scaling) first for all of this to take effect.

Also, some bugfixes and under-the-hood optimizations.

But let me know if anything broke.

Happy tiring!

NEW: Trinkets that do literally nothing!

Ever wanted to collect things that do absolutely nothing? Well, now you can! ...as long as you have the full version!

When you come back to a completed course, it'll be populated with gemstone lug nuts. They're generally in hard to reach or obscure places. You might have to use advanced techniques to grab them, such as rolling up walls. There will probably be more in the future, too—maybe even a use for them!

More:
Burning things burn other things. That is, fire can spread. Use your imagination.
Tire Friend has a headlight in dark places.
Bug fixes. Including some Launchers sometimes locking the game up (hopefully for good this time), acid hurting you twice at the same time, and Energizers sometimes lasting forever.

Happy tiring!

Rolling up walls for safety and recovery (and secrets). Also, ice cold blocks

Now, when you Rev Up (holding Jump), you can put that angular momentum to good use in another way—hitting a wall, then rolling right on up! The longer you've held the button, the higher it'll take you. It's especially useful for little recoveries or when you just miss a jump—tires can't grab ledges, after all—but it's also good for finding secrets once in a while.

In testing, it does seem to be an "easy to use, hard to master" sort of move—when to start charging it up while approaching a wall seems to be a consideration—but it could always use even more testing to prove that one out. I'll throw in a tutorial video to show how it works—that might be the first step.

Another addition: those chrome spheres that are sometimes used to hit switches and solve puzzles have been replaced with ice blocks. These are shaped in such a way that they can be pushed or stood upon, sure—but you can also Quick Drop (the thing introduced a couple updates ago: Brake+Bounce) onto the edges to really let them fly! That's useful for, say, hitting faraway Switches in a hurry.

More:
Better audiovisual indicators on when you're Revving Up, and also when you've Revved Up enough to kick into Overdrive. The meter in the bottom right is still there, but no longer do you have to glance at it.
Acid works like pits do now, taking you back to safety after landing in it. It seems a lot more straightforward that way, even if you're trading off a little bit of freedom.
Fixed some braking physics. If you've braked and are sitting on a slope and jump off, you have to press (and hold) Brake again in the air for the midair braking to take effect. That is, midair braking is a lot more deliberate.
Fixed (I hope!) a bug where entering a Launcher in 2D sections someone locked things up DMs forced your to restart the course.
Braking also just works better now, halting your momentum even more reliably.
Fixed a bug where the second Totomesu Temple Hubcap wasn't obtainable. Whoops!
Other miscellaneous bug fixes, including some (but definitely not all) lighting/shadow oddities.

Pretty sure a new course is coming soon. It may replace one of the existing ones.

Also a new type of collectible, though not sure what that one will be or what it will do—many of the courses are just begging for something more to find.

Happy tiring!