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Underground Garage News

Development Diary #35 - More about the Storyline!

Hello everyone!

Today, we'll talk a little more about the Underground Garage changes. Many of you were surprised and had some questions, so we collected the answers in one post. 

Many of you have been asking - how will we differentiate ourselves from other simulators?

First of all, the storyline. We want to develop a strong storyline and provide you with a single-player campaign for several hours of fun!

Our writer prepared for you a sneak peek of what the story will be about:
In a dark-themed story, a talented auto mechanic enters the car tuning scene looking for the people responsible for his/her daughter's death. Deeply wounded, the protagonist begins a risky game with criminals hiding among fans of customized cars and night racing. Things get even more slippery when an ambitious police officer gets involved.

We also want to provide you with an open world. We want to create a map with many cool quests and little secrets to discover. Different shops, junkyards to explore. 

In addition to this, there remains an emphasis on tuning and realistic damage. Many of you were worried that tuning would remain completely irrelevant by disappearing the racing part. Don't worry, the tuning will still affect the driving experience!

And, of course, the little tycoon. We want you to focus on developing your garage and become the most wanted mechanic. You'll hire drivers to win illegal street races using your tuned cars. Claim your winnings cut. Retune their cars to level them up for more lucrative races. Rinse, repeat, expand. :)

And as always, we have a graphic update for you from our reliable Mateusz:












As always, feel free to share you thoughts with us!

Thank you for reading!

Development Diary #34 - Changes and car update!

Hello everyone!

We come to you with a brand new update. Today we will talk a little more about Underground Garage as a whole and what our plans are for the future.

We've had many conversations with publishers. Each time we've received the same feedback, UG focuses too much on the racing part. This makes it look like competition to AAA titles like NFS or Forza Horizon.

Therefore, Underground Garage will undergo changes. We are moving away from the racing part, driving will, of course, remain, but it will be in the form of a free ride and test drive.

We want to focus on what has always been most important and what should be the essence of UG - being a mechanic. We want the heart of our game to be managing a workshop, tuning cars, and repairing them. Our models are super detailed, so we want you to spend as much time as possible looking under the hood ;)

We also plan to develop the storyline strongly and provide you with a single-player campaign for several hours of fun!

We won't lie; we're super excited about all of this! And you? Don't forget to share your opinion with us.

And as always, we have a graphic update for you from our reliable Mateusz:


Thank you for reading!

Development Diary #33 - Our first game for the Nintendo Switch!

Hi everyone!

We're back after the new year and after Christmas. We hope you all passed this period peacefully and you finally had time to rest :)

We have an update for you on the car we are working on now. For now, we're focusing on the exterior shell, so we still have the interior to go. As you and we both know, we love details. We want all the cars to be on the same level, so we put a lot of time and effort into what we do ;)







We also want to share with you something super exciting; our first game has been released for Nintendo Switch - Biker Garage: Mechanic Simulator! What a way to start out the new year!

We know that many of you have been supporting us since the Biker days, so we'd like to thank you for your outgoing support!
For those who don't necessarily know Biker, here's a brief description:
Biker Garage is a game where you become an ace motorcycle mechanic. You can buy used motorcycles, repair, and sell them for a profit. There are 15 types of motorbikes to work with! Develop a workshop and attract as many customers as you can. Customize bikes or create your own dream bike from hundreds of available parts.

Please, consider checking out Biker Garage on eShop in the meantime :)

[previewyoutube][/previewyoutube]

As always, feel free to share you thoughts with us!
Thank you for reading!

Development Diary #32 - New Car finished!

Hello everyone!

Today we have something different than usual. We did a mini-interview with our artist Mateusz! He's the one responsible for creating cars. As he's close to finishing his next model, we're going to show it to you today, and Mateusz will tell you a bit more about the modeling process and car details :)

How did you learn to model cars?
I started modeling around 2011. It began with a car, of course. I was missing a particular car model in a specific game, so I just typed "how to model a car" on the internet. I started watching tutorials, analyzing, previewing meshes of other cars. And I just practiced and modeled. Of course, the first models looked awful. But still, I was proud of them; people liked them. I didn't finish any courses. All I did was practice, trial, and error, watching tutorials and watching other models how they have polygons laid out. I mainly focused on cars, but I also modeled many other things like buildings, furniture, weapons, tools, etc. In fact, I am still learning and eager to expand my knowledge.

How do you know how to make all of these parts? What is the reference?
References for models include pictures from the internet. They help me but are not the primary source. I have a lot of freedom in creating parts. I have been a fan of cars and motorsport since I was a kid. This makes it easier for me to "invent" the look of the parts. Additionally, I have been restoring old cars for a few years now, so I know what the body should look like after removing body panels, automotive carpets, etc.

How long does it take to make one car model?
The car usually takes 2-3 months to complete. With so much complexity, there are often revisions or changes in modeling a particular area. Everything has to fit together. This includes tuning kits, roll cages, neon signs, audio kits, additional sport gauges, and many other additional parts.

What inspired you to do this level of detail?
We determined the level of detail with the whole team. We compromise between optimization and a nice look. It is not an art to add a lot of polygons. I try to optimize the model as much as possible, and I use various tricks that help me do that. For example, the edges of the elements pretend to be nicely rounded in a clever way. It is important to me that the light reflections in the car paint are nicely diffused, without any ugly bends.



Additionally, for fans of Biker Garage, we have amazing news to share with you!
Biker Garage: Mechanic Simulator is coming to Nintendo Switch on January 3rd!
Wishlist the game now ▶ 

As always, feel free to share you thoughts with us!
Thank you for reading!

Development Diary #31 - Huge Hangar Update!

Hello everyone!
Long time no see, but we haven't been slacking off ;)

Past few weeks, we have been working hard on the demo. We are mainly focusing on working on the lighting of the scenes, fixes of smaller and slightly bigger bugs :)

Finally, after weeks of hard work, we can show you what the new lighting in the hangar looks like! You could visit it earlier in Alpha on the second mission. As you can see, it went through huuuge glow-up!



And here's a quick comparison of what it looked like before:


From the new features, the gauges on the dashboard work (almost ;)) as they should! 


Besides, we are still working on the new car. This is our progress so far:


As always, feel free to share you thoughts with us!

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