1. Warhammer 40,000: Speed Freeks
  2. News

Warhammer 40,000: Speed Freeks News

⚙️ Hotfix ⚙️

HAPPY NEW YEAR YOU'Z GITS

Hope you all had the best and greenest holiday break!

We noticed some issues with a few things and wanted to address them quickly:

  • Fixed issue with player progression needing a client restart to be shown properly in the menu
  • Fixed issue with scrap (XP) calculation and it affecting WAAAGH Path progress. Any players who lost progress should have it restored now
  • Fixed issue with the wrong scrap value showing in player stats
  • Fixed issue with wrong timings for limited time modes (Dakka Frenzy, Bomb Rush, etc)
  • Fixed ugly lighting issue on Big Erupta map where areas would look too bright
  • Optimized explosions in the game, so overall performance should be smoother
  • Added list of party members to the HUD (if you're in a party)

Please let us know if you have been positively effected by these fixes, or if you've discovered any new issues!

----------
FYI, Alternate Weapons for vehicles will be back again for the weekends of January 17-19, and 24-26. So be sure to jump on and do some krumpin' in a different style
----------

More updates coming soon as we move closer to the full launch of Speed Freeks later this year!



Join our community-focused game development discussions on your favorite platform:

Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450

⚙️ Hotfix ⚙️

OI, SPEED FREEKS!

We're just dropped a hotfix for various things below, including some stuff for Alternate Weapons which will be playable again this weekend. Be sure to jump in for some new kinds of krumpin'!

  • Fixed issue with player progression needing a client restart to be shown properly in the menu
  • Fixed issue with Steam Deck / Linux players no longer being able to play because of Easy Anti-Cheat being a right git. If you still get kicked to the menu and see an error pop up, just matchmake again and things should work fine after that.
  • Reverted change to status bar text on HUD using red outline which apparently made some players' eyes bleed
  • Fixed issue with Kustom Boosta-Blasta and Megatrakk Scrapjet getting speed loss
  • Fixed bots using alt weapons that weren't synced properly.
  • Fixed performance issue with the kill kam where it was tanking framerate when loading
  • Fixed/updated game mode text for Deff Rally to reflect racing changes made in last patch
  • Reduced size of central game mode HUD element to reduce clutter. More room ta see da krumpin'!
  • Updated Looted Wagon crosshair so it reflects cooldown of the Kannon. This is a test to see how players like it (you will). If they do, we'll apply the same system to other vehicles
  • Grot bomm now has a big flare on it so it's easier to see coming and increased sound distance. Reduced it's max duration from 13 sec to 10, which also fixed a bug with VFX disappearing
  • Kustom Boosta-Blasta alternate weapon fire rate set to 0.6 (from 1.2), damage set to 33 (from 22), splash radius set to 12 (from 10). This weapon will be playable this coming weekend!
  • Updated popup message text when getting kicked to the menu because of Easy Anti-Cheat issues
  • Made the Grot Mega Tank rokkit knockback consistently pop enemies up instead of randomly spin them out
  • Returns Shokkjump Dragsta lock on crosshair

If you haven't already, check out our survey and help shape the future of the game!
[h2]Click for Feedback Survey[/h2]

Keep the feedback comin' and letz get back to Krumpin!



Join our community-focused game development discussions on your favorite platform:

Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450

💥 News - 2024 Wrap Up 💥

https://store.steampowered.com/app/2078450



Oi Speed Freeks,

Firstly, we want to give you our greenest thanks to you gits for playing Speed Freeks during its Early Access phase. Since the launch in August, da Mek Boyz have nabbed and utilized your feedback to make a ton of fixes and quality of life improvements, plus changes to game modes, maps and vehicles. This has led to a really solid foundation for the game, and it’s been truly humbling to see all of your positive comments and hear about all the fun players are having.

This week Early Access Update #4 landed which continues to grow and evolve the game into something we hope you’ll enjoy coming back to for a long time. This patch greatly improves Deff Rally mode, adding more racing and dynamic combat encounters, plus adds alternate weapons/abilities for some vehicles as a limited time mode, creating armament variety for each class. It also brings the usual improvements we’ve been doing since launch in terms of bug fixes and quality of life stuff for the game. If you’ve not grabbed it yet, get on it!

We want your feedback!

Closing out the end of 2024 and looking to the future, we want to hear from our valued community as we continue to roar through the grimdark wasteland together. This new survey will help us better understand what is important to you gits, with the results directly influencing our ongoing development of the game. So please give it a shot below!

[h2]Click for Feedback Survey[/h2]


In terms of the next update, rest assured that we are hard at work developing new features and improvements, including a more traditional Combat Racing game mode prototype - which we want to get into your hands to start playing as soon as possible. As usual, we’re going to develop this feature alongside your feedback, and especially in this case, where it will become a permanent mode for the game in the future.

Further on from that next patch, we’re speeding towards the full launch of this game out of early access and into version 1.0. We’ve got some really exciting things coming with that version and will be sharing some info about it in the new year. We can’t say much yet, but there will be a lot to look forward to in 2025 and beyond, so keep yer enginez burnin’ n’ yer dakka ready!



Our ultimate goal is to make Speed Freeks one of the greatest combat racing games of all time, and as we solidify the base game towards it’s full release, we’re confident it will be a rich and rewarding experience for Warhammer 40,000 Ork fans and general vehicular combat fans alike.


Before we forget, here’s a bit of a sneak peek showing a new map coming your way next year called Da Dust Up! This map starts in an Ork fortress up on a big hill, then speeds down into the valley for some intense racin’ and fightin’. We’ll drop more info about this map and others as we get closer to their release.


Finally, a proppa big thanks again to all you’z gits for being a part of this important development period called Early Access. You’ve had, and will continue to have, a substantial impact on the game as a whole. As much as it can be difficult to have the game live during this time, we are truly thankful to have you on this journey with us and encourage you to keep helping us through this fun and experimental phase of game development.

It really motivates us to have such dedicated and crazed fans of the game already and also gives us confidence of where this game can go in the future.

As always, feel free to drop your feedback and suggestions in the comments or the usual social spaces linked below. If there’s anything you think really needs fixing or improving, or if you have a feature suggestion that you think will have a big impact on the game, we’re happy to hear about it.
On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks!

On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks! 

Join our community-focused game development discussions on your favorite platform: Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450

⚙️ Early Access Update 04 ⚙️

https://store.steampowered.com/app/2078450

Oi Speed Freeks,

We’ve been tinkering and dabbling under the hood. This is update is sure to spice things up and adds new things for you to try.


We've added a new racing objective to Deff Rally mode! Players can now earn points by fighting OR racing.

When a capture point is first reached, its checkpoint race will begin after a short delay. Players can earn 1 team point by touching each green checkpoint, and earn up to 50 points for 1st place when (if) they finish the race. But be careful, because along each racing route enemies will be waiting to krump you.

If you'd rather fight than race, press Q to toggle off all the racing information, and get to krumpin! You can either find a chokepoint to set up an ambush, or just sit on the capture point and let them come to you. Kills still earn 10 points each, and preventing the other team from racing effectively by disrupting/destroying them is a very potent strategy.

We decided to make changes to this mode to add more replayability and more ways of skill expression. Many players who tried Deff Rally for the first time asked us, ""Where's the Rally? This is all Deff!"". However, we did our best to keep combat a focus, in both the rules and route design. Controlling the area around the capture point is still important, because all races start and end there, and often pass through more than once.

So if you don't want to race, have fun playing goalie and ruining some poor git's racing line, or just shoot anything that moves.

But, if you do want to race, then START YER ENGINEZ!




Some exciting new ALTERNATE WEAPONS will be coming for the Boomdakka Snazzwagon, Kustom Boosta-Blasta, Rukkatrukk Squigbuggy and Looted Wagon. These weapons will be enabled by default during this weekend, as well as some upcoming weekends (from Friday to Sunday). An explainer pop up will show when entering the Play Game menu if the alternate weapons are active.


  • Looted Wagon Lobba: The Lobba fires mortars with an arc. It has a faster fire rate and larger explosive radius, but takes kunnin' to use effectively. Try lobbing these bouncing mortars into a pack of enemies or a choke point
  • Boomdakka Snazzwagon's Mek Speshul Burst: This modified Mek Speshul fires a burst of dakka instead of a steady stream. It's better option than the regular Mek Speshul for mid-range combat
  • Kustom Boosta Blasta's Kustom Rivet Kannon: This modded Rivet Kannon shoots hotter, higher damage rivets that do proximity damage. The fire rate is slower, but it really packs a punch if you can lead your target
  • Rukkatrukk Squigbuggy's Bigga Grub Squig: This larger grub squig heals more per shot, multiple teammates can be affected by the splash, and it has a longer potential range

In a future update these ALTERNATE WEAPONS will become permanent items you'll be able to swap with the current weapons, with corresponding progression to unlock them. Balance work may still need to be done with these alternate weapons, so we're grateful for any feedback.



[h3]Additional Changes[/h3]
  • Removed recoil from throwing the Burna Bottle when driving the Boomdakka Snazzwagon
  • Fixed a bug where the Megatrakk Scrapjet crosshair would disappear
  • Fixed some vehicle tire scale issues
  • Fixed some vehicle accessories not keeping their colour assignments
  • Some weapons now deal damage based on distance. Smaller hit-markers mean you're dealing less than full damage and you should get closer. Our intent is to limit the extreme range of some weapons, and make the effective threat range more clear. More information is below:

Damage falloff notation: [100, 1.0] describes the X, Y coordinates on a graph. X is the range in meters. Y is the damage multiplier, from x1.0 to x0.0. So [100, 1.0] > [125, 0.5] means that the damage at 100m is x1.0, and at 125 meters it's x0.5. The multiplier before and after the stated points is equal to the closest point. So everything before 100m is x1.0 and everything after 125m is x0.5. Some weapons deal more damage in close range, most deal more damage at long range.

Looted Wagon
The Looted Wagon recieved a buff to its dakka, and a loss of close range damage from its primary weapon. It also lost projectile speed, making long range shots require more skill to hit consistently.
  • Dakkaguns spread decreased to 2 (from 5), damage falloff set to [125, 1] > [150, 0.5], max range set to 150
  • Kannon damage falloff set to [50, 0.75] > [150, 1.0], projectile speed reduced to 400 (from 700)
  • Grot Rigging now restores 40 health (from 50). Also resolves an error that made LW's Grot Rigging restore 58 health
Kustom Boosta Blasta
The KBB recieved a small nerf to its effective range (weapon accuracy was already doing most of the work here), and throwing Stikkbombs at point blank is slightly less effective due to reverse damage falloff.
  • Rivet Kannon damage reduced to 8.5 (from 9.15), max distance reduced to 200 (from 250), damage falloff set to [100, 1.0] > [125, 0.5]
  • Stikkbomb damage falloff set to [10, 0.25] > [25, 1]
Shokkjump Dragsta
The SJD loses some max range on its Shokk Rifle, and recieved a small buff to its missiles to compensate.
  • Shokk rifle damage falloff set to [125, 1.0] > [175, 0.33], aim assist returns to address hit reg issues
  • Homing missiles damage increased to 8 (from 6), removes target requirement to fire, removes targeting reticule
Grot Mega Tank
The GMT had too much health!
  • Health reduced to 240 (from 250)
  • Grot Rigging now restores 40 health (from 50).
Rukkatrukk Squigbuggy
The Squigbuggy now has more incentive to lay mines as traps rather than using them in point blank due to reverse damage falloff.
  • Squig Mine damage falloff set to [0, 0.5] > [7.5, 1]
  • Bot accuracy reduced because some of those boom squig shots were insane
Deffkilla Wartrike
The Wartrike didn't change much, as it's effective range was already limited by weapon accuracy. This change helps communicate that range to players.
  • Boomstikks damage falloff set to [65, 1.0] > [85, 0.5], max range reduced to 100 from 300


  • Added explainer popups for both Kill Konvoy and Deff Rally game modes when clicking them
  • Added onboarding tips for new players. If you're not a new player please just skip through them.
  • Tips now display on the matchmaking screen while queuing for a match
  • Party size now increased to a maximum of 8 players
  • Party splitting now implemented. Party splitting can be enabled by the host for parties of 4 or less, and is automatically enabled for parties of 5 or more. Note that upon joining an ongoing match, a party with splitting disabled will be automatically split if necessary, but then put on the same team for the next map.
  • Teams are now better balanced based on skill rating, and balancing when players join has been improved
  • Leaderboards now showing proper stats accrued since last patch
  • Fix for completing achievements if they haven't been already, despite the requirements being met
  • Improvements to WAAAGH Path player data handling
  • Made the Deff Rally capture point totem collision more smooth to avoid getting caught on it
  • Added more structures and details to the end section of Kill Konvoy - Erupta
  • Updated the lighting and atmosphere for Erupta
  • Added boost pads to Deff Rally maps. These glowing orange spots will refill 2/3s of your boost bar when driven over. The visual look of these boost pads will improve for next update
  • Hopefully fixed a type of Fatal Error D3D crash associated with the GPU
  • Bots now use dash more for movement
  • Fixed issue with the hover state UI of a selected vehicle would be duplicated for multiple vehicles
  • Fix for a bug in the store where items were incorrectly showing as owned
  • Fix for notifications showing in the wrong main menu tab

On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks! 



Join our community-focused game development discussions on your favorite platform:

Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450

⚙️ Early Access Update 03 ⚙️

https://store.steampowered.com/app/2078450

Oi, Speedfreeks!,
With your continued feedback we further add to, tweak and improve the game.

Today, we are now live with:
  • Added new Kill Konvoy map "Big Eruptor" based on the Deff Rally map Burna Valley
  • New alternate lighting variations for Rok Rush (dark nebula)
    and Frozen Dakka (night-time)
  • Improved terrain and collision in Kill Konvoy maps Frozen Dakka and Ded 'Ard Desert
  • Death volumes added underneath all the maps to respawn people automatically in case they accidentally clip through the terrain
  • Added map names to top right of starting screen and end of match team score screen
  • Burna Bottle now does 10 direct hit damage and its splash damage radius has been reduced by 25%
  • Grot Rigging heal increased to 50 from 30
  • Scrapjet missile range reduced to 100m
  • Scrapjet drill now does impact damage based on velocity. Damage over time removed due to inconsistency
  • Kustom Boosta Blasta Jump ability no longer does damage and knockback to nearby enemies
  • Shokkjump Dragsta Shokk Rifle now has enough projectile speed to be functionally hitscan

  • There is now an option to dash in the steering direction rather than camera direction
  • All HUD reticles now have shadows for easier visibility on bright surfaces
  • New colourized ability icons shown on the HUD
  • Customization presets can now be switched ingame via the vehicle selection screen
  • Presets button now more prominently shown in the UI
  • Parties can now matchmake against other parties by using the same game name and matchmaking at the same time. Other players are able to backfill (matchmake) normally into this game once it's created. Note that matchmaking using party vs. party may take longer to match than usual, as it is waiting to create a new game with the other party
  • Matchmaking region selection is now available, as to provide players more control over where they would like to play
  • Players can switch teams regardless of skill level as long as their team is winning by 200 points and the losing team has the same or fewer players, or their team is up by 300 points and the losing team has 1 more player or less
  • Leader board stats have now been reset
  • Players can now opt out of the Leader boards via an option at the top of the Leader boards screen
  • For match stats to count towards the Leader boards, there must be 12 human players in the match. Stats acquired in limited time events don’t count
  • Scrap Loota board no longer counts Scrap Boosts or daily challenge rewards
  • Gork’s chosen board now measures kills + assists instead of kills – deaths
  • Sawbonez board now tracks raw healing stats

NOTE: Leaderboards will keep getting reset through early access, but will not be reset ever again once the game launches v1.0
  • Switch team function now available for all players on the winning team, if they would like to help balance the match. Switching team is only available if the winning team is leading by a decent amount and the losing team doesn't have 2 more players than the winning team already
  • Deff Rally point bonus for getting a kill while holding the point has been increased back to 5 from 2. This only applies to the losing team
  • Reduced height of bomb spawn scrap piles in Kill Konvoy
  • Communication pings on the HUD no longer appear on enemies with hidden nametags due to stealth abilities
  • Quick comms messages can now be seen during respawn screen and end of match screen
  • Anonymous player names option added for those wanting to stream the game and not worry about offensive player names
  • When pinging an ally ("PROTECT DAT GIT"), their name now appears next to the message
  • Kill assist duration window increased to 10 seconds (from 7)
  • Air-time no longer included in MVP screen stats
  • Fixed total scrap calculation for player stats
  • Windowed mode now available (has issues, to be used at player's discretion)
  • Fixed a crash happening at the settings screen


On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks!



Join our community-focused game development discussions on your favorite platform:

Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450