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GeneRally 2 News

Launch Response & Future Plans

As you may have seen by now, GeneRally 2 launched into Early Access yesterday. We're really happy that people are enjoying playing, and we're actively going through all the feedback (both positive and negative) to see what we need to improve and see areas of friction people are having.

The purpose of this post is to update on a few of the recurring things that came up over the past day or so, and to outline what we'll be working on in the coming days and weeks in response to that!

Collected Feedback

These are some of the things players have told us over the first 24 hours since the game's release - the big ones have their own section below, but we've read every piece of feedback and every comment, and have added them to our player-feedback tracker!



[h2]The AI[/h2]
This is our number one priority at the moment. The AI launched in a state that was less-than-ideal, and a lot of bugs became apparent - particularly in the championship mode - right away.

GeneRally 2's AI is aiming to be smarter and more fun to race against than the average arcade racing game AI (most of which stick solidly to one line, and act like the player doesn't even exist) - however, in our current implementation, the AI are too nervous and too prone to making curious avoidance manoeuvres.

We have today been testing some initial improvements to the AI, aimed to improve their confidence, and their ability to follow the racing line in difficult situations. They should still display the slightly more natural behaviour many of you liked - they'll continue to make mistakes, take different lines in search of speed, etc. but they will do this in a more controlled and sensible fashion.

The update we put out in the next day or two will be an initial step, and we'll continue to improve from there.

[h2]The Driving Physics[/h2]
A big part of GeneRally is the satisfying driving feel - and this is something we want to ensure is present in GeneRally 2. At the moment, particularly for the Formula and General cars, that feeling is sadly lacking. Many users reported those two cars feeling "floaty" and difficult to drive.

Thanks to the detailed feedback from several community members on the GeneRally 2 Discord we have been able to identify some specific issues in the handling of certain cars that caused unintuitive or unpredictable behaviour. Markku is hard at work tweaking the setups, and you can expect improvements coming into existence over the next days.

In addition to this, several people highlighted the engagement of the reverse gear being a significant issue for them in some cars - and this will also be fixed in the near future.



[h2]The In-Game UI[/h2]
The in-game UI is definitely not the final version of the UI. Many areas of the UI are in need of an actual "design pass" to bring them up to a higher quality, and make them more convenient and friendly to use.

Over the coming weeks, we'll be making lots of improvements to the UI - including moving the in-game car status areas to a more friendly location, adding timings and a live-updating set of racing standings.

[h2]Other Feedback[/h2]
There are plenty of other things users gave us feedback about. This is not a complete list of them, but here are some of the more common requests:
  • Saved driver presets;
  • More colour options for cars;
  • Change ghost car to be more translucent, and able to be disabled;
  • Track player statistics;
  • Add keyboard rebinding;
  • Allow the menus to be navigated with keyboard and controllers;
  • Increase damage scaling to go past 100%;
  • Implement a zoom override;
  • Improve camera controls in the Track Editor;
  • and more...


Many of these items of feedback will see progress over the coming days and weeks.

What's Next?

Whilst we can't give exact timelines for all of these things, we do want to give you a bit of an idea of where our priorities lie right now.

[h2]This Week[/h2]
We'll be working on more improvements to the AI and physics problems described above. You'll also most likely see some fixes for bugs and the addition of some small quality-of-life improvements for the game and the game UI.

[h2]Next Week or Two[/h2]
We'll bring more improvements to the AI and physics, and start to work on some of the larger high-priority features (like keyboard rebinding and controller-enabled UI). These features might not arrive next week, but we will begin working on them.

We'll also start looking at improving the design and implementation of some of the UI in the game - starting with the in-game UI and the track-selection screen.

[h2]After that...[/h2]
We'll continue on with our plan for Early Access - improving in response to this kind of player feedback, and working on things like Online Multiplayer and GR1 track importing.

You can expect blog-posts from us on the state of development and what we're focussing on - and we'll be adjusting our course and schedule based heavily on player feedback.

Thanks




All-in-all, we'd like to thank everyone who has given feedback about GeneRally 2 so far, and we are eager to make sure that we deliver improvements to the game in all areas! Please continue to give feedback to us via whichever means is most convenient for you (Discord, Steam forums, email, etc.)

[h2]Discussion[/h2]
If you'd like to engage with other users - and with us - about GeneRally 2, the best place to do that is on our Discord server!

[h2]Workshop[/h2]
In closing, here are a few of our favourite examples of things people have uploaded to the Steam Workshop since launch... why don't you check them out?



From top left, clockwise:


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If you want to support us and the game's ongoing development, and purchase GeneRally 2 in Early Access, you can find our Steam Store page here.

If you've already purchased and would like to help us out, please consider leaving a review for GeneRally 2 on Steam!

GeneRally 2 Now Available in Early Access!

We have now launched the game into Early Access! We are looking forward to your feedback and we really hope you enjoy what we've made.

If you want more information about what's included in Early Access, what isn't, and what we're working towards, you can read our blog post on the topic - and if you have feedback to give us, please consider joining our Discord!

Hotfix 0.1.bfff6c4

This update includes some fixes for initial issues with the Early Access release.
  • Some fixes for AI issues (particularly Championship race issues, and pitstop issues).
  • Frame-rate cap in the menus to reduce GPU usage (a user-customisable in-game frame cap is coming soon).

Early Access Launch - 30th May!

GeneRally 2 will be launching on Steam Early Access on the 30th of May 2023!

[previewyoutube][/previewyoutube]

With the launch date being a little under three weeks away, we're getting excited!
We hope that what we launch into Early Access is something you want to play and support.

What does "Early Access" Mean?

Early Access is a way for us to get GeneRally 2 into your hands earlier, and receive
valuable feedback from you, whilst continuing to develop the game further! We'll be
offering GeneRally 2 at a reduced price during Early Access, with the price rising as
we add major features (like online multiplayer), and we'll be keeping a close eye on
the feedback from players to guide the direction of development.

Rest assured, what we're launching into Early Access is a game that has all the
fundamental features and systems in place - and can be enjoyed as-is (as many of
you found out from the demo earlier in the year).

What does the game have at the start of Early Access?
  • 5x Cars: Rally, Classic, Formula, General and one more.
  • 14x Tracks: 10 all-new tracks - and 4 classics reimagined (by TuomoH).
  • Track Editor: Create your tracks, and upload them via Steam Workshop.
  • Up to 8 drivers (any mix of local players and AI drivers).
  • Support for Steam Remote Play.


Read more:


How will the game change during Early Access?

We'll publish a more detailed Early Access roadmap between now and the launch date. But
here's a minimum set of things we expect to add or improve over the course of the Early
Access period:
  • Online multiplayer.
  • More cars.
  • More tracks.
  • More advanced AI behaviour and AI customisations.
  • New objects for the Track Editor.
  • Save games & replays.


If you want to keep up-to-date on our roadmap, you can visit the public roadmap.

How much will GeneRally 2 cost during Early Access?

GeneRally 2 will be 14,99 EUR / 14.99 USD / 12.99 GBP when launching into Early Access. As
the game develops and gets closer to its full release, the price will increase.

How can I give feedback?

We're keen to hear what you think of the game, and if you encounter any bugs or other
issues! If you want to give feedback, you can do so by joining our Discord server.

The Cars of GR2 Early Access

Today we'll take a look at the cars that are coming as part of GeneRally 2's Early Access (still on-schedule for a spring release). Initially, we'll have 5 cars for you to drive, though more will be added during the Early Access period. We want to ensure that the base cars in GeneRally 2 feel satisfying to drive and offer unique driving styles and challenges for players of different skill levels and preferences.

If you haven't read it already, be sure to check out Markku's post about GR2's Car Physics.

Ultimately, we want all of the cars in GeneRally 2 to be able to be driven on all surfaces. Some cars will provide an additional challenge on certain surfaces, whilst some will be specialists on those surfaces - but whatever you pick, we hope you'll be able to have fun on all sorts of different tracks!

Those of you who played the GeneRally 2 Next Fest Demo last month will already be familiar with the Rally car, so we'll start our blog post there...


Rally

[h3]Specs[/h3]
  • Drivetrain: AWD
  • Top Speed: Medium
  • Acceleration: Medium
  • Hard-Surface Grip: Medium
  • Off-Road Grip: Medium


No matter the surface, the Rally car will always be ready to perform. As competent on snow as it is on tarmac, the Rally car is the go-to option for mixed-surface races. It's even had some extra setup tweaks since the GeneRally 2 Demo!


General

[h3]Specs[/h3]
  • Drivetrain: RWD
  • Top Speed: High
  • Acceleration: Medium
  • Hard-Surface Grip: Medium
  • Off-Road Grip: Medium


With all the power of 3.0 litre engine and very little downforce, it's understandable that the General requires all of your attention. A nod to the days when sheer bravery was the name of the game, and a fast laptime was all about throttle control... get ready for some old-school action!


Formula

[h3]Specs[/h3]
  • Drivetrain: RWD
  • Top Speed: Very High
  • Acceleration: Very High
  • Hard-Surface Grip: Very High
  • Off-Road Grip: Low


The Formula represents the top-level of single-seater racing cars. It has a lot of power, great acceleration and huge amounts of downforce - but it has to be handled with care. Intended to perform at its best on hard surfaces like tarmac, it's unbeatable in the right hands.


Classic

[h3]Specs[/h3]
  • Drivetrain: FWD
  • Top Speed: Low
  • Acceleration: Low
  • Hard-Surface Grip: Medium
  • Off-Road Grip: Medium


Whilst you could easily take a trip to the supermarket in the Classic, it's this everyday, low-power form factor that helps to provide door-to-door racing with even the newest players. Intended for those times you just want to take in a bit of the scenery at the same time, the Classic is the perfect all-ages racing car!


The Fifth Car

The final car that will come at the start of Early Access is as-yet undecided. We have a few different ideas for what it will be, but ultimately we'll let the most important factor decide what we ship with: how fun the car is to drive.


In Closing

We hope you enjoyed a quick look at most of the cars that we'll have available for you to drive at the start of GeneRally 2's Early Access. We're really excited to get these cars into your hands, and see what you think of them!

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You can also join our Discord serverto chat with the team, and the community!