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Driveloop first Playtest has ended!

🚗💥 The Driveloop Playtest Has Ended! 💥🚗

Hello everyone!

We’ve officially closed the playtest, and we’re thrilled with how it went. A massive thank you to everyone who participated, tested, and provided feedback. Your input has been invaluable in shaping the future of Driveloop. Let’s dive into how it went and what’s next!

[h2]Playtest Recap[/h2]
The playtest was our first opportunity to show off Driveloop in its early stages, and the reception was amazing. Here’s what we focused on and the feedback we received:


  • Players loved the chaotic mix of drifting, ramming, and shooting, but there’s still room for improvement in balancing and pacing.
  • The placeholder boss was a frequent topic of discussion, and we’re happy to confirm that more unique and challenging bosses are coming soon!
  • Many players highlighted the importance of better visual feedback, like making the health bar more noticeable, which we’re already addressing.
  • We also received feedback on the game’s sound design and pickup mechanics, and tweaks in those areas are on the way.


Your feedback was essential in identifying areas to improve, and we’ve already made several adjustments based on your input.

[h2]How We Organized the Playtest[/h2]
The playtest ran over multiple weekends, with access gradually rolled out to participants. Here’s how we managed it:


  • Playtests were live from 00:00 GMT+1 Fridays to 23:59 GMT+1 Sundays, giving players a focused time window to engage with the game.
  • Players who gained access for one playtest kept their access for the subsequent sessions.
  • We also encouraged discussions and feedback in our Discord, creating a space for players to connect with us directly and with each other.


[h2]Feedback and Adjustments[/h2]
Here are some key points we’ve already addressed or are working on, based on player feedback:


  • Health Bar Visibility: The health bar will be moved and resized to make it easier to spot during intense moments.
  • Ramming Feedback: The explosion effect for ramming will be unique in future updates, differentiating it from weapon kills.
  • Placeholder Boss: The Golem boss is temporary, and more exciting, polished bosses are in development.
  • Minimap Improvements: We’re adding extraction markers and increasing the visibility of map edges.
  • Vehicle Handling: We’re reviewing drifting stability and control to make it more dynamic and satisfying.
  • Sound Design: The car hit sound has been updated, and concurrent sounds are now limited to reduce choppiness.
  • XP Balancing: Progression will be adjusted to feel more rewarding as we expand the game’s content.
  • Manual Aiming Crosshair: A gamepad-compatible crosshair with a small aim assist is in the works.


[h2]What’s Next?[/h2]
The playtest has given us a clear direction for improvements. Here’s what’s coming next:


  • Better feedback for pickups, including sound effects and visual indicators.
  • Reworking the ramming shield to make its mechanics clearer and more intuitive.
  • Adding map-specific mechanics and adjustments to make each area feel unique.
  • Refining UI navigation and controller support to ensure a smoother experience.
  • Introducing more content, including new cars, enemies, and abilities, to expand gameplay variety.


Thank you again for all the amazing feedback and for helping us make Driveloop the best it can be. This is just the beginning, and we’re excited to continue this journey with you.

Want to stay involved? Join our community on Discord to share your thoughts, connect with other players, and get updates on the game’s progress:

👉 https://discord.gg/YjGATbJeg9

We’re excited about what’s next and can’t wait to bring more chaos to your screens soon! 🚗🔥