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Driveloop: Survivors News

Driveloop is a mental mixture of Mad Max and Vampire Survivors

Vampire Survivors and Mad Max vehicular combat you say? Sign me up doc! Driveloop was announced recently and it looks delicious.

Read the full article here: https://www.gamingonlinux.com/2024/11/driveloop-is-a-mental-mixture-of-mad-max-and-vampire-survivors

Development update and new Trailer

Hello everyone again! This last month has been intense and absolutely crazy (like every month, honestly haha). Here's a summary of the updates:

Development Updates


New Enemies and Improvements:
  • Added new enemies like the Tesla Spider, Clawguard, and an early iteration of a giant robotic Scorpion boss with unique animations and behaviors.
  • Attack animations implemented for all enemies.
  • Improved LODs for several enemies to enhance performance.
  • Added VFX for electric explosions, green fire (chemical explosions with area damage), and molotov projectiles.
  • Fixed numerous bugs, such as cars flying when colliding with objects or getting stuck in props.


New Mechanics and Adjustments:
  • Implemented the crew member pickup mechanic, resolving bugs related to double pickups.
  • Bosses now have 10x more health, but their damage has been reduced to balance combat.
  • Explosive objects now leave persistent damage zones upon impact.
  • The ramming shield (yellow bar above health) has been reworked. For now, it prevents slowing down when hitting enemies, allowing players to dodge attacks. However, it feels unclear and might become a spare part in the future.


Improved Maps:
  • Paris map received visual upgrades, with new decorative elements like sign textures and additional vegetation.
  • Desert map optimized with collision and navmesh fixes. Players can now drive under the Brandenburg Gate.


UI and Gameplay:
  • Improved visibility of minimap icons, including off-screen markers.
  • Adjusted the logic for abilities and balanced stats.
  • Enhanced crew member pickups, making them larger, more appealing, and easier to collect.


Events and Marketing


Talk&Play in Berlin: Showcased Driveloop at this physical event, receiving great feedback from developers and players.

DevGAMM Steam Fest: Participated for 10 days in this digital event, gaining visibility and a few wishlists.

Upcoming Events:
  • Confirmed attendance at Bullet Heaven Fest and the BIG Conference in Bilbao (both in December). Hoping to gather feedback and wishlist growth.

Marketing Progress:
  • Our marketing agency has contacted over 600 media outlets for the official game announcement.
  • We have finished a long and more cinematic trailertrailer (around 1 min)! Check it out at the end of the post.
  • Updated the Steam page with new images and text: https://store.steampowered.com/app/3183730/Driveloop/. More improvements (better gifs, a new trailer, polished translations) are planned for January.


Next Steps
  • Addressing feedback from Talk&Play ahead of the BIG Conference in Bilbao.
  • Launching the closed beta on Steam after the Bilbao event, avoiding manual build distribution.
  • Post-BIG, dedicating a month to finalize remaining features (e.g., outgame progression like an item shop) and adding more content.


New Trailer:
https://www.youtube.com/watch?v=BD6tH7icpeg

Steam gifs:





Thank you for your continuous support! We’re super excited for you to try the beta and can’t wait to see everyone enjoying the game!

Our first devlog is here!

[h3]Hello everyone![/h3] We're excited to share our development progress with you and give a glimpse of what we're working on. Check out our first devlog post. We hope you find it interesting!

Maps, pickups, and area damage

- Desert map completed: now finished, with a harmful area at the edges that penalizes leaving the combat zone.
- Paris map: almost done, it's looking amazing!
- Crew member pickups: you need to stay in the area for a second to add them to the car.
- Area damage: now explosives and fallen enemies leave dangerous zones on the ground that cause damage.

Crew members, UI, and improvements

- Crew Member Arthur improved: now throws Molotov cocktails, creating fire where they hit.
- Minimap generated: it still needs to be integrated into the UI.
- Player/vehicle stats: handling, armor, dodge, critical damage, bounce, bullet penetration, and even life-steal.
- Cheats: added an option to change the camera perspective, ideal for photos and testing.
- Suspension and car control improvements: it's feeling better and better!

UI improvements and new sounds

- Optimized UI: remaining ammo, reloading in weapon icons and crew icons.
- Manual reload: now you can reload whenever you want, without waiting for the magazine to empty.
- New sounds: reload, area damage, fire effects, etc.
- Flickering fixed! The issue with the upgrade text has finally been resolved.

Events, marketing, and more

- We have applied to several digital fairs, with some in-person awards. Fingers crossed!
- The marketing company is almost ready; we expect to close the deal this week.
- We tweaked the capsule image so it’s not as dull (the good one is on the way).

Next steps

- We’ve almost finished the alpha phase as planned, with just a few things left. Now we will focus on the next month to finish the remaining features and content, aiming to make a playable build for testing. It’s highly likely that in a month we’ll start testing and closed betas, so stay tuned because the next update will be packed!

A few cool pics to make the waiting easier



[h2]Thanks for reading and see you on the next update![/h2]