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Driveloop: Survivors News

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! 🚗🔥

Driveloop Playtest opens this weekend!

Hello everybody!

We’re excited to announce that the Driveloop Playtest is kicking off this weekend! 🚗💥
Here’s everything you need to know about how it will work and what to expect:

[h2]How the Playtest Works[/h2]

  • A percentage of applicants will be granted access to this weekend’s playtest.
  • If you’re selected, you’ll keep access for all upcoming playtests.
  • Playtest sessions will run on weekends, starting Fridays at 00:00 GMT+1 and ending on Sundays at 23:59 GMT+1.
  • Playtests will continue for 2-3 weekends, so even if you’re not selected right away, there will be more chances to join!


[h2]Disclaimer: Game State[/h2]
Driveloop is currently in a very early stage of development. This playtest is designed to share the game’s core experience and gather valuable feedback. Here’s what to expect:

  • Limited content and incomplete features.
  • Bugs, balancing issues, and placeholder assets.
  • A strong focus on perfecting the core gameplay loop.

Your input will play a huge role in helping us refine and improve Driveloop.

[h2]Want Extra Chances to Join?[/h2]
Join our Discord server: https://discord.gg/YjGATbJeg9
Being active in the community gives you extra chances to win keys and connects you with other players and the devs. Share your feedback, talk about your experiences, and help us shape the future of Driveloop!

Thank you for your support, and we can’t wait to see you on the battlefield! 🚗💨

Driveloop Playtest applications are now open!

Hello everybody!

We’re thrilled to announce that applications for the Driveloop Playtest are now open! This is your chance to experience the chaos early and help us polish the game to perfection. 🚗💥

[h2]How to Apply[/h2]
To apply, just hit the "Request Access" button on the: Driveloop's Steam page.
Also, join our Discord server to increase your chances of getting access to the playtests! It’s the best place to provide feedback, chat with the devs, and stay connected: https://discord.gg/YjGATbJeg9.

[h2]What to Expect[/h2]
  • Super early access to the game before the demo is done.
  • An opportunity to provide feedback and help shape Driveloop. We want to develop Driveloop with the community at the core.
  • Sneak peeks at new features and updates.
  • Unbalanced features and gameplay, as we are closing up the core of the game.
  • Very little amount of content. Our main focus right now is to achieve a solid and fun gameplay loop.


[h2]Important Notes[/h2]
  • Playtest access will be granted gradually, so don’t worry if you’re not selected immediately.
  • As we expand the testing pool, more players will get a chance to join.


Let us know in the comments if you have any questions!

We can’t wait to see you drifting, ramming, and blasting through waves of steampunk chaos.

Stay tuned for updates and get ready to hit the road! 🚗💨

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!