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Super Indie Karts News

Early Access Update v0.80 - Apr 2020 - Trophy Room



v0.80 changes

  • added a Trophy Room and 3D modelled trophies so you can gaze upon your prizes up close
  • added SplitscreenRace mode so players can race on a track of their choosing, previously you could only pick a cup to race in SplitscreenGP
  • added an option to turn off the CPU karts in SplitscreenRace and SplitscreenGP
  • added a track selection menu after a QuickRace so you don't have to return to the mainmenu
  • redesigned some of the main menu to separate Single Player and Multiplayer game modes
  • increased sideways friction stiffness on tyres to reduce sideways slippyness
  • many many other fixes and improvements

Early Access Update v0.77 - Oct 2019 - BattleMania!

It's been a long time coming.. the Battle option on the main menu is available again! Huzzah!



Along with 9 arenas to battle it out in, in 3 styles:
  • Super Arenas
  • Ultra Arenas
  • and Cage Arenas


there are 3 different ways to play:
  • Egg Crackers - protect your 3 eggs
  • Shroom Hunters - find the Shrooms first
  • and Jewel Grabbers - collect the most jewels


After this "grand reopening" there'll be further updates to Battle Mania in future updates to expand it further, with some Indie themed modes and arenas too.

I'm hoping some of you will test Battle Mania with some Steam Friends via the Remote Play option in the latest Steam beta update which released last week. If you do, let us know how it goes in the Discussions area, or pop into the official Discord server here.

Hope you all have a Spooky Halloween!
One Legged Seaghoul

Early Access Update v0.763b - Sept 2019 Update - Dream Fiend & Shady



An area of the game that needed updating for a while was in the kart sprites that had been created near the beginning of development. There are a few that have fallen behind since the quality of newer kart spritesheets improved. This update tackles some of them. Both Clu and Bart from Aegis Defenders have been brought right up to date, and 2 new karts have been added: Dream Fiend (the legend responsible for the cool synth tunes you hear throughout the game), and Shady (a Kickstarter backer's "Founder's Kart").


  • added Dream Fiend, the legend that created most of the sweet synth music you hear in the game, as a playable character
  • added Shady Gorilla, another "Founder's Kart" (a kickstarter reward where backers could design their own character kart)
  • cleaned up Clu and Bart's kart spritesheets
  • split the character select grid into 2 pages to make it easier to read and nicer looking
  • added the CPU shortcut taking ability to the Ultra and Super tracks that have those spaces in them
  • added a flashy "FinalLap" scrolling indicator to the HUD to reduce confusion where players mistakenly think they're on the last lap when they aren't
  • removed the icky camspin cheat from the cheats menu
  • fixed a bug that sometimes caused the CPU kart in 1st place to ride off into the sunset if you were in 8th
  • fixed a bug in the SIK Indoor Circuit track that saw loconuts flying through one of the outer walls
  • fixed another scenario that could lead to music not playing, or playing quietly on the final lap
  • fixed a problem where you could boundarybreak the Moscow track
  • fixed the broken DangerCam size bug on a Triple Monitor setup

Early Access Update v0.76 - July 2019 Update - Knight Cup

The first Advanced Cup is here..

- - -

Please give a warm welcome to the Knight Cup! In a nutshell, Advanced tracks are basically Ultra style recreations of imaginary SNES/GBA style flat tracks which could have existed long ago if there had been some retro version of Super Indie Karts back in the day.



[Update v0.76]

  • Added NEW CUP - The Knight Cup is the first Advanced Cup!
  • The Knight Cup includes fancy new tracks of Duck Game, Teslagrad, and Knightmare Tower
  • added a bunch of detail to RunbowRoad64 (skyline and torches) to give it a more finished look
  • added ability for CPU karts to be able to take alternative routes through a track, only in the Knight Cup right now - but I'll be adding this alt-route ability to older tracks soon too
  • added more friction to the new suspension wheel physics added in the previous update
  • dampened the kart steering ability when a driftboost is fired, helping the driftboost to feel a lot more controlled in those initial moments
  • made changes to the camera while drifting so that it looks in the direction you're travelling more
  • weapons that fire forwards like Meloons and Pangapples go in a more forwards direction when fired while drifting now
  • smoothed out some of the camera movement when going in and out of a drift
  • fixed a rare bug that caused the kart to get stuck in first gear after a collision
  • fixed kart not fully facing in the direction of the grid positions on some race starts
  • fixed a recently introduced bug where the kart would reach full engine speed before being put back on track after a track fall off
  • fixed a bug that made your kart sprite vanish for a splitsecond on contact with the new outdoor glare material shown coming out of indoor track sections
  • fixed a glitch that was preventing CPU karts from releasing any orbitting meloons
  • fixed the 3,2,1,Go vanishing too soon
  • fixed the lighting reflection maps getting unloaded when switching between fullscreen/windowed during a race
  • fixed a whole bunch of random mini bruh moments


Early Access Update v0.758 - June 2019 Update

The first Advanced Cup will be dropping later this month, but before it's ready it seemed like a good time to have another small update with recent fixes and polishings.

[Update v0.758]

  • added some suspension physics to player karts to stop them occasionally having overly exaggerated responses to the smallest of divots in the road's collision mesh
  • added a small sideways camera tilt when drifting, making it look a lot more dramatic (also planning on making this optional this month in case anyone has a problem with it)
  • fixed a recently introduced bug where the kart would reach full engine speed before being put back on track after a track fall off
  • added white outlines on the Ultra and VRtrax cup icons so that they match the Super cup icon style more
  • wall deflections will now check that your kart is grounded before attempting to deflect you
  • fixed a few minor bugs


Other recent unannounced changes:

[Update v0.757c]

  • fixed cpu karts not hopping over pits in Runbow Road 64 (bug introduced in previous build)
  • fixed cpu karts never showing their kart 100% from their back
  • added turning status to cpu kart sprites, now you can see them tackling bends more
  • stopped walls on mode7 races interrupting the Drift Boost buildup
  • fixed the Gold Rush particles not facing the camera correctly
  • smoothed some possible camera judders on turning or drifting around bends


[Update v0.757]


  • fixed karts being put back on track twice after dropping off track in the Tesla Tower Super track
  • cooled down the cpu kart's aggressiveness on 150cc Super races a little
  • changed the way camera FOV works in splitscreenGP to match how FOV in single player behaves
  • cleaned up the winner's race-end camera that follows you around in splitscreen
  • fixed it so each player's speed streaks will only be shown on their own camera in splitscreen
  • the fast forward button on the podium scene now gets faster the longer it's held
  • patched a hole in the wall's collision mesh of the TJnE track behind the start grid that let you fall through into space
  • added a 2nd ramp to the Starr Mazer:DSP track, it was always an area that could be jumped as a shortcut if you were going fast enough, but now it's a little easier to pull off! The CPU karts won't attempt it as it's a little dangerous. (Pros only!)
  • fixed internal view not going gold when collecting the GoldShroom using Pip's kart
  • increased the volume of some of the custom invincibility music


[Update v0.756]

  • fixed wrong number of Gold Shrooms being shown in splitscreenGP
  • added a 12sec lifetime to Pumpkings
  • made Pumpkings destroyable by a Gold Rush collision


[Update v0.755]

  • added an explosive deflection to strong wall collisions in Ultra races, which knocks and turns the kart a bit away from the wall. This is something Super races already do.
  • light wall scraping in Ultra races will also now turn the kart away from the wall slightly
  • added some rough ground surface over half of the lava on the Knightmare Tower track, making things a little easier there!
  • fixed camera sometimes dropping below the road geometry in Ultra races after it gets dropped when the scoreboard slides on
  • TimeTrials and SingleRace menus will now remember which character you previously raced as


[Update v0.75c]

  • increased performance of the ground material checking code leading to a huge drop in memory garbage collection, giving big FPS increases in single player and splitscreen!
  • also reduced the load on the ground material checking function in SIK Stadium by splitting the road into 2 separate sections
  • fixed bug introduced in the previous update on the podium scene causing the karts to be invisible in splitscreenGP, and the end podium menu auto selecting Restart Cup