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Tailwind Update Notes + Exploration News!

Welcome to the Tailwind Update!


The Tailwind Update is releasing tomorrow, 10th May, but we wanted to give you all an early look at what you can expect in the update, alongside some exciting news regarding Exploration!

In this Trailmakers update we have added some exciting new race tracks to the Rally - this time you will have to master the skies to become a champion. We are also making some big changes to Wingfins, adding some awesome new blocks and fixing some exploits which necessitates a leaderboard reset. Finally, we have added one of the most requested features: Advanced Graphics Settings.

We hope you enjoy the update, and as always let us know what you think in the comments or for a more detailed discussion of the Tailwind Update head over to our Discord (https://discord.gg/Trailmakers).

General
  • Added 6 new race tracks to the Trailmakers Rally.
  • Added support for AZERTY and QWERTZ keyboard layouts.
  • Added an Advanced Graphics Settings menu. You can now fine tune the visual settings of Trailmakers like LOD, grass and trails, or just pick a preset.
  • Added a lot more options on the multiplayer server creation screen. You can now create a custom block loadout, and adjust the allowed complexity limit for vehicles on the server.
We tweaked the Coin rewards from races, so now there's a smaller difference between beating one ghost, or all three. Or if you happen to be playing offline.

Builder
  • We have added a feature that automatically finishes building the template vehicle in the races for you.
  • If you load in a Blueprint that has locked blocks, you now have the ability to purchase them through the builder. Just select the locked block and you’ll have a purchase button.


Blocks

In this update we have finally changed the Wingfins. We have been meaning to do this for a while, but we needed to come up with a solution that would not break too many old vehicles. The Wingfins have always had an unrealistic amount of drag which enabled crazy turning, but also made planes float like paper. The solution we have come up with is to change the old Wingfins so they cost a Power Core, rename them “Powered Wingfins,” and let them keep their drag properties. We have made three new Wing Fins that do not cost Power Cores, and have less drag than the powered versions. Old creations will have their Wingfins replaced with Powered Wingfins.

NEW: Added 4 Wedge Corner Blocks
  • 2x2x1
  • 2x2x2
  • 3x3x1
  • 4x4x1


NEW: Motorcycle Seat
NEW: Motorcycle Wheel



NEW Large Paddle Block
NEW: Powered Wingfins with the same drag as the regular wingfins before the update.
CHANGED: Wingfins have reduced drag.
CHANGED: Cannons explosions have reduced blast radius and power.
CHANGED: Made the Armored Seat slightly more aerodynamic.
CHANGED: The RAW Jet now takes slightly longer to begin its cooldown period. This is to prevent constantly tapping the Jet being the best strategy in many races.
CHANGED: The Propeller now has a wind-up time and we have reduced the power core cost from 4 to 2.
CHANGED: We changed the Shield Plates so you can colour each half of them a different colour, consider this a first step towards further customisation of your creations!


Sound
  • Added block building sounds to many blocks that didn’t have them.
  • Added reverb to caves and tunnels.


Bug Fixes
  • Fixed a bug that would spawn the vehicle on top of you so it fell on your head.
  • Fixed an inverted aerodynamic block that had non-symmetric aerodynamics.
  • Fixed a bug that showed you had improved in race rank when you had not.
  • Fixed a bug that would break the builder when binding a key to Z.
  • Fixed the invisible Carball ball.
  • Fixed an exploit that allowed you to only complete 1 lap on multi lap races.
  • Fixed the reward for flying through all the Rings of Fire in Sandbox Island.
  • Fixed the trigger for the Rings of Fire in Sandbox Island.
  • Fixed the Marquee Tool activating when clicking on UI elements in the builder.
  • Fixed a bug with the builder info weight not updating when placing a new block.
  • Fixed the ramp.


In other news…

We know a lot of you reading these update notes are going to be hoping for some news on Exploration mode, and we’re happy to confirm that Exploration will be the core feature of the next Trailmakers update.

As we’ve finished up work on the Tailwind update, we’ve been in many design meetings, armed with your feedback and our own visions and ideas for Exploration and now we’re ready to start building the brand new map for you all to explore, discover and build in. We’ve already started work, and our current goal is to release the update before we all take our summer vacation!

As we progress through development of Exploration, we’re going to do our best to keep you updated with how things are going. We of course want to keep some surprises for when the update releases, but for now, please enjoy the Tailwind Update and check back soon for more news regarding Exploration!

If you enjoy the Tailwind update, please don’t hesitate to leave us a Steam review, the entire team really appreciates it!

Exploration is Coming!


When we decided to remove the Expedition from the game and add the Rally game mode, we knew it would be a controversial decision. We did not do it lightheartedly, but because we thought it would make the game better. Our reasons for removing the Expedition have not changed:
  • The problem solving was too linear - like a string of puzzles instead of a challenging open world.
  • The balance of many blocks were tied to the environmental challenges of Expedition so changing them or fixing inconsistencies would mean a broken game mode.
  • It was too difficult for a small team like Flashbulb to expand it further.

Since removing the Expedition, many players who had not previously voiced their opinion about Trailmakers spoke up and told us how much they missed the game mode. We read everything in the reviews, the Steam forums, on Discord, Twitter, Facebook etc, and a majority of you wanted the same things:
  • A clear sense of progression.
  • Exploration in a big map.
  • Rewarding creativity.
  • Finding blocks instead of buying them with points.

We believe we can make something that gives you all of that while also solving the grievances we had with the old Expedition. We will soon begin work on something we will tentatively call “Exploration Mode”. It will not be the old Expedition or even a Expedition 2.0, but something new entirely. It will not replace the Rally mode - development of the Trailmakers Rally continues with many new tracks added in the next update.

When we put up the Steam page for Trailmakers back in January 2018, we answered the “Why Early Access?” question with this (and the answer has remained the same):
“Like any other game in Early Access, we need your help to decide what goes in the game and what does not. Trailmakers is a construction game made out of thousands of small parts. There is an endless opportunity to adjust and add to the features in the game, and we have a plan of where we want the game to head. It’s up to you to tell us if that is the right direction.”

For us, that is the essence of Early Access and open development. We want to thank you for letting us know what you think of Trailmakers. In particular, it has been a joy to read the very detailed feedback, and sometimes heated debate on Discord. With thousands of Trailmakers players, only a minority voices their opinion. If you took time out of your day to let us know how you feel, know that we appreciate you.

Rally Hotfixes & Leaderboard Reset

Hey folks!

First, I want to thank you for all your comments and feedback on the Rally Update. We read every word you send us (though we might not answer all of them), and they influence the future updates of Trailmakers. We love to hear from you on Steam, Discord, Twitter or wherever else you throw words at us.

Since the Rally update came out, we have released a couple of hotfixes. Due to some balance changes and fixes to exploits, we have also reset the leaderboards. This will not be the last time we reset them. The plan is to reset them when changes we make will impact the times you can get in races.

Hotfix 1&2 change list:

- Fixed players getting ejected from the builder when involuntarily leaving the race area.
- Fixed resetting of hinges when repairing.
- Fixed Power Core limit on servers.
- Fixed the Boat tutorial on Race Island
- Fixed various memory leaks.
-Fixed the blueprint browser for updating existing workshop items. It previously only displayed two blueprints to choose from.
- We squashed the issue that was causing some users to see lag and rubberbanding in extended play sessions.
- The old style FPS counter should not appear and remain on the screen anymore, displaying an incorrect FPS.
- Uploads made to the Steam Workshop in this update should now be downloaded correctly and visible in your Blueprint Inventory once again.
- Fixed Alternative Rendering requiring to be enabled on GPUs that shouldn't need to use it.
- Fixed Toggled Hinges not resetting correctly on repairs.
- Blueprints that previously had locked parts will now correctly lose the ! when you own the blocks.
- Fixed an issue with an unbound Logic Block set up not accepting input anymore.
- Reimplemented the Builder Camera focus on block selected.
- Fixed the Blueprint Inventory reloading every time you entered it.
- Fixed the Blueprint Inventory not remember your last position.
- Snowball Dispenser is back again.
- Fixed the worse than intended Aerodynamics on the VIP Seat. It's now the same as the Standard Seat.
- Fixed Sandbox being listed as Unknown Game Mode in the Server List.
- Fixed Sensor Blocks being turned off when pressing ESC in a multiplayer game.
- Fixed the Boombox sounds breaking after crashing/repairing. Again.
- Fixed the missing tool tips inside the configurator.
- Fixed Hover Engine sounds cutting out after crashes/repair/respawns.
- Fixed the Blueprint context menu appearing behind the tooltip when right clicking a blueprint.

Rally Update OUT NOW + Xbox Launch, and Upcoming Price Increase



The Rally Update

It’s been a long time underway, but the Rally Update is finally here. There are a ton of changes to Trailmakers - adding a new game mode, removing another game mode, rebalancing a lot of blocks, and much more. We’re very proud of how the update turned out, and we can’t wait to hear what you think. Read the full update notes right here.

Xbox One Release

Today also marks our Xbox One Game Preview launch! It has been a big undertaking for us to get Trailmakers ready for Xbox One, but we are super happy with the results. If you have friends who have been dying to play Trailmakers on their console, do us a favor and let them know that Trailmakers is out on Xbox!

The Xbox version has all the features of the PC version… almost. We are not launching with multiplayer as that would require dedicated servers, but we plan to add it in an update. The Steam Workshop is replaced with a Trailmakers Gallery that we are hosting ourselves. It has the same functionality as the workshop, but not the same Blueprints.

Upcoming Price Increase

The price of Trailmakers on Steam will soon be increasing to $24.99/£19.99/€24.99. Since we launched Trailmakers at its current price point, we have released 12 content updates that improved the game and added tons of content. What you get when you purchase Trailmakers today is significantly more than it was a year ago. To keep the momentum going, and help fuel the development we are confident in increasing the price a little.

This will obviously have no impact on current players, but if you have a friend who is looking to get Trailmakers now is a great time. We plan to increase the price in the very beginning of April.

Removing the Expedition



Hey Trailmakers

Some of you have gotten in touch to ask us why we are replacing Expedition instead of just leaving it in and adding the new game mode. We know it might be counterintuitive to remove content from the game, so here are the reasons that went into this decision.

What we think the Expedition did well was to give an introduction to the builder and the physics of Trailmakers. You would learn how to make your first car, how to upgrade it, make it aerodynamic etc. There was a nice sense of progression in the Expedition, and it was nice to have an obvious next goal - something you did not get in Sandbox.

There were also a lot of things that the Expedition did not do so well. We think that it was a weird mix of being open world, but still very linear. We never managed to make it feel like you had true freedom in how to solve the challenges. It felt more like a puzzle game where the developers had a specific solution in mind for the environmental challenges, and you had to figure out how we intended them to be solved. We think that goes against the idea of creative building.

However, the biggest problem with the Expedition was how it limited the rest of the game. In order to make environmental puzzles in the Expedition, we had to tweak certain blocks so that you could just barely overcome the challenge by using them. For example, the traction of the wheels was balanced so that you could just barely make it up the first hills. The same goes for the aerodynamic blocks which were balanced around the windy sections of the Expedition. Since then, whenever we have wanted to change the wheels or aerodynamic blocks to be more realistic and consistent or work for other game modes like Racing, we have had to take the Expedition into consideration. Changing one little parameter on a block could make the Expedition impossible to complete.This has on many occasions meant that we have chosen not to “fix” obvious flaws in the game.

All these issues also mean that we cannot “leave it in there” as many have requested. That would mean that we would have to live with weird settings on blocks while also having to maintain all the systems related to the expedition.

So the expedition is dead. Long live the new campaign, which is … a secret for now. But it will be a game mode that is much easier for us to expand upon, and way more aligned with what makes Trailmakers stand out. It will also serve as a way to introduce the builder, the basic blocks and game mechanics to new players while giving a sense of progression.

I hope this clarifies why we are replacing the game mode. Keeping it in means continuing to support it, and that would stunt the growth of the game in other areas. When all that is said, we would very much like to know what you will miss about the Expedition. It will give us a better chance to make the kind of content that you want to see in the future! Let us know in the comments :)