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Bloody Rally Show News

Patch notes: v1.2.3

A small update with minor bugfixes, a few new avatars and a slight AI brake handling change.

v1.2.3 (2020.03.29)
- Adjust how AI handles braking in the corners
- Fix setting muffler or supercharger sound to None in Car Editor not working properly
- Fix error caused by trying to load Workshop car when it didn't exist on disk
- Fix a rare bug that caused track loading failure when there was a mission with hittable objects
- Handle deleting a custom car causing exception when any of the car files are open and preventing the deletion
- Handle some edge case exceptions in track leaderboard loading
- Add Houtworm and Carcassam avatars

Patch notes: v1.2.2

Hey Racers!

I'm really excited to bring you this patch update. Great news for those who are playing co-op campaigns, you can now switch between human players easily with shoulder buttons on gamepad and get a short vibration of the active player, so you will know which controller belongs to whom.

X and Y controller buttons (top row) will cycle through a predefined list of popular buttons in Campaign and Custom Race dashboards, to make controller navigation less clunky.

And in addition to UI navigation improvements, a few bugs were fixed, one of them was especially important, as it was causing a lot of false corner cutting penalties.

v1.2.2 (2020.03.25)
- Fix an old bug that occasionally made hidden track checkpoints oriented incorrectly, leading to weird corner cutting penalties and other issues
- Fix long-pressing mouse button when selecting paint job layer not applying the selection
- Automatically refresh Daily Challenge leaderboard menu after score finished uploading
- Add prompt asking if it's ok to post your scores to BRS Discord before leaderboard race (once)
- Warn about corner cutting even when penalty was forgiven by AI judge
- Don't lock mouse cursor in Windowed mode
- Add option to disable automatic mouse locking (useful for multi-monitor setups)
- Make controller top row buttons and keyboard Tab / Shift + Tab cycle through some of the buttons in Campaign and Custom Race dashboards
- Allow quick switching between human Players in Campaign dashboard via controller shoulder buttons and Page Up / Page Down
- Show metric / imperial units consistently as selected (with exception of Car Editor)
- Fix generated tracks not having object density metadata
- Refactor and cleanup some parts of code

Workshop Track Contest

Hey everyone!

I was thinking, there are so many awesome tracks in the workshop, it would be amazing to put some of them into the Daily Challenge track rotation.

For this, it would be necessary to move those tracks into the core game. As the creators of those tracks you can choose to participate in this by giving the permission of using your tracks in the core game.

If you would like to offer a track for this purpose, please post a workshop link in this forum thread: https://steamcommunity.com/app/926860/discussions/0/2145343189634152771/

I will pick a few ones that fit the rest of the built-in tracks the most and put them into the core package + Daily Challenge rotation, along with your name in the Special Thanks section of the credits.

Cheers!

Patch notes: v1.2.1

Here's a small update that could make a big difference to your campaigns. You can now configure them to your liking, a new bunch of difficulty adjustment settings have been added.

v1.2.1 (2020.03.23)
- Add a bunch of extra options for starting new Campaign
- Keep cloud shadows when Show Clouds setting is OFF
- Make AI racers lose more control after driving over oil spills
- Prevent AI from going backwards after reset
- Add RIKUSYO and Metrocube avatars

Price Drop

Hey everyone!

It has been a month after Bloody Rally Show was released, and it has become very clear to me that I cannot sustain myself by making games full time, at least for now. For this reason, I decided to make Bloody Rally Show more affordable for everyone, I am no longer going to do this with hope that it can become my main source of income.

Please don't get me wrong, I will still be working on this game part time, as this is has been my passion project for last couple of years. Although I will not be able to address all the feedback and implement all the features, I will do my best to keep improving the game bit by bit over time.

The reason why the game was relatively expensive before was that I really felt that time and energy put into making it was worth that much. And most of those who bought it seemed to have no regrets. But it's a niche product, too few people find 2D top down racing games interesting, and while I did my best to change that, apparently I failed, or at least failed to communicate the depth and breadth of the game, which had to justify the price. Now it's time to give up. The game sold less copies in first month than successful indie games sell in first couple of hours. But hey, I always liked building things more than selling them.

I am immensely grateful to everyone who purchased the game at it's initial price, I could not have wished for a better, warmer community of nice people who believed in me and did their best to support me. I am extremely thankful for everyone who reviewed the game, all those heartwarming reviews kept me motivated to keep pushing the game further. Even the negative reviews were somewhat positive and warm, and I did my best to address the issues they mentioned. The feedback you all contributed definitely made the game much better than it was on release day. Thank you!

You have to be a genuine loon to make indie games in this increasingly overcrowded industry where winners take it all, but that's exactly who I am, and I will keep doing it!

See you in the leaderboards!
spajus