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Hey gamers 🤙
I have been working a lot on Slopecrashers since all the summer fun stuff - mostly on things that isnt in the demo and lots of exciting stuff that I cant show yet (cry)..
But well.. the release is approaching.. soon-ish so it won‘t take too much longer to see what I‘ve been cooking!
Anyway, some of the things that I worked on also affect the demo, so I made a new patch for it that should make it all smoother! (Sorry for the big patch size there is actually a lot of under the hood changes). As per usual, let me know if you have issues / feedback / etc…
Stay tuned for exciting updates in the next couple of months!
So here is a wild potpourri of patchnotes:
- Items have better homing capabilities
- Snowman behaviour is changed - it is now more of a throwable that spawns a snowman on impact (if you hit a character it still acts as a catapult as before)
- Campaign structure changed - more race events and smaller challenge events. Not everything needs to be played to progress further (The demo campaign is only a glimpse of this).
- More sound effects (items)
- Bugfixes with camera in main menu and lobby
- Main menu fixes when coming back from multiplayer or tutorial which could result in opening menues twice? It was a mess … but not anymore 🙌
- More character animation in character select
- Select board and glider color in character select
- Intro Text shows which game mode is being played
- First time playing a game mode gives an explainer on what you should actually do
- Fixed boss battle issues
- Better ocean interaction when jumping into a wave (there was this weird snappy movement that i cant really explain but just believe ok)
- Better OOB respawn volume placement in neon city construction
- Fixed particle effects on water
- Particle effects scale with scalability settings (low disables some)
- 💚 Capybara 💚 can now be unlocked through campaign
- Better Lift visibility with this like air ark thingy that says lift on top.
- The game suggests using the glider when it detects that you are falling off the course or will likely crash soon.
- Boost flames will show that the boost is still active if contact with floor has been lost for a bit
- The AI cannot glide endlessly anymore which could result in them never coming back down to earth anymore.
- Fixed ingame UI issue with side goals overlapping with progress meter.
- Neon city bridges now have a better start that allows for simpler boardslides on them - it looked like you can boardslide them before but instead you crashed - now you can do the slide.
- Gliders have a minimum opening / closing time - so spamming the glider doesnt look as weird anymore - its still weird but not as weird.
- Reworked movement to be more stable
- Fixed some animation priority settings -> stunt animations should not be interrupted anymore by other animations and then look like no stunt is active even though there is
- Fixed some camera lag when driving slow which looked like the game is lagging although it was only the camera
- Fixed a calculation issue which resulted in the character lagging even though the game isnt - it was weird
- Fixed visual issues with trees
- Fixed a shaderbug with snowtracks that could result in a pixel becoming a value of minus infinity which caused some graphic cards to render everything black as long as that pixel was visible. This was a wild one.
- Mole dirt is getting removed from the floor as soon as any character drives into it - this also means you are not becoming as slow anymore as you did before (but I still suggest not driving into the dirt but jumping over instead)
- There is a helper tool now that automatically accellerates the player if they forget to jump to accellerate when slow. You can disable that like the stunt safety but it doesnt really hurt having it on.
- Made lots of optimizations on snowy mountain / snowman slope and neon city to run better on lower end hardware!
- Fixed some respawn issues where shortcutting too much could break the calculationn on where the character actually is which could have resulted in resetting the player very far
- Mole item cannot exist more than once at a time - this should remove that sometimes multiple moles make the whole map into a full on dirt track
- Fixed an issue where helper tools are disabled on new savegames which is against the whole purpose
- Fixed an issue with entering the next lap on pirate bay
- Fixed an issue with loosing grip on the halfpipe wall
- Boss battle is now added to demo campaign
- Demo campaign has been restructured
- Updated guide videos
- Fixed videos to now be also shown on steamdeck and linux systems (through proton)
- Fixed some tutorials to be phrased more understandable / understandably - i don‘t want to google whats the correct english form here
- Changed visuals on the campaign menue to be easier understood
- Fixed an issue where the game could get stuck when changing character selection to the almighty 💚 Capybara 💚
- Were rail tricks in the last patch? I think they were - but they are cool so here they are again woop
- Thats all the changes that I tracked for the demo - there might be more that I dont recall sorry for not telling them
- Reading this far? Thats cool! Hope you have a good day!