Fling to the Finish is a cooperative racing game where teammates are tethered together by a stretchy elastic rope. Get up close and personal with your partner to maneuver two characters bouncing, rolling, and flinging their way to the finish line!
Hey Flingers! This is the most exciting update for our team yet!
[b]Partner Matchmaking:[/b]
Our most requested feature is here! Partner Matchmaking! If you’re a player who’s a bit lacking in the gamer-friend department then you’re in luck. Partner Matchmaking allows you to queue up into random matchmaking all by yourself and you’ll be matched up with a partner. You can play through the Campaign with that partner but you can also queue up into Race mode all by yourself as well.
[b]3D Menu:[/b]
The main menu and specifically the team setup screen has always been a huge thorn in the side of new players. With this update we completely remade the main menu from the ground up. Gone are the days of navigating a boring 2D dimensional menu. Now, you control the entire menu by rolling around your Flinger and sticking to buttons to select them. Not only is it a lot of fun (watch out for the TNT) but it’s a lot easier to set up teams this way!
[b]
Other Improvements:[/b]
You can now queue up for Campaign Matchmaking where previously you could only matchmake in Race mode.
You can invite friends anywhere in the main menu where previously you could only invite them in the team setup screen.
There is a tutorial the first time you load up the new menu which shows you the controls and how to navigate the menu.
[b]What’s Next:[/b]
In the next update we’re adding a lot of quality of life improvements to help you interact with the new players you’ll be matchmaking with. This will mean being able to identify other players by their Steam name more frequently and easily send them friend invites so you can play with them whenever you like.
Best Regards, Daedalic Entertainment & Team Splitside
[u]
Bug Fixes:[/u]
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[*] Upgraded Unity version from 2019.4.29f1 to 2019.4.30f1 to fix a Unity sided crash on launch issue on certain dual screen setups (more details here: https://issuetracker.unity3d.com/issues/build-crashes-when-launching-via-cmd-with-monitor-2-while-the-two-monitors-have-different-monitor-scale)
[*] Now more Graphics APIs can be used depending on your device: DirectX11 (previously the only available API), OpenGLCore, OpenGLES2, OpenGLES3, and Vulkan. Unity will automatically determine the best Graphics API to utilize for each device. This change should not make any difference, but it may fix level loading issues reported by a few players.
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