- Game being removed for sale - Oct 21st! - 19 October 2019
Hey Racers, This is to let people know that due to some large-scale changes and refocusing that will be occurring in the next while, this game will be removed for sale on Steam, effective Monday, Oct 21st. I realized that while this current game is decent and solid (the 'sim' engine in particular, which is tough to do with this type of sport, i'm proud of), it needs a graphical/UI update and a gameplay and heavy features update to be what I want it to be at some point. Not sure when that will happen, to be honest, but i'll be hard at work to make it the best I can make it. Thanks and have a great day! Derek - Lead Designer/Programmer, SimProse Studios
- NEW announcement about the game! - 3 September 2019
Hey all, I've posted in the forum (very top post) about the game and its future. I welcome your thoughts. Derek
- Honor Cry: Aftermath - Price Reduction and New Game Fixes! - 15 July 2019
Hello Gamers, Our RPG experience Honor Cry: Aftermath is getting a new lower price ($1.99 once it takes effect) and a new game patch to improve the game itself! Changes: - Increased Item Durability 15-30% so that items don't break so fast. - Made the first few screens a bit easier in terms of enemies so you don't get ambushed by a vastly superior enemy right as you're starting out. - Made random encounters about 5% less frequent. - Streamlined combat so that if there's only 1 enemy, you don't have to click on their name every time. - Made hit chances a bit higher, about 4%. - Made the main quest in the second swamp area a bit easier by giving the player a hint where to find the Remove Curse scroll, and giving it to them possibly if they fail in the Gamemaster game 3 or more times. Comments welcomed. Thanks and enjoy! Derek
- Update on the game! Is it ... Dead? - 28 October 2018
Is this game dead? No, it isn't dead. I've had to work on various other things to survive and do what needs to be done. I've had several personal things come up...loss of a job, etc. that have necessitated this change in focus. But there are other considerations. Not meant as excuses, but carefully considered factors. #1: Remaining Features Change? The way I have the in-game racing poised to go is rather lightweight in management. A few are saying the game is rather shallow, which the way I have this feature planned may or may not change really. If I added this, would interest in the game pick up a lot? Not sure. I added the custom league creation and multiple season features, and sales barely did anything. #2: Sales. Also, the game has sold ok, but not really great. Streamers have not picked up this game at all, and even the racing "community" hasn't shown much interest really. Would I…
- Join our group! - 19 June 2018
We now have a homepage on Steam that lists all our games and news announcements: https://store.steampowered.com/dev/simprose Please visit and join to follow us! Derek
- Dev Diary #6 - The Main Racing Interface - 4 June 2018
Hello Racing Fans, Yes, there's been a bit of time passed. I've been hard at work with lots of stuff, along with Redline of course. The main racing interface design has been finished, and it looks decent I think. Sample here: https://drive.google.com/uc?id=1H470rCGuPno2BtAWf4J3-zwEWdS1vhRx The coding has been going well too. The main conceit is that at certain points during a race, there may be decisions that your crew will consult you on. The basic lap-by-lap management is done by your driver and crew chief, as is the way the real world works. You'll see lap by lap how your driver and the other racers are doing, updated in real time. Within a few weeks, I should have something ready for testers to try out, and then assuming things go well, a few weeks after that should be the Steam release. Thanks for being patient, everyone! Those of you with mods, feel free to post them. Have fun! De…
- Version 0.96 released - bug fixes! - 12 April 2018
New 0.96 version released with several important fixes and tweaks! Enjoy! Derek
- Dev Diary #5 -- New Update! - 31 March 2018
Hello race fans, Development is still going, and the next screen allows you to set the "attitude" of your driver and team, based on how you qualified (ignore the button name there, it will be replaced). This permits you to go all out, be conservative, or in between. This screen also has the sound of a stock car engine revving up, and a video to get you in the mood. View the screen below: https://drive.google.com/uc?id=1SrhQ7ilbwaioWNDvOQ71PC7wiuwzDp5M In the next few weeks or so, a preliminary version of the main racing interface should be ready to try out. Comments welcomed. Enjoy! Derek
- Dev Diary #4 -- Update! - 20 March 2018
Hello Racing Fans, Yes, the game is still going full speed ahead. We've been hard at work testing and re-testing. The pre-race setup screens are pretty much done now for the full race display experience, and are intuitive and look good! As a player, you start out with the pre-qualifying day, and with the results, you can use that to help plan out your strategy. Preliminary screens have been completed, such as this pre-qualifying screen for example: https://drive.google.com/uc?id=1_G5Wt5Dbq3t1wwW6M6SpgUHwTM82bPv8 More screens coming soon! Derek
- 0.95 Build released - Start your universe! - 8 March 2018
The 0.95 build has been released - and the .RUF create your own universe feature is in! It's a bit ahead of schedule, but i'm sure people are just fine with that! The help icon in the game explains how it works, and the file added to your main game install, ruftemplate.txt, explains how to format and set everything up. Enjoy! Derek
- NEW 0.94 version released - multi-seasons are in! - 2 March 2018
A new 0.94 build of the game has been released, with multiple seasons now in and working, as promised! There may be a few little tweaks or glitches here and there, so if there is, let me know. See our changelog 'New Build' post pinned at the top of the forums for more details about the new build. Enjoy!
- Dev Diary #2 -- Updates! - 23 February 2018
Just a quick update about the Post-Season feature; it's nearly done now, including aging drivers and crew chiefs, updating contracts, healing injuries, resetting everything, etc. By Monday or Tuesday of next week, I should have something to show and/or release. The next version will include lots of tweaks too, which I think will make the game even more playable and fun. See the more detailed forum post, pinned at the top, for more details on how the game is coming along! Derek
- Dev Diary #1: Sales are Good -- and Going Forward - 19 February 2018
Welcome sim fans! These posts are where I update everyone on the game and other related stuff in a direct, honest manner. Hopefull these posts will let people know this is the real deal. A quick note: I'm very happy with how the sales are going so far -- thanks to over 200 fans and counting in just 5 days for stepping up and joining the journey! I'm really glad this EA didn't fall on its face. I understand some people are scared they'll pay for a game that gets abandoned, but i've been doing this for over 20 years, and have always finished what I started. Thanks to those who have been kind enough to spend time making mods and such to the game. It is a very open game for this sort of thing, very much on purpose. Next up: Post-season progression, and its started already. Aging drivers, advancing contracts and resetting various things is in and working already, and i'm figuring another wee…
- Game Released! - 14 February 2018
The 0.91 EA build of the game has been released officially....finally! I'm pretty happy with where it is right now, but there's more to go, I know. The Roadmap post on the forums details exactly where the game will go next. The Post-Season progression is already being coded as we speak and should be out for first testing in a few weeks or so. A few little bugs here and there may still exist, balance may need tweaking, etc. but that's Early Access, so it's part of the package. I'm hoping sports fans, racing fans, or just fans of resource management strategy will grab the game and join me on this journey. I'll be in and out all day (its Valentine's Day in the US), but if you have compliments, bug reports, comments, suggestions, etc. please feel free to post them on the forums or email me directly: [email protected] and i'll respond as soon as possible. I've always supported my pro…
- Builds: Change Notes (Current 0.91) - 8 February 2018
0.91 build: -- FIX: Corrected an issue where repairing the second car in your garage wasn't charging the cost correctly. -- FIX: Fixed an issue where sometimes saved games weren't being deleted properly. -- TWEAK: Made repairing a little cheaper and more effective, as sometimes if had little success early on, you would be broke quickly no matter what you did just from repairing your car. -- TWEAK: Adjusted the daily random office expenses to be a little less than before. -- TWEAK: Added 10 more possible random events. -- NEW: Removed the default Windows dialogue boxes for pretty much all of the info popups and replaced them with new, more attractive custom message boxes. 0.90 build:. -- FIX: Corrected an issue where games wouldn't save correctly past the first slot. -- TWEAK: Adjusted the R&D algorhythm to build slightly better cars in terms of stats. -- FIX: Fixed an occasional crash i…
- Game Roadmap (2/1/2018) - 1 February 2018
Hey all! This post is to clarify and establish the roadmap of what still needs to be done to complete the game and exit Early Access. I'll be updating this post as things progress. ** Between seasons progression: Right now, a season lasts 36 Days or turns, and then the game processes the end of season stuff (driver progression, contract length decreases by 1 for all drivers and crew, sponsors deciding to whether to ante up again for another season based on your performance, injuries healing, etc). This season progression is not currently enabled and still needs to be finished. ** Custom data files: The .RUF data file can be customized to echo the league of any time players wish. From the 70's to the modern era, players can create anything they want, from drivers to chiefs to sponsors to tracks, simulating whatever era they want. This feature will probably come next in the development. *…