- February 5th Music Update! - 5 February 2021
Greetings! Here with the final Ludicrous Speed update before launching out of Early Access! You can now enjoy eight more in game music tracks from Mason Hensley of Fistpipe Studios and four new EDM tracks from K20 to diversify your running experience! There is also a new playlist menu so you can toggle your favorite in game tracks on and off. As always, feel free to disable the in-game music and run to your own music played from an alternative source on your PC. There has also been an additional pass of polish and some squashed bugs along the way! The journey building Ludicrous Speed has been a fun one, I hope you enjoy it! Run long, run hard. Rob
- Ludicrous Speed November Update! - 21 November 2019
Greetings folks, we're back with another update! Added a guided tutorial with VO to the practice mode for new players. Updated the main menu interface with tabbed sections and enlarged elements. Background environment elements have been updated with new building assets. Added an attract loop to the spectator screen that triggers when the player is dormant. Vive snap turn now activates on clicks instead of touch. Oculus jump now actives on joystick up instead of up click. Input down on both Vive and Oculus now activates a crouch. Updated to Unreal Engine version 4.23. Optimization pass. Cheers and enjoy! MM
- August 5th Update! - 5 August 2019
August 5th Update! Greetings folks, we're back with another major update: Customizations menu has been added along with 22 customization options to modify the gameplay rules and player abilities! Max move speed and acceleration has been increased. Added track reset option into the mid game pause menu. Windowed and full screen options have been added to the menu. Modifications have been made to wall grinding/running to increase flexibility. Some materials have been polished and optimized. Multiple meshes have been consolidated or instanced to improve performance. Spectator screen render component is now destroyed when not in use. Saving bugs have been fixed in the core options and side panel options menu. Removed lights and shadows from various actors. Players can now catch rings with additional collision on the player hands. Player reset on death has been modified. Added more rings to W…
- May 1st Update! - 2 May 2019
Greetings! We're back with another update! World 7 has been added to the track cycle, completing the core loop! Added instancing to hazard meshes where viable, optimizing a few worlds. World 1 Saw hazard meshes have been updated. Engine version has been updated to UE4 4.22.1. Velocity decay now begins after 1 second instead of 0.25 seconds. Hazards have had some elements of their logic refactored, improving optimization. New background moon has been added to the environments. Added a new score changed visual effect. Cheers! Manic Machine
- January 30th Update! - 31 January 2019
January 30th Update Greetings! We’re back with another update: World 6 has been added to the track cycle! More rings are now spawned onto the track at lower score multipliers. Added more variety to the ring spawn locations on empty chunks. Ring placement height is suppressed on the first three track cycles. Pregame scoreboard has been juiced up. Cheers! MMI
- December 20th Update! - 21 December 2018
Greetings! In this update we've added a practice mode for players new to fast paced locomotion in VR! Now you can jump through practice rings at your leisure without any fear of saws or spikes. Happy Holidays! Cheers, MMI
- December 4th Update! - 5 December 2018
Greetings! We're back with another update: Ring collection SFX polished. Added SFX on energy wall cross. Modified UI panel materials. Tutorial information moved from menu to wall panels. Contact information added to question mark icon menu. Reduced download size. NOTICE: For a better visual experience, if you have recently updated to Steam VR 1.1.3, go to your Steam VR settings, and in the Video category uncheck Enable Motion Smoothing before playing. Happy Holidays! MMI
- November 11th Update! - 12 November 2018
Greetings! We're back with another update. Build updated to UE4 version 4.21. Turned on forward shading. Multisample Anti-Aliasing activated. Bloom settings modified. Round Robin Occlusion from 4.21 activated. Players should expect a smoother, crisper, and brighter experience across the board. Enjoy! MMI
- October 31st Update! - 31 October 2018
We're back with another update - the second wave of the polish pass! Did a polish pass on ring locations across all worlds. Scaled up scoreboard UI elements. Polished and scaled up pre-game UI elements. Optimized and polished fanfare and background firework VFX. Fanfare VFX/SFX added to portal crossing. Did an aesthetics and balance polish pass on W3. W4 difficulty has been lowered. W5 has had a balance and aesthetics pass. Polished Porthole hazard mesh. Polished heart restore sequence. Haptic feedback and SFX on many events now increase with multiplier. Additional VFX and UI elements now change as player multiplier increases. Suggestion arrows appear on starting line and portal walls after 30 seconds. Darkened the border of all UI text, greatly increasing visibility. Controller roll deadzone for strafing default increased to .05 from .03. Added a pre-game tip for Snap-Turning on the ba…
- October 19th Update! - 20 October 2018
October 19th Update Greetings! Another big update which includes a full polish sweep of all core elements and hazards in worlds 1-3, as well as the addition of worlds 4 and 5! Comprehensive notes: World 4 has been introduced into the track cycle! Can you sidestep these spinning blades, scissor-like slicers, and smashing slammers? World 5 has been introduced into the track cycle! Beware, and make sure to dodge its deadly denizens when diving into its thorny depths. World 1 has had a full polish and updates pass to aesthetics/movement/balance. World 2 has had a full polish and updates pass to aesthetics/movement/balance. World 3 has had a full polish and updates pass to aesthetics/movement/balance. Menu Icons have been updated with new meshes, lighting, SFX, VFX, and animation flair. Tutorial text has been updated. Score UI distance from player has been decreased. Added particle effects t…
- August 22nd Update - 22 August 2018
Greetings! We’re back with another update: New hazards, smoother difficulty curve, improved visuals, and optimized performance! Updated engine version to Unreal 4.20.1 Added the third world, with new hazards. Initial difficulty has been ramped further, and now escalates up to the maximum difficulty by the sixth cycle instead of the third. Grabbing five rings without taking damage now increases your score multiplier up to x5. Slightly lowered the difficulty of World 1. Controller roll can now be used to strafe when using trackpad movement. Eliminated a persistent hitch that escalated on long plays. Increased render bounds of back energy wall to eliminate flickering. Huge polish pass on materials, lighting, VFX and environments. Improvements to UI aesthetic. Optimizations to all materials and VFX. GPU/CPU optimizations across the board. Turned off motion blur globally. Cheers!
- June 29th Update - 29 June 2018
Greetings, everyone! We’re back with another update. Initial difficulty has been reduced and now ramps up across the first two track cycles. Trackpad movement velocity now carries over to skate movement when transitioning between the two without losing any existing speed. Pregame score indicator now displays run times. Wall grinding can now be triggered further from the wall. Adjusted the difficulty of hazard distribution slightly. Transparent elements of visual effects have been made more efficient. Small skate jumps will now activate at a lower movement threshold. Large skate jumps are now easier to trigger. Additional environment art and aesthetic polish. Godspeed!
- Patch Notes - June 18 Update - 19 June 2018
Hi everybody! A bunch of improvements included in this evening's update! Jumping while skating has been made much more reliable than it previously was. The system does a much better job now of understanding when a gesture is intended to trigger a jump and when it isn't. You can now trigger a jump from skate by throwing your arms up as well as down - whichever way feels most natural to you is cool. Skate movement no longer stops abruptly if you release the triggers. Stopping is much more natural, and won't break your stride if it happens accidentally. Fixed an issue that could cause music-reactive elements to stop reacting if your audio output settings changed while the game was running. (This would happen if your Vive or Rift switched automatically to headphones when the game started up.) Now, if the system stops hearing the audio stream, it'll fix itself when you cross the starting lin…
- June 14 Update - 14 June 2018
Patch notes for the June 14th Update: Dramatically reduced difficulty of the first run through World 1. Regards, Rob
- June 12 Update - 13 June 2018
Hey everyone! Here are the patch notes for the June 12th update. Skate movement direction is no longer influenced by the HMD orientation. Applied a small dead zone to skate steering. This is adjustable in the options. Skate speed now correctly matches slide movement speed. Fixed bug that was causing options to be saved incorrectly. Adjusted the sensitivity of skate steering. Slightly adjusted the initial difficulty. Cheers!
- June 6 Update - 8 June 2018
Hi everybody! Here's a quick overview of what what was updated in the June 6 patch: Fixed an issue where false positives on the jump input could trigger jumps when you were trying to operate the pregame menus. The score indicator now indicates in real-time when you meet or beat your high score. You can now turn music reaction for background scenes on or off in the pregame options if it's causing motion sensitivity. Please share your experiences with us! We we want to know about things we can improve or need to fix, and we love to hear it if you're having fun. We'll be updating frequently. Thank you!