About This Game Psychedelic Space RacingThe year is 2132.In the far reaches of the galaxy, gigantic space creatures have been discovered.Creatures that vomit solid matter out of their mouths. Solid matter that is the perfect substance to drive beat up cars in a race to enter the creature’s mouth.We call it the Space Ribbon.In the fastest growing sport in the galaxy, be the first to chase down a giant space beast as it spews a completely different psychedelic racetrack out of its mouth every time you play.Modify junked up classic cars and turn them into the fastest in space.Never the same track twice!Intelligent track generation combines procedural AI with great track designNavigate a twisting, turning, unpredictable racetrack as it appears ahead of you.Race your friends with up to 4 Player split-screen.2 classes of car, with 4 in each class, each with different strengths. Level up your racer to unlock new and harder race modes including cosmic modeUnlock new cars and upgrades to improve engine, grip and slipstreaming 7aa9394dea Title: Space RibbonGenre: Action, Casual, Indie, Racing, Simulation, SportsDeveloper:Onteca LtdPublisher:Applaud Productions, Onteca LtdRelease Date: 4 Jan, 2019 Space Ribbon Update 8 Download graphene ribbon space elevator. galaxy space ribbon. space ribbon vr. outer space galaxy ribbon. outer space ribbon. space ribbon switch test. space ribbon game. linie 114 space ribbon yarn. space cake ribbon. space ribbon switch. space ribbon switch gameplay. space ribbon nintendo switch review. space ribbon test. space ribbon android. space ribbon elevator. space ribbon recensione. air and space campaign ribbon. spaceship ribbon. space themed ribbon. space ribbon gameplay. space ribbon steam. space ribbon. space ribbon review. space ribbon metacritic. space ribbon switch metacritic VR is actually very well done. Game has more depth than other reviews claim. It's just too bad it doesn't have online multiplayer capability. hey, dog here: woaaaah, steam announcements. never thought i'd get to this point. wild. truly wild.uhhhh, game's comin' out... soon. feel free to follow progress here: https://twitter.com/dialtowng'night, folks.. Dialtown: Phone Dating Sim Update 02/06/19, OST teaser!: Hey all, it's me, the dog.So, like, another month, another devlog. I did well holding off writing this, lemme tell you that much, because boy, oh boy, have I been busy. Shit's a little crazy at work rn, with me helping clean up a mess that corporate left us, and training a new employee, but hey, the time that I (and my partner, as you will soon see) have put into developing Dialtown has really paid off!So, Dogman, what's the haps?. Update on development as of late!: So, basically, good news. Game is coming along well! A stock image model and I worked out a financial agreement and thus, he's appearing as a few people in Dialtown, including the one DSaF reference character (hype!) Oh, right. One of the DSaF characters (no, none of the FNaF characters, obviously) makes a cameo! Given the nature of the game... You can likely figure it out ;)The game is slowly being filled in with content. A few locations are fleshed out. The first 10 or so minutes of Randy's route are finished, and I'm now working on the rest. Progress is good atm!I'll keep y'all updated and write another one of these a lil' later! Ciao!. Update 5/5/19 - "Slow, but steady": Hey, y'all!Another week, another update.Doggo's tellin' ya the haps:. Hope y'all are havin' a good egg-day!: Progress is goin' really well so far! Things are still early-ish stages, but the world is slowly becomin' livelier and more packed with life/things to do! First major plotline is now in heavy development.PS: Enjoy some bonus footage ;)https://twitter.com/dialtown/status/1120012608000729089happy egg-day, everyone!~. Update 15/5/19: Hey, it's dog!Firstly, two things. Twostly? Eh.Okay, so, I'm not gonna write these weekly, because it just occurred to me: while there IS weekly progress that I can report on, it's not always INTERESTING progress, heh heh, or at the very least, not the kinda progress that translates over to devlogs well. Worry not: I'm just letting y'all know not to panic if I go quiet for 2-3 weeks. Just means I'm getting the boring parts out of the way, y'know? Instead, I'll focus on making more interesting devlogs with at LEAST two images every few weeks, most likely. Or whenever I have shit to show off! Here's a teaser image I forgot to embed last week because I'm still getting used to Steamworks controls, heh-Secondly, I'm hard at work on... stuff. I have a few drafts written out for the dating plotlines, with many on paper, and a few now on my pc screen! This is actually the last stage before implementation, so hyyyype! Once a scene is written, it's implemented and I'm already implementing scenes as we speak. I'm adding the finishing touches to chapter 1 of Randy's route, and hell, might even finish his entire route this month if I'm lucky! Here's a few of the (obviously censored, you pervert!) dating route drafts, in case you wanna see what they look like.I've got more detailed notes on paper/in separate documents, but these references are essential, and allow me to track total progress precisely. Not the MOST exciting devlog, granted, but hell, progress is nice! Last step is adding the finished character images. See, since my protagonists' images are taken from photos of real-live people who've kindly agreed to donate images of their fleshy-phoneless bodies to me, I can dictate certain poses or expressions that I wanna see from the models. This allows for organically produced unique expressions, which stem from me saying "HMMM, I KINDA FEEL LIKE WE COULD USE A NEW EXPRESSION HERE FOR THIS PIECE OF DIALOGUE, BECAUSE IT SURE IS SIGNIFICANT" and the like!Next devlog mightn't be for a while, but know that I will remain hard at work. When I have stuff to show off, I'll show it off. Ciao!
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