WheelsFighter is a science fiction, tactical car race where you will struggle to survive in a post-apocalyptic universe.
WheelsFighter is a science fiction, tactical car race where you will struggle to survive in a post-apocalyptic universe.
You can download a demo see below in the Demo section
This is a tactical game featuring cars equipped with various offensive and defensive weapons which race and fight against each other in an evolving post-apocalyptic world where violence reigns supreme.
Have you always wanted to fight to the death in a racing car against your sworn enemies? ... then this is the world you want. Make the right decisions and use winning strategies if you want to arrive at the top, because in a few moments, bad decisions can make you fail and your whole racing team with you.
WheelsFighter is a strategy game that you can play by taking
turns, or play in continuous or real mode. The more races your driver wins, the
more experience he will accumulate, to become an ace of the road ... if only
your driver can survive the injuries he will surely suffer along the way.
Join legendary battles, either in the form of a race circuit, or in the form of a rally with several race stages where each opponent must reach the end of each stage to continue to the next.
WheelsFighter is a tactical armed-car race using a configurable game engine which allows you to play in real-time or play simultaneous turn by turns, depending on preferences of the game players.
The game is
developed using Monogame technology and DigitalRune Library so it can run on
Windows, Linux and Mac.
The project WheelsFighter has been started last year by programmers and staff, all working in an IT services company based in Switzerland. That team wish was to realize their passion by creating a video game based their visions and a new gameplay style.
We have always enjoyed strategy and management games, so we decided to bring players a new gaming concept that would highlight an important tactical aspect in a race between armed cars in a post-apocalyptic universe.
Therefore WheelsFighter is not just a car racing game, but above all a game that requires both reflection, strategy and composure to react in the given time frame.
But we thought about those who prefer reflection without time constraints and our various control functions offer you these choices.
To make it more user friendly and accessible to all
types of game players, we have integrated different play modes.
This allows for players with low game consecutive time to find the game mode that suits them, while allowing those who prefers longer games to tune up and they will also have much longer play time. In case you are interested in a single game, you can play single race in a multiplayer mode as well as solo game play.
But if you
want a longer game, the destruction mode is ideal.
And finally, the campaign mode allows you to play several races: each race has implications from one to the next, adding an important strategic aspect to the choices you make regarding your purchases and your management decisions as they will bear on the final results.
All these modes include a ranking of your scores and your achievements will unlock rewards that are attached to them.
The game includes an artificial intelligence that allows you to adjust the difficulty from easy to a very difficult level, generating the challenge you are looking for.
WheelsFighter is a strategy game using a module which respects the laws of physics. It has been developed specifically for this game and it controls car movements and any other objects moving in the WheelsFighter world.
A configurable artificial intelligence module can tune the game to different levels of difficulty. This allows you to play as you wish according to the level of difficulty that you have selected.
To highlight a tactical aspect and fun times we have defined three styles of races. These range from the thinking style (with turn-by-turn) to a more dynamic style (real time).
Style: Turn by turn with stop
In this style of game, each order is executed at the same time for each participant. At the end of the execution of the order, each person has a certain amount of thinking time to decide the next step to take for the next turn. This style of play is less dynamic than the following styles, but offers more time for reflection.
Style: Continuous turn by turn
style is very close to the turn by turn with a stop, except that the stop no
longer exists and the time for reflection is located only during the course of your
turn. So you have to give your new orders while the previous turn is still
This style of play is more dynamic and therefore more difficult because you will have very little time for reflection and certain actions taken in the previous round could very well invalidate your future order.
Style: Real time
this style of game, you can give your orders anytime you want and
they will be executed at that time. The orders
are simple, but you can give them one after the other.
This style of play is the most dynamic of the three, but also the most complex. You will find it more difficult to predict the actions of your opponents and your reflexes will play a crucial role as well as your analytical skills. You need to stay as cool as possible.
WheelsFighter has multiple game modes. It allows a casual player to be able to play a short game, whilst allowing another player to spend more time having fun; for example by participating in the campaign mode which is a much longer game session.
The Basic Race Mode
The basic race mode will allow you to play with the vehicle of your choice against a set number of enemy vehicles which are computer-driven. Your goal is simply to survive and finish the race first.
The Survival Mode
Survival mode requires you to survive against vehicles controlled by the computer, who will do everything they can to destroy you. You need to save your ammo and avoid taking too much damage, because no one will help and you have to rely only on your own resources.The Campaign Mode
campaign mode follows a story line where you are playing the role of a
racing team manager and where you need to manage the status of your
equipment, your drivers, as well as your finances.
The campaign mode is the final type of basic mode.
You will sweat blood and oil to succeed in climbing the ladder of fame. During the campaign mode, various missions will be available where you will have to play different kinds of races; finishing with the ultimate survival race.
The pace of the game is based on the four seasons. You need to rank in the top levels of the race classification in order to receive additional bonuses and advance in the hierarchy. This will give you access to races that are increasingly complex and difficult, but they will offer greater rewards and bonuses.
In addition, this will allow you to unlock more vehicles, weapons and accessories, as well as new cities where you can compete with your team.
The Multiplayer Mode
Lastly, a Multiplayer Mode is planned where each vehicle can be played either by the gamer, by the computer, or a mix of both. In Multiplayer mode, you can play different solo games with some changes necessary for the program to run correctly on your LAN network or Internet network.
Future Modes derived from Multiplayer Mode
The TvE Mode(Team versus Server Environment)
This game mode is a variation on the classic game mode or survival mode, but instead of playing alone, you play in a team against the AI.
The TVT Mode(Team versus Team)
This game mode is based on the classic mode, but you oppose one team against another team, therefore a team spirit is very important. Specialization of your car can have a big influence because it does not need to be equipped with only you in mind, but also with your team.
Resources involved in the game
strength of your vehicle is one of its major resources. It is made up of the
various criteria of your vehicle: for example armour shield, chassis
strengthening, internal seat shield.
Each damage to your vehicle does not systematically affect its indicator-bar. For example, if the damage is in a minor location then the vehicle's general strength will not suffer, but you will face a penalty that is more or less important, such as loss of speed or loss of your vehicle's other function.
Energy will be your advantage in many situations. It is used to feed a large number of energy and semi-energy weapons (the latter uses both physical and energy-based ammunition).
Energy also serves a large number of active accessories, and the force field that protects and surrounds your vehicle. From the moment that you run out of energy your chances of winning will be greatly reduced. You will have to wait for your energy generator to produce energy or you have to use a battery to quickly load-up your energy.
You can also reserve a portion of your energy for later use, so that in due course you can use it. Some weapons directly affect your energy reserves.
The life span of your driver
The driver's life is the major resource. It represents the life of your game session and you will need to pay attention in order to protect that asset. Damage to vehicles may also sometimes affect the driver. Big collisions, the temperature soaring too high or too low, a penetrating bullet and some energy weapon’s electrical charge, are examples of effects that will tend to damage your driver's health.
When his number of health-points reaches zero, this will be the end. If the driver is KO, or even worse dead, you will automatically lose your game session or your campaign.
Some accessories can be used to strengthen the protection of the driver and so reduce the risk. In most race modes, the loss of your driver will make you lose your current game session, but in the campaign mode it is permanent and, if you don’t have a replacement driver, it will be “Game Over”.
Accessories involve all objects other than weapons in a vehicle. They are classified into two main groups, active and passive accessories. passive accessories are installed on your vehicle and use every time.
Passive accessories are installed on your vehicle and used every time. They include: different engine models, passive cooler (radiator), weapons rack, extra batteries, reservoir for the power generator, the outer armor of the vehicle.
Active accessories include everything that helps the vehicle without causing damage to others. For example: the turbo booster, extra active coolers. They also include drones, which are somewhat of an exception in accessories, as some are defensive drones while others are repair drones, shield drones. There are also offensive drones such as the armed drone, the scavenger drone and many others. Active accessories run on energy. The energy generator, which produces energy, is also an active accessory.
force field is a very important vehicle protection
The force field is directly supplied by your energy resources. It can be used as a life extension for your vehicle. It will be deactivated when the amount of damage exceeds the capacity of the force field.
The force field will regenerate slowly through a recharge procedure which consumes energy. Without energy therefore without force field shield, you will be sitting duck.
The game has two classes of weapons
They are offensive weapons and defensive weapons. Super-weapons are the ultimate weapon in terms of cost and destructive power and they can be offensive and defensive.
You will have a maximum of one super-weapon to embark on each vehicle. The use of these weapons will consume a large amount of ammunition and energy.
Offensive weapons are all the weapons used directly to attack an opponent. There is a wide range of weapons that are available ranging from the submachine gun to an antimatter cannon.
Standard weapons with ammunition make average damage, have slower speed and relatively low accuracy but their cost is very affordable: examples are shotgun, gatling guns, canon, standard snipergun, rockets and missiles.
Offensive weapons chart
Offensive weapons definition chart
The Offensive Super-Weapons
We have seven offensive Super-Weapons and more will be design
The Plasma Cannon has a high temperature plasma projectile.
The Nuke Missile special nuclear mini device for wide space area.
Defensive weapons do not directly target your opponent's vehicle, but indirectly they will, by laying dormant and reacting later on a passing-by or following vehicle. They include nails, different types of land mines, turrets bombs and some drones.
Defensive weapons chart
Drones samples shield repairs and nano-repairs drones
The Defensive Super-Weapons
We have small number of defensive Super-Weapons more will be designed and implemented. We have a super Multi-Mines Thrower, an anti-missile and guided weaponry drone
The Multi-Mines Thrower can lay down many types of land-mines: chemical, super-freezing, explosive and electro-magnetic mines.
The Anti-Missile and Guided Weaponry Drone is an intelligent drone with radio and infrared capabilities. It has also a sophisticated flares system to mislead enemy missiles. When this is not possible it generates a super infrasound wave which will explode the enemy’s guided weaponry far away from is intended target.
start with 30 maps. All will be racing circuits adapted to different game styles.
Some will have few turns and straight lines and others will be sinuous, like
mountain roads, and some maps will have a mix of both.
The racing circuits will also be taking into account the three classes of vehicles: (1) light fast vehicles with light weaponry; (2) the Heavy Class, slow moving vehicles with heavy armour and weapons systems; finally (3) an intermediate Class which combines some of the heavy and some of the light class features.
The game player will be able to choose his own settings from sophisticated menus and a large choice of game modes such as the basic race, carnage and campaign mode.
They will be able to select: racing track size, how many lanes and total length, as well as turn by turn or continuous game style, number of vehicles participating in race. Finally they will be able to choose the setting for their own vehicle. Choices are: type of vehicle, color, engine, tyres, shield and as well as weapons systems and accessories.
The basic Multiplayer Mode
This game mode is similar to the conventional single-player game. It pits you against other players on a Client-Server on a LAN. This will be possible with a combined distribution Client-Server for Multiplayer Mode.
The Multiplayer mode against AI bot and graphic reworks and visual enhancement for maps and animations.
Full support of Mac and Linux platforms and rally maps with possibilities for city to city raid races, like Paris to Dakkar etc...
The Real Time style, which is derived directly from the continuous style, will have direct orders with no waiting time: it will be possible to stack multiple orders. A new game mode will be “Team vs Team” where a team of players are pitted against another team. The system will use a server to analyze match-tracking statistics which will balance the teams for fairplay.
We will integrate factions, based on the campaign mode. Factions will also be usable in other modes. They will give details of weapons combined with defense accessories, driver and vehicles. Each item will have a special ability according to their faction.
We will make Team vs AI mode more difficult. We will integrate AI levels into Multiplayer mode. The AI engine will be optimized to be able to take decisions like an AI team, to try to outsmart the gamer team. The AI will have cross statistics to focus on, for example who is the most easy to kill? who is the strongest ? etc...
We will do a full inventory of the items in the game and apply the animations to each. Weapons will have detailed animations not only upon firing but also on reloading. Vehicles will show more animation and maps will have live animation.
We will take one step further on animations and details by going full 3D. We will redesign the maps, race circuits and roads as well as vehicles and weapons. All items will become 3D. WheelsFighter will be a full fledge 3D game.
The game is based on Monogame V3.2 and the DigitalRun V1.15 and graphic need DirectX11/OpenGL .
Minimum Hardware configuration
OS: Windows XP/Vista/7/8 extended mac, Linux
Processor: 1.6 GHz
Memory: 2 GB RAM
Graphics: DirectX 11 compatible video card
DirectX: Version 11
Hard Drive: 2 GB available space
Sound Card: Compatible sound card
Let's try out the demo
Download page: Here
Direct Download: Here
Command keyboard and mouse (for demo)
During the development phase of the game we used 2 languages (English & French). As from the Beta version, or the release candidate, final release will have support for German and Spanish as extra game languages. We are open to all new languages according to the feedback of the gaming community.
So far for the last year it has been a three-person project. I'm Kickstarting now so I can hire specialists to do music, sound, and art for the game and also bring to the community the multiplayer environment with powerful servers and high quality game.
Engineer in telecommunications and computer network specialist, with a Degree and post-graduate Diploma from La Trobe University, Melbourne, Australia. Eric also has strong work expertise on computer and network security, with in-depth and extended knowledge of system architecture based on over 25 years in the field. Eric was always interested in new technologies and entered into gamer circles with games such as Wolfstein 3D and then Quake II. From the start he has been enthusiastic about developing WheelsFighter.
Lead programmer and game designer, Christophe has a Computer Engineering degree from the HES Engineering School of Geneva, Switzerland. He has more than 15 years of experience with different companies, and is CTO at Alicestare for over 10 years. He has been passionate about computers since he was very young, and video games in particular. He created two games during his student years: a management game (Princes of the Desert) and a multi-player role game (Raiders of the Desert) between 1999 and 2004. Christophe mainly likes RPGs and strategy games / management
Graphic designer, enthusiastic PHP Programmer and webmaster forum administrator. Nino is a 2nd year student in Computer Science at Lausanne, Switzerland, and is a trainee at the company Alicestare SARL. Nino has been immersed in gaming for over 14 years, more recently playing League of Legends. Nino especially likes Japanese manga and in general all Japanese culture.
Risks and challenges
Making games is a difficult process filled with unknowns. Lots can go wrong. We are a small team and it is very difficult to make a game with a gameplay that will please a large crowd and be accepted by the gamer-community, even if we have a successful kickstart.
Building a strategy game of this depth for PC (Windows), Mac, Linux, tablets and later smartphone, we have set the bar very high.
The challenge is to create efficient global marketing in order to reach, as quickly as possible, the right number of kickstarter backers.
Our programming resources consist of only one core engineer and two part-timers. We're approaching our limit in terms of speed of development, which is why we're here.
With your support, we can bring in more development power which will ultimately allow us to get the game into your hands quicker. Bringing in other developers will allow Christophe to focus on the core game and story experience. We have to find the right candidates, such as a top graphic specialist. We also need a sound specialist and a music composer. If the project is successful our new team will enable us to drastically increase the overall game quality and speed of delivery.
- (31 days)