A mobile version of the game was released a few months ago and you can check it out if you have an iPad 2 or higher or an iPhone 5. Here's the App Store link. You must keep in mind that the mobile version is a free-to play game, with an emphasis on in-app purchases and some other mobile-specific features.
What we want to do with Speed Kills is to rework and redesign the game for PC. And make everything the right way, the old way, no gimmicks. We're talking about:
- No free-to-play features
- New balance and more focused gameplay
- Improved high-definition graphics
- Traditional PC control scheme
Players compete in various championships, ranging from bootleg rallies on the outskirts of the galaxy to big-league circuits set against the goliath skylines of metropolis cityscapes. Players can purchase offensive and defensive vehicle upgrades, buy new cars, collect power-ups and earn bonuses. Traditional death racing as all of us like it.
Currently we have 5 planets/championships, quite diverse, and more that 50 unique tracks. We want to add more content we want backers to be involved in that. As you can see, we offer participation in creating new characters, new cars and stuff like that. If we will surpass our funding goals, we obviously will add more planets, tracks and features.
Here are the current planets:
Speed Kills: Gas'd Up is developed by Holy Warp and BWF, in a close partnership with Turn Me Up Games.
If we will surpass our initial goal, we'd like to add more features and port the game to other platforms. Currently the roadmap looks like this:
- $100,000 - Bonus planet
$125,000 - Mac OS version
$150,000 - Android version
$175,000 - Multiplayer
$210,000 - PS Vita version
$255,000 - Wii U version
Meanwhile, we encourage you to grab Speed Kills Soundtrack, which is available for free: http://holywarp.com/music/
Or you can listen to it right here and right now:
Risks and challenges
If you're developing a video game and say that the fact you're qualified, capable, have a good team, a track record and a dog automatically obliterates all of the risks - you're delusional and need medical treatment.
A good thing about Speed Kills is… well, the game actually exists. Which means we already left most of the production risks behind us. The mobile version can be downloaded, it is a finished product, programming is done, gameplay is here, all the assets are integrated.
But Speed Kills: Gas'd Up is different. It not merely a PC port, it is an upgraded, enhanced and rebalanced version. And that is why we need your support, that's why we've launched the campaign. We know what we're doing, but the process is extremely far from "I push the button and deploy the game".
What we already did: we've upgraded our Unreal Engine license and moved the project from UDK to a full-blown Unreal Engine. We're replacing and enhancing ALL of the current materials, shaders and effects within the game. Which is a substantial part of work and will take at least couple of months.
You can't see it in the stretch goals, but there is a relationship between funding and graphic enhancements. If we'll have a financial opportunity to boost quality even more, we will certainly do it.
One of the main challenges for us is creating a proper balance. Obviously, we know what kind of tweaks we want to make. But when we will actually implement all this stuff, It will require some serious testing and constant fine-tuning. Which may require not just "okay, now this weapon will have 100 points of damage instead of 150", but serious intrusions to the existing AI or physics. We don't know for sure, and that's why it is a challenge. And that is why we know that some extra testing and extra hours of programming and scripting are absolutely necessary.
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