About this project
"Race The Sun truly is a great racer that is already in its early phase a lot of fun and with extra development will only improve." - Indie Game Magazine
"Race The Sun is quite pretty. Like you. Unlike you, its free demo version has 375k plays on Kongregate." - Rock, Paper, Shotgun
"Good lord, the pace is maddening and I like it. Blinking is sometimes a luxury I cannot afford while playing." - Kongregate player
1: Linux & Live-stream (We announce Linux support)
2: Getting The Word Out (Lots of gaming sites wrote about RtS)
3: Dreaming and Scheming (We've got some ideas...)
4: Live-Streaming A Space Mod (Aaron shows off the mod tools)
5: Ramps and Much More (A tiny peak at the upcoming update)
6: SamCube!!! (We are gonna have an awesome poster!)
7: Linux Demo! (A Linux tech-demo is out)
8: Vote For Your Poster (Backers choose the poster design)
9: Major Changes (we have made a discovery)
10: Blowing Up (People are starting to take notice)
11: Poster À la carte & Live-stream (We take mod requests)
12: The Deadly Object (A new backer reward)
14: New Stuff (Dancing stickmen etc)
15: Create an Object (Cats with lasers etc.)
You are a solar powered craft, racing against the sunset at breathtaking speed...
...navigating a procedural and infinite landscape that changes with each day...
...you collect boosts to go even faster and reverse time momentarily...
...while trying to survive as long as you can without running out of daylight or smashing into pieces.
We have big dreams for Race the Sun. We envision a community of players who actually participate in creating the worlds they race in. To make this happen we have created something called the...
SIMPLEX WORLD CREATOR
The world creator will be included right in the game, allowing anyone to make unique new game modes (or modify existing ones) and share them in a special "user worlds" screen for all to see.
Unique interactive objects can be created, styled, and animated right in the game - with no programming knowledge. These could be simple things like falling blocks, or more detailed things like a flock of birds - it's totally up to you!
USER WORLD PORTALS
Portals will appear during regular gameplay that transport you to far-off worlds that were created by our community of players! Everything that happens in these worlds will count as part of your game.
You'll be able to team-up with other players in an asynchronous relay race. Here's how it will work:
When your round ends, you'll be able to invite other players to pick up your "life force", where you died. This will create a sharable hyperlink that allows another player to pick up where you left off. When they die, they will be able to share a link, and so on, and so forth....
This process will continue until all of your team's life force is depleted, at which point your team's combined score will be posted to a special leader-board. We'd love to develop this feature and help foster a community of active players who compete together. Maybe people will even form clans!
OTHER PLANNED FEATURES
We plan to add at-least one additional game mode, as well as a deep player leveling system with tons of objectives and achievements. This system will also allow you to unlock ship customizations like faster turning, protective shield, and badges that you can apply to your ship.
Here is an early mix of a track called "2-Late".
WHO ARE WE?
Aaron San Filippo brings 7 years of AAA game industry experience to Flippfly, having worked as a programmer and designer on titles such as Marvel:Ultimate Alliance, X-Men Origins:Wolverine, Singularity, and Modern Warfare 3. His roles at Flippfly include engineering, game design, animation, general QA and production.
Forest San Filippo brings 13 years of graphic design and business management experience to the team, focusing on the user's visual experience. His diverse portfolio of projects for web, print, and software has given him a unique perspective on how users perceive (and interact with) visual products. His roles at Flippfly include interface design, 3D modeling, sound design, and usability testing.
Flippfly was founded with the goal of creating new experiences, with a focus on fun, creativity, and community. Our first shipped project was Monkey Drum, an educational music toy for iOS.
Video Intro Music: Ghostpocalypse by Kevin MacLeod
Risks and challenges
Challenge 1: Making the multiplayer awesome.
Explanation: When it comes to things like multiplayer, there is a risk that it just won't work the way our players would like. To overcome this challenge we will enlist our community to test the heck out of Race the Sun and find all those trouble spots so we can fix them.
Challenge 2: Getting done on-time.
Explanation: Predicting how long it will take to make a game is a tricky business. There are tons of bugs and issues that can pop up. Luckily we have Aaron on the team! He has the experience and knowledge to get the job done... he's also a bit of a work-a-holic (don't tell him I said that - FS) so he doesn't quit until things are running smoothly. That said, we will also do regular video updates on Flippfly.com so you will know how the progress is coming, and if we run into any snags.
Our initial plan is for Windows, Mac, and Linux, but we would love to get on as many platforms as possible! Let us know in the comments what you would like to see us prioritize and we will take your input very seriously.
Flippfly Votes are a way for us to involve our player community at an unprecedented level, by letting our customers vote on what they'd like to see us do next. Our first voting period ended in late 2012, and was a fairly even split between Mod Tools and Multiplayer. So, we decided to pursue both! Going forward, we'd love to see this process continue, even to the point where we're putting entire game concepts on our voting page and letting our community decide what we make next. Your Flippfly votes are yours forever, to use on our voting page again with each new voting cycle.
Hopefully! We have a http://steamcommunity.com/sharedfiles/filedetails/…= here, so it's up to fans like you!
Nope. We plan to offer the game as a totally DRM-free purchase on our website. If we do get on Steam or other platforms, we'll implement whatever copy protection is required by that platform.
Support this project
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