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Anslo

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A member registered 55 days ago · View creator page →

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Thanks! I always found it disappointing whenever a game would force-reset you if you drove too far off-road; it makes the whole thing feel like a constrained illusion. Some of my favourite gaming memories as a kid were figuring out how to glitch out of the world and explore the surroundings, so I was keen to leave it free-roam. It's not part of the game design, but ultimately it's harmless fun, and I'm always happy to hear other people appreciate that too.

And more locations are coming, for sure - I'm hoping to include a mountains location in the initial Steam release, but will keep building new locations and updating them over time. Switchbacks are tricky to do reliably, but they're something I really want to solve soon. Cheers!

Hey thanks! Happy to hear it's well-received by your kid - and a horn is being added, yep! Not sure I can commit to the fart sounds, but there will be the other kind of gas-powered vehicles, at least... It should also be Steam Deck compatible, so hopefully ticks all your boxes.

Thanks again!

Much appreciated!

Thanks for the feedback! The plan is definitely to add many more locations, including coasts, forests, mountains etc.; that's the core focus of the project. The Steam version will also be getting more car varieties and combustion engine sounds, and I'll try to figure out a good solution for an in-game music player too.

But I think some of what you're describing - racing, items, ramps - belongs in a different game; I'd prefer to keep the scope for Slow Roads tight and try to do one thing well, rather than branch out too much and risk muddling the game design.  That said, I have tested both rallying and multiplayer in occasional community events - check out driftmas, the annual winter rally that I run every year. I might keep testing ideas for multiplayer and competitive modes in the future, but for now it's not the focus - first I want to get working on these new locations. Thanks again!

Hey, thanks for the long-term support! The day cycle is coming back for sure - it'll be in the first Steam release and probably added to the web version after that (it'll need a rework of the UI for web). I hadn't considered bundling the old version but I suppose it could be possible, though it'd need to be a separate program... Just in case you aren't aware, it's still up at old.slowroads.io

As for moving the camera with controller, that's already supported - the inputs are unmapped by default (stick drift caused issues of phantom camera movement) but if you go into Settings -> Controls -> Controller and scroll down the mapping list, it's at the bottom. For the Steam version I'm rebuilding the UI to include support for controller navigation, too.

And on music, I definitely want to figure out something, at least an in-game player which loads files from a local folder. I think it might be possible to integrate with Spotify or YT music, and connect to public radio broadcasts, but that's something I still need to explore.

Thanks again!

Thanks for checking it out - and good point, I should update some of these screenshots!

Hey, thanks for the kind words, and for sticking around so long! If you were there when it first came out you'll know progress has been pretty slow (sorry), but I'm now working on the game full-time and things are moving more quickly. You'll be glad to know that lots of the features you mention are likely coming to the Steam version in a couple of months - more details are on the steam page, but it includes more controls over road style, gas engines, and more detail in the environments. I've wondered about branching paths for a long time, but it's a bit of a technical challenge because it means generating two sets of road and geometry until the player has committed to a direction. Not impossible, so it might happen one day, but it would need significant changes to the engine so it likely wouldn't happen until a later update. Once the Steam release is done I'll see how the feedback looks and use that to set priorities for new updates. Lots to come - thanks again!

Thanks! I've been working on it for nearly 5 years but only recently turned full-time. Happy to finally be making real progress - yesterday I finished a feature that I had to deprioritise over 3 years ago, and in the end it only took a few hours... more to come!

Thanks so much!