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My god, Foreveracers [Official Site, Itch.io Store] might be my new favourite stupid thing. It's an online racer where the cars are all top heavy physics wobbly things.

It's a great idea, totally silly and actually damn funny. It actually works quite well considering it's still in early development and it's currently free.

Bouncing around, putting people off and crashing everywhere. Glorious. It actually reminded me a bit of our Grid Autosport tournament and how hilarious it was.

The idea of being able to just drop in online whenever you want is great, no waiting around, start as soon as you're ready. Just watch out for other drivers, they are devils and they will try to bump you off the road and into walls or the sea.

It even has a day and night cycle, what more can you ask for?

You can vote for it on Steam Greenlight too.

They will be doing a big multiplayer test session this weekend. Saturday at 8PM UTC.

Article taken from GamingOnLinux.com.
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17 comments
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Tkeleth Oct 12, 2016
Quoting: SuperSmashingGreatGames
Quoting: TkelethBest lap so far? Mine's 1:12.714

That's a pretty good time...it's an amazing time if you're not using shortcuts!

Under 1:20 is a great time if you stick to the road. Under 1:10 is achievable if you can nail the lap whilst chaining together a few shortcuts (without wiping out!)

If you're using keys instead of joypad, well then you've achieved just by getting a lap in! :)

Oh yeah, that's with shortcuts. I got down to 1:11 and something a while after that. I can definitely see the possibility for a lap time around 1:07 or so with a few tweaks and a perfect run.

Unfortunately I have to work Saturday so I won't be able to get on for the stress test.

The biggest shortcut is definitely cutting down the hill to the left so you skip the hairpin at Stonewall Hill - but you could move the checkpoint forward a couple meters if you wanted to force people to run those curves.

I'm about to get online some more, lol I've been enjoying this. I have come to prefer indie/small studio games by far over AAA titles in the last several years, so thanks for being part of the community, and also for supporting Linux!
Tkeleth Oct 12, 2016
AWW YISS!

1:08.140

There was another player online by the name of Linkar from whom I learned another shortcut, and got this time after, I dunno, 30-ish laps or so.
Good work Tkeleth. Shame you aren't there on Saturday but there will hopefully be plenty of other opportunities. Though with setting those sorts of times, I'm relieved you won't be there in case I can't beat you! :)

Stonewall Hill is now the official name for that section, hope you don't mind! I want people to try to take shortcuts, they're there deliberately, I just need to make sure that the balance of risk/reward is right. So I'm contemplating moving that checkpoint forward a touch, but just to make it a bit trickier to hit the checkpoint and make the turn, rather than forcing them the 'right' way. Stonehenge shortcut might need a bit tweaking too, maybe some more rocks and adjusting the checkpoint there.
The other shortcuts (hint - at least 2 others) are hard enough for now I think! Or at least, I normally mess them up...

Kyrottimus - some marvellous names there! :)
MayeulC Oct 12, 2016
Very sweet little game, with quite a lot of potential.

A chat would be a bonus, short-term, and/or a list of connected clients to check whether you are alone or not.

I wonder which direction it is going to take, though. Is it going to become a battle game (à la Mario Kart), or an open-world race game? Or something completely different? Time will tell :)

Physics could be also tweaked a bit (to become more - or less - realistic), I think. Or maybe it's just because I played with my keyboard? (around 1:45 IIRC -or was it 55?) Well, it seems I need to tune a bit my hand's internal PID because I keep rolling over, although it seemed to get better near the end of my session. It might also have to do with the fact that I had the "old" car. I don't really know how different they are.

I had quite a lot of fun racing with other people (waiting with each other at the start line), fighting them corrida or joster-like, running the track backwards, or ambushing near the sea.
There's even room for plenty of cosmetic items. Hats, paint jobs, stickers (apparently that's a thing in CS:GO, now), horns... If that's the developer's wish. (I must say I am not too fan of this paid-for content, but I like customizability :D)


Last edited by MayeulC on 12 October 2016 at 9:24 pm UTC
Tkeleth Oct 12, 2016
Quoting: SuperSmashingGreatGamesGood work Tkeleth. Shame you aren't there on Saturday but there will hopefully be plenty of other opportunities. Though with setting those sorts of times, I'm relieved you won't be there in case I can't beat you! :)

Stonewall Hill is now the official name for that section, hope you don't mind! I want people to try to take shortcuts, they're there deliberately, I just need to make sure that the balance of risk/reward is right. So I'm contemplating moving that checkpoint forward a touch, but just to make it a bit trickier to hit the checkpoint and make the turn, rather than forcing them the 'right' way. Stonehenge shortcut might need a bit tweaking too, maybe some more rocks and adjusting the checkpoint there.
The other shortcuts (hint - at least 2 others) are hard enough for now I think! Or at least, I normally mess them up...

Kyrottimus - some marvellous names there! :)

Yeah, if you want people to still be able to make the shortcut, you could move the checkpoint to *ALMOST* aligned with the beginning of the wall, so you'd have to cut the corner perfectly to get down without hitting the wall or missing the checkpoint.
Thanks for the comments M@yeulC

Chat and player lists are on the to-do list. For the chat I'm currently leaning towards using pre-canned text messages rather than free-form text, but will see how it goes...I've also found that players seem to try to use the horn to communicate, so i might explore that, adding the ability to flash headlights etc.

Hats/badges are currently planned as an identifier for the current fastest etc., rather than something to sell/customise. I do plan on the final version allowing players to at least choose their car, colour and perhaps a choice of horns though...other customisation stuff may follow, but...I'll worry about trying to get the game worth playing first, then how to rinse you all for money later! ;)

Also, there shouldn't really be any difference between the cars at the moment, they should drive exactly the same - the old one is just the first model I used, which I then planned to replace with the 'basic' model. However some players think there's a slight difference (I'm undecided as can't see in the code why they would be different, but there is a 'feeling' there that it's different), which is why both are available at the moment, plus it adds a bit of visual variety.

As for some of the other stuff....well, time will tell! :)
Just wanted to say thanks again to the support generated from here. The game has been greenlit on steam! :)
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