Exoterra v0.2.2


I’m excited to share the latest updates and improvements for Exoterra on Patreon. Here’s what’s new in this paid build: 

 Engine Update

  • The game has been updated to Unreal Engine 5.5, which introduces a new feature called Mega Lights. This allows for many light sources in a scene without impacting performance.
  • Using Mega Lights, I’ve added actual lights on top of the emissive materials in tunnels, creating a much better lighting effect.


Racing Overhaul

  • All races have been transferred to the open world map, and previous race maps have been removed. This has reduced the game size significantly.
  • You can now drive to any race start location on the map to begin a race—no need to transition back to Kaitlin to use the console. Alternatively, use the number keys (1–>9, 0) to activate any race from anywhere.
  • A new race manager has been implemented, handling races, spawning opponents, and checkpoints.
  • The race blueprints have been reworked, allowing for more opponents in races.
  • As a test, the Summit Sprint and Highway Sprint races have alternate versions for 8 and 12 racers. You can activate these races using keys 7, 8, 9, or 0 on the keyboard, or load them from the console as Kaitlin. Note: The additional test opponents currently use a generic gray material.
  • The player pin on the progress bar now shows your current position during races.


Vehicle Improvements

  • Hovercar: Slower deceleration when releasing the throttle or braking. Fixed the twitchy turning at low speeds (as a side effect, reversing is very slow). Added a script to align the hovercar to the surface beneath it, making it harder to flip during collisions.
  • BFRV: The BFRV now leaves skid marks when it loses traction and you can now use the handbrake for sharp turns.


Saving System Update

  • The save system has been overhauled. As a result, all race times and some settings will be lost.

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