Old-school arcade racing action... navigate challenging off-road tracks while dodging, jumping or shooting obstacles. Simulated physics on obstacles, solid off-road arcade-style driving. Very challenging and charged with adrenaline in the later levels. Keyboard and controller support, extensively tested and optimised for high frame rates, with integrated graphics well catered for in lower quality settings.

Report RSS Puggy Racer - Beta v0.12 for Windows

First public beta! As you can imagine for a racing game with so much freedom, internal testing has been a long process. You can play the whole original set of tracks in progression mode, four of these in multi-player. Feedback welcome.

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This is the first public beta and therefore, there is no change log. A brief list of features:

  • Gritty, dynamic driving, every game is different
  • Many degrees of freedom, you choose how you complete each level
  • Rewards precise driving and quick thinking under pressure
  • Well tested across a range of hardware
  • Explosions, explosions, explosions
  • Physics simulation
  • Very challenging to achieve the top title

This is a video montage of the levels available:


Puggy Racer - Beta v0.12 Gameplay - Indie DB

The DirectX 11 version is available here:
Puggy Racer - Beta v0.12 (Windows, DX11)

The DirectX 9 version is available here:
Puggy Racer - Beta v0.12 (Windows, DX9)

The game has been tested a lot over several months and there are no known major bugs. The minimum hardware recommended is a dual-core CPU with Intel HD 4000 or better graphics. The best experience to be had is with a GTX 670 or better at 1080p with an XBox controller per player. If you are using Windows 8 or 8.1 and your hardware supports DirectX 11, it is recommended that you use the DirectX 11 version.

The biggest challenge encountered with developing this game was to ensure that each level is well-balanced in respect of gameplay and will maintain a stable frame rate. Because the player can essentially drive anywhere in the play area, it quickly became impractical to track these aspects manually, so a phase of internal testing logs every route the testers took, and with this we can plot route timing and graphics performance across each level. With this, and the refinement of some tools in the landscape texturing pipeline, developing new levels will be much more streamlined.

Feedback is extremely helpful! The game is quite different today than it would have been without advice and feedback from players. If you encounter technical issues please let me know (comment or PM).

- Machtura

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