Thanks to everyone for being patient with my...slow release cycles! I'm happy to announce that Phaseshift's 0.2.11 version is now available on the test/Beta version branch on Steam.
A word of warning - I have completely changed how save data is stored. I don't expect any bad behaviour, but anything you progress on with 0.2.11 won't be able to be used on 0.2.10.3. (You'll see why when you boot it up!) I am also aware of many bugs, especially relating to splitscreen and input.
0.2.11 is an absolutely mega version, and I got in way over my head!
4 New abilities!
Auto-Laser is a new light ability, preferring sheer rate of fire over damage. Great for shield suppression and if your opponents are close, like really, really close.

Shockwave is a new defence ability, detonating an explosive EMP shockwave dealing light shield damage, disabling abilities, turrets and mines whilst causing locked missiles to forget their targets.
EMP Mine is a replacement for the Proximity Mine, instead of dropping the mine ahead, this one fires forward and sets down in the ground to deploy an EMP burst to anyone in the vicinity.
Meteor Mine is a new utility ability that fires upward upon hitting a surface and hovering above ground until an opponent drives into it's trigger area. Then it launches downward for massive damage.

Guardian Returns!
The bike Guardian returns with new liveries and stats! Bulky and quick, Guardian is great in combat.

Challenge Championships with different difficulties!
A big change to the single player component, you can now adjust the difficulty on each championship! Your most challenging entry is saved along with your points and positions for that championship. Try and complete them all on higher difficulties!

New Bike and Loadout menus
Brand spanking new menus for bike selection and loadout! Easily check out the stats of other bikes, and compare loadout types to optimise your strategies!


Going Forward
As many of you are aware, cost of living and other difficulties really stunt development due to lack of funds or more importantly time. Of course I want to prioritise the things that I enjoy, and focus on pursuits that ultimately bring me joy. Phaseshift has been a project I've been working on since 2017, and it isn't paying the bills!
This latest update has made me realise how I set the scope for this project way too large for my talent. As a complete novice game developer I wanted to make a game that featured AA quality and realistic graphics with a blend of simulation and arcade racing...with absolutely no experience. I set my sights to be the next GRIP and for lil' ol' me that is just not feasible. The code base as a result features...less than optimal code and scaling the project is becoming difficult.
As multiplayer at this stage isn't an option, the game just won't be attractive to a wider audience or publishers and I understand that. A lot of uncomfortable truths! As such I likely won't be implementing any new features with Phaseshift, and when I find time (and motivation) I will likely iron out the bugs, add some new Championship modes in and release to v1.
I appreciate this maybe frustrating to some, but due to how long some of these cycles take, I doubt it will be much of a surprise! That being said I do have a new project I would like to announce...

Phaseshift: Evolved!
Phaseshift: Evolved is my next game. I will be learning from my mistakes! The scope this time is massively reduced, especially in terms of asset creation and fidelity.
Please feel free to have a look at the introduction page here!
Gameplay and UXv0.2.11
Nov 28, 2024
- Added a new abilities: Shockwave, Meteor Mine and Auto Laser
- New bike, Guardian added!
- Championships can now be completed on different difficulties, and are tracked on save data
- Added AI kill dialogue
- Improved AIPersonality handling
- Add in different dialogue types for personalities
- Added favourite ability to personality trading cards
- Vika is now Archon with a new portrait and personality
- Improved ability data handling
- Removed physics force on abilities
- Fixed a bug during the post race sequence when playing TeamTakedown
- Spectator mode light ability linked up to kills
- Championships now show highest difficulty attained
- Championship rows are now ordered on what has been completed
- Pickup gamemode can now be used in conjunction with every gamemode as a modifier instead
- Hit/Kill marker now retains ability colour id
- Added lights on each thruster for each bike
- Reduced chromatic abberation
- Can change screen reflection setting to improve performance
- Fixed a bug when triggering a championship in progress multiple times
- Incendiary Darts firing trajectory change to improve target acquisition
- Proximity Mine is now the EMP Mine, that deals shield damage and restricts use of abilities for a time
- AI generated voice acting has been completely removed, add new announcer
- Smoother camera transition at the start of the race
- Added new AI handling for static triggerable abilities
- Fixed AI pathing issues on Summit
- Can now have ability slots empty to allow for a wider variety of configurations
- New ability unlock handling on save data profile
- New Bike menu for easier selecting of bikes
- New loadout menu help with selecting abilities
- Refactored and revamped wheels and tyres
- Fixed a bug where taking out a teammate during TeamTakedown counting as a kill
- New model for Sentry Turret
- Fixed wheel spin camera jolt when failing a rev test at the start of a race
- Nerfed Fusion Grenade cooldown time
- Updated friction levels on all bikes
- Smoothened steering column visual rotation
- Changed kill dramatic stab FX for a new FX
- Fixed a bug where the last grip level attained at the point of finishing a race was kept, which gave humourous post race antics where AI was trying to drive a bike that had no grip if finished in gravel
- Updated game engine to Unity 6
- Improved performance across whole game
- New icons for Auto Laser, Shockwave, EMP Mine and Meteor Mine
- Save data handling completely re-written
- Award names have been changed to be more...exciting
- Improvements to various abilities
- Added Help/Info section
- Fixed a bug where slowing down time would cause a stuttery framerate
- Fixed a bug where Plateau had older racing line shader
- Improved SessionData handling
- Fixed a bug where by bigger bikes would collide with Sentry Turret on deployment
- Shows 'Do you want to equip' prompt after unlocking ability
- Added subtle skid sounds
- Added old data transfer script