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⚙️ Early Access Update 05 ⚙️

https://store.steampowered.com/app/2078450

OI YOU'Z GITS!

Speeding onto your PCs is another Early Access update our grots have been slaving over working on. This update addresses a bunch of feedback from the community but also pushes the game further towards our wider goals, with part of that being it needing to feel more race-y. Game'z called SPEED FREEKS now, innit?

So, along with the plentiful fixes/changes, and alternative weapons we've added for this patch, your vehicles can now drift. Now let's GIVE IT SUM WAZZA!!!



Alternate weapons are back!

Every vehicle now has alternate weapon that are switched on for select weekends. The first weekend starts today until Sunday night!

Again we're looking for feedback on these for feel free to let us know your thoughts in Discord or Steam.

Deffkilla Wartrike
The Trike now has an alternate hook (Pulla Klaw) in addition to the default hook (Grapnel), which has also been modified. The Grapnel no longer pulls enemies, but gives the user a much greater speed boost, even able to pull you into the air. The Pulla Klaw doesn't increase your speed, but it yanks enemies towards you which creates proppa fun scenarios!

Megatrakk Scrapjet
The Scrapjet has a new alternate secondary weapon: the Combat Rokkit. This switches the high-recoil, high-cooldown rokkit with a weapon that's more suited for combat. It can be fired much more frequently and has much higher DPS. However, it still requires great driving skill to use, as the weapon is mounted to the vehicle and shoots straight forwards.
  • Scrapjet drill speed down to 185 from 200, and we’ve adjusted the curve to add speed more slowly. This should help players catch the Scrapjet before it can escape or reach a ramp to go airborne with the bomb in Kill Konvoy, since it's been relatively easy to deliver this way - and although fun for the bomber, it can be frustrating for opponents.
  • Scrapjet recoil rokkit damage down to 20 from 35 and the recoil force has been reduced to 210 from 240 as well as its cool down increased to 8 second from 6.
  • We’ve also added a large knockback force to give it a real punch.
Shokkjump Dragsta
The Dragsta has a new alternate primary weapon: the Unstable Shokk Rifle. This switches the long-range primary weapon with a spammable short range version. Use the Dragsta's great manoeuvrability to get in close and shokk your enemies, then disappear with the Warp Tunnel. Careful though, you still have to mind the asymmetrical firing angle.
  • The braking force at the end of the Dragsta’s Warp Tunnel has been removed and its cooldown increased to 10 seconds from 8.
  • Fixed issue where Dragsta could deal full damage with the Shokk Rifle at up to 270m instead of the intended 125m
  • The Shokk rifle now deals full damage to targets within 150m, up from the intended 125m.
The Dragsta's max range has been drawn back because of the potential for passive playstyles, especially with groups of them. We welcome feedback about this change and will continue tweaking until a good balance is found, as we know there are some passionate Dragsta mains out there

Grot Mega Tank
The Mega Tank now has a new alternate tertiary weapon, the Kustom Mega Blasta. This is a powerful energy weapon that applies a large knockback force in the area it hits, sliding vehicles along the floor if they're grounded and pushing them away in the air.

Boomdakka Snazzwagon
The Snazzwagon default primary weapon recoil has been removed. This was slowing the vehicle to 65kph (from its base speed of 80kph) with no boost and 80kph while boosting(!) when firing forward.
  • To compensate, the base speed has been reduced to 70 (from 80). This results in about the same average speed as before, but its now more consistent.
  • Following feedback from the community, its primary weapon range has been increased by 25m.
  • Snazzwagon Burst alternate primary damage increased to 2.2 (from 2), damage falloff set to [75, 1.0] > [125, 0.5] (from [25, 1.0] > [75, 0.5])
Rukkatrukk Squigbuggy
  • The Squigbuggy alternate Big Grub Squig cooldown has been increased from 2.0 to 2.5 seconds
Two of the alt weapons we've added are aimed at giving more defensive options to players trying to stop aerial bomb deliveries in Kill Konvoy. We love the high flying bomb runs, but we want to ensure there is adequate counter-play. The Trikes's Pulla Klaw and the Mega Tank's Kustom Mega-Blasta are both effective displacement tools that are quite effective on players flying through the air.

Many weapons have also been given a small downwards knockback force to help fight aerial bombers


As mentioned, we added drifting to the driving model for all non-tank vehicles.
  • TAP handbrake to drift while turning
  • HOLD handbrake to do a tight donut.
Drifting will tighten the turning radius and also provide a speed boost, making it helpful for racing, and chasing enemies down. Be sure to drift if you want to pull off tight manoeuvres.

This is the first public iteration of drifting so we're happy to gather your feedback about it!

  • Added acid rain weather version for Big Erupta (Kill Konvoy)
  • Added Megabommer planes to Big Erupta (Kill Konvoy)
  • Added a 2nd race version to each capture point for all Death Rally levels
  • Many boost pads added to Deff Rally maps
  • Improved slope visuals and clarity in most maps, as well as added small rocks. Now the slopes leading up to rock obstacles can more easily be seen
  • Collision on rocks in all maps has been vastly improved for smoother traversal. Collision improvements pass done on some maps in general
  • Various small gameplay improvements to levels, including making sure tanks don't get stuck in pipes in Ded 'Ard Desert (Kill Konvoy)
  • Improved dust VFX that comes off the back of vehicles when driving on terrain
  • Added sparks effect to big fan in Burna Valley to communicate lifting force
  • Changed some level shadow settings to be more performant
  • Added Challenge progress pop-ups on the HUD. Now players can now see their progress in real-time
  • Added lifetime Medals to the game, which track progress for various stats like kills/assists, bombs delivered/stopped, races won, etc. Players will now see popups on the HUD when a lifetime medal is achieved
  • Added Kill Streak medal popups ingame for when players get more than one kill in a single life (ex. getting 3 kills before dying). Kill Streaks of up to 15 are supported, but there is an issue with audio playing loudly at 12+ kills. This will be fixed next update
  • HUD damage falloff crosshair scaling is much stronger, so the "full damage" area should be clearly defined
  • Some weapon crosshairs now have indicators for cooldown status
  • Added moar skulls to da skulls vehicle kits 💀
  • Added AZERTY keyboard support
  • Fixed issue with the game window losing focus if running in lower resolution than desktop default
  • Updated Easy Anti-Cheat module and made it more stable on Steam Deck
  • Enabled localization in the game. Players can now choose their language from the settings menu
  • Improved various VFX in the game
  • Fixed issue with end of match Orks looking upwards when graphics settings are low
  • Updated Shokkjump Dragsta Warp Tunnel SFX to sound even more cool AF
  • Vehicle engine SFX now has a tremolo effect when airborne
  • Improved many explosion sounds to be higher quality and more explodey
  • Fixed bug where bomb drop noise played on top of the bomb pickup noise when someone picked up a bomb
  • Fixed bug where rain/snow sounds from a map would persist to main menu and any other match played in the same session
  • Added Orks to the back of the-... ah, never mind.
  • Added explainers to the main menu for update news and all 8 alternate weapons
  • Fixed a bug with a "new" notification showing for items that were not new
  • Added HUD effect for driving over a boost pad
  • Improved presentation of Challenges screen
  • Added ingame player reporting system reason and comment box
  • Switched Deff Rally and Kill Konvoy game mode buttons in the UI. We want people to try Deff Rally again as we've improved it significantly!
  • Improved render scene for inspecting items
  • Various UI texture optimizations

Right, dat's enuf talk - let's get krumpin'!

On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH!
Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks! 



Join our community-focused game development discussions on your favorite platform:

Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450

⚙️ Hotfix ⚙️

HAPPY NEW YEAR YOU'Z GITS

Hope you all had the best and greenest holiday break!

We noticed some issues with a few things and wanted to address them quickly:

  • Fixed issue with player progression needing a client restart to be shown properly in the menu
  • Fixed issue with scrap (XP) calculation and it affecting WAAAGH Path progress. Any players who lost progress should have it restored now
  • Fixed issue with the wrong scrap value showing in player stats
  • Fixed issue with wrong timings for limited time modes (Dakka Frenzy, Bomb Rush, etc)
  • Fixed ugly lighting issue on Big Erupta map where areas would look too bright
  • Optimized explosions in the game, so overall performance should be smoother
  • Added list of party members to the HUD (if you're in a party)

Please let us know if you have been positively effected by these fixes, or if you've discovered any new issues!

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FYI, Alternate Weapons for vehicles will be back again for the weekends of January 17-19, and 24-26. So be sure to jump on and do some krumpin' in a different style
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More updates coming soon as we move closer to the full launch of Speed Freeks later this year!



Join our community-focused game development discussions on your favorite platform:

Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450

⚙️ Hotfix ⚙️

OI, SPEED FREEKS!

We're just dropped a hotfix for various things below, including some stuff for Alternate Weapons which will be playable again this weekend. Be sure to jump in for some new kinds of krumpin'!

  • Fixed issue with player progression needing a client restart to be shown properly in the menu
  • Fixed issue with Steam Deck / Linux players no longer being able to play because of Easy Anti-Cheat being a right git. If you still get kicked to the menu and see an error pop up, just matchmake again and things should work fine after that.
  • Reverted change to status bar text on HUD using red outline which apparently made some players' eyes bleed
  • Fixed issue with Kustom Boosta-Blasta and Megatrakk Scrapjet getting speed loss
  • Fixed bots using alt weapons that weren't synced properly.
  • Fixed performance issue with the kill kam where it was tanking framerate when loading
  • Fixed/updated game mode text for Deff Rally to reflect racing changes made in last patch
  • Reduced size of central game mode HUD element to reduce clutter. More room ta see da krumpin'!
  • Updated Looted Wagon crosshair so it reflects cooldown of the Kannon. This is a test to see how players like it (you will). If they do, we'll apply the same system to other vehicles
  • Grot bomm now has a big flare on it so it's easier to see coming and increased sound distance. Reduced it's max duration from 13 sec to 10, which also fixed a bug with VFX disappearing
  • Kustom Boosta-Blasta alternate weapon fire rate set to 0.6 (from 1.2), damage set to 33 (from 22), splash radius set to 12 (from 10). This weapon will be playable this coming weekend!
  • Updated popup message text when getting kicked to the menu because of Easy Anti-Cheat issues
  • Made the Grot Mega Tank rokkit knockback consistently pop enemies up instead of randomly spin them out
  • Returns Shokkjump Dragsta lock on crosshair

If you haven't already, check out our survey and help shape the future of the game!
[h2]Click for Feedback Survey[/h2]

Keep the feedback comin' and letz get back to Krumpin!



Join our community-focused game development discussions on your favorite platform:

Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450

💥 News - 2024 Wrap Up 💥

https://store.steampowered.com/app/2078450



Oi Speed Freeks,

Firstly, we want to give you our greenest thanks to you gits for playing Speed Freeks during its Early Access phase. Since the launch in August, da Mek Boyz have nabbed and utilized your feedback to make a ton of fixes and quality of life improvements, plus changes to game modes, maps and vehicles. This has led to a really solid foundation for the game, and it’s been truly humbling to see all of your positive comments and hear about all the fun players are having.

This week Early Access Update #4 landed which continues to grow and evolve the game into something we hope you’ll enjoy coming back to for a long time. This patch greatly improves Deff Rally mode, adding more racing and dynamic combat encounters, plus adds alternate weapons/abilities for some vehicles as a limited time mode, creating armament variety for each class. It also brings the usual improvements we’ve been doing since launch in terms of bug fixes and quality of life stuff for the game. If you’ve not grabbed it yet, get on it!

We want your feedback!

Closing out the end of 2024 and looking to the future, we want to hear from our valued community as we continue to roar through the grimdark wasteland together. This new survey will help us better understand what is important to you gits, with the results directly influencing our ongoing development of the game. So please give it a shot below!

[h2]Click for Feedback Survey[/h2]


In terms of the next update, rest assured that we are hard at work developing new features and improvements, including a more traditional Combat Racing game mode prototype - which we want to get into your hands to start playing as soon as possible. As usual, we’re going to develop this feature alongside your feedback, and especially in this case, where it will become a permanent mode for the game in the future.

Further on from that next patch, we’re speeding towards the full launch of this game out of early access and into version 1.0. We’ve got some really exciting things coming with that version and will be sharing some info about it in the new year. We can’t say much yet, but there will be a lot to look forward to in 2025 and beyond, so keep yer enginez burnin’ n’ yer dakka ready!



Our ultimate goal is to make Speed Freeks one of the greatest combat racing games of all time, and as we solidify the base game towards it’s full release, we’re confident it will be a rich and rewarding experience for Warhammer 40,000 Ork fans and general vehicular combat fans alike.


Before we forget, here’s a bit of a sneak peek showing a new map coming your way next year called Da Dust Up! This map starts in an Ork fortress up on a big hill, then speeds down into the valley for some intense racin’ and fightin’. We’ll drop more info about this map and others as we get closer to their release.


Finally, a proppa big thanks again to all you’z gits for being a part of this important development period called Early Access. You’ve had, and will continue to have, a substantial impact on the game as a whole. As much as it can be difficult to have the game live during this time, we are truly thankful to have you on this journey with us and encourage you to keep helping us through this fun and experimental phase of game development.

It really motivates us to have such dedicated and crazed fans of the game already and also gives us confidence of where this game can go in the future.

As always, feel free to drop your feedback and suggestions in the comments or the usual social spaces linked below. If there’s anything you think really needs fixing or improving, or if you have a feature suggestion that you think will have a big impact on the game, we’re happy to hear about it.
On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks!

On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks! 

Join our community-focused game development discussions on your favorite platform: Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450

⚙️ Early Access Update 04 ⚙️

https://store.steampowered.com/app/2078450

Oi Speed Freeks,

We’ve been tinkering and dabbling under the hood. This is update is sure to spice things up and adds new things for you to try.


We've added a new racing objective to Deff Rally mode! Players can now earn points by fighting OR racing.

When a capture point is first reached, its checkpoint race will begin after a short delay. Players can earn 1 team point by touching each green checkpoint, and earn up to 50 points for 1st place when (if) they finish the race. But be careful, because along each racing route enemies will be waiting to krump you.

If you'd rather fight than race, press Q to toggle off all the racing information, and get to krumpin! You can either find a chokepoint to set up an ambush, or just sit on the capture point and let them come to you. Kills still earn 10 points each, and preventing the other team from racing effectively by disrupting/destroying them is a very potent strategy.

We decided to make changes to this mode to add more replayability and more ways of skill expression. Many players who tried Deff Rally for the first time asked us, ""Where's the Rally? This is all Deff!"". However, we did our best to keep combat a focus, in both the rules and route design. Controlling the area around the capture point is still important, because all races start and end there, and often pass through more than once.

So if you don't want to race, have fun playing goalie and ruining some poor git's racing line, or just shoot anything that moves.

But, if you do want to race, then START YER ENGINEZ!




Some exciting new ALTERNATE WEAPONS will be coming for the Boomdakka Snazzwagon, Kustom Boosta-Blasta, Rukkatrukk Squigbuggy and Looted Wagon. These weapons will be enabled by default during this weekend, as well as some upcoming weekends (from Friday to Sunday). An explainer pop up will show when entering the Play Game menu if the alternate weapons are active.


  • Looted Wagon Lobba: The Lobba fires mortars with an arc. It has a faster fire rate and larger explosive radius, but takes kunnin' to use effectively. Try lobbing these bouncing mortars into a pack of enemies or a choke point
  • Boomdakka Snazzwagon's Mek Speshul Burst: This modified Mek Speshul fires a burst of dakka instead of a steady stream. It's better option than the regular Mek Speshul for mid-range combat
  • Kustom Boosta Blasta's Kustom Rivet Kannon: This modded Rivet Kannon shoots hotter, higher damage rivets that do proximity damage. The fire rate is slower, but it really packs a punch if you can lead your target
  • Rukkatrukk Squigbuggy's Bigga Grub Squig: This larger grub squig heals more per shot, multiple teammates can be affected by the splash, and it has a longer potential range

In a future update these ALTERNATE WEAPONS will become permanent items you'll be able to swap with the current weapons, with corresponding progression to unlock them. Balance work may still need to be done with these alternate weapons, so we're grateful for any feedback.



[h3]Additional Changes[/h3]
  • Removed recoil from throwing the Burna Bottle when driving the Boomdakka Snazzwagon
  • Fixed a bug where the Megatrakk Scrapjet crosshair would disappear
  • Fixed some vehicle tire scale issues
  • Fixed some vehicle accessories not keeping their colour assignments
  • Some weapons now deal damage based on distance. Smaller hit-markers mean you're dealing less than full damage and you should get closer. Our intent is to limit the extreme range of some weapons, and make the effective threat range more clear. More information is below:

Damage falloff notation: [100, 1.0] describes the X, Y coordinates on a graph. X is the range in meters. Y is the damage multiplier, from x1.0 to x0.0. So [100, 1.0] > [125, 0.5] means that the damage at 100m is x1.0, and at 125 meters it's x0.5. The multiplier before and after the stated points is equal to the closest point. So everything before 100m is x1.0 and everything after 125m is x0.5. Some weapons deal more damage in close range, most deal more damage at long range.

Looted Wagon
The Looted Wagon recieved a buff to its dakka, and a loss of close range damage from its primary weapon. It also lost projectile speed, making long range shots require more skill to hit consistently.
  • Dakkaguns spread decreased to 2 (from 5), damage falloff set to [125, 1] > [150, 0.5], max range set to 150
  • Kannon damage falloff set to [50, 0.75] > [150, 1.0], projectile speed reduced to 400 (from 700)
  • Grot Rigging now restores 40 health (from 50). Also resolves an error that made LW's Grot Rigging restore 58 health
Kustom Boosta Blasta
The KBB recieved a small nerf to its effective range (weapon accuracy was already doing most of the work here), and throwing Stikkbombs at point blank is slightly less effective due to reverse damage falloff.
  • Rivet Kannon damage reduced to 8.5 (from 9.15), max distance reduced to 200 (from 250), damage falloff set to [100, 1.0] > [125, 0.5]
  • Stikkbomb damage falloff set to [10, 0.25] > [25, 1]
Shokkjump Dragsta
The SJD loses some max range on its Shokk Rifle, and recieved a small buff to its missiles to compensate.
  • Shokk rifle damage falloff set to [125, 1.0] > [175, 0.33], aim assist returns to address hit reg issues
  • Homing missiles damage increased to 8 (from 6), removes target requirement to fire, removes targeting reticule
Grot Mega Tank
The GMT had too much health!
  • Health reduced to 240 (from 250)
  • Grot Rigging now restores 40 health (from 50).
Rukkatrukk Squigbuggy
The Squigbuggy now has more incentive to lay mines as traps rather than using them in point blank due to reverse damage falloff.
  • Squig Mine damage falloff set to [0, 0.5] > [7.5, 1]
  • Bot accuracy reduced because some of those boom squig shots were insane
Deffkilla Wartrike
The Wartrike didn't change much, as it's effective range was already limited by weapon accuracy. This change helps communicate that range to players.
  • Boomstikks damage falloff set to [65, 1.0] > [85, 0.5], max range reduced to 100 from 300


  • Added explainer popups for both Kill Konvoy and Deff Rally game modes when clicking them
  • Added onboarding tips for new players. If you're not a new player please just skip through them.
  • Tips now display on the matchmaking screen while queuing for a match
  • Party size now increased to a maximum of 8 players
  • Party splitting now implemented. Party splitting can be enabled by the host for parties of 4 or less, and is automatically enabled for parties of 5 or more. Note that upon joining an ongoing match, a party with splitting disabled will be automatically split if necessary, but then put on the same team for the next map.
  • Teams are now better balanced based on skill rating, and balancing when players join has been improved
  • Leaderboards now showing proper stats accrued since last patch
  • Fix for completing achievements if they haven't been already, despite the requirements being met
  • Improvements to WAAAGH Path player data handling
  • Made the Deff Rally capture point totem collision more smooth to avoid getting caught on it
  • Added more structures and details to the end section of Kill Konvoy - Erupta
  • Updated the lighting and atmosphere for Erupta
  • Added boost pads to Deff Rally maps. These glowing orange spots will refill 2/3s of your boost bar when driven over. The visual look of these boost pads will improve for next update
  • Hopefully fixed a type of Fatal Error D3D crash associated with the GPU
  • Bots now use dash more for movement
  • Fixed issue with the hover state UI of a selected vehicle would be duplicated for multiple vehicles
  • Fix for a bug in the store where items were incorrectly showing as owned
  • Fix for notifications showing in the wrong main menu tab

On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks! 



Join our community-focused game development discussions on your favorite platform:

Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support

https://store.steampowered.com/app/2078450