Posts Categorized : DevBlog

Combat gameplay modes added weapons


Patch Notes – v1.191/0.6

Here it is, the big update we’ve all been waiting for! Update now for the following features: 

- New “Combat” gameplay modes adding weapons to races for single player and multiplayer 
- Three new ships to unlock through single player career and multiplayer 
- Upgraded Unity support to allow for better performance on mid-range PCs 
- A tonne of bug fixes and performance tweaks to ensure the game loads quicker for everyone 
- Updated Steam VR and Oculus Rift SDKs for better performance and more stable gameplay 
- Added dedicated OSVR HDK1.x and HDK2 support (64-bit CPUs only) 
>> Go to ‘Properties > Beta’ tab and select “osvr_dedicated” branch option to enable >> NB. You will need to run the OSVR Server before launching the game like any other normal dedicated OSVR game title

We’re supporting One Special Day 2016

Tammeka is proud to be supporting the gamers’ charity SpecialEffect this year with their “One Special Day” campaign on July 15th, a event that will see companies from across the games industry (including Tammeka) donating 100% of that day’s sales of one or more games, advertising revenue, in-app purchases, DLC or income from a dedicated activity or promotion.


So after this day has passed, we will calculate all the sales of our VR arcade sci-fi racing game ‘Radial-G : Racing Revolved’ made that day across the Oculus Store and Steam platforms and donate that amount to SpecialEffect to help them towards their goal of raising £25,000 this year.

As creators of games, we strongly believe that games should be playable by everyone and SpecialEffect works tirelessly to help make this happen. But don’t just take our word for it, here’s what they have to say:

SpecialEffect is a charity that puts fun and inclusion back into the lives of people with physical disabilities by helping them to play video games. By using technology ranging from modified joypads to eye-control, they’re finding a way for people to play to the very best of their abilities.

But they’re not just doing it for fun. By levelling the playing field, they’re bringing families and friends together and having a profoundly positive impact on therapy, confidence and quality of life.

At any one time the charity is helping hundreds of people on an individual and ongoing basis across the UK. They also have an increasing global influence via online support to individuals and through collaboration with an increasing number of hardware and software developers.

See the stories of how they’re transforming lives on their YouTube channel

SpecialEffect CEO Dr Mick Donegan said, “We’re honoured that the games industry are being loud and proud about supporting our work in helping people with all kinds of physical disabilities to play video games. Games are an amazing medium through which people make friends, socialise and come together for a common cause. With the help of the funds raised through One Special Day, we can extend a gaming welcome to people who would otherwise be excluded.”

The event will kick off with a celebration party on Friday 14 July at the Develop Conference in Brighton with funds being raised through proceeds taken for fish & chip seaside dinners and a mega raffle on the night which includes many gaming-related prizes and even an Oculus Rift VR headset. Other activities will include an online auction of rare and collectable gaming merchandise, due to commence on 8 July, and a showcase at the UKIE Westminster reception on 6 July to celebrate the inclusion and creativity of the UK games industry.

All the proceeds will be channelled into the work that SpecialEffect do to help gamers with disabilities. Gamers like Tom, a 26 year-old who has spinal muscular atrophy and very little movement in his fingers.


Photo copyright SpecialEffect

“With SpecialEffect’s help I was able to play for the first time in years,” he said, “And nothing can describe the feeling that gave me. So many things in life are limited because of my condition, but when I play a video game I’m in a world where the only limits are the ones I allow to be there.”

One Special Day is open to all companies working in the games industry.

5 Reasons to Get Involved

  1. First and foremost, SpecialEffect do amazing work.
  2. Secondly, they shine a very bright light on the games industry. Video games and the industry itself doesn’t always get the best press, and SpecialEffect help make us look like the decent people we are!
  3. The finance and banking industry to do this (most notably ICAP & BGC). If bankers can do it, then surely we can.
  4. One day of revenue is 1/365 of your annual revenue, so it’s only 0.274%. That’s a rounding error, statistically insignificant, and will make little difference to your bottom line, but will make all the difference to SpecialEffect.
  5. 2016 was a leap year – so that’s an extra day of revenue anyway – give that extra revenue to people who need it more than you do.

To find out more, visit

Twitter: @onespecialday16


Full Release on Oculus Store and Steam (Rift, Vive & OSVR support)

Good day VR race fans!

Radial-G : Racing Revolved is now a fully released title on the Oculus Store (Oculus Rift support only) and Steam (Oculus Rift, HTC Vive and Razer OSVR support)!

You can buy the game and get your face into the VR race NOW!

Oculus Home:


The Full Release version includes the following features: 

  • A new environment set in the depths of space with three regions in and around a derelict asteroid mining station. 
  • Nine courses offering insanely fast racing around tracks including dizzying splits and twists, crazy stomach-defying jumps and inverted tunnel sections 
  • A thumping EDM soundtrack 
  • Gruelling Single Player Career mode to work through earning trophies in-game 
  • A choice of seven race craft, one only unlockable by reaching ranks in multiplayer, the others through completing Single Player Career mode tiers 
  • 16-player online multiplayer support 
  • Offline and single player modes against 15 AI opponents 
  • Combat gameplay modes with five weapons to blow away your opponents 
  • Balance the risk and reward of converting your shield to additional user-controlled boost 
  • Enhanced ship physics – each ship has unique handling characteristics 
  • Cockpit and 3rd-person camera views (VR supports only for cockpit view) 
  • Steam / Oculus achievements 
  • Steam / Oculus stats 
  • Stea, / Oculus leaderboards 
  • Support for Oculus Rift, Oculus DK2 (with latest Runtime or 0.8), HTC Vive and OSVR

Note you will need Oculus Runtime v1.3+ installed to play, which you can download from – this will also install the Oculus Home platform where you can buy the game

2015 – The Almost Year of VR

As the year draws to a close and we start to think of not much more than stuffing our faces and opening presents, it’s time to look back over the past year and the events that occurred, or didn’t and forwards to 2016.


We ended 2014 on a high, having recently just launched Radial-G : Racing Revolved on Steam Early Access and we were keen to capitalise on that feeling and get cracking with development once back in the studio for 2015. Starting work on Update#1 took us up to February when we did our first event of the year, “SWVR Conference” down in Bristol, UK. It was a great start to the year and we will certainly be back down Brizzle-way in 2016 for the [SW] “VR World Congress” in April.


After a day of demoing and meeting old and new fans alike, we were keen to do more events throughout 2015 to help carry on spreading the word about the game and so we signed up for “EGX Rezzed“, to be held in Tobacco Docks, London, UK in March. We teamed up with our local dev pals Knifey Spoonie and Sock Thuggery to take a 4-berth booth and after a bit of negotiating who was going to be where, off we went with Update#2 ready and loaded on the PCs to show.


Wow what an event! For three days we demoed, talked and promoted the game to eager players of games, all desperate for a go on the fastest, most exciting VR game at the show. We were told that we had the 3rd longest queues, after Bloodborne & Guild Wars 2, with attendees willing to wait up to 1.5 hours to try out the game! Such an overwhelming reaction and welcome ^_^ We were planning on running one PC with VR and one with non-VR modes but in order to try and help reduce queuing times, we switched both to VR only. Again, after such a welcome from the players there in 2015, we will be back bigger than ever at EGX Rezzed 2016

After we had recovered from that, work quickly refocussed back on Updates#3 and #4 to the game and we added the final full set of features and gameplay modes we wanted for release,. just in time for another event!


We were selected to appear on the Indie Showcase at the “Brighton Develop Conference” with 9 other hopefuls, eager to be picked as organisers and press choice. Whilst we didn’t win, we certainly were happy to be doing an event in our home town once more, revisiting the locale that kicked off our journey with Sony PlayStation and PlayStation VR development in 2014.


We’ve done a few other small scale events since then, such as the “Rocketjump Brighton” and a couple of “Geek Central” days, both held at the Komedia venue, a few more “I.Am.Arcade / Fight Clubs” hosted at our local favourite haunt Sticky Mike’s Frog Bar, organised by Kotaku UK and another “VR in a Bar” where we took part in a VR roundtable discussion with EDGE magazine.


We had one more location to visit and that was Newcastle, home of CCP Games working on EVE: Valkyrie and Callum from Oculus but we were there to see the game installed in GAME ON 2.0 as the showcase VR game under the “Future of Gaming” banner.


However when we realised that the Oculus Rift wasn’t going to commercially release until Q1’16, we decided it best to save our limited funds and hold off doing any more events until nearer the time we release on Day One alongside the hardware.


So from now until then, we polish, we tweak, we prepare for v1.0 of everything to go FULL VR early next year…


Steam Early Access – Update#4 Live!

Greetings pilots, 

Update#4 is now live! 

Patch your game client to get the latest version, which introduces the following new features: 

  • Single Player Career Mode - 3 gruelling tiers to advance through 
  • New ship to unlock - Complete career mode to gain access to Hellfire 
  • New achievements to unlock - Complete each tier and get all gold! 
  • Steam Cloud Saves - Carry on where you left off on another PC 
  • Updated Oculus Rift Runtime support - now running OVR SDK 0.6

NB. Oculus Rift users will need to download the Oculus Runtime v0.6 at least to continue running the game on your DK1/DK2. This is available from here: Oculus Runtime v0.6

Radial-G : Infinity Released on Google Cardboard VR

Radial-G : Infinity” pits you against the deadly invasion force attacking the Radial-G universe!

Outrun the mechanical alien squid boss whilst dodging his drone minion army as they blast away your race tracks. Fall off too many times and his laser will burn you to a crisp!

Take advantage of pick-ups including magnet to suck up the surrounding orbs, shield to protect you and bombs to send that beastie back to where he came from!

Collect the orbs to power-up your ship, aim for the speed boosts to gain an advantage and avoid the slowdown areas inching you closer to his clutches!

With three ships to unlock based upon your performance, there is reason to have just one more go to improve your chances next time…

Suggested Android models for Official Google Cardboard VR headset support:
Google Nexus 6
Google Nexus 5*
Samsung S4*
Samsung S5*
Samsung S6*
HTC One M8
HTC One M9
Sony Xperia Z3*
Samsung Note 3
Samsung Note 4*

* = Phones we have tested the game with.
NB. If you are running the game on a headset not listed above, we cannot be held responsible for your experience.

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Steam Early Access – Update#2 Live!

We’ve released Update#2 to the game, which includes the following new features and content: 

  • 2 new race tracks to tear up: Processing Plant Alpha (Beginner) and Processing Plant Theta (Intermediate) 
  • Speed Classes: 3 levels of ship speed class to choose from 
  • Steam Leaderboards: Compare your fastest lap times against friends and the global community on Steam and in-game
  • Steam Stats: Keep track of your racing prowess and accomplishments in-game 
  • Steam Achievements: Race hard and fast to unlock personal rewards 
  • 2 new work-in-progress music tracks to listen to: Processing Plant Alpha (Beginner) and Processing Plant Theta (Intermediate) 
  • Quick Race: Just click [QUICK RACE] to get into multi-player quicker 
  • Lap Attack: Single player ‘Lap Attack’ now is endless laps until you quit
  • ULTRA HARD AI: Whilst tuning the AI, we accidentally created a monster mind! 
  • Many tweaks, bug fixes and improvements to make the game more enjoyable

We hope you enjoy the new additions, let us know what you think below

Steam Early Access – Update#1 Live!


We’ve just pushed out Update#1 to the game, which includes the following new features and content: 

  • 3rd-person camera view! Press LEFT BUMPER or C to change your camera view point once in a race (NB. This is only for non-VR users) 
  • 2 new race tracks added; Möbius Delta and Dead Zone Alpha 
  • 2 new music tracks added; Buzzooka and Rush by LabGrownMusic and Dan Page to accompany the new race tracks 
  • Multi-player lobby text chat; settle rivalries from the last race, or apologise for that particularly nasty bit of racing or just get the banter going (non-VR/VR modes supported) 
  • Track selection screen now shows first iteration of the track layout overlay 
  • Change your race craft from the race lobby; no more going back to the main menu screen! 
  • Split times; now you can see how far ahead, or behind, you are 
  • Changes to race track names: Asteroid Sprint is now Möbius Alpha, Dead Zone is now Dead Zone Delta, Processing Plant is now Processing Plant Delta. Alpha = Short, Theta = Medium, Delta = Long 
  • Volume levels and controls customisable in race lobby 
  • Various fixes, tweaks and improvements to multi-player, game code and engine stability

We hope you enjoy the new additions and changes. The next update will be coming in a few weeks to add more race tracks, more music tracks and possibly the following features: Speed classes, player ranking, leaderboards and more tweaks to the game mechanics. If you haven’t already, get the game now!

Radial-G – Credits and Thanks


Game Director & Lead Game Designer : Geoff Cullen
Game Producer & Community Manager : Sam Watts
Developer Extraordinaire : David Lyne
Lead Artist & Music Composer : Michalis Mavronas
Concept Artist : Gavriil Mavronas

Supporting Artist : Iain Douglas
Supporting Artist : David Wilson
Supporting Developer : Josh Jeffries
Supporting Developer : Nicola Birtwistle
Supporting Developer : Paul Hayes
Supporting Developer : Nikos Chagialas
Supporting Developer : Iestyn Lloyd

Localisation Services : Loc-3

Game Music Composers:

Audio – Craven
Deadly Avenger – Skyrunner’s Revenge
Delta Heavy - Fugitive
Delta Heavy
– Pursuit
Fortran – Lazer Gazer
HERVE – Velocity
 - PhaseInvert
KoHTakt - Terminal Velocity
Lab Grown Music – Rush
Lab Grown Music & Dan Page – Buzzooka
MaverickMan – Release the Kraken
MaverickMan - SlingBlade
MickX - Magnetic Flux
Mutiny UK – Overkill
Phil Johnston- Stellar
– Mashed
RuN RiOT – Nebula
Syndroid – Neuropunk
Tom Evans – Pro Shifter
Utah Saints – Mindwarp

Many thanks to:

Danny Goodayle , Roberta Saliani, Tom Pickard, Tom Betts & Julian McKinlay for their wise words, Thomas Bidaux for crowd-source knowledge, Foucauld Escaillet for event assistance, Pete Hobson for sheer enthusiasm and James Marsden for Sony advice and positive outlook on life. A huge thanks to everyone who backed us on Kickstarter and voted YES for us on Steam Greenlight, the welcoming /r/Oculus community and everyone else since who has shown support and encouragement for the team and the game. Thanks to AntiCleric for the Technolust cross-promotion; we love your game and the treatment of our baby in it. Thanks to those who have hosted us for various events, including Sticky Mikes Frog Bar (Brighton), Loading Bar (Dalston, London), SWVR and VR Brighton Meetups, TEDx Brighton, Evocca College (Australia) for PAX Aus and Microsoft & ASUS for Paris Games Week. A big thanks to everyone who took part in the SSST sessions and helped us test the multiplayer builds. A huge thanks to all the websites who have covered the game through the Kickstarter & Steam Greenlight campaigns and our ongoing development. A special mention to The Koshinator for setting unbeatable lap times. Last but by no means least, thank you to Palmer Luckey for inventing the Oculus Rift, Callum Underwood for excellent developer relations and the rest of the amazing Oculus team. Last but no means least, Shuhei Yoshida & Agostino Simonetta for opening the door to us at Sony Playstation and PSVR.

Latest Developments – Friday 10th Oct

Hello race fans, we thought it was time to compile a big update dev blog post covering everything that we’ve been up to of late.

Firstly, in case you didn’t hear already, we have been working hard in the background to secure some additional funding to allow to continue development of Radial-G. We have now successfully gained some funding from angels who believe in our dreams and want to assist in the best way they can, with money, to see us realise them. So we’ve commenced development on the first full release of the game with much gusto!

The first outcome of this was the updated single player demo that added support for the latest Oculus VR SDK 0.4.2, Rift VR menus, virtual keyboard support and some in-game graphical and audio tweaks. The demo has now been downloaded over 10,000 times and we have well over 1,000 hot lap times recorded on the leaderboard. Here’s a video of one YouTuber doing their best to crack the Top 20 lap times.



Once the Single Player Demo update was released, which incidentally you can download from Oculus Share, Rift Arcade Market, WeArVR and IndieDb, we began the process of determining what we could achieve as a first release for the game with the funding levels we had available to us. This was a long and painful process as it meant looking hard at the game design documentation and plans we outlined in our Kickstarter campaign originally, and deciding whether we could afford to include each particular feature or asset or not.

When that was complete, then we were able to set about planning out the development of what we could afford to create and implement into the first release, as well as create the longer term roadmap of features and assets we could implement further down the line with more funding from sales, once released. So for now we’re looking at a new environment with new ships with different handling physics, multiple new tracks and track features including jumps, inverted sections and twists. Most of the funds are going towards adding additional gameplay and features that make the game actually fun to play against other racers, such as the multiplayer code, collisions and weight and gravitas to the ships to give a less “on rails” feeling to the racing.


We’ve reached out to our Kickstarter backers to apply to become part of the Super Secret Squirrel Test as a thank you for their initial support and ongoing belief in us, which will allow them to take part in alpha test sessions with us and feedback on the new features and gameplay types we’re working on. Once we have the alpha build to a stage we are happy with, we will look at releasing a build as your initial download for our Steam Early Access profile, which will then be regularly updated until v1.0 full public release at the end of 2014.



Now that we have funded development with a release window, we are expecting to be able to get more media coverage with all those websites who weren’t interested in covering yet another Kickstarter game campaign. IGN has created a Radial-G wiki page, which we will look to populate soon. We’ve already had some great coverage on the larger sites such as Polygon, PC Gamer, CVG and Kotaku-UK so hopefully we’ll gain the attention of others, including IGN and Eurogamer, as well as key YouTubers to help boost our reach as we near launch. Our PR approach has always been open and honest, using guerilla tactics and we don’t intend on changing that. We managed to generate over 60 articles during the Kickstarter and Steam Greenlight campaigns but we know that a strong product sells itself, something that we believe we have! We might not make such bold claims as “Game of the Year” (just yet) but we’re feeling pretty confident that we’ll produce the best arcade racing experience in VR!


Talking of VR, we had a minor setback when our Oculus Rift DK2 headset mysteriously died on us but Oculus VR Support came to our rescue and have shipped a replacement unit to us quickly in order to not interrupt development! Big <3 to Oculus VR Support! But, with all this talk of VR, and one thing that became apparent from our Kickstarter campaign, is we focussed too hard on this aspect and weren’t loud enough about playing the game without VR. So we are ensuring that the game experience and fun factor is going to be THE BEST whether you are playing on a monitor, TV -or- VR headset!

Moving forward, you can keep up to date with development of the full game here on our official website, as well as the profile on IndieDb and our social media feeds for Facebook, Twitter and Google+.

Looking at the timeline of key events, we are currently here:

Single Player Demo launch > Steam Greenlight launch > Kickstarter launch > Kickstarter success > Pass Steam Greenlight > Get funding > Main game development > Steam Early Access > v1.0 Public Release on Steam