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Full Steam announcements and update articles for this title.
The long-awaited June update in July. In this section of our roadmap, our goal was to make the game feel a lot more dynamic. We were not able to hit everything in our roadmap, but we think this offers a lot of depth to what exists currently in the game.
This has been one of the most requested features. The player is now able to pull their bike towards them or away to do manual tricks. An indicator shows up where you can see the current status of your manual. You will be able to chain these together with other tricks by starting them in the air or bunny hopping from them.
One complaint we have often received is that the bike feels stiff and arcadey. It is an arcade game, to be blunt, but we've improved this feeling by introducing lean turning. Based on how much you tilt your handlebar, your bike will adjust with you. This effect is scaled on your speed as well. Better yet, it works with the manuals. You can also use it in the air to tabletop.
We set out to make overhead tricks for scooters in this update. Our old tailwhip was a gesture that detected circles, which just played an animation. We've now added a physics model to the bike frame/scooter deck so you can move your hands around in any direction, and the frame/deck react more naturally. We've rebuilt the tailwhip to work in this system, which will take a little bit of unlearning old muscle memory, but it feels way more natural. Overhead tricks will now be possible.
There's a few other nice-to-haves: we fixed some annoying bike-spawning issues, and you can turn the handlebar fully around now on the ground.
We do have a working grinding model in our developer environment. The problem is our collision detection model makes it way too challenging to reliably get onto the grinds. We need to improve this first before we can push out grinding.
We mentioned overheads, manuals, and tabletops. These are not tied into the scoring system yet. But tailwhip is, because that existed already in the game and we didn’t want to take away anything else. This was a time-related issue.
This was another trick we wanted to get to. We realized it depended on the freestyle system being in place. This materialized late in the process, so it had to be skipped.
We've discussed this on our Discord a bit further, but I'll give you the short version here. This is a code update, and we have a single coder on this project. We gave ourselves a tight deadline to do a lot, and we weren't able to get everything we promised on the roadmap because we underbudgeted our time. We decided to keep moving forward because what we do have is an improvement. The other items on our roadmap are still necessary to make the game more replayable. Most importantly, the best thing for our social multiplayer game is hitting our timeline for getting the meta version out so there are more players with crossplay. This does not mean we are completely abandoning these features; we'll come back to them at a later date. We think this is an improvement over what already exists. We hope you understand. Let us know how we did, and how we can do better.
Thanks,
Added Freestyle Mode
Added Manual / Nose manual mechanics
Added a leaning mechanic, which affects turning and bike rotation.
Added in air leaning, allowing for table tops.
Added new tutorials for Manuals and leaning
Added new tutorials for Calibration and Motion sickness settings
Handlebar can be completely rotated while on the ground (previously was clamped to about 80 degrees from forward)
Reworked networking stack to handle new tricks / player adjustments
Improved player offsets and IK so bike offsets are more natural.
Added Bullet points in tutorial to help separate lines
Updated player riding tutorial to indicate you can reverse
Redid nametags to be a bit more visible
Minor performance improvements
Sometimes bike would not spawn
Fixed issue where pedal sounds don't play backwards
Fixed Issue where bike would flip over when respawned when crashing sideways
Hey VMXers, With this new release, we focused on some quality of life issues mostly around spawning. We had two major targets. First was to make it easier to respawn when you mess up a line. So now we added the quick menu.
This is a new menu where you can select respawn while riding the bike, as well as use other common actions like spawning a vehicle. We also simplified placing the personal spawn by making it a simple on/off instead of move and set active. Second was to improve how reliably you spawned in the direction we intended for your own spawns, and same for your personal spawns. So no more spawning the wrong way. We also added the ability to block annoying players. We know people have been asking for this one, so its a step up from mute. The other big change, which hopefully you won't notice too much, was we redid all of our sounds to use Metasound in Unreal 5, which makes it so less sounds cut out and the audio should be less choppy. Also should have less of a performance impact.
Added Quick Menu to more quickly respawn & set markers
Added the ability to block a player, hiding them from you on a server
Moved several buttons from the menu into the quick menu
Reworked personal spawn to be more simple, just placed or unplaced
You can now see other player's personal spawns
Added kill volumes to out of bounds areas in workshop
Tutorial bunny hop now counts when the player lands instead of when they start a bunny hop
Changed bunny hop tutorial text
Indoor skatepark improvements
Redid audio using Metasounds, which will help prevent audio system from cutting out in busy servers.
Improved reporting detection tools
Fixed an issue which caused your player to rotate when getting on the bike, forcing you to stand in "play space forward"
Fixed an issue where epic sessions would end while playing. This caused you to lose connection to voice/find servers. Now we re-log the player back in automatically once that happens
Fixed an issue where you'd spawn rotated/offset based on your location in your play space
Fixed some transfers always giving points without doing the transferring
Fixed texture issues when switching body type too quickly
Fixed an issue where players could not be counted as landed if they exit their bike before landing
Fixed falling through kill zone not being counted as a crash for the score
Fixed an issue where players could exit/join back on their bike to get infinite points.
Fixed metal impact noises not playing.
Fixed audio issue where music system would not be set up in time, causing it to play at default music volume instead of player set audio until they re-adjusted in game or loaded a new level.
Fixed a bug where the mute button was sometimes showing incorrect values.
Hey VMXers,
We've been reading your suggestions, talking to players, and deliberating on a roadmap for the future of our game. While this is not a complete roadmap, it will let you know our plans for the rest of the year. Players have asked for a lot of different things. We tried to focus on what the majority of players wanted that also fit with our vision of the game.
Let us know your feedback, what you think we missed, and what you are most excited for!
-Break Free Interactive
Hey VMXers, This is our first new map! Welcome to El Torro Stadium. The crowd is waiting eagerly for you to hit your greatest trick yet on the mega ramp. They will boo or cheer depending on your performance. We are marking this map as beta. We are trying some new graphical effects and want to see how player's machines handle this. While we are taking feedback on all of our maps, we know this one has less playtesting than our previous ones so we are excited to hear what you think. We also added baggy pants cosmetics and a new bunny hop control scheme (press and hold), which you can turn on in the comfort menu.
Added El Torro Stadium Map
Added baggy pants and some skins for them
Added crowd cheering effects based on player's score
Added an alternate control scheme for bunny hop
Improved logging for reporting system
Fixed a bug where grabbing the tire/seat/deck straightened out the handlebars
Fixed an issue with sorting in the store
Fixed an issue where the page numbers didn't update when you changed store categories.
If you want to know more about our game, like finding our discord and socials, go here. We'd love to here what you say about our updates, as well as give us feedback to bugs and things you dislike!
We are so glad about the response to our game so far! Many of you have noticed in both your gameplay, and our patch notes, we've had this issue a lot of players are concerned about. The "Camera Lag" issue. This is where your headset is not updating every frame, but it's fine on your monitor. This makes moving your view is lagging behind your movements, and induces motion sickness in a game that's already kind of intense. We have finally fixed this in patch 0.1.4.
This is by far the #1 biggest cause of refunds at the moment, so it's been priority #1. This bug gave players a bad taste of the game from moment one. A lot of players are conflating it with bad performance or poor optimization, which I don't blame them for, because you rarely think to look at the desktop screen while using VR. We know the game can run well, which is why this bug was so frustrating for us too.
In Unreal Engine 5.4 it was identified that on level loads, Unreal engine was sending data to the headset and had a chance to break how the headset displays the game. This was caused by not following some of the rules set out by OpenXR. We are on an earlier version of Unreal, so we did not have this fix until we manually added it.
Admittedly, we did not properly identify this issue in development. First off, it's a team of two developers, so we started with a small pool. We had two players who said "their screen was shaking" during our first multiplayer playtest. This eventually resolved itself when we went to debug. We thought this could be a server connection issue. Across the rest of our testers this was not reported. The biggest reason though, not enough of our testers were using Steam Link where the issue is most common.
We appreciate everyone who has given us a chance during this painful part of release. We also hope that players affected by that or believed the performance was too bad give our game a second chance. We understand that we gave you a bad first impression, but we do hope that we can show you we are working diligently to fix hard issues. Thank you so much for understanding. I'm going @everyone in this message because we do believe its important to get the word out there due to the negative impact this has had.
-Break Free Interactive
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This page aggregates Steam news feeds, patch notes, and developer announcements for VMX, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main VMX statistics page.
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