
After 2 years of solo development, I’ve added a Track Editor and real-time cockpit telemetry to my anti-gravity racer, VORTEX-G. I’ve been working on the collision effects and sense of speed—what do you think?
Hi everyone!
I'm a solo developer and I've spent the last 2 years building VORTEX-G, a high-speed anti-gravity racing game. I finally reached a milestone where the core systems are feeling solid, and I wanted to share some of the technical progress with you.
What’s new in this update:
- Custom Track Editor: A easy to use yet powerful editor that allows players to build and race their own circuits from scratch.
- Interactive Cockpit: I’ve focused on immersion —the screens and sensors in the cockpit actually reflect your speed, G-force, and energy levels in real-time, and I encourage people to play in cockpit view to get in this universe.
- Visual Feedback: I've been refining the impact effects (sparks and camera shake) to make the high-speed collisions feel more visceral.
I’m looking for honest feedback from the PC gaming community: How does the sense of speed feel to you? Is the cockpit UI clear enough during fast maneuvers?
I’ll be around to answer any questions about the development process or the game itself!
🎮 Wishlist on Steam: https://store.steampowered.com/app/4570010/VORTEXG_AntiGravity_Racing__Track_Editor/
📺 Full Trailer with sound: https://www.youtube.com/watch?v=1jWK5ZqXXcc