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BallisticNG 1.4.1 is now available!

BallisticNG · Community Announcements · November 03, 2025

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This is our last major feature update which reworks multiplayer, introduces many QOL additions and brings a major update to the Layout Creator, featuring controller support!

Without further ado, let's get straight into the changes:


Tracks

Oceana

[dynamiclink href="https://www.youtube.com/watch?v=UCPgOply42o"]Oceana is the second 2280 track, a free track that completes an old concept from the cut 2280 content of version 0.8. While it's designed to play best in 2280, it's also compatible with 2159 and floorhugger just like with Gullfoss Run.

The game's soundtrack DLC has also been updated with the two songs made as ambience for the track, you can find them in the Extras folder and stream them here. Thanks to Kabelsalat, who tore up his throat for the Dodgems music!

Omega Loop

[dynamiclink href="https://www.youtube.com/watch?v=1t0Lcgxtxcg"]Omega Loop is the third 2280 track, another free track that completes the first 2280 track originally in development for version 0.8. While it's designed to play best in 2280, it's also compatible with 2159 and floorhugger.


General Changes

Enhanced Analog Control

Enhanced analog control is a new input option which maps the steering and pitch inputs onto a square, allowing diagonal inputs to provide full values to both steering and pitching on thumbsticks.

This option makes steering more sensitive when the thumbstick is fully up or down so we've left this option off by default, however we do recommend that you turn it on if you want to get the best handling performance out of your ship when playing with analog inputs.

Reworked Toggle Thrust

Toggle thrust now has a separately tracked state to the ships thrust itself so that it remembers whether it was on or off when ships respawns.

The option is now disabled during the race countdown so you can hit the start boost like normal, and thrust will start enabled by default once the countdown has finished.

Steamless Workshop Support

Steam Workshop mods now work without Steam needing to be open!

When the game has been ran once with Steam workshop content enabled, the workshop folder will be saved and used directly whenever the game can't interface with Steam. See the full changelog for more details on how this works.


Multiplayer Updates

Rollback Netcode

Rockets, missiles, cannon and plasma hits are now synced using rollback on the server. This can actually be customized, where the host can switch between three hit detection modes:

Multiple Gamemodes

Multiplayer now supports Knockout, Rush Hour, Upsurge, Eliminator and a multiplayer exclusive version of Team Race! All modes fully support bots if you enable them.

Dedicated Servers now also have a gamemode vote, and the random lobby example lua script has been updated to change the gamemode from time to time.

Some Notes:

Bot Variants

Bots will now be given random ship variants when the server is deciding which ship to give them. Beforehand, bots always used the default (2159) variant of ships.

More synchronization

Many more game events are now correctly synchronised, such as ships being eliminated, ships respawning, ships passing the mid and start line, etc.

These used to be handled client side as they aren't essential to accurately synchronize for just racing. The other gamemodes however have progress and win conditions that are bound to these events, so it was vital that the server is aware of when these events happen instead of just guessing based on the latest information it has on everybody.

This should also fix the long standing bug where some ships can stay on fire after being eliminated.

Ship combat stats are now also synced at the start of every race. If you're using a ship that others don't have installed, your weapons will now deal the damage they're supposed to.

Finally whether ships can collide with each other (both players have each others ships installed) is now synced. If you're seeing somebody in the null ship, you'll no longer collide with them. We've also made some minor improvements to collisions, but we still recommend that you keep them disabled.

Controllable Spectator Camera

The spector camera, previously only used if you died in a race with spawns disabled, is now user controlled! You can now switch between ships and the track cameras / orbit camera modes for yourself, the game will no longer do it automatically.

New Code Mod Mode

It's now possible to run servers where the host can whitelist code mods.

When in Allow Matching mode, clients do not need to be running the same code mods as the server, but can only join while running any of the mods the server is.


Layout Creator 3.0

Version 3 of the layout creator makes many changes that have facilitated the introduction of customizable hotkeys, controller support and many improvements across the board.

The layout creator was previously a mess of hard coded inputs among a sea of spaghetti code, so the first thing that needed changing was that.

We now have a tools system which has allowed us to make the editor much more modular and remove a lot of jank that came with the introduction of new features over the years.

Hotkey Editor

Now that everything is modular and has a structure, the layout creator finally has a hotkey editor!

Controller Support

[dynamiclink href="https://www.youtube.com/watch?v=3O8_N3yWI9s"]With the tools system implemented, it became much more trivial for controller support to be implemented. With exception to the perspective orbit camera, the layout creator is fully functional when using a controller! You'll need a controller that's supported by Rewired's gamepad template for this. If your controller works out of the box with the game then you have a controller that's supported. You can also refer to this table, where anything with the gamepad icon on the left hand side is supported: https://guavaman.com/projects/rewired/docs/SupportedControllers.html

Analog Stick Ease Power

Similar to the steer curve option for gameplay, the layout creator has an easing curve for analog inputs to help you stay precise near the resting position of the analog sticks. By default this is set to use a power of 3 which we felt works for Dualshock 4, Dualsense and Xbox controllers, but you can customize this:

Selection Spread Crosshair

As it's harder to be as accurate with an analog stick then it is a mouse, whenever you're selecting nodes the crosshair is turned into a circle where anything that's within its radius will be considered for selection. If there's multiple nodes within the circle, the node closest to the center dot takes priority.

Templates

The layout creator now has templates! When you first load into it, or when you start a new file, you'll be given an option to select one of four starting templates depending on the kind of track you want to make. These templates provide an appropriate track width and play mode setting configs for each track type. You can also create your own templates by saving a CTL file into the User/Config/Presets/Layout Creator/Templates folder.

The Sidebar

Additional tools were previously hidden away in windows that were accessed through the menu bar. These have been moved into two tabs that are more immediately accessible on the right side of the screen. The options have also seen a layout update to make the interface much cleaner.


Modding Tools

This time around we haven't had much change with the Unity Tools. A bug relating to the track camera scriipt has been fixed and we've added the Omega Loop tile textures.

These changes have been added to the 1.4 release package: https://github.com/Neognosis-Workflow/BallisticNG-Unity-Tools/releases/tag/1.4

The NeoTilemap Blender addon has however seen a major update to 1.4 with new features and QOL improvements. A lot of these changes were made during the development of Omega Loop to further speed up the UVing process.


The Sunsetting of Development

As we've talked about in previous announcements, 1.4 is BallisticNGs last major update, and 1.4.1 brings the final touches that we wanted to work on.

We'll still be fixing bugs, implementing smaller community requests and be working on some paid content DLCs, but this is our last major update and we'll now be looking at our next project.

You can get a rough outline of DLCs that will be worked on using our roadmap. We'll also be looking at more community collaborations for free additions alongside DLC development.

A huge thank you to everybody who's been playing, it's been a lot of fun to develop the game. We've come a long way in the past 10 years, we hope that all of the work helps the game stay strong for another 10 and we look forward to showing off a new project in the future!

As of this update the game's soundtrack has also been concluded. A continuous mix of every song has been uploaded to celebrate the final size!

[dynamiclink href="https://www.youtube.com/watch?v=Rrml7q6lsGc"]


Full Changelog

Tracks - Free Tracks

Tracks - Outer Reaches

Multiplayer

Dedicated Server

Engine

Ships

Pickups

Gamemodes

Gamemodes - Rush Hour

Gamemodes - Eliminator

Options

Input

Achievements

User Interface

Modding

Layout Creator 3.0

Tools System:

UI:

Hotkeys:

General:

Spline Tools:

Physics Mod Zone Tools:

Reference Image Tools:

Debug Tools

AI

Soundtrack

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