The final game will go for a price on steam (thinking 15$). the public online demo will get free updates till it's fully polished, and a paid early access build is being worked on that will have more mech parts, weapons, maps, and other content available to play with in incremental updates up to release via a patreon.
I want to fund development so i can work on this project full-time. Either way my goal to be able to release the multiplayer side of this game this year by Fall at the latest.
I'm not interested in making a turbo speed mode.
Drift Shell is focused on the core fundamentals of Old gen style gameplay with my own tweaks to fit my taste in game design.
There are movement techniques for instant bursts of speed to figure out that are present already in the game demo. A quick turn mechanic will be in the next patch to help with reacting quickly to turn fights at the cost of needing to be grounded to perform it.
Speed is a big part of this game's balance and I want to make sure that every weapon and part build configuration can have a fair shot at winning through gameplay fundamentals rather than through build counters alone.