Pinned Tweet
DEATHGRIP Demo has been updated with additional content - new (faster) racer, new (harder) track, more upgrades and harder AI. Enjoy.
#indiegame #indiedevs #screenshotsaturday
Reclaim Interactive retweeted
The explosions 💥 in this game are a rush. youtu.be/iaHFuNTyJ7o
#SteamNextFest has started. We've updated our demo to the most recent version. Likely the most intense racing game being featured.
store.steampowered.com/app/1…… #indiegaming #pcgames
We will be participating in Steam's #NextFest this time around. An update for the current #demo will be coming in the following days along with more info about what we've been up to.
#indiegame #steam #steamnextfest
We've updated our [alpha] demo on Steam. Here's a quick vid of the current major features.
store.steampowered.com/app/1…
#IndieGameDev #gamedev #indiegame
New track we'll be adding to the demo. We've also overhauled the afterburner fx for visual improvements, including reacting when turning and repairing. Full vid: youtube.com/watch?v=hXX1co9E…
#indiedev #gamedevs
Had a 30 min discussion about DEATHGRIP with Erik from AG Racing Central. We talked about where it started and aspects of its development. This is the first real interview I've done about it. Give it a listen and feel free to support and leave a comment.
youtube.com/watch?v=Clv0oWIU…
While the current engine fire particle system serves its purpose, it's not without its issues so I've finally circled back with a new setup to improve visuals, accuracy, and optimization. (Old version is on the right) #indiegame #gamedev #shaders
Didn't plan this, but after watching everyone try the game, I decided to make another track to add to the demo. It'll be the shortest and most beginner-friendly track to date. Footage soon...
Quick tip for anyone trying the demo - you start with 1000 credits you can spend on upgrades. If you're struggling with handling or lack of speed, they make a considerable difference. You can also save and name custom loadouts.
#indiegame #gamedevelopment
We've been keeping our heads down for a bit, hammering out a number of qol fixes/changes for the demo from player feedback. If you haven't been keeping track, here are the changes to date:
steamcommunity.com/app/17215…
For everyone following and curious about the road ahead I've laid our plans here. The rate and breadth of features we can add will heavily depend on the success of Early Access. Of course we're only a team of 2 (& 0 funding) so we hope and thank you for tempered expectations.
Reclaim Interactive retweeted
Deathgrip is a high-speed racer and a deliciously dangerous deathsport inspired by Star Wars podracing. #PCGamingShow trib.al/4F04JDA
Demo is LIVE. Give it a shot and let us know your thoughts.
store.steampowered.com/app/1…
#indiegame #indiedevs #gamedev
Couple days out, featuring our project and many other solid titles: youtube.com/watch?v=dHhr4ppc…
#indiegames #PCGamingShow #pcgaming
Reclaim Interactive retweeted
Since watching Episode one of Star Wars, Podracing was a dream to play. DEATHGRIP takes everything you want for that experience, amps it up, and makes for a must-try experience for fans and curious alike!
youtu.be/-v8UhuUPBc0
@ReclaimInt
Secondary weapons are missile variants.
Swarm: Salvo of 8. High damage but require a maintained lock.
Homing: Fire and forget with a reasonable lock time and fire rate.
Interceptor: Powerful homing variant. Slower lock time but flies high to avoid obstacles.
#indiegame #gamedev











