A downloadable game for Windows

This game is in Early Access, last updated: 2023-09-30



About

Street Interceptor is an open-world arcade racing game in which you can host illegal street races and outrun cops during nighttime and compete in festival races or find friends to host races with during daytime. Use your earned money to upgrade your vehicle and topple the town!

This game is in Early Access, this means the game isn't even close to being what it will be as a finished product, therefore you cannot judge whether you'll enjoy the finished project when viewing it in this state.

The game has recently faced some issues which you can read about at the bottom of the page.


Credits

Developers:

  • Scorp

Early playtesters:

  • Foxache
  • Firecat
  • Merkur


Why is the game being remade?

There are a few reasons and Unity's weird choice of action isn't the only one. Firstly, the game had began running terribly and I couldn't do anything to improve it. Trust me, if you have an idea on how to improve it, I have tried it and it didn't work. Secondly, when I started the project I was a little critter and I had only recently started making games in Unity because I was mainly making games on Roblox, since I didn't know programming in C# and Unity well I made a lot of mistakes and made weird decisions when making the game, I could go and fix all the old problems but this would restructure the entire game and I may as well just remake it, which is what I'm doing. Thirdly, the straw that broke the camels back, the Unity's choice to try and charge developers per game install. Even if they will U-turn and decide to not do it (I'm pretty sure they changed it a bit to make it seem a bit more acceptable) they still broke mine and a lot of developers trust and if they did it now what's to say they won't do it again later.

Therefore, I am moving to Godot. I'll be rebuilding the game from scratch, rethinking gameplay features and improving the quality of the game. One of the best things about this is that I now have a clear goal of what I want the game to be rather than coming up with stuff on the spot like I did before. I want the game to be an open-world arcade racer with cops and some AI racer quirks to make it stand out, while before I thought it'd be more like a life simulator with driving being just an added overengineered feature. Even if Godot has worse graphics I don't care much since I didn't really give a shit about graphics anyway, I'm a programmer not a graphics designer or something.

TL;DR: Old code and Unity stinky, I go remake in Godot




In development since March 14th of 2022.

StatusIn development
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorScorp
GenreRacing
Made withUnity
TagsOpen World, Sandbox
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Xbox controller, Gamepad (any), Joystick

Download

Download
Prototype (v2.0.1, empty and is a prototype) 87 MB
Download
Stable (v1.24, stable but older) 643 MB
Download
Recommended (v1.25.1, newer but less stable) 789 MB
Download
Showcase (v1.25.2.3, latest but isn't functional) 907 MB

Comments

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(1 edit) (+1)

A quickstart guide to the vehicles:

Now the vehicles are easy to use 

1: press tab to get in

2: release parking break and drive :D

Parts can be upgraded at the repair shop

Don’t forget your seatbelt..

how tf do u sit in the car💀 cool graphics btw

(+1)

thank u pls rate 6.9/5 also you can sit in the car by pressing TAB once you’re in the driver seat (a gear indicator will show up in the bottom left) and then follow the instructions of the letter (E on steering wheel to start car, G or B to shift gears, etc.)

I'm using an old 2000's/2010's Dell Inspiron, could you include settings to get a stable 30 fps while driving? Some optimizations would be nice too.

I’m working on some optimizations, mainly focusing on the trees since they cause a big performance impact, I can barely reach 45fps with an RTX3060 graphics card on high settings which probably means I’m doing something wrong. I have improved how trees are rendered in Stable v1.2.3 and I’ll be publishing it soon, if you’re willing to try that out do tell me how it goes. Thank you for the feedback!

I have just tried it out, and the fps has lowered to single digits. It could be the render distance, or perhaps the shaders. Some low level of detail stuff could be implemented too, as a potato mode of sorts. I'm running the game under Wine, so maybe it could be part of the issue. Maybe a linux version could solve some issues, or help pinpoint them?

(1 edit)

Have you tried lowering the graphics quality? Thing’s like shadow resolution and draw distance can be the most impactful. Also I cannot really build the game in Linux or MacOS versions as I cannot test them, I might build these versions for the finished game (once it’s finished and I stop releasing constant updates) and ask someone to playtest them, but for now I’ll have to stick to my platform which is Windows.

Even with everything on low/off, it won't break 10 fps, even with everything closed

(2 edits)

A few questions: Could you share what hardware you’re on? Do you usually have problems with other Unity games? What version of the game are you running? My old HP laptop can stretch to at least 30 FPS on lowest settings. The problem may just boil down to my engine (Unity), C# (The programming language I use) or the open-world aspect not pairing well with your hardware. Also, I’m updating the UI in the next version, but in the current version the settings UI is bugged and starts from the bottom, you’ll have to scroll up to access the other majority of settings.

(+1)

Dell inspiron gang

(+1)

dead bean on highway go brrr

(+1)

This game sucks