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Important decision about the future of Pulsedrive have been made. Read this news for more information and a glimpse of our first track!

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We have decided to reduce our high ambitions in Pulsedrive and focus on the development of [w]tech. All assets for the alpha are finished and we work on the last points on our todo of [w]tech to make Pulsedrive possible. However there will be no further version after the alpha - so we don't call it alpha anymore. As a very small team we have to use our energy in a responsible way and should not 'waste' it in a far to big second or third project where the first one is big enough. This does not mean that we will reduce our efforts to create a great game!

>>Current Development

At the moment we are developing a controller-structure which will be firstly used in Pulsedrive. So we are developing Pulsedrive to debug and test three main aspects of [w]tech, too:
As already said we are developing a controller which uses the integrated Bullet-Physics. It depends on this controller whether there will a good gameplay.
We are using state-of-the-art effects like Filmic Tonemapping and SMAA for Pulsedrive!
The whole world around the track is active. Day and night cycle, glowing balloons and gameplay...scripting is the key for creating a game.
This three ascpecs are also our milestons for the internal version 0.18 of [w]tech, which will enable us to finish Pulsedrive. Here is a rough overview about future plans:

As you can see there are no big projects but [w]tech on our list. This enables us to focus on our core idea to make a great game-engine and editor.

>>First Track

Least but not last we are proud to show you a in-game shot of our first track. Still in progress!

PD - Track

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