Formula Fusion's latest update includes many new improvements - Team VVV

News Formula Fusion’s latest update includes many new improvements


Kevin Dooley


Posted on

Game: Formula Fusion

Platform: PC, PS4, XBox One

Publisher: R8 Games

Release Date: Re-branded as "Pacer"

The futuristic racer Formula Fusion continues to improve with its latest update which sees the inclusion of a replay mode and improved physics.

Build 0.5.364 of the Steam Early Access version of Formula Fusion also adds a new track to the anti-gravity racer entitled Midtown which is said to “represent a new quality benchmark for the game”. Furthermore developer R8 Games has stated that tweaks and changes to the existing four tracks will start to roll out in the new year to bring up their overall quality.

Improvements to the defensive and offensive weapons, head up display, cockpit cam, AI and more also make it into the update. We’ll keep you up to date on all the latest developments of Formula Fusion which, don’t forget, will be making its way over to consoles at some point. You can view the full changelog of enhancements and changes below.


Note: You will start to see tweaks and changes to the existing 4 tracks in the new year to balance the quality.


– craft and weapon upgrade slot/card system in the garage

– haptic feedback added – toggle on/off

– chase cam added


– new offensive and defensive weapon options

– shield has now been split to Shield and Health

– tail cam

– shield pickup now purple



WIP / PLACEHOLDER – Please remember this is EARLY ACCESS. The mechanic and UI are

With the greatest of respect please don’t tell us the UI sucks. We know it does. It is purely functional right now and we are going to work with tDR to bring it up to the level of quality you would expect. For now please just play with it and HAVE FUN.

BALANCING – There are some obvious balancing issues with the card and craft systems but we have started to focus on this area. You will eventually need to pay for the cards with “Tech Credits” but right now they’re free. For now please jump in and experiment with the various load outs.

Although it’s briefly explained in the on screen text, we’ll assume you’re like us and haven’t read it 😉 here’s what’s going on with the Card Upgrade system:

You have 7 slots on your craft and each can accept Behaviour Cards:

– Handling: 1 card

– Anti-Gravity: 1 card

– Defensive Weapons: 1 card

Choose one Behaviour card for each Slot (or 5 in the case of your Offensive Weapon), and then save your LoadOut. You can save as many LoadOuts as you want.

Go to Custom Race and choose your craft and pre-saved LoadOut. Then continue to choose your race track.

The only areas needing any huge explanation for now:-


– Energy Bolt

– Mine

Choose one of these.

Then choose up to 5 behaviours for that weapon:

Ricochet = how many times your missiles will bounce of the walls

Cluster = a number of smaller bombs are released on detonation

Ammo Multiplier = gives you twice the number of missiles

Armor Penetration = self explanatory 😉

Fire Rate = self explanatory 😉

Damage = increases the amount of damage a weapon will do

Leech = a portion of the damage dealt is transferred to the shooter as Shield Health.

Sticky – missiles (not Gauss Cannon) will attach it to target and detonate 1 second later

Projectile Speed = increases the speed of any missiles


Cloak = wip but the opponents can’t see you (you see your craft as a sort of Predator effect)

Tank = increases hull strength

Energy Leach = wip (no vfx yet) needs to be touching other craft

Shockwave = short range “Gravity Wave” which violently shoves other craft and projectiles


– there are 20 slots available

– once you’ve selected your race it will start in Cinematic mode

– exit via Escape key only


Note: We will attempt to push out an update out before we break for Xmas on Friday 23rd to fix any major bugs that may crop up through expanded play testing.

TUTORIAL – the Tutorial is gone for now. We’re working on a real one which will come out later.

KERS – is now referred to as “Boost” – its function is the same as in the earlier build:

– lose BOOST points on collisions with anything



– you should see some changes to the smoothness but overall it is very much still WIP

-All music in the game is placeholder. We are working with music artists right now to confirm the line up.

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