Progress update

Where Sadak Fury stands: getting ready for launch

In-game race start in Mumbai beside a basalt harbour arch, with a cheering crowd, a rival alongside and the touch controls on screen

Time for a proper progress update. Sadak Fury has grown a lot since our first post, when it was a single Kerala road with some fights on it. Here is where the game stands, and what's left before it reaches your phone.

What's in the game

35 races across six states. Kerala, Rajasthan, Maharashtra, Himachal, West Bengal and Punjab each have short sprints, a full run across the state, and two extra routes with their own surprises. Five more are twists on the full runs: fog in the mountains, dust over the Thar, mist in the Kerala hills, winter fog in Punjab and a ghat road jammed with traffic.

A career across five leagues. You start as Arjun on a borrowed 150cc and work up from street races to the Legend league, finishing in the top three to qualify. Vikram, the champion, is the man you're chasing.

21 bikes in three classes, from a faded commuter to a 265 km/h hyperbike. You buy them, paint them, upgrade them and repair them at Sethji's garage.

Fights at full speed. Punches, kicks and seven weapons, from a bamboo lathi to a hockey stick. Two weapon hits or three punches or kicks knock a rider off. Kick a bike into a bus and the knockout is yours.

Police. Highway cops with lathis, a five-star wanted level with roadblocks and an impound, and a police mode where you ride the police bike yourself.

Riders with a memory. You and nine named rivals, with grudges, friendships, perks and grudge duels, plus painted comics that tell their stories between races. Read who they are.

Multiplayer without the internet. Up to 8 riders on the same Wi-Fi or a phone hotspot, with no data used and no servers involved.

Reasons to come back. Daily missions, a daily sprint, a seven-day bonus track and time trials against your own ghost.

All of it plays offline.

What we're working on now

The big features are in, so most of our time now goes into making them solid:

  • Phones, phones, phones. We keep testing on real phones, and the newest routes still need their full performance pass on the budget phones that matter most to us. You can read about that work so far.
  • Watching playtests frame by frame. Most of the bugs we fix are found by recording playtests on a phone and stepping through them frame by frame: riders sinking into roads, hands floating off handlebars, a train crossing that played out wrong. We'll share some of these stories here.
  • Polish everywhere. Forks in the road, tunnels, bridges and the busiest stretches of every route get looked at again and again until nothing in them feels off.
  • Getting the stores ready. Store pages, screenshots and all the paperwork that comes with them.

The website

This site has the game's states, riders and bikes, a support page with fixes for common problems, a press kit, our privacy policy and now this devlog. The privacy policy is short, because the game keeps your progress on your phone and doesn't track you.

What we won't do

A few promises from our design rules, which we think are worth repeating:

  • No internet needed. Not to start the game, not to race and not for multiplayer.
  • No accounts. Your progress stays on your device.
  • No blood. The crashes are cartoon crashes.

How to follow along

We'll keep posting here about the game, the fixes and the road to launch. If you use a feed reader, the devlog has an Atom feed. For questions, ideas or bug reports, write to support@sadakfury.com.

See you on the road.