From the very start when we (Ross and Duncan) came up with the idea for the game we always wanted Street Kart to be created in partnership with you.
To create a different sort of racing game. Something hard. Something competitive. Something the big game developers would never want you to play.
In fact, we were offered publishing deals which would have stopped it.
We launched to a tiny fanfare among the racing community. A few hundred people who cared. We remember our first like on Facebook. Joel Herbert, a racer from New Zealand. Thanks buddy!
Why Karting?
We wanted a racing game that put close racing above upgrades, skill rather than upgrade to win. Focuses on great gameplay depth. Puts real life interaction between gamers at its core...
So when it came to early alpha testing we asked real kart racers to test the physics. Connor Wagner (a kart racer from the USA was our first Alpha tester sign up) and along with 12 others pushed our physics.
We improved them. You gave feedback on the controls. We improved them.
Then there's the lids. Helmets have been supplied from 40 of you. Real life racers.
We wanted SK to have strategy -
…so Tires wear. Fuel runs out. Weather changes. Race meets have different needs. Choosing the right tyre is critical.
Championships last a week and always against LIVE Racers.
Glorious winning moments. Bask in the glory through live streaming or sharing replays.
All with the ultimate goal of finding the Street Kart World Champion.
To WIN you’ve got to BEAT everyone.
2015 BETA
In Beta 1 we invited 290 of you, our friends, to help us by providing great feedback with the balancing of the live economy, racing modes, unlocks and rewards and push the game towards launch.
Knowledge that will prove invaluable in giving you the game you want.
By now we were struggling for cash, but kept finding ways to keep developing the game. So we started developing other apps and using proceeds from them to put straight back in to SK.
BETA 2, 3 and PUBLIC BETA
Beta 2 saw a huge emphasis on physics and on controls. Adding solo practice. TKM was a blast!
This gave us confidence that skill was the way forward.
Guys like Oliver Greetham, a UK kart racer, won the championship in the last minute of the week beating Adam Street another UK racer. And we’ll always remember it as these real racers battled it out, the championship swaying one way then the next.
Beta 3 we added X30 and Pro1.
You told us the game was too hard to progress, the economy was too hard early on in X30.
Some of you still struggled with the controls in Cadets.
More work was needed!
By the time we got to Public Beta in 2018 there were 4,000 players helping us test the game.
4 Tiers, Real Life Kart Brands, Real World Tracks, Brand New Intro, Control Mechanisms.
And we’re still improving the game, still listening to your feedback, making it ever more competitive.
And now 7 years (and 2 kids) on we’re out.
No.1 Paid Racing Game in 96 Countries. Over 100,000 downloads.
We're looking forward to racing you!
Thank you for reading so far. Sharing our story, and most importantly for your support.
Ross and Duncan.
The SK team.