Aero GPX
Aero GPX is an anti-gravity racer that is focused on high velocity, flight, machine-to-machine combat, and responsive controls that are simple to pick up but difficult to master. There are 30 machines on the circuit for each race in Aero GPX; and the race ends with significantly less than that. Pilots fight for the best position possible with high speeds, risky maneuvers, and visceral attacks. While Aero GPX is inspired by classics in the genre, it also has a few twists of its own to feel like a new experience with hints of nostalgia.
Core Gameplay
The Core Gameplay of Aero GPX is best described by touching upon a few of its most important aspects:
Responsive Handling and Controls
Aero GPX aims to be one of the most responsive racing experiences you’ve ever played; responding instantly to your input and reacting accordingly. Instead of feeling like you’re driving the machine, Aero GPX aims to give the you the feeling of controlling the machine as if it were a character in an action game.
Machine-to-Machine Combat
There is only one weapon in Aero GPX; your machine. Slam Attack and Spin Attack to disrupt or destroy your opponents before they do the same to you. But always remember that your attacks have an important consequence: the health and integrity of your own machine is at stake.
Flight
Aero GPX has a big trick up its sleeve; flying at high speeds through Airborne Slipstreams. Machines can use a deadly homing attack in order to reliably attack an opponent, creatively maneuver to dodge obstacles, or take big risks “Drill Diving” in and out of them in order to build the most amount of speed possible!
Merciless AI Opponents
Your fellow Pilots on the track are numerous and vicious. Displaying many different personality traits, they have ways of expressing themselves on the track that mostly result in getting to the finish line before you. Fight back if you dare.
Anti-Gravity and Obstacles
Aero GPX features a complex physics system that allows for machines to drive on any surface in any orientation in 3D space. Tracks will also feature many jumps, challenges, and obstacles to keep pilots on their toes and always experiencing something new!
Steam User 94
This man really looked at F-Zero not getting a proper title in like 20 years and went "Fine fuck it I'll do it myself."
And then he actually did.
Steam User 45
It's too hard for me, it makes Redout 2 on nightmare difficulty look easy. Game is well made, music is good, tracks have simple yet interesting designs, and even on the lowest difficulty the AI will tear you apart if you give them the chance. I don't like it personally due to difficulty and lack of time to get good at it but it is objectively a good game so it's getting a positive review.
Steam User 27
1. Complain for 10+ years that we need a new F-Zero game
2. Find a random account on social media showing off some low poly zero gravity racing machines
3. Follow them (duh) and watch improvements and new stuff being worked on over time
4. Find out after all that time and hard work there will be a Kickstarter for the now titled Aero GPX
5. Freak the **** out
6. Back Kickstarter as soon as it launches and is feasible (DUH)
7. For many silly reasons, redeem and install the game, but let it sit there for quite awhile (marinate)
8. Finally stop being lazy and plug a controller in to give this a whirl
9. Play for 10 minutes and know it was all worth it as no game has come this close the original
10. Praise Lord Gaben for the platform that allows things like this to exist and flourish (you buy now)
All is right in the world.
Steam User 30
It only took 21 years buit we finally have a proper mainline F-Zero sequel.
No other game in these 21 years that claimed to be a F-Zero inspired title managed to nail it as hard as Aero GPX did - The handling, sliding, slam attacks, difficulty, track and character design is all good and screams F-Zero instead of Wipeout which is extremely good and appreciated.
It's also incredibly easy to get into, but really hard to master. Just grab the demo if you're unsure but I can assure you that if you're a F-Zero fan this will feel just like home.
Steam User 15
This scratches that anti-grav racing itch in a big way. The different techniques the player can use to increase and maintain speed are fun and rewarding. The character designs are all vibrant and unique, each exemplifying their vehicle's specialty. I've had the soundtrack on repeat whenever I go out in my car and haven't crashed yet, so that's a plus. Can't wait for more of this game to be released as its early access continues.
I'm Tom.
Steam User 16
It's the true successor to F-Zero GX that Nintendo refuses to make. F-Zero GX is already a perfect game and yet, somehow, this game arguably does it better in mechanics. Aero GPX is GX without the jank that came with being a gamecube game.
I wish this game had a bigger budget. Not to improve the mechanics or add more stages, but to get those wacky cut scenes back into story mode.
Steam User 14
GOTY 2024.
You know how people say "This is literally the successor to F-Zero" about every new antigravity racer these days?
Well this time it's true, and it's absolutely amazing.
The skill ceiling is there, the physics are there, the break neck speed, the snappy controls, the characters, the music, all of it.
Aaron just gets it, finally someone gets it and that someone is really talented.
I've been waiting for a game like this for almost 20 years now and let's just say Aero GPX delivers, it almost brings tears to my eyes.
It's not an F-Zero clone either, it's its own thing both in gameplay and presentation, doing some interesting things like separating boost and health but keeping the risk reward system through other health related mechanics (Fire, spingrinding, maybe more in the full release?) and very aggressive AI, the risk reward decision goes from "can I afford to boost again?" in F-Zero, to "Do I refill my boost or my health for the next lap?" in Aero GPX, there is also one track in the current game (probably more in the full release) that has no health recovery whatsoever so it turns the race into an endurance run which would be impossible in F-Zero. The air tunnels and drill dives are also a great expansion of F-Zero's air control, making jumps more rewarding and opening up interesting track design possibilities. As for the visuals it's quite distinct from F-Zero but like in every other aspect of the game it wears its inspiration on its sleeve, which is always a plus because F-Zero is the best thing in the whole wide world.
Congratulations to you Aaron for reaching early access, I know how hard game dev is and I can tell how hard you worked on this project, I'm excited to see the new racers and tracks you add on your way towards the full release. Cheers buddy.