likewise, i enjoy the story but because of these mechanics i would refund if i could. it’s not really in a playable state with the amount of fail states, even in the first few hours. i’ve already wasted over 30 minutes redoing all my story chances, and this is just on chapter 5. it’s increasingly worrying that picking a seemingly innocent or roleplay-appropriate choice will kill a multi-hour run of mine. still playing for now, since there’s no option to refund and i’ve been waiting for this game for months, i’m trying to make the best of it. but it’s no excuse. i hope the save update gets pushed out ASAP, since the more people that suffer this problem, the more people that will likely not give the game another chance.
update: the latest i’ve been insta killed is at ranking 7/20, about ~7 hours into the game on a normal playthrough. have spent over three hours cumulatively redoing choices to get back to where i was. finally giving up on the game for now.
got stuck in an infinite loop of being unable to pick the 911’s lock in the impound lot. yay, another restart…
after some testing, i got past the glitch by avoiding cheat mode until after the impound scene. then insta-die 3 hours later during the first group race because i picked an option that said “Hit the gas pedal hard!” on a straightaway. another bad example of this - in the race against breezy, you are cut off by a van full of armed men - choosing “Swerve around and drive away!” gets you insta-killed. especially baffling because all the options that don’t result in insta-death involve getting closer to the people shooting at you.
i’m sorry, but that is an awful mechanic. instantly dying for picking such an option is not foreshadowed in any way - it is literally impossible for a player to know this will end their 5+ hour run through story context alone. they simply have to hope they don’t pick an insta-kill option, and if they do, hope that they remember to avoid it if they choose to restart the game.
it just seems antagonistic, like the story is fishing for “gotcha!” moments to a fault. i don’t think many people playing interactive fiction are looking for a soulsborne where you end up memorizing all the choices because you’ve had to make them so many times.
i’m not going to yap all day or bring up any of the issues i have with the writing. RPG racing content is so dry that i can tolerate some of the story’s quirks. it just sucks to not be able to progress through it at all due to the haphazard amount of instant death choices and lack of any kind of checkpoint mechanic.
Hmmmm I am starting to think the author favorite character is brock, for all unnecessary rand numbers thats failed and killed my mc during the final race between them, yeah this race is unwinnable unless you got luck that surpasses all of anime history protagonatist
Congrats on the release @Fusion_Ultimatum! Like others, I am also waiting for the save point update. At this point, I think it would be better to emphasize at the start that your choices may lead to death/premature ending so there won’t be any surprises. Though I would honestly prefer if there was an option to disable that (sort of like an easy mode where you don’t die and just continue with the story). Still, glad this game is out!
I apologize but I found this funny the way you wrote it.
The insta-death feature will be fixed very soon and updated. I’m past halfway done with it. I’d advise waiting until the update if you can.
What were your stats like?
I like the *rand. It adds a bit of unpredictability and realism to the game. I also didn’t want it to be too easy.
The *rand isn’t used often so your stats are what you should focus on increasing most.
Hey! So I got Velocity like, yesterday and i know the game is super duper new so I’m not totally expecting an answer.
But, during the arret scene, you’re asked about the other racers. I’m wondering why I’m unable to rat nobody out? My fearlessness was really nerfed because I didn’t race (by around 23%) (iracing would be ooc for my MC), but it’s still over 50%. That’s all, thanks!
I’m glad the save feature is coming because I lost count of the number of deaths I got. And this is with cheats ON. How tf do you still lose control, get jumped, mobbed, etc with MAX stats! It seems the only max stat that works is athletic in which you run away. If you have max combat, you should be like Chuck Norris, Ip Man, etc and win every fight. I came here to complain and was glad to see you working on the save option. Otherwise I would have said screw this and just gave up on the game completely.
Okay, so I have an actual complaint this time.
I was playing past the questioning scene with the cops, and stayed quiet when Jason came by. Suddenly the game is acting like I raced? And skipping random content? What? Id previously gotten to the roof scene and stuff so I know there is some in-between events.
I’m going to assume the game didn’t go though beta tests because this is an error that should have gotten covered with how easy it is to make.
I’m sorry if I’m wrong, and seemingly disregarding the people’s hard work, but I do expect a game to have very few errors if I pay for it.
Rambly sidenote: It’s an old problem: It feels people play the betas but they don’t try to break the game. There’s a couple of people on here who will go into a wip/beta trying to break the game to their best abilities, and these people are a damned blessing to have. But unfortunately a lot of people playing the WiPs and testing the final betas only play one or two games, and if those paths work, they seem to call it a day ![]()
Try to break the games, people, I beg you
Author if you have played own game you made, you will see that is impossible to win this race even with the cheat system that you made and I was using, just to experience the game for a first time
Do you know exactly what caused this error? If not, it might not be as easy to make as you assume. Some coding errors become apparent only on extremely specific routes. How much impact an error has doesn’t necessarily correlate to how much is wrong in the code. There was a published game once in which a single missing line of code caused a character to come back from the dead and run for political office, but only under extremely specific conditions dependent on a number of other factors.
Also, since you seem to be new to the ChoiceScript gaming community, there are a few things you may not entirely understand yet. There are three lines of games published in ChoiceScript: Choice of Games, Heart’s Choice, and Hosted Games. The first two publish games by carefully chosen authors working under the guidance of professional editors, who also supervise the beta testing process. Hosted Games are made by members of this community, without editorial supervision. One requirement for publication by Hosted Games is making the game available in its entirety on this forum where people can play it and comment on it, and that’s basically the extent of quality control. The bar to publication is set deliberately low. Games that are chosen for release on Steam are held to a slightly higher quality standard, but beta testing is still entirely the author’s responsibility. Some HG WIPs attract dozens of testers, some only one or two. Some authors are eager to incorporate feedback from early players, while others ignore most of it. As a result, HG releases vary widely in quality - some are at least as good as any of the professionally developed games, and some barely meet the “functionally comprehensible English and no bugs that crash the game” requirement.
If you don’t want to pay for something that may have significant errors, you probably won’t want to buy newly released Hosted Games that aren’t also released on Steam, since they haven’t been subjected to the kind of rigorous scrutiny you would like. Better yet? Be the quality control you want to see in the world. There are dozens of HG WIPs that could use more testers.
Finally, whether you get into beta testing or stick to reporting issues after the fact, it’s very strongly recommended that you take screenshots, as they often make it easier for the author to identify what went wrong.
i’m glad you got a laugh xD yeah, i’ll be waiting on the update. thank you for hearing out the community on this, i think a save system is the main thing this game
needs to be complete. seeing that there’s a market for racing IFs has actually inspired me to begin work on my own project, so thanks for following through with Velocity!
there are a few continuity errors at the moment unfortunately. the game also treats you as if you got captured by the police in chapter 4, and that you got held a gunpoint by the mafia, even if you manage to avoid both events.
it’s not super distracting to me personally, because the errors are small and there’s not a lot of dialogue referring to said events, but it is still certainly there. hopefully that gets ironed out sometime soon!
The game did go through a public beta test, and got quite a lot of engagement. I understand the rationale behind expecting a game to have few errors if you paid for it, but nothing is perfect. Even big AAA videogame titles with a dedicated QC department and an army of professional testers have had buggy releases.
I was credited as a beta tester on half the HG titles released in 2025, and also playtested many many more titles which never made it to release. I’m also doing this on top of writing my own projects and working a full time job.
As a published author myself, I get the sentiment, but I just don’t have the energy for heavy beta testing. And yes, as a published author, I’m also not able to submit my latest WIP, as the published author board has already warned me not to submit it unless it gets more likes and feedback, and I was already told to drop it. I personally get how important feedback is. I wish I could have more of it for my own games, and I wish I could play a game multiple times for someone else, but time is a limiting factor.
I think her point is that quality is more desirable than quantity. Obviously, everyone is going to choose their own level of involvement in betas based on their interests, abilities and motivation, but as an author, she (and many others) prefer a tester who focuses on a few games and really puts them through their paces than a tester who plays every game on the forum once or twice. That’s not even to say that’s the One True Way - there are a lot of games that would benefit immensely from quality feedback from even a single playthrough, and maybe that’s your niche - in which case, own it, and don’t take it personally when someone points out that other kinds of testers are wanted as well.
You should really do the math. You might think the player only has a 33% chance of dying in a case like that, but when you have multiple *rand used this way in a race, or even the game as a whole, those chances are multiplicative.
Each time you use rand in that way you are multiplying the odds of eventual sudden game-over. Just 3 rand tests with those odds in the game and a player has a 70% of getting a game-over. You reach 90% at just 6 rand tests. 95% at 8 rand tests. 12 rand tests of those odds in your ENTIRE game and 99% of players won’t make it to the end.



