Redout: Enhanced Edition

Redout: Enhanced Edition

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Redout: The SRRL Compendium - 1.1.0
By Marz Redd and 1 collaborators
So, this guide contains a lil' bit of everything. We cover things like achievements, platinum requirements, game mechanics, lore, and even some basic info on tracks, power ups, and the collectible color schemes and liveries.

We're all caught up to the latest version! The guide is still a work in progress as we continue to expand what information this guide contains and further edit the structure to make it all easy to digest. Please feel free to let us know if there is anything you would like to be added or expanded upon in the future.
   
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Prelude
red·out

noun
  • a reddening of the vision resulting from congestion of blood in the eyes when the body is accelerated downward, sometimes followed by loss of consciousness


Extreme Sports in the 24th Century

The year is 2560 and Earth has been stripped of its natural resources. Global warming has melted the northern polar ice cap, and tropical storms ravage all areas that haven't succumb to desertification.

Pockets of humanity are crawling their lives away in a few slums, descendants of those who were left behind or refused to leave. Others created huge conurbations, based upon some of the most populous cities once on Earth. Most of humanity, though, has moved on the Moon, Mars, Titan, and moons orbiting Jupiter. As a result, Earth is often host to various forms of entertainment such as hi-speed racing, futuristic amusement parks and zoos.

One of the most followed sports is the SRRL, or Solar Redout Racing League: the fastest racing league ever created, where humanity's best pilots operate high speed anti-gravity ships on magnetic tracks, risking their lives at each and every corner, in exchange for never ending glory.

Controls
I would very highly recommend that you use a game pad for Redout. The analog sticks and triggers will allow for a more gradient and controlled input when it comes to piloting the ship. More details below.



I have only ever used an XBox controller while playing this game and can not speak for any other game pad when it comes to compatibility or use within the game. With that being said, I would still suggest any game pad over the using the keyboard.

The game takes a little bit of getting used to control-wise, even when using the default controls above; however, once you get the hang of things this game will become even more fun and winning that much more satisfying! What I'm specifically referring to are the analog sticks, which allow you to move the ship in three dimensions similar to that of an airplane. Allow me to explain...


Further explanation with visualization to follow:

The left analog stick will cause the ship to yaw (steer) left and right; the right analog stick is used to both pitch the ship upward/downward and to roll (strafe) from side to side. Yaw is left and right like a door on hinges. Pitch is up and down like a box lid, and roll is rotation or tilt. Below are some handy-dandy images that help illustrate each control.


YAW (↔ left analog stick)
Left and right like a door on hinges. Used to change the direction you're traveling just like in any ol' racing game.


























PITCH (↕ right analog stick)
Up and down (↕) like a box lid. Used at higher speeds and/or inclines to retain speed. You want to pitch upward (↓ default is down) when going uphill, and pitch downward (↑ default is up) when going downhill.

















ROLL (↔ right analog stick)
Rotation, tilting ship to the left or right. Used at higher speeds and/or sharp turns to make turning easier. Also used to strafe left and right (↔) without changing direction.














Images courtesy of Smithsonian National Air and Space Museum and their How Things Fly[howthingsfly.si.edu] website.
Teams + Ships
There are six teams available to choose from in the game. Each team takes a different approach when it comes to the ships they build, and each come with their own strengths and weaknesses.


ESA-AGR
The ESA-AGR was born as a branch of the European Space Agency when prototyping high-atmosphere patrol aircrafts during the Mars colonization. The advancements in aerodynamics, efficient propulsion and electromagnetic fields were crucial in the effort of terraforming the Red Planet. They also happened to be very useful when it came to build crazy fast racing hoverships.

Its founders helped build the very first AG racing competition, encouraging and financially supporting the development of the SRRL from its inception.

As a result, the ESA-AGR is the team with the longest and most honoured history in AG Racing.

The ESA-AGR is an all-rounder. Acceleration and magnetic grip are amongst the best in the league, and the ship is average in everything else. The power-up and turbo energy pool is slightly below par: battery capacity and generators are kept to a minimum to avoid encumbrance and reduce weight. It’s a very good team for pilots who don’t rely too much on power-ups and prefer a canonical race approach.


Koeniggswerth Engineering
The name Koeniggswerth Engineering is ancient. It originally belonged to a German team, which regularly ran in various touring car competitions on Earth long before the Colonization. It was one of the last teams to disband before the Exodus, when humanity had to flee the Earth.

Re-established in year 2450 on a terraformed Mars by the great-grandson of the last owner, the team competed without interruption in canonical four-wheeled racing leagues for 22 years before the SRRL was created. Initially reluctant to join anti-gravity racing because of the massive costs involved, the team was able to step up a few years later thanks to substantial investments from a group of former North European and US energy companies.

Koeniggswerth ships are heavy and sturdy, with great magnetic grip and the toughest structure amongst all racing teams. The energy accumulators also have good capacity and regeneration rate, which grants a good turbo boost but also creates further weight. This comes at the cost of acceleration and maximum speed, which are slightly below standard, but the durability of these ships is unmatched. Pilots who prefer endurance over performances can confidently remain in the middle of the pack and outlast their opponents, or skip ahead at the right moment with a well-timed turbo.


Sulha AG Racing
The name Sulha AG Racing is rooted in history. It comes from an old Earth racing team, Sulha Racing, which was born as a joint Israeli-Palestinian project in 2028. This kind of collaborations were fostered and economically supported throughout by the two states, in order to promote stability and reduce cross-cultural barriers in a geographical zone torn by long years of conflict and finally entering a much needed era of peace.

Sulha Racing was focused on rally. It competed in the last editions of the famous Dakar with good results, expanded its research department and moved in the field of vehicular activities on the Moon during the first colonization phase. The racing branch was disbanded during the Titan colonization, when the company focused on producing vehicles for mass transit on the new planet. The company was eventually bought and absorbed.

Sulha AG Racing was created as a joint-venture between Mars-based and Titan-based engineering companies. The name and the story behind it represent the intent of uniting different worlds, working together for success. Sulha AG entered the SRRL just a few years ago and grew quickly, becoming one of the top teams and pushing the boundaries of max speed and handling.

Sulha AG hoverships are blazing fast. In fact, they are 80% engines and energy accumalaters. Acceleration, speed and energy are benchmark for the competition. Much less attention is given to the magnetic grip inducers, even less to the overall structure. For those pilots who are not afraid to take risksand respawn a few times during a race, pushing their piloting skills to achieve the perfect trajectory without hitting too many barriers, this is the perfect team.


Conqueror Technologies
The Conqueror racing team was born on the Moon. Created as a bet between two entrepreneurs originally from the US, it entered the Lunar Rally Championship without much hope, but ended up conquering the second overall place thanks to the performances of a pilot, a friend of the two, who happened to be of Native American origin. From that point, the company attracted good funding and was able to enter AG Racing a few years later. All its ships have always been given a more or less romanticised versions of ancient Indian names, as a good luck charm.

Conqueror ships are not easy to tame. They are heavy, not too agile and not too brilliant in terms of sprint, but they are massively powerful: once they go up to speed, few are able to keep up the pace. They are sturdy and durable. Their batteries recharge really fast, although their capacity is limited: good pilots take advantage of this by using short bursts of turbo to compensate for the low acceleration.


ASERA
ASERA was born on the Earth as a joint-venture between Japanese, Taiwanese, Vietnamese, and Korean engineering companies. Soon after, they started a regular callaboration with the Asia-Pacific Regional Space Agency in order to engineer terraforming-capable vehicles; the ASERA Engineering Group entered production of sub-orbital recognition aircrafts later on.

Much like ESA-AGR, space exploration spurred the development of blazing fast AG racing hoverships nicely. As a result, ASERA is a team with a long and honored tradition of cutting-edge research, always raising the bar in terms of innovation.

When racing with this team, know that everything is focused on the energy pool. Making good use of powerups and the turbo is central to the driving approach.


Lunare Scuderia
Lunare Scuderia is a contemporary racing team started by a group of former Italian engineers, leftovers of every other luxury brand. Heritage of an entire dynasty of pilots.

Lunare began racing in the 2548-49 season and was initially relegated positions. The team has been steadily working its way up to the middle of the pack, up to the brilliant victory of the 2554-55 season thanks to the exceptional driving of its two pilots Zanna and Zarandi and the unexpected performances derived by their nano-ceramuc injectors. That victory granted a much needed increase in capital and the team was able to rack up more support thanks to commercial sponserships, making Lunare Scuderia able to regularly compete at the top of the table.

Boasting the best acceleration available and a more than adequate top speed, matched by great handling, these ships sacrifice energy capacity and durability for the lightest possible structure.



Prefieres leer en español? Haga clic aquí para una guía creada por Madel_666.
■ ESA-AGR
The ESA-AGR was born as a branch of the European Space Agency when prototyping high-atmosphere patrol aircrafts during the Mars colonization. The advancements in aerodynamics, efficient propulsion and electromagnetic fields were crucial in the effort of terraforming the Red Planet. They also happened to be very useful when it came to build crazy fast racing hoverships.

Its founders helped build the very first AG racing competition, encouraging and financially supporting the development of the SRRL from its inception.

As a result, the ESA-AGR is the team with the longest and most honoured history in AG Racing.

The ESA-AGR is an all-rounder. Acceleration and magnetic grip are amongst the best in the league, and the ship is average in everything else. The power-up and turbo energy pool is slightly below par: battery capacity and generators are kept to a minimum to avoid encumbrance and reduce weight. It’s a very good team for pilots who don’t rely too much on power-ups and prefer a canonical race approach.


Vanguard
The Vanguard is the oldest Redout hovership design in the league. It's a straight adaption of the high-atmosphere patrolling vehicle Venture III, as evident from the lateral fans. It's history is basically the history of how AG racing was born.

ESA allowed its employees to spend limited amounts of working time on extra projects. A team of engineers got their hands on a retired Venture III and experimented with a new system of magnetic suspension on it, wondering what it would be like to place one of these blazing-fast vehicles on a racetrack. Their names were Kapoor, Capelli, Anderson, and Balewa.

ESA found out only when one of its sheds on Mars burst into flames, after an incident with magnetic superconductors. Instead of disciplining the four engineers, the company decided to grant them a limited amount of funding to complete their work, while releasing the specs for the magnetic suspenders to the public in hopes that others would develop their own vehicles.

The first Vanguard was effectively built and presented in 2472. The Mars AG Racing event was created, the first AG competition ever, taking place on a single track 12km/7.5mi long. The vanguard was driven by Lucious Kapoor, son of Herman Kapoor, one of the four engineers who basically invented AG racing, and won it by storm.

Hussar
While the Vanguard was a haphazard experiment by the Martian ESA engineers, the initial victory and enormous attention the AG racing generated in the public ringed as a resonating wake up call for the entire company.

The result of huge investments and a super scale approach to development, the Hussar is a super-competitive piece of aerodynamics engineering and power. The chassis is slender, and the single engine architecture was ditched by placing two smaller, but more power engines on the external wings.

With the Hussar, ESA-AGR started investing heavily on the entire soon-to-be SRRL and contributed to development of this sport.

Lancer
The Lancer came as an incremental upgrade to the Hussar in a time were ESA-AGR was starting to perform poorly in all event types: competition caught up, Koeniggswerth Engineering and ASERA appeared on the scene and soon overtook Hussars with ease.

ESA-AGR had been investing the entire economic reserve of the company into the SRRL, but the results were lacking and investors were getting angry. Management abandonded the sinking ship, but luckily the core engineering team called the Oikos-Sea kept crunching until the last day, including Kapoor and Anderson who served the company for their entire lives.

More of a prototype than any other ESA ship, the Lancer has been put together without enough time to polish the design properly. The result is a beast in terms of acceleration and magnetic grip, but lacks a lot in battery capacity and turbo.

Dragoon
The Dragoon is the latest masterpiece of the Oikos-Sea engineering team. Despite ESA being the oldest team in activity, they never bothered competing in Tier IV until the model was built relatively recently, in 2540.

The SRRL was getting lots of negative attention after the completion of the Hell track in Volcano: their quest for highly risky but spectacular races backfired when, for the sixth time in a row, nobody was able to complete the race. Pilots began refusing to race, concerned for their safety.

Thomas HK Mermand Sr., pilot and engineer, came to the rescue. He took responsibility of leading the design team in enhancing the Lancer, to create the first Tier IV ESA-AGR hovership. The result was the Dragoon, the most powerful hovership of its time, which completed the Hell track on its first try and won the 2540-41, 41-42, 42-43 and 43-44 championships by storm.

■ Koeniggswerth Engineering
The name Koeniggswerth Engineering is ancient. It originally belonged to a German team, which regularly ran in various touring car competitions on Earth long before the Colonization. It was one of the last teams to disband before the Exodus, when humanity had to flee the Earth.

Re-established in year 2450 on a terraformed Mars by the great-grandson of the last owner, the team competed without interruption in canonical four-wheeled racing leagues for 22 years before the SRRL was created. Initially reluctant to join anti-gravity racing because of the massive costs involved, the team was able to step up a few years later thanks to substantial investments from a group of former North European and US energy companies.

Koeniggswerth ships are heavy and sturdy, with great magnetic grip and the toughest structure amongst all racing teams. The energy accumulators also have good capacity and regeneration rate, which grants a good turbo boost but also creates further weight. This comes at the cost of acceleration and maximum speed, which are slightly below standard, but the durability of these ships is unmatched. Pilots who prefer endurance over performances can confidently remain in the middle of the pack and outlast their opponents, or skip ahead at the right moment with a well-timed turbo.


Centaur
The Centaur was built with one and only one goal in mind: rack up as many points from Survival and Arena Race events as possible.

Koeniggswerth joined the SRRL with a very limited capital pool: investors had agreed to spend enough money to establish the team and create its first ship, but a clause would allow them to bail out and resell everything in case they didn't score a certain number points in the seasn; therefore, their effort was very focused on two event types, in order to maximize their chances.

Koeniggswerth Engineering and founder Karl Gottlyeb-Daimar decided to go all-in on what they knew best: durability and materials. The Centaur, with its lateral force-grid shields, is the reflection of this philosophy. Equipped with a heavy engine, a simple but effective energy battery and turbines, but especially tons of thick armor, the ship was able to compete effectively and collect twice as many points as it needed to keep Koeniggswerth in the game.

Jormungandr
Koeniggswerth managed to create a competitive Tier I racecraft with the Centaur. The encouraging results allowed them to pursue the creation of a Tier II racecraft, following the same base philosophy.

The chasis is the same as that of the Centaur, but the engines were expanded and the energyu generators made more efficient. Keeping a low weight never a top priority for Koeniggswerth. The strong point of this ship remains its durability but the Jormungandr turbo boost had been researched more thoroughly, partially compensating for the slow acceleration. The Jormungandr consistently scored good results, establishing Koeniggswerth Engineering as one of the few AG racing teams that challenge the title.

Yggdrasil
Thrilled by the success of the Jormungandr, founder Karl Gottlyeb-Daimar personally designed the Yggdrasil, but without reinventing the wheel. The base chasis structure and many other systems remain unaltered. What allows the Yggdrasil to achieve Tier III specs is the extremely neat organization of its internal parts, which allows for extremely efficient injection and cooling.

The cockpit was moved backwards, in a more protected position. The iconic two separate hulls were connected on the front through a lightweight support, making the ship more organic and even more resilient. Batteries were shielded, increasing isolation and efficiency. Last but not least, the engines were entirely redesigned to be bigger and more powerful.

The Yggdrasil regularly won Survival races and obtained good results in other competitions as well, but due to inexperience in the difficult Tier III calender and persisting weight issues, it didn't fully meet the over-inflated expectations of the public.

Odin
The Odin was built based on the Yggdrasil, but its chasis was built with a whole new allow type. The inherently sturdier material allowed the designers to maintain the legendary durability trade of Koeniggswerth, stripping away lots of support elements in the ship's body, reducing weight and increasing performance.

The characteristic glow of the energy battery rack, covered by additional plating in the Yggdrasil, has been put back on display on the left side. Engines were actually made smaller, but much more efficient.

The original model of the Odin was created in 2512 and dominated between seasons 2516-17 and 2520-21. Racing in Tier IV was much more dangerous at the time, and this ship had demonstrated that investing in durability was worth it. All other teams began looking more actively into protective plating and more resistant materials, making the introduction of the Odin a turning point in AG racing.

■ Sulha AG Racing
The name Sulha AG Racing is rooted in history. It comes from an old Earth racing team, Sulha Racing, which was born as a joint Israeli-Palestinian project in 2028. This kind of collaborations were fostered and economically supported throughout by the two states, in order to promote stability and reduce cross-cultural barriers in a geographical zone torn by long years of conflict and finally entering a much needed era of peace.

Sulha Racing was focused on rally. It competed in the last editions of the famous Dakar with good results, expanded its research department and moved in the field of vehicular activities on the Moon during the first colonization phase. The racing branch was disbanded during the Titan colonization, when the company focused on producing vehicles for mass transit on the new planet. The company was eventually bought and absorbed.

Sulha AG Racing was created as a joint-venture between Mars-based and Titan-based engineering companies. The name and the story behind it represent the intent of uniting different worlds, working together for success. Sulha AG entered the SRRL just a few years ago and grew quickly, becoming one of the top teams and pushing the boundaries of max speed and handling.

Sulha AG hoverships are blazing fast. In fact, they are 80% engines and energy accumalaters. Acceleration, speed and energy are benchmark for the competition. Much less attention is given to the magnetic grip inducers, even less to the overall structure. For those pilots who are not afraid to take risksand respawn a few times during a race, pushing their piloting skills to achieve the perfect trajectory without hitting too many barriers, this is the perfect team.


Qareen
The design principle behind the Qareen was basically "attach two gigantic engines to a cockpit." simply because the design team couldn't find a way to get of the cockpit.

Each engine is completly autonomous and independent: it also contains its own energy turbine, battery accumulator, and fuel tank. Sulha even experimented with 3 engine blocks (the third one suspended on the central axis, beneath the others) before realizingthat alignment, cooling and weight problems made this solution unviable.

All controls for the pilot are duplicated: each engine and energy battery can be controlled autonomously. This makes driving the Qareen very different from other Redout ships. Pilots needed extensive training in order to be competitive, but the blazing fast speed of this ship made it competitive from day zero, since it was introduced in 2553.

Djinni
Bigger, badder, better. The structure of the Djinni is the same as the Qareen, but engineers worked on a number of elements to make it faster.

Engines were made as big as Tier II regulation would allow. Aerodynamic elements such as wind splitters and rear tails were enlarged to better deal with the crazy air movements around the engines and the cockpit. Last, grip magnets were made redundant and more efficient, more in terms of energy consumption than grip force.

The Djinni was produced in 2554, only one year after the Qareen was created, and has been competing at the top of the table ever since.

Efreet
The brilliant intuition behind the Tier III Efreet conecpt, that would also drive the design of the Tier IV Marid, was to move the energy turbines to the front. Coolant is injected from the back and the high-temperature combustion byproducts are immediately directed outside the engine body, through high-pressure pipes that discharge backwards. This allowed for much more efficient engine combustion, so much so that the Efreet prototypes had problems in containing their power.

The most hilarious (albeit dangerous) incident happened in 2556, when two engines literally rocketed off the body, leaving the cockpit and the pilot behind on the track.

Marid
The Marid was created in parallel with the Efreet. The new cooling design allowed Sulha to squeeze so much power out of their engines that it was easier to create a Tier IV ship, rather than containing the power to remain withing Tier III specs.

Some attention was also given to magnetic stabilizers, re-engineering and relocating them: one on the inside, the bigger one on the outside of each engine. This allowed for more stability, though the team working on this part of the ship was quickly told to get back to work on engines and energy batteries.

The two, tiny engines placed on the sides are actually highly-efficient miniaturized version of the main engines: they kick in automatically whenever they can for an extra boost, but quickly switch off due to absence of coolant. Sulha is still experimenting with multiple-engine solutions, dreaming one day of introducing a third engine to their design. Adding two minature extra engines is the closest they got to their goal.

■ Conqueror Technologies
The Conqueror racing team was born on the Moon. Created as a bet between two entrepreneurs originally from the US, it entered the Lunar Rally Championship without much hope, but ended up conquering the second overall place thanks to the performances of a pilot, a friend of the two, who happened to be of Native American origin. From that point, the company attracted good funding and was able to enter AG Racing a few years later. All its ships have always been given a more or less romanticised versions of ancient Indian names, as a good luck charm.

Conqueror ships are not easy to tame. They are heavy, not too agile and not too brilliant in terms of sprint, but they are massively powerful: once they go up to speed, few are able to keep up the pace. They are sturdy and durable. Their batteries recharge really fast, although their capacity is limited: good pilots take advantage of this by using short bursts of turbo to compensate for the low acceleration.


Gila
After the war, there was little interesting to do for those rich people who were not into investing in aerospace engineering or terraforming. A number of former financial brokers, landowners and retired politicians couldn't really keep up the pace with technological advancements and were not ready to invest in something they didn't understand. So they basically spent their days sitting on piles of money, unable to understand how to put it all to work.

The Gila was born on one of those gray days. The discussion started fighting over the fastest ancient car between the Ford Shelby GT500 Mustang and the 2015 Dodge Challenger SRT Hellcat and slowly derailed towards betting on being able to create the fastest hovership ever created. Thomas Andreasen, former financial broker, founded Conquerer Technologies as a tribute to the old glories of the wheeled past.

Formerly know as "The Frontdiver," the Gila has been renamed when Colin Chee joined the management team. Its outageous design and total disregarded for ideal weight is the result of Andreasen's unlimited passion for ancient American muscle cars.

Na'isha
Even acknowledging the weak spots of the Gila, the team didn't want to iterate on the first ship to enhance it. The only common ground between the Gila and the Na'isha is the appearance: on the inside, the engine architecture was completely reimagined to gather additinal power from the exhausts and the thrusters have been improved structurally to deliver more power in less space.

The overheating problem was still there, and Chee settled for a design choice which pushed the engine even further, but constraining the battery capacity to the league minimum.

Ehawee
The Na'isha gave the team the architectural design direction it needed to push the new hyperbolic rotator technology even further. Once the cooling system was moved to higher-order solitons, the same engine mounted on the Na'isha was allowed to compete in Tier III races: the Ehawee was born.

The team only had to accomodate space for it on the existing design and make the ship structure sturdier to support the new acceleration and lateral forces.

Ii'ni'
The Ii'ni' defined state-of-the-art in muscle hoverships and broke all existing records in terms of top speed for each track in the SRRL.

Incredibly, the engine is almost the same Tier II engine found in the Na'isha (although completely exposed) and the cooling system comes from the Tier III Ehawee, but the added thrusters managed to increase the overall performance of this ship by 30%, giving it a real edge against competitors. Built like an incremental upgrade from its two predecessors, the Ii'ni' introduced one of the sturdiest metals found in the universe for its outer shell, again disregarding weight. The result is informally called "the blazing-fast block of wood" as the Ii'ni' handling is rather terrible, although it's capable of unmatched top speed.

■ ASERA
ASERA was born on the Earth as a joint-venture between Japanese, Taiwanese, Vietnamese, and Korean engineering companies. Soon after, they started a regular callaboration with the Asia-Pacific Regional Space Agency in order to engineer terraforming-capable vehicles; the ASERA Engineering Group entered production of sub-orbital recognition aircrafts later on.

Much like ESA-AGR, space exploration spurred the development of blazing fast AG racing hoverships nicely. As a result, ASERA is a team with a long and honored tradition of cutting-edge research, always raising the bar in terms of innovation.

When racing with this team, know that everything is focused on the energy pool. Making good use of powerups and the turbo is central to the driving approach.


Takatora


Yoshihisa


Yoshinobu


Nobunaga

■ Lunare Scuderia
Coming soon...

Events
There are various event types available to play throughout the game. Some of them shy away from the obvious racing part of the game, and have you also focus on earning points or just staying alive.

Time Attack
Race against the clock. Beat the track record times. No opponents, no distractions: just you and the stopwatch.




Pure Time Attack
A Time Attack event where Powerups are not allowed.





Race
Race to the finish line. It's you against 5-11 apponents.





Pure Race
A Race event where Powerups are not allowed.





Last Man Standing
Each lap, the contender in last place is eliminated. Allows for a versatile approach between speed and sturdiness.




Speed
A Time Attack event in which additional turbos are activated. Stay above the target speed to subtract extra seconds from your final lap time.




Arena Race
A race with no respawns. The first one to complete the race, or the last one alive, wins.




Boss
A long race event running on five tracks chained through teleporters.





Survival
Your ship's life is slowly drained over time and obstacles are placed on the track. There are no respawns. Get as far as you can with a limited amount of time.



Score Endurance
A longer race based on points. Hitting turbos, staying ahead of the pack, scoring fastest laps and not crashing is how you score.




Instagib
A Time Attack event without second chances: wall damage is highly increased and there are no respawns.





Tournament
Win the tournament. This combines 3-4 events, up to 2 event types. You win points points at the end of each event, and the contender with the most points at the end is the winner.

Powerups
There are two different types of Powerups in the game, and one of each can be equipped to a ship at any given time; however, Powerups can not be used for Pure events.
There are Active powerups, which can be activated to provide a single-use powerup (some of which can be used offensively to affect other contendants); and there is Passive powerups, which will increase one or more stats on the ship.



ACTIVE


EMP Blast
The EMP Blast triggers a shockwave that will freeze your opponents' energy pool for a few seconds while you speed away.

Energy Drainer
When an opponent is in range, trigger this powerup to drain energy and add it to your pool.

EPSS
The Enhanced Protection Shield System absorbs damage from collision, denies energy drain and the effect of EMP shockwaves.

Extra Magnetic Grip
Overloads your magnetic stabilization system, granting unparalleled magnetic grip and handling. Upgraded, also grants a small speed boost.

Turbo Boost
Drains your whole energy pool for a powerful, one-shot Turbo boost.

Repair Drone
Use Energy to repair your ship. When upgraded, also grants a speed boost while repairing.



PASSIVE


[OET] Overloaded Energy Turbine
A more efficient turbine increases your ENERGY RECHARGE rate and improves your TURBO BOOST.

[AP] Augmented Propeller
Supercharges your engine, granting a MAX SPEED and ACCELERATION boost.

[ERD] Enhanced Respawn Device
Takes you back on track much faster after your ship is destroyed. It also fills your ENERGY POOL upon respawn.

[HH] Hardened Hull
Increases STRUCTRE via additional supr-lightweight support, making your ship tougher and easier to self-repair.

[MS] Magentic Stabilizer
Increases GRIP through an additional stabilization system, reducing drift.

[SE] Slipstream Enhancer
Your MAX SPEED and ENERGY RECHARGE increase remarkably while trailing an opponent.

Environments + Tracks
There are 4 different environments in the game, each with 5 separate tracks. Below are the previews the game provides for each track.



CAIRO
Deserts, pyramids, rocks, a river, an oasis, a once grand business district alongside slums and crumbling ruins: the Cairo racetrack is this and much more.

Built in 2486, after almost 80 years is the most ancient racing complex still active to date. It was built in parallel with another racing complex at the North Pole, later abandoned.

The fice tracks went through radical modification during the years, but many sections still retain their original design, and maybe that's why fans and drivers alike are always fascinated by this location.


Calima
Zip through the business district and out towards the desert.


Khamsim
Face the tight corners of the ancient Medina and rise above the old town slums.


Simoom
Race through the slums and inside a rocky canyon, before the final big jump above the pyramids.


Sirocco
Challenge the sandstorm in the open desert and speed around a hude oasis.


Ghibli
A chellenging racetrack featuring plenty of spinning and a very long straight section.



ALASKA
The Alaskan SRRL Racing Complex was built in 2554, so it's been active for only 6 years.

Although global warming has melted the ice caps, the microclimate of this region shows an average temperature of -12° F/-24° C, despite the presence of the sea. After the North Pole Racing Complex was abandoned in 2512 due to inadequate security standards and heavy maintenance costs, the SRRL decided to build another complex altogether in a region even more extreme, to offer more exciting races and to test a new form of magnetic suspension tech.


Speedway
Dive headfirst inside a massive ice cave and climb up an iceberg before lunging towards the finish line.


Explorer
Straights can be challenging! Learn to control your pitch and face steep slopes flat-out.


Airborne
Three daring jumps and a narrow passage inside a ship graveyard make for a spectacular track.


Vertigo
One of the most technical circuits of the league, loads of narrow corners and an epic final spin.


Revolving
A challenging track packed with horizontal and negative G spins.



ABRUZZO
The remains of the Italian coastline: here lies the second oldest racing complex of the leage, built in 2492. The early days of AG racing unfolded on Mars, in Cairo, and here.

For some mysterious anomaly, vegetation has started growing uncontrollably since 2499. Some say it's a side effect of the chemicals used to cool down the first models of magnetic stabilizers, but the SRRL always refused to comment on the matter. Trees and branches started to grow at such a frantic pace that they would completely obstruct entire portions of the track overnight. The location was abandoned in 2501 due to unsustainable maintenance costs.

In 2512, the SRRL returned to Abruzzo with the intention of restoring the racing complex to its former glory. An entire section of the mountain had collapsed under the pressure of a gigantic tree and entire track section had disappeared completely, but the vegetation had stopped growing so aggressively. The area was cleaned up, some tracks were redesigned, and the glorius Abruzzo SRRL Racing Complex reopened in 2514.


Bridges
A long, fast racetrack featuring mostly wide turns, S turns and some spinning sections.


Seaside Hills
Race along the coastline, inside a pipe section and through the woods, with a couple of jumps in between.


Mountain Road
Climb on top of the hill, right below the massive tree, then dive in for an amazing underwater section.


Swift Passage
Swerve through the woods, in and around the swamp, then go for two consecutive big-air jumps.


Unmanned
It will be hard to say where "up" is! Watch out for that tricky final jump through the giant roots.



Volcano
The Volcano Racing Complex is located on the Moutohora island. In year 2512, the SRRL insisted on building a racing complex in this specific location, spending an outrageous amount of money to purchase the entire island, the mining complex hidden underneath, and aquiring the mining company who initially refused to sell.

The result is a stunning, highly spectacular racing complex that goes around the island, dips underwater, fives into the crater, and explores all the chambers that have been dug and expanded underneath. Pilots dart and jump around hige mining structures, gigantic crystals, lava falls and pools, performing the most spectacular and risky jumps of the leage.


Fingertips
Sail through the bay, race inside the volcanic crater, then speed back down and dip underwater.


Deep Dive
Dive into the volcano and explore the mining complex hidden underneath.


Underground Tour
A long and challenging hourney that will lead you down into the heart of the mountain.


Magmatic Chamber
A crooked, twisting course built entirely inside the volcano's magmatic chamber.


Hell
A long track running along the coastline with a brief underground section, and the biggest possible jump!



EUROPA
In their quest for more inhabitable space, humanity was able to partially dissolve the thick icy crust that used to wrap Europa, one of Jupiter's largest moons. The satellite was never colonized because of the frigid remperatures, though. All that remains is the terraforming equipment and facilities, abondoned on its surface.

The SRRL decided to design and build a racing complex here due to the incredible charm of the location. Works were completed in 2544 and races have been held here for 12 years. Then, the complex was temporarily closed due to track maintenance and redesign, as the SRRL wanted to delve deeper down into the Europa sea.

The SRRL Europa Racing Complex was just reopened in 2560, and pilots can once again race with Jupiter in the background.


Spinning Pipe
A pipe running just beneath the surface of the Europa sea.


Shallow Waters
Explore what lies just below Europa icy crust. Glowing rocks, coral, and abandoned facilities.


Trench
A racetrack in deep waters where sunlight is scarce, but corners and G spins are abundant.


Hydro Thunder
The fastest track on Europa. Watch out for that one jump above the water.


Surface Sprint
This track is so tricky, pilots often call it "the Trap."


Prefieres leer en español? Haga clic aquí para una guía creada por Madel_666.
■ Calima
Coming soon...

■ Alaska
Coming soon...

■ Abruzzo
Coming soon...

■ Volcano
Coming soon...

■ Europa
Coming soon...

Platinum Medal Requirements
Below are the required minimum times and checkpoints for all of the Career mode events where you can earn a platinum medal. All requirements have been verified for version 1.1.0, which is the current version.


TIER I

Welcome Trial
0:53.629
Simoom Time Attack
0:40.492
Frozen Speedway Trial
0:38.975
Khamsim Time Attack
0:33.356
Frozen Speedway Grand Trial
0:08.685
Vertigo Pure Trial
0:38.633


TIER II

Horizon Chase
0:41.773
Coastline Grinder
38 Checkpoints
Sands Motorstorm
0:11.868
Ghibli Swift
0:46.164
Vertigo Bonebreaker
19 Checkpoints
Coastline Time Trial
0:55.779
Calima Pressure Run
0:47.717
Explorer's Chrono Survival
34 Checkpoints
Burning Bridges
0:42.318


TIER III

Alien Race
0:43.222
Desert Wind Trial
0:09.026
Blue & Red Trial
1:04.567
The Outburst
0:18.984
Underwater Chrono
0:54.363
Underground Trial
0:56.139
Boiling Point
0:19.819
Coastline Ironman
19 Checkpoints
Desert Blazer
0:23.236
Magma Trial
0:44.135
Fair And Square
0:34.683
Jupiter's Time Trial
0:39.629


TIER IV

The Firepit
38 Checkpoints
Red Bolts
0:24.967
Blue Bolts
0:18.513
Impossible Control
0:38.252
Jupiter's Survival
32 Checkpoints
F-One Survival
25 Checkpoints
The Sand Pit
34 Checkpoints
Zeus Trophy
28 Checkpoints
Burning Ocean
0:50.732
Master's Festival
0:20.120
Total Control Challenge
0:26.620

Achievements
These are the 5 hidden achievements in Redout and the descriptions of how to obtain them. The other 29 achievemets are not included as their descriptions are not hidden.


PHOTO FINISH
Win a Race by less than 500ms.

SHOW OFF
Install all upgrades on a Class 1 ship.

BETTER THAN EVER
Win a platinum medal.

TUNING MANIAC
Install all upgrades on a Class IV ship.

FLAWLESS
Run a perfect lap in Score Endurance.

Color Schemes & Liveries
Aside from the 12 color schemes and 2 liveries (per ship) available to every player in-game, there are an additional 21 color schemes and 192 liveries to be collected!

It appears that there are only a few requirements for unlocking/receiving a new color scheme or livery. You must participate in at least 1 Career event, and must not have already unlocked/received one that day. The item will be random. If you're eager to get a specific item, or are interested in selling one you don't want, click here to go to the Redout market on Steam.


Color Schemes
Choosing a new color scheme will, as the name suggests, change the colors used for the designs on the ship. While most feature only flat colors, others contain a color or two that are pearlescent. A few even have color gradients that shift from one color to another.

■ Bubblegum

■ Candy

■ Dark Ruby

■ Deep Sky Blue

■ Firecracker

■ Frozen Water

■ Golden Scarlett

■ Golden Lime

■ La Roja

■ Margarita

■ Oz Spider

■ Pink Punk

■ Pitch Black

■ Revenge of the Ship

■ Sapphire

■ Sea Emerald

■ Shiny White

■ Sneaker

■ Tangerine Sunset

■ White Widow

■ Zebra


Liveries
Choosing a new livery will change the designs themselves. It appears that all of these offer a fairly large departure from the original designs so they're worth looking in to if you wanna really customize your ship.

In addition to the default designs, each of the 24 individual ships in the game have the following liveries to collect. Every ship will already have Bandit and Striper by default.

■ Bandit*

■ Camo

■ Danger

■ Fracture

■ Fragment

■ Mecha

■ Striper*

■ Vine

■ Wild

■ Zephyr

Conclusion
A big thank you to 34BigThings for creating and maintaining such a great game! I am looking forward to what you all have in store for us in the future.


Thanks for reading!

As I mentioned above, this guide is in progress. I plan to add more in the future and make adjustments as things are changed/added/removed from the game. In the meantime, I hope you've learned something new or enjoyed what you've read.

If there is anything you would like for me to add to the guide, to expand upon, or fix (perhaps I've made a mistake), please let me know. I'd be happy to look in to it. Thanks for reading!

_ MR

< >
12 Comments
rrb1138 Mar 4, 2020 @ 12:25pm 
Is there a way to reduce the sensitivity for the analog sticks? I'm all over the place.
ZahariasX  [author] May 16, 2017 @ 1:54pm 
Unfortunately we are unaware of any bugged achievements. But the poster before you seems to have the same issue. I wonder if something happened after an update.
Eivindur May 13, 2017 @ 7:46pm 
I've encountered a problem where the flawless achievement is locked no matter what, is it a bugged achievement?
CMN DMN May 9, 2017 @ 2:03pm 
Must be a bug, because I also haven't gotten "flawless" despite running many perfect laps and one time a perfect race
ZahariasX  [author] May 7, 2017 @ 9:56pm 
Not sure if there is a bug or not with the achievement. Mine just unlocked after one of my first races.
CMN DMN May 5, 2017 @ 6:09pm 
Is there a bug for the Photo Finish achievement, or some extra requirement not specified? I've won by less than a half second, lowest, not counting the exact even but gave me a win anyway, was by .051 seconds, and I still didn't unlock it.
AgentFlea Dec 27, 2016 @ 10:34pm 
Love what you got so far!
Koopaman5 Dec 22, 2016 @ 9:57am 
Sick guide man, I hope this game goes on sale for the winter sale!
Zesty Aardvarks Dec 19, 2016 @ 1:14am 
Well initially I was thinking about the lore, but methinks the stats would be better. And yea the color samples would be cool.
Marz Redd  [author] Dec 18, 2016 @ 2:14am 
Lol. Oops! Thanks for pointing that out, Zesty. It's been adjusted. As for the individual ships, I would like to add them in here but I'm not sure about what information I would actually include.

Maybe briefly going over which teams are best at which stat? I dunno. I would like to eventually add snapshots of the ships in each of the various color schemes. A big ol' guide of color samples.

Did you have anything specific in mind for the ships?