SAGE 2020 - Complete Sonic GT


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Step into the Grand Tour...
No, that joke is overused! Anyway...

Welcome! This is the release of the finally complete Sonic GT. We have 4 Huge levels, more than 3 unique characters, a fully voice acted story, secrets, a combo system, ranks, challenges you name it.

I hope you like it, it took me 2 years to get everything to this point and a lot of blood sweat and tears from everybody involved.


Download Link

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Created and Developed by
Gabriel Gonzalez

Story Team:

Gabriel Gonzalez

Voice Actors
Drift&Miss as Sonic Mighty and Shadow

PinkoJunko as Tails

HyperVoiceActing as Eggman

KatieBVA as Ray

Story Renders


The Grand Tour for... Main Theme
by TrueChaos and Nuclear

Exciting Vacation for... Ocean Paradise
by TrueChaos and Nuclear

Miners In The Sky for... HillTop Zone
by Alongcame Adrian, TrueChaos and Nuclear

Construction Hell for... HellTop
by Alongcame Adrian

Speed Gambling for... Sunset Boulevard
by Nuclear

Pyramid Infiltration for... Hidden Base
by Luan Maziero

Here Comes Trouble for... Boss Fights
by Nebz Shady

Hell Party for... Final Boss
by Alongcame Adrian and TrueChaos

Heating Things Up for... Character Select
by ScrewStache

Let`s go Flying for... Main Menu
by Nuclear and TrueChaos

Speeding Up for... Speed Shoes
by Luan Maziero

Invincible Together for... Invincibility
by TrueChaos

Take a Breath for... Level End
by Alongcame Adrian

Level Design
Gabriel Gonzalez

Boss Design

Boss Development by Gabriel Gonzalez
Boss Modeling by Lordgimpet
Boss Design by Legdig

Bumper Engine Creator

Daniel (SuperSonic68) Coyle


Daniel (SuperSonic68) Coyle

Special Thanks to

D The Hedgehog
Matheus Gonzalez
O2xygen (Ben Nelson)
Caleb Cave
The Fizz Wizz
This is a bit...

Latest reviews

Es lo mejor que he podido probar de un juego de Sonic tiene todo lo que necesita un juego veloz y de aventuras y plataformas.
Es la máxima experiencia de un Sonic de cualquier tipo
  • Like
Reactions: xinconety
This would be damn near perfect if you took the rubberbanding from the Tails races and removed it, then applied it to the mole boss at the end of Hill Top
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Reactions: xinconety
Mr. V
Mr. V
It'd be blerrie brilliant if there was a linux-friendly version

Level Design: It was a bit hard to tell if you were going in the right direction in the levels from the previous demo, but these newly designed levels completely fixes that issue. There are multiple paths to take in every level that heavily encourage you to go as fast as possible. You can go insanely fast if you take the right path, and if you mess up the game doesn't overly punish you with bottomless pits or spikes like a lot of Sonic fan games tend to do. Overall, the level design is great and well thought out. Easily some of the best levels in any Sonic fan game.

Character Variety: Each character has their own advantages and disadvantages which helps improve the replay value. They each control pretty well and their models are well made. I'm kind of struggling to find the right descriptors, but just take my word for it.

Multiple Gamemodes: Pretty self-explanatory. The variety of gamemodes like Time Attack really boost the replayability.

Visuals: The graphics in this game are pretty good with good lighting, shaders, textures, and post-processing effects. The trail characters leave behind them when going fast is also a nice addition.

Performance: I have a GTX 1070 Ti and an i7-8700k, so my PC is a little overkill for this game. Still, the framerate is pretty stable, and levels load pretty quickly (even on an HDD). I have not experienced a single crash, either. The game just runs exceptionally well for a 3D fan game.

Music/Audio: Each song services the levels pretty well with a decent variety of instruments used. The mixing of the audio is fairly good, too. Nothing is overly loud and nothing drowns out the music or other sound effects. The audio quality for the voice actors could use a little work, but it's good enough for a free fan game.


Physics/Movement: I put this here because the physics and movement in this game can either be really good or REALLY bad. Sometimes it works very well allowing you to build up momentum pretty quickly (pun not intended), but at other times you will clip through walls if you go too fast. The levels also don't seem to be made with wall jumping in mind, so I have no idea why that ability is in the game. The wall running works great, though.

(kinda) Unskippable Cutscenes: You can spam the A button on an Xbox controller to make the cutscenes go a little faster, but there is no way to completely skip the cutscenes. It has nothing to do with the quality of the story or the quality of the voice acting, by the way. I just never cared too much for the story in Sonic games and would rather go straight to the next level. Having the option to completely bypass the cutscenes would be nice.

The Menu: Some options in the menu require you to use a mouse. This wouldn't be a problem if I played the game using a mouse and keyboard, but I don't. I use an Xbox controller. The perfect example of this is when you go to toggle things like AA or motion blur. You're unable to toggle these settings with a controller for some reason which seems like a bit of an oversight, but it really isn't that big of a deal. Still, I think this needs to be fixed so people don't have to switch input devices every time they want to change certain settings. Just something to keep in mind.


Boss Encounters: The first boss encounter is okay, but the rest of them are annoying to deal with. This is especially apparent with the final boss where you have to wait way too long for an opportunity to strike.

Starting The Levels: I know this is kind of a weird one, but hear me out. There should be a countdown timer or something at the beginning of each level. I think if you disabled movement during the countdown but allowed the charging of the spindash (kind of like revving your car at the beginning of a race), the chances of accidentally launching yourself in a random direction at the beginning of the level will be greatly reduced.


This is one of the best Sonic fan games I've played in a while. The amount of momentum you can build up in this game is insane and the levels really encourage you to keep that momentum until the very end (if you're good enough). There aren't any cheap deaths or overly complex levels. The general presentation is pretty good for a fan game (better than most, might I add). Sure, the game isn't perfect, but it has seriously raised the bar for 3D Sonic fan games across the board. Great job!
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Pyra's Wolf
Pyra's Wolf
You mean like in Sonic Unleashed when there's a 3-2-1 GO! And you get a good running start?


Great game! I've played some of it today, and there's some things I like, and somethings that need to be tweaked.
The story is written with similar humor to a Sonic game, dare I say better. Some jokes were pretty good, and the VAs were great!
The momentum based movement always makes me feel like im moving so fast, even when I'm not. I really like momentum based gameplay, so this is a big plus for me.
The level design needs to be tweaked a bit. In the very first level, I found myself constantly getting lost due to tight speed requirements for some jumps, or just because the level sizes are HUGE, and constantly restarting so I can regain a sense of where I am. This applies to all levels i've played so far.
Unless I didn't see it, there NEEDS to be a way to fast forward text, because some of it scrolls, well, not anywhere near the speed of sound.
Overall, great game! If you just make it a bit more obvious where your supposed to go in the level, this would be a 10/10 game, but as it stands right now, this is an 8.5/10, which is still great. Good job!
Just played Sonic GT last night. The controls, physics, graphics, level design, and especially the enemy design are all pretty great. I like how the enemies pose a fair threat rather than basically being bowling pins that Sonic knocks over for special points. The level design also has a satisfying balance of feeling both open and linear. I liked the first boss that shoots bombs as you try to chase it, though I'm not too keen on the others. I personally recommend having more bosses that revolve around the concept of Sonic running forward while the enemy moves at a similar pace as opposed to running in a spikey arena or a relatively small circle.

However, I have to say that I'm not a fan of the writing. I'm probably gonna come off as a bit harsh here, but it's simply not interesting enough to justify it being completely unskippable. It should at least allow the player to skip the dialogue scroll instead of requiring them to wait several minutes after each level. I think allowing the player to read the dialogue at their own pace would help the pacing of the game as a whole. In terms of the actual writing, most of the jokes are pretty bad (Eggman smelling bad is just not funny, sorry), Eggman's motivation on stealing Mighty's shell is simply an absurd idea regardless of it's practicality (I shouldn't have to tell you what's absurd with stretching an animal corpse over a death weapon), the dynamic between Sonic and Tails is just "dumb arrogant hero who ignores the wisdom of his smarter and more mature sidekick who actually knows everything", and Sonic... hates Shadow?

Since when was that a thing? Shadow's not really much better than Knuckles in terms of having wronged Sonic, so does Sonic hate Knuckles too? It contradicts their rivalry shown in many of their previous games, and while Sonic was initially hostile to Shadow in SA2, that clearly changed around the end of the game and others onward when they worked together to stop the Biolizard. He was even friendly to him in Shadow's own gritty title, of where he greeted him with no hostile intent while the entire city was in ruins. To say that Sonic liked him better when he was dead is such a bizarre creative decision. I know I shouldn't expect Shakespeare from a Sonic game, but please find a better way to write Sonic than turning him into a spiteful and arrogant asshole. It just feels wrong on top of being unintentionally humorous.

That said, the gameplay definitely shines through and I'm excited to see more from this project. However, please consider adding a skip button for the dialogue scroll at the very least, as it really damages the pacing otherwise.
This game is close to perfect. The movement feels great, especially when you fully get going. It's also one of the best examples of open-ended 3D sonic design I've seen so far. Other fangames recently have been content with little test areas, or just one giant level like in green hill paradise or sonic utopia. I truly believe this style of game is perfect for sonic as a character and franchise, and I know it's very played out to say this. But I do hope sega is paying attention to games like this. it's a good indicator of where to take the franchise if nothing else in the gameplay department. That all being said, there are issues. Both minor, and major.

For one thing, the homing attack has a habit of locking onto new targets in the middle of attacking. This gets compounded by what I think was the weakest boss fight in the game. When you fight that bat-badnik at the end of stage 3. it'll decide when it wants to lock on to one of the different orbs last second before you can do anything. then you just get shocked. For me personally, it changed to the furthest one from sonic multiple times! even when the one I was attacking is right in front of him. This wouldn't be so bad if not for the fact that the boss is the only truly awkward boss fight out of the three. It often felt like it was luck I could harm it. both due to the haphazard homing attack mechanics, but also because it was awkward to skillfully hit it. I see what you were going for, and I like it. Sonic boss fights are so rarely challenging. But I felt like I was actively fighting the game to try and hit it. plus it goes on for way too long without actually changing it's pattern up. I eventually caught on to the mechanic where if you're too far it will start its wind attack. But even then, it just. adding on more electric orbs doesn't really justify the boss fight's length. it should mix things up, (that or be a shorter fight) and maybe make it a slightly larger badnik. there were many times where I went to bonk it carrying my momentum from my homing attack but it just missed entirely. even though it was right there. beyond that, the boss fights were one of my favorite parts.

the arenas were unique for each, and the mechanics for the grounder boss and Eggman's tank were fun to deal with. The only things I'd change would be, have the grounder pursue you if you somehow manage to get really behind like I did with ray. yes, you can simply turn around and that is nice. but I think it's add a lot if it suddenly went turbo and looped around to attack you with some drill attack or something. As for the final boss, I'd improve the lighting and I'd program him to not fire the egg laser as you respawn. that happened a couple of times. other than that, I'd just give health bars to all three bosses. that'd add onto the sense of progression and motivate the player to keep fighting.

speaking of lightning. That was my main issue with the stages. especially in the pyramid stage, and underwater in ocean paradise, I had a hard time seeing. I can tell that was the intention of the former. but even then I'd make it a bit easier to see. I was half convinced the void were pits until I shot off the platform. As for the water, the lightning is an issue, but the filter doesn't help. i'd try for a filter that gives off a water effect without making it too hard to see. either one of these would probably help alot.

then theres the adventure story. While i liked it was short and sweet, i didn't quite like the writing. I love that you were deliberatly going for cheesy. But the actual lines could use some work here and there. Not to mention i do think some vocal diliveries need redoing. But the reall issues are the lack of skipping, which for a sotry this short is... just unesscary?? But my MAIN issue, was how sonic acts. I do persoanlly love sonic to be kind of a cheeky dickhead. He needs bite to his personality. That being said... between some of his exchanges with tails feeling alittle to forced in "haha, they're opposite" dynamic. (seriosuly, why would tails think sonic and mighty running towards the base onfoot is a bad idea?? two on the gorund, and one in the air makes alot of sense. if anything tails should suggest it.) To the fact he is... just so hostiel towards sahdow. Sega may be trying to reinforce shadow's rival status int he main games, but even they didnt make sonic this hostile towards him. Like, in what era of sonic could you ever iamgine him saying "i prefered it when he was willign to sacrifice himself" ? sonic would never say somehting that horrible. atleast not to shadow. If shadow is the vegeta in this scenario. Sonic needs to be the goku to balance it out. or if nothing else have sonic's remarks towards shadow be less venomous... it just felt so out of character.

beyond that. the last issue the story needs to fix is it's quips. it isn't groan worthy, but sometimes i'd raise my eyebrow at a quip in confusion, or int he case of the final cutscene i'd find it kind of awkward. really the script just needs a rewrite or too to fine tune it. that and i'd make some better cutscene cg's. these served it fine. but i'd either replace them, or srping for better ones in your next game.

My last main critcism is i was kinda dissapointed with how little difference in moveset everyone had. Sure they all had their main abilities. plus the stats of who was better at what is a nice touch (like ray being much slower on ground, because you're encouraged to glide more often. Or how or how mighty's bounce dash had mroe force than sonic's) but it jsut felt like everyone was the same. Hell, why does sonic even have the bounce attack?? hell, why do they all have it? if wehave different characters they should all have their own unique abilities. The basic movement, spin dash/roll, stomp, and event he homing attack are enough to make the three comaprable. Have sonic's abilities focus on keepign his momentum going(get rid of his bounce, and maybe have his brake also have a second function to give him a sidestep for obstacles), have mighty be all about his rolling and bouncing being better than either sonic or shadow, ray is fine as is (i'd just get rid of his bounce attack), and shadow?? the kick is cool... but i found little use for it. really shadow is the only one i dont know how to imrpove. beyond that, the gameplay jsut needs some fine tuning to make everything feel even smoother... oh. and please. make the moto bugs abit larger, AND REMOVE. THAT SOUND EFFECT. The motor sound you found for them is grating on the ears.

i hope my long wall here wasn't too grating. i genuienly liked this game and i think you barely need to improve it. This games strentghs are something to build upon. it's jsut thsoe few things i felt needed work.
This is the first Sonic fan game I've ever tried, and I'm actually really enjoying it. The levels in this game are actually more fun than a lot of the official Sonic games out there. The gameplay always feels fast-paced, and I love the open-world approach to the levels. There is no set path you have to take to finish, and there's so much to explore. The graphics are also great, and I was surprised to see it make my GPU break a sweat. Thanks for the great game!
Any chance we'll get more stages to play in the future? Obviously the campaign is complete, but I'd love to see more stages to try out with the unique physics in this game. It's so fun! This game definitely deserves more content at some point.

Also obviously I know you guys worked really hard to even get the game to this point so I totally understand if you're done with it, or at least want a bit of a break before you put in any more work :)
Honestly I'm not sure if this is possible but, could you also add a link of the game to another website like google drive? If you answer thank you!

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