Weekly Updates!

We uploaded the latest changelog to the game page!! Thanks y'all for the amazing feedback and having fun playing our game!! (: :D

Who even reads this?

Weekly Update!1!!

1.0.4
24 August 2026
36 changes in this update

Added

12 changes
  • • Contextual gameplay tip with situation detector, thresholds, events and HUD, plus a "contextual help" option.

  • • Track V4: new snapped models, materials, prefabs, updated catalog and a LEGACY system supporting V3/V4 tracks via TrackVersion, incl. boost/slow minipads, walls and new materials

  • • New curve 2 and curve 3 track pieces (tighter corners) for all surfaces incl. WL/WR variants

  • • New dirt and ice track textures applied to all dirt/ice models (except Platform models).

  • • Livery editor: new way to show/hide vehicle pieces while painting.

  • • Checkpoint/Finish markers.

  • • New intermediate HUD delta resolution tier for.

  • • CheckpointCard UI with "VS PB" / "VS rival" reference.

  • • SpawnGrounding system so the car spawns properly grounded.

  • • New checkpoint/meta gates: lower, wider trigger volume with origin at base plus RaceBeacon.

  • • Race scaffolding: CheckpointReference, MapValidation, SectorTiming, expanded TrackCloud, revamped WorkshopPanel with UI sounds.

  • • New air-brake indicator for jumps.

Improved

12 changes
  • • Slide: handbrake can now also initiate drift/tech slide, with entry-speed tolerance to start drifting slightly below the minimum.

  • • Ice handling: higher max yaw rate in ice slide increased and better response to steering, plus improved angled impacts.

  • • Better car behavior on uphill/downhill slopes.

  • • Better landing physics, plus expanded CarDebugState and telemetry tooling.

  • • Less violent/smoother steering.

  • • Consistent air drag during freewheel (no throttle).

  • • Wider wheel collision geometry for better edge grip.

  • • All Track V4 pieces resized smaller.

  • • Physics tuning: lower center of mass, stronger air stabilization.

  • • Big CarPhysics rewrite: low-curb handling, solid blocking contact, controlled bump-stop rebound.

  • • Deterministic respawn: teleport processed before the tick's simulation so no pending forces leak into the respawned car.

  • • Race countdown/spawn: local car registered and frozen the same frame it's created; countdown starts once the map is built (same clean boundary as retry).

Fixed

8 changes
  • • Car spawn fixes (simplified map instantiator).

  • • Boost pad fix in MinipadBlock.

  • • Reverse gear fixed + two-wheel air driving.

  • • Editor ghost: material is correct when swapping module/surface.

  • • Platform module surface: proper ground/ice override with concrete as default; texture fix.

  • • Checkpoint gate volume adjustments.

  • • HUD delta panel too wide on low-res screens.

  • • Gameplay tip recommendation visual fix.

Removed

2 changes
  • • Legacy physics removed entirely.

  • • Track V4 ramp up/down and narrow_90_ramp models removed (all surfaces and wall variants).

Known Issues

2 changes
  • • Camera changes might cause some glitches.

  • • Existing maps using ramp_up_down/narrow_90_ramp models may have broken references.

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