All updates
v0.11.452

CAMPAIGN COMPLETE

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All 64 tracks are finished now. It’s a bit surreal. I still need to go back and rework a few of them to be up to the standards of the newer tracks (looking at you, Rock Loop and Puddlejumper...) but I wanted to hit this milestone of completing every single track before going back and polishing. There’s still a lot to do, and a lot of space for community feedback especially on the newer tracks, but it’s big progress! Design for some of these new tracks has been informed by community feedback and suggestions.

All Changes

  • Added a new Stage 4 track, Fourth Inversion. One section, where you go up the side of a building, invert to go over the top, and then invert again to drop back down, was a suggestion by a community member, Verily.

  • Added a new Stage 4 track, Buoy Run

  • Added a new Stage 4 track, Ledge Drop

  • Added a new Stage 4 track, Bridge Run II. The jump from the docks onto the bridge was also suggested by Verily.

  • Updated the Arroyo Seco Parkway track and moved it to Stage 4, added medals and removed its medal-exempt property

  • Added a new Stage 4 track, Racing Season

  • Made Lake Tangle II multilap

  • made the Lancier Test Track three laps

  • Made the pre-race camera linger a bit more on the start line before moving to orbit other checkpoints

  • Removed the need to hold clutch when respawning in MT mode now that hot laps don’t exist anymore

  • Slightly updated tire grip dynamics to ignore lower spring load only when drifting, which makes the car more predictable when drifting over small crests without leaving the ground

  • Fixed flickering rocks in Monument Loop

  • Fixed flickering rocks in Autocross II

  • Don’t play unlock animations for stages that start unlocked

  • Fixed a bug where hitting the clutch without shifting gears would count as a downshift to the nitro-farming countermeasures

  • Fixed a visual bug where the respawn button prompt would persist across pause menu opens once the respawn button was hovered once

  • Removed a skybox seam

  • Added Steam rich presence to show the current level name

  • Removed the Test Track stage from the Alpha group (the Lancier Test Track’s layout is nearly identical)

  • Removed the Alpha Stages group. End of an era, man!

Updated “Need to have” list for 1.0

  • Enable TCS for the Lancier if using arrow keys, but vastly reduce grip limit nitro

  • Finish modeling Vapor City (mostly just need to do the city baseplates like in the main island)

  • Finish building the 64 track campaign

  • Remake a few old tracks

  • Take out all hot lap tracks

  • Improve customization UI and split it between the Exo-v2 and the Lancier

  • Show how many people you beat globally on the race end screen

  • Have more fanfare for getting a world record

  • Display unrecorded player times as N/A instead of 00/00/00

  • Set exhaust backfire light position/count properly for the Lancier

  • Model end caps for black cutout border wall-less tracks

  • Add sunset and nighttime lighting to Vapor City. This is partially done but I still need to update some of the building illum textures. I’ve been putting it off for a very stupid reason - a week ago I almost finished the illum texture for the night city, and then accidentally saved over it without making a Git commit. Lots of swearing, 40 minutes of meticulous digital painting down the drain, and I don’t have the energy to go back and redo all of it yet.

1.0 is slated for the day after Christmas, exactly 6 months from the Early Access launch.