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I added a new track to Stage 2, Lake Tangle 0. It's a two-lap circuit that winds between the Lake Tangle tracks and their new support pillars. It's technical and requires actual braking, but is signposted and has guardrails.
Improved car stability when bumping walls
Fixed an issue where the car could bottom out and bounce off the track on a concave curve (i.e. a tight turn or the inside of a loop)
Added Lake Tangle 0
Moved Rock Loop II to the Stage 2 difficulty class
Added dynamically generated support pillars to some tracks
Fixed a visual issue with colored tire skids being incorrectly illuminated when the car backfires
Fixed an issue where the car would run its collision stabilization routine after crossing the finish line
Made LODs more aggressive in the Lake Tangle tracks
Ive been seeing some drops to 90FPS in Lake Tangle 0 on highest settings on my computer. This is not great, and I've been looking at ways to improve performance that I may start to implement in future updates.
If you're curious, the track segments aren't being batched properly, and I'm going to try rebuilding the track with longer segments and automatic subdivisions on turns.
The interesting part about the car wall stability and car bottoming out is that they're the same thing, and completely unrelated to what I thought they were before.
I thought it was a problem with the physics parameters on the car's collision hull bouncing off things, so I set its bounciness to 0 and kept a small amount of friction so you couldn't game the tracks by just wallriding the outside guardrail with no loss of speed.
As it turns out, the friction was also causing that bounce behavior. I couldn't tell you why, because it's hard to figure out how high speed objects behave in Unity when interacting with complex shapes (i.e. track meshes), but making its friction 0 fixed the problems. The car can bottom out on loops now and ride the guardrails without any unexpected behavior.
You still do lose speed from riding the guardrails now, though. I just explicitly look at the collision data when it happens and see if it's a collision on the side of the car. If so I subtract a little (framerate-independent) speed.
That's all for now! I'm taking a much-needed vacation this weekend so I'm pushing out the update in the middle of the week to get some early feedback.
Added colored smoke for some wheels
Added colored skids for some wheels
Added the ability to see playing ghosts in a race without restarting
Added basic vibration support for PS5 controllers (trigger haptics are a whole other can of worms)
Fixed a bug where tracks with gold medal override times could change how the author time was displayed in the main menu
Added support for more framerate options
There are more tracks in the works as well.
Recognize this view? I turned the small level I made for the title track into a Stage 4, based on its existing difficulty level.
fixed an issue where the car could be flung off a magnetic track if the start or end of the track was pointing at the car’s current position
added a new track, Title Track
uploaded a new build of the demo. no new tracks, but it has the tow hook charms and the slightly improved magnetic track physics (on the one magnetic track included in the demo, First Inversion)
You can watch a recording of a sub-author time here:
This update brings a fun new Stage 4 track, as well as a new type of cosmetics: Tow Hook Charms. I'll let you discover the existing ones for yourself. More are planned, as well as more achievements to unlock them.
Camera behavior has also been tweaked to improve lookahead on convex magnetic surfaces, as well as many more things under the hood, as it were.
added a new multilap track, Mobius Coaster (two laps, with a twist)
updated car customization UI (WIP, still working on readability)
added customizable tow hook charms
improved car handling on magnetic tracks
added a link to the OST on Bandcamp
fixed a bug where songs would transition too early
increased clutch responsiveness when using a button-based input, pedal clutch input is unchanged
improved shifting responsiveness when using an axis-based input (now only required to move 1/4 of the way to shift)
Here's the current world record of the new track.
Thanks for the immediate reporting.
fixed a bug where button sounds for the main menu wouldn't be played and result in some null errors
fixed a bug where the first "OK" button in the Manual and Driving tutorials wouldn't be selected on level start
More updates coming soon!
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This page aggregates Steam news feeds, patch notes, and developer announcements for NEODRIVE, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main NEODRIVE statistics page.
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