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Welcome to the ReCharge RC: High Voltage Birthday Bash! It's hard to believe that High Voltage turns one today, but that means it's time to celebrate!
To kick things off ReCharge RC: High Voltage is 20% off for the entire week! With all the new multiplayer content its now better than ever to pick up the game if you havnt yet! https://store.steampowered.com/app/3484640/ReCharge_RC_High_Voltage/
Plus I am hosting three separate contests with epic prizes hand-made by me, free copies of the game, and even the opportunity to have your track featured in an official in game campaign!
Check out the games official Discord server for more details on how to enter and win! - https://discord.com/invite/4DdPrpMfRG (If you cannot use discord for some reason but would still like to enter, shoot me an email at [email protected] and I'll send you the contest details)
Thank you all for the amazing first year, heres to many more to come!
Note: The t-shirts and sticker packs may be available for purchase in very limited numbers after the contest is over, so be on the lookout for that if you're interested! These are being printed, cut, pressed, etc. right here by me and my SO in our basement using high quality materials. Ill post more on that when I have some first samples made.
V0.86 is finally here featuring two new race modes, the addition of (optional) multiplayer vehicle collisions, and a whole host of improvements and bug fixes! Race your buddies in proper timed RC races or arcade style lapped races and remember, rubbin is racin! Plus you can now play Hot Lap mode solo while leaving a public multiplayer game hosted to make it easier for players to find each other! No more needing to sit around in the lobby doing nothing while waiting for other players! New Features:
-You can now host a multiplayer lobby and play Hot Lap mode alone while waiting for other players to join
-Added Standard race mode to multiplayer, compete in a standard timed RC race format to get the most laps in the least time!
-Added Arcade race mode to multiplayer, compete in a classic arcade style lapped race, the first to complete the laps, wins!
-Multiplayer now supports collisions along with collision based hosting options for the new game modes
-Multiplayer Hot Lap mode now has an in race leaderboard showing each racers best time without having to pause
-Added game mode info display for clients when host starts a game
Changes:
-Reworked and improved multiplayer game modes handling netcode for more unified approach that will be easier to expand with more game modes later on
-Further improvements to general netcode handling
Bug Fixes:
-Fixed new player controls menu causing issues if the first game you play is a multiplayer game
-Fixed intro camera animation sometimes looking the wrong direction in multiplayer
-Fixed host being able to change multiplayer game settings while game was loading, leading to desync
A recent update caused a rare issue that would lead to the wrong leaderboard getting pulled up when you enter a track, that issue has now been resolved. A few inccorect times were uploaded because of this issue, if you find any please report them here and I will fix them ASAP! Thank you! Bug Fixes:
-Fixed rare issue that could cause the wrong leaderboards to get pulled up when entering a track
-Fixed issues surrounding exiting the track selection menu while it was in the middle of downloading a track or track list
Public hosted games and a built in game browser are now here! Plus improvements to some back end database stuff that drastically increased the speed of high score uploads/downloads! New Features:
-You can now host public multiplayer games which will automatically be added to a game browser for others to find
-Added an in game multiplayer game browser that will list and let you join any public multiplayer game that is currently being hosted
Bug Fixes:
-Fixed go race button not being clickable if leaderboards were taking a long time to download
-Fixed download message/errors blocking level select back button if download fails
-Fixed various controller navigation issues with multiplayer menus
-Fixed controller back button behavior in some multiplayer menus
Ive also been hard at work on more multiplayer modes and a big one, supporting collisions in multiplayer! (collisions on/off can be chosen by the host) so be on the look out for that coming soon!
This update features a lot of big and important backend updates and improvements to the multiplayer system, bulking everything up so that multiplayer is more capable of supporting the upcoming new game modes and more that may be added in the future. It's probably not the most fun update for you all, but it necessary work that needed to be done! But I also threw in some nice QOL features for everyone while I was at it.
New Features:
-New and improved netcode for handling vehicle movement and latency prediction
-Host players now have latency compensated movement on clients screens as well
-Added ability to directly invite Steam friends
-Added support for automatic launching/joining game from a Steam invite
-Added center point focus mode to photo mode camera, allowing you to focus on something other than your own vehicle
Changes:
-Last selected track is now retained when going back to the lobby as a host
-Increased network position data send rate for better movement syncing
-Improved network data handling and player ready states to ensure track, game mode, and other data is always sent correctly
-Tons of backend improvements, fixes, and changes in preparation for new multiplayer game modes with collision support
Bug Fixes:
-Various network movement glitches and issues resolved
-Fixed chat window text input box not wrapping text
-Fixed being able to use change camera button while in photo mode in multiplayer
-Another potential fix for rare instances of client vehicles having backwards wheels in multiplayer
This isnt the most exciting update, but it was time some much needed attention was paid to the UI to address some of the feedback. Its now more intuitive with helpful tooltips and much faster to navigate with sped up animations!
When I designed the UI for this game I had a vision of creating something that could be played by anyone, even they were not able to read the games text. In a lot of ways I think the game succeeds in that respect, even if you dont know English you can usually work your way around based on the icons.
But I also understand this makes it a bit less intuitive until you know what the icons mean. So I have added tooltips to all icon only buttons in the game, making it easy to understand what everything does. The end goal here is to have these tooltips translated to several different languages as well! And dont worry, you can disable them if you feel they are not needed :)
New Features:
-UI tooltips have been added to all icon-only ui elements, no more guessing what a button does! Tooltips can be disabled in the options menu
-A new discord channel system has been created for finding other players to play multiplayer with, and a link to that channel has been added to the multiplayer main menu!
Changes:
-UI transition animations are now faster and ui navigation is snappier, with updated sound fx to match
-Small physics improvement to handling when no throttle or brakes are applied and youre turning
Bug Fixes:
-Fixed softlock when exiting spectate mode
-Fixed cam not automatically following ghost when entering spectate mode
-Fixed multiplayer message notification blocking mouse input behind it
-Potential fix for some players wheels appearing backwards in multiplayer
-Fix for rare case of damaging suspension causing steering issues
-Fixed rare situations where going back from vehicle select would break display vehicles suspension
-Fixed multiplayer vehicles causing particles to appear around player vehicle
-Fixed multiplayer vehicle spawning causing player dust particle settings to change
Thank you to everyone that provided feedback during the test phase this week, it was extremely helpful! This is a HUGE update, with all of the new multiplayer features, plus a boat load of improvements and bug fixes on top for good measure! The test branch has been disabled and you will be automatically moved to the normal release. More tests will happen in the future so keep your eye out!
V0.83 Update Notes:
New Features:
-Multiplayer is finally here! All back-end and supporting systems for multiplayer, plus a whole bunch of rewriting of existing features to make them work online is now complete! Supporting local and online multiplayer for up to 8 of your friends and foes! There is a lot of new features here, so check the bottom of this post for a more detailed look at everything multiplayer related!
-The first multiplayer mode "Hot Lap" has been added to the game, with more modes coming soon, plus I am open to any further ideas for fun game modes to play with your buddies!
-Regular more frequent updates will now resume as well!
Changes:
V0.83b
-Chat messages have new sound
-New best time messages now have their own unique sound
-Added 2 second cooldown to chat messages
-Automated sending late joined clients level data to avoid "players not ready" message
-Added compression to livery data, much larger liveries can now be used in multiplayer
-Added compression to track data, much larger track files can now be used in multiplayer
-New best time messages now only show each users latest best time to stop filling up the chat window
V0.83c
-Resetting to track now also resets wheel/suspension
-When a livery is copied it will now update its assigned chassis and body to the current loaded vehicle
-Streamlined new track creation menus
Bug Fixes:
-Fixed daily jam skip practice button being bound to back button (so it skips practice when trying to go back from the pause menu)
-Added some further protections to the daily jam system to catch rare instances of strange timer behavior
-Fixed rare case of spamming buttons causing overlapping menus when exiting out of race mode
V0.83b
-Fixed daily jam sequence playing if playing multiplayer directly after playing daily
-Fixed being unable to play multiplayer again if you left a match, played singled player, then tried to play again
-Fixed mode info menu stealing controller focus
-Fixed mode info menu getting stuck open
-Fixed vehicle jitter in lobby
-Fixed host vehicle slowly moving up or down in lobby
-Fixed being able to send blank messages in chat
-Fixed multiplayer UI showing up in photo mode shots
-Fixed change camera and other input working while chat window is open
-Fixed open chat button making noises and getting/losing focus while driving
V0.83c
-Fixed vehicle x-ray view staying on if you pause and leave game while its enabled
-Fixed photo mode camera getting stuck if opening it while in FPV
-Fixed vehicle sometimes losing wing when choosing a new body
-Fixed HBMini wing staying on when losing body
-Fixed rolling drag not engaging after tapping brakes if no other input is touched
-Fixed birdseye camera not being oriented correctly during race intro animation
-Fixed leaderboard "no entries found" message getting stuck on in rare instances
-Fixed current rank display showing old vehicles rank after changing vehicle if connection is bad
-Fixed track preview not showing extreme elevation on nationals tracks correctly
-Fixed rare instance where copying an object in the editor would cause a soft lock if it overlapped too many objects
Multiplayer Features:
-Both global online and local(LAN) are supported for up to 8 players (this number may be increased later on depending on how things go)
-For now only join via code matches are supported, however a server browser is absolutely a possibility in the future, I just dont have the player count to support it right now. The code system however means that you do not need to be Steam friends to join games, so you can send your join code to anyone to play with them. This means organizing multiplayer sessions on discord or facebook or whatever you want will be easy and accessible to everyone. This also ensures there is no risk of the game ever getting "shut down" if I can no longer afford servers. Multiplayer will always be available for as long as the game (and Steam) exist!
-A full in game chat is supported, making is easy to talk trash, organize races, and help the host decide what to play next! This system is also used for real time notifications to all the players, like showing when a player gets a new best lap.
-ALL game tracks are supported, you can race on any community track, any of your own private tracks (even if they aren't uploaded to the community), and any of your unlocked campaign tracks. Have your buddies hop in and help you test your new tracks before you upload them!
-The first game mode available is called "Hot Lap", this is effectively the standard game where you freely race for best lap times, including functioning leaderboards, but with your friends! In this mode there will be no collisions, and everyone will still spawn in the normal start box (but custom session marker respawn points still work). As you race everyone's best lap times will be shown in the lobby leaderboard for everyone in the group, and there will be notifications any time a player gets a new best lap time. Leaderboards still work and update in real time, so you can all compete for leaderboard spots together! This mode also functions great as a free mode, allowing you to organize and host your own races using whatever methods you want (IE. mimicking the way your local RC club handles races, points, laps or timers, etc.)
-More game modes are already in the works, including standard competitive timed racing modes inspired by real life rc as well as more arcade friendly lap style races. The host of the match will have total control over game modes, enabling collisions, setting lap count or timers, allowing for practice sessions before starting the race, etc. and again, every track in the game will be available to play in all these modes!
-Photo mode is still fully supported! Show off your groups custom liveries and vehicles in a virtual car meet and get some cool squad pics!
-Movement and prediction net code is extremely complicated, especially with physics like this game has, this is something I will continuously be working on and improving.
-Everything here is a work in progress, and I am very open to feedback, suggestions, and ideas for future multiplayer game modes! So let me know what you would like to see! Come join the official discord and lets race together! - https://discord.com/invite/4DdPrpMfRG
-Hondune
Unsure what this is about? Check out the multiplayer announcement post on how to join early testing here
Thanks to playtesters reports and feedback the first round of multiplayer improvements is here!
MP Changes:
-Chat messages have new sound
-New best time messages now have their own unique sound
-Added 2 second cooldown to chat messages
-Automated sending late joined clients level data to avoid "players not ready" message
-Added compression to livery data, much larger liveries can now be used in multiplayer
-Added compression to track data, much larger track files can now be used in multiplayer
-New best time messages now only show each users latest best time to stop filling up the chat window
MP Bug Fixes:
-Fixed daily jam sequence playing if playing multiplayer directly after playing daily
-Fixed being unable to play multiplayer again if you left a match, played singled player, then tried to play again
-Fixed mode info menu stealing controller focus
-Fixed mode info menu getting stuck open
-Fixed vehicle jitter in lobby
-Fixed host vehicle slowly moving up or down in lobby
-Fixed being able to send blank messages in chat
-Fixed multiplayer UI showing up in photo mode shots
-Fixed change camera and other input working while chat window is open
-Fixed open chat button making noises and getting/losing focus while driving
After many weeks of late nights and long hours, the base work for supporting multiplayer in the game is finally finished, along with the first (of hopefully many to come) multiplayer game mode! I am doing a week of public testing first before pushing it to the official game, if you'd like to help test and play multiplayer early the details are at the bottom of this post, its easy and done within steam in a few seconds!
I apologize for this update taking so long, even though I knew this would be a lot of work it still exceeded my expectations for how difficult it would be. I guess it's true what they say about "just adding multiplayer", it's really not easy! Thank you all for being so patient, and I am excited to now get back to a more regular update schedule like before, so expect new updates every 1-2 weeks for the foreseeable future! New vehicles, new game modes, more multiplayer features, new campaigns, more editor features, it's all coming!
Multiplayer Features:
-Both global online and local(LAN) are supported for up to 8 players (this number may be increased later on depending on how things go)
-For now only join via code matches are supported, however a server browser is absolutely a possibility in the future, I just dont have the player count right now to support it right now. The code system however means that you do not need to be Steam friends to join games, so you can send your join code to anyone to play with them. This means organizing multiplayer sessions on discord or facebook or whatever you want will be easy and accessible to everyone. This also ensures there is no risk of the game ever getting "shut down" if I can no longer afford servers. Multiplayer will always be available for as long as the game (and Steam) exist!
-A full in game chat is supported, making is easy to talk trash, organize races, and help the host decide what to play next! This system is also used for real time notifications to all the players, like showing when a player gets a new best lap.
-ALL game tracks are supported, you can race on any community track, any of your own private tracks (even if they aren't uploaded to the community), and any of your unlocked campaign tracks. Have your buddies hop in and help you test your new tracks before you upload them!
-The first game mode available is called "Hot Lap", this is effectively the standard game where you freely race for best lap times, including functioning leaderboards, but with your friends! In this mode there will be no collisions, and everyone will still spawn in the normal start box (but custom session marker respawn points still work). As you race everyone's best lap times will be shown in the pause menu lobby leaderboard for everyone in the group, and there will be notifications any time a player gets a new best lap time. Leaderboards still work and update in real time, so you can all compete for leaderboard spots together!
-More game modes are already in the works, including standard competitive timed racing modes inspired by real life rc as well as more arcade friendly lap style races. The host of the match will have total control over game modes, enabling collisions, setting lap count or timers, allowing for practice sessions before starting the race, etc. and again, every track in the game will be available to play in all these modes!
-Photo mode is still fully supported! Show off your groups custom liveries and vehicles in a virtual car meet and get some cool squad pics!
-Movement and prediction net code is extremely complicated, especially with physics like this game has, this is something I will continuously be working on and improving.
-Everything here is a work in progress, and I am very open to feedback, suggestions, and ideas for future multiplayer game modes! So let me know what you would like to see!
Update Notes
New Features:
-Multiplayer is finally here! All back-end and supporting systems for multiplayer, plus a whole bunch of rewriting of existing features to make them work online is now complete! Supporting local and online multiplayer for up to 8 of your friends and foes!
-The first multiplayer mode "Hot Lap" has been added to the game, with more modes coming soon, plus I am open to any further ideas for fun game modes to play with your buddies!
-Regular more frequent updates will now resume as well :)
Bug Fixes:
-Fixed daily jam skip practice button being bound to back button (so it skips practice when trying to go back from the pause menu)
-Added some further protections to the daily jam system to catch rare instances of strange timer behavior
-Fixed rare case of spamming buttons causing overlapping menus when exiting out of race mode
How to join in early testing:
Open your Steam library
Right click on ReCharge RC: High Voltage, then select "Properties..."
In the window that pops up select "Game Versions & Betas"
Select the "featuretesting" branch
Wait for the game to update, it should now show up as "ReCharge RC: High Voltage \"
Go race!
Otherwise just wait a week or so and these updates (likely with further improvements and bug fixes) will be pushed to the normal release branch and you wont need to do anything!
Going forward this feature testing branch will be used for early testing of new features that I would like community feedback on before they become a part of the "official" game. These builds may not always be stable, and there may be bugs (sometimes game breaking) present. If you choose to opt into this your feedback and bug reports will be greatly appreciated! This branch will also likely have much more frequent updates, sometimes several in a single day or week as I am testing new things. Come join the official discord and lets play some games together! - https://discord.com/invite/4DdPrpMfRG
Multiplayer update at the bottom of this post! Version 0.82 is here featuring a bunch of track editor improvements, and a whole host of bug fixes!
New Features:
-Added the ability to skew/angle track features. A simple addition but should open a lot of possibilities for terrain options!
-Added ability to move camera in track editor using wasd and arrow keys
-Added Snap to ground option to object editor, to easily and quickly place objects on the ground
-Added double axis movement to object placer to easily move along a plane
-Added local orientation option for moving and rotating objects
Changes:
-Increased object placement area, so objects can now be placed all the way to the edges of the terrain
-Object info text is now always shown when editing an object in the track editor
-Lock to path no longer changes object height unless Snap to ground is also checked
-Improved rendering/interaction of object editor gizmos
-Copy object will no longer try to follow the track if far enough away from it
-Removed ESC fan noise from vehicles while in the menu
Bug Fixes:
-Fixed issue that would cause transparent decals to appear more solid when changing base body color in paint booth
-Fixed rare issue where decal selection list would disappear in paint booth
-Fixed the saved body type of a livery changing if you change the vehicles body with that livery assigned and then edit the livery
-Fixed issue causing wheels to sometimes revert to white after customizing vehicle
-Fixed daily leaderboard "load more" button sometimes not correctly moving to the end of the list
-Fixed bug that would soft lock the editor/track selection list if a corrupt new track file was added to the games save directory Multiplayer: As mentioned before these updates may be a bit smaller and a bit farther in between because im working hard on getting multiplayer into the game in the background! I now have a lot of the core systems in place with a fully working lobby and hosting system, and recently have vehicle spawning and movement syncing functioning as well, so a lot of the core systems are in place now! I was able to test racing over the network for the first time and its looking really promising! Still a lot of work to go, but I am hoping to start community testing here in just another couple weeks. I will do a public announcement and likely create a testing branch that anyone will be able to switch to in Steam if youd like to help out, so keep your eyes peeled!
Final Edit: Looks like all services are restored now, please let me know if you have any issues!
Edit: Some services are restored but issues may be ongoing on and off, it looks like they are aware of issues and are working on it
My server host appears to be having some problems right now, I am working with them to get these resolved ASAP
In the meantime online features like community tracks and leaderboards may timeout and refuse to load. I apologize for the inconvenience. I will work on this until it is fixed!
-Hondune
A ton of people have been asking for a better way to show off their custom liveries, get screenshots of their custom tracks, and make promos for their contests, plus I really needed a better way to get good shots for dev logs and updates. So here we are! Also just wanted to shout out to the discord community hosted contests as well, if youre looking for some great new ways to compete in the game come check them out! Small multiplayer update: Progress is going well in the background, with a lot of the groundwork laid the backend systems and connections and a basic lobby system are in place now. Hopefully it wont be too long now until I can start initial community tests!
V0.81
New Features:
-Photo mode! Enter the photo mode from the pause menu at any time to take photos of your vehicle or custom tracks, with full camera features like aperture (depth of field), exposure adjustment, a bunch of photo filters to choose from, and more!
-Track previews now have consistent colors showing what surface type is being used, with redone surface text that shows every surface used on a track, and new surface fade animation
Changes:
-Paint booth offset added to vehicles with abnormal heights (HMT and HBMini) so they sit correctly
-Resolution settings now update when switching monitors to reflect new monitor
-Updated some options menu text to be more descriptive/accurate
Bug Fixes:
-Fixed reverse not working if throttle end points were set above 1.2
-Fixed rare issue where track features would have a line of elevation missing
-TNT is no longer triggered by physics preview objects in the editor (unless previewing all physics)
Some of you may have noticed this update took a bit longer than usual, that is true and for good reason! I have officially started working full time on getting multiplayer added to the game! This is a huge project, so during this time standard updates may be a bit smaller and take a bit longer, but I will try to keep pushing these out while I'm getting multiplayer finished in the background.
New Features:
-Two new dirt oval inspired bodies (late model and dirt modified) have been added for the Thrasher chassis
-Those bodies have both been added to the HB Mini as well
-Added a display showing how many coins you have to in race pause menu Note: I know dirt oval is typically done with rwd chassis and the Thrasher is 4wd, but I figured this is better than nothing. If I ever add a rwd sct chassis to the game or a dedicated dirt oval chassis they would of course get these bodies as well
Changes:
-Improvements to start line detection that should eliminate several edge cases where a lap might not start correctly
-Various changes have been made to vehicle loading systems to support loading multiple vehicles in preparation for multiplayer. If you notice any issues related to this please let me know!
-Improved track decal rendering, especially when decals are placed on top of track modifiers
-Made back/close ui sound effect less harsh and quieter
Bug Fixes:
-Fixed changing vehicles from pause menu immediately after spectating causing weird behavior until resetting
-Fixed vehicle reloading entirely ever time you change wheels
-Fixed body decals not always generating correctly when customizing body
-Camera change button no longer has delay, allowing for quicker camera changes
-Fixed daily jam adding unplayable/incorrect tracks to recently played list
I made a small mistake here, my original plan was to have the increase happen at the same time as a discount to act as a notice before the price went up. Apparently Steam does not allow this, and the price change was instant and is now locked for 30 days by Steam. This was my bad for not researching how price changes worked on Steam more. I apologize for the increase without notice to anyone that was waiting to get the game.
But after 7 months, 40(!) updates and patches released, with tons of new content, features, and changes made based on community feedback, I suppose it has finally come time for the first small price increase. I announced in the beginning that I would be doing these occasionally throughout early access, but I've been so excited just to have people playing the game that I ended up leaving it at the initial launch price this entire time.
If you had your eye on the game and are bummed that the price has gone up, the next steam sale will feature a deeper discount that will bring the price down to even lower than it was before the increase, so please feel free to wait for that.
To everyone else who already has the game, thank you so much for supporting this project, especially during early access and from a solo dev. I hope you're all having a great time and are looking forward to the future of ReCharge RC: High Voltage! The constant flow of updates and content is planned to continue as usual!
Interested in some of the immediate plans for the game? Check my post on that from the beginning of the year here! - https://steamcommunity.com/app/3484640
-Hondune
New Features:
-Added a new track decal system, allowing for projected decals to be placed on the track which follow the shape of the terrain
-Added 14 new track editor decal objects to kick off this new feature, featuring several typical painted shapes like lines used to highlight jumps on real tracks
Changes:
-Increased HB Mini cost (so it cant be the first vehicle you buy when starting the game, its too fast!)
-Improved all scrolling list behavior when used with mouse scroll wheel
-Leaderboard vehicle selection is no longer a scrolling list
Bug Fixes:
-Fixed HB Mini jittering in FPV view
-Fixed odd timing bug that would cause some replays to start halfway through their run
-Fixed HB Mini rear wheels steering in replays
-Fixed reverse not working if throttle values/epa were set to stay below 1
-Fixed bug that would cause a soft lock when spectating after specific chain of events
-Improved suspension visuals on HB Mini replay vehicles
-Fixed being unable to rebind controls to button east (back/b button)
New Features:
-A brand new vehicle has been added to the hobby shop! The HB Mini, an all purpose 1/18 scale mini 4wd rc car. This little power house is super nimble, excellent on a variety of surfaces, and is adorable on top of it all! Featuring your favorite bodies from a range of other vehicles in the game, just smaller! Make it a buggy, a short course, or a rally car with a simple body change!
-9 bodies added for the HB Mini, plus the mini will continue to get a selection of bodies from each new vehicle added to the game!
-4 new HB mini default liveries added
Changes:
-Scroll wheel camera zoom has been improved in customization scenes
-A bunch of back-end changes that let me adjust the individual stats and handling of each vehicles far more than before. This will be important going forward as more unique vehicles are added for allowing the physics to be finely tuned to each one (this was used on the new HB Mini, it doesnt change past vehicles)
-Added track and creator names to final screen of the daily jam
Bug Fixes:
-Fixed decal changes (delete or move layer) not saving in some circumstances
-Adjusted steering gyro algorithm to fix vehicles getting stuck oscillating on rare occasions
-A few fixes to the replay system sometimes showing incorrect vehicle parts
-Fixed rotational dust particles not being sized to different tires correctly
First update of the new year! And its a pretty big one with a full new campaign for the HB44, an important physics update, tons of bug fixes, and even a new body for the hb44! New Features:
-Added a brand new HB44 campaign! This is the first of many more to come! Hit the Hobby Shop's Friday night rookie series and see if you have what it takes!
-Added drive train drag simulation, slowing vehicles down slightly when off of throttle to simulate the rolling friction of the drivetrain. Amount of drag depends on type of vehicle (2wd has less than a big 4wd vehicle with heavy wheels and lots of gears and driveshafts for instance). This only takes effect when 100% off of throttle AND brake
-New HB44 body added as a reward for getting all golds in the new campaign!
Changes:
-Daily jam will now reset the session marker position when race starts to stop people from gaining a few seconds by placing a marker right before the start line during practice and spawning to it immediately
Bug Fixes:
-Fixed issue causing daily jam to sometimes not find a new track on the start of a new day
-Fixed previous page button not working in certain circumstances
-Fixed being unable to edit path point if below warning message
-Fixed path editor zoom and scale on nationals track to avoid stuff being behind the ui
-Fixed placing finish line exactly on path loop point causing start gate to slightly shift backwards
-Fixed moving start gate not updating camera position
-Livery files now only get saved/updated if you actually make a change, avoiding accidentally overwriting livery just by looking
-Fixed incorrect height extensions in hobby shop venue
-Fixed chassis not correctly getting/clearing dirtiness after driving
Hello everyone, I hope you all had a great holiday and are looking forward to the new year! After taking a much needed break after working non-stop on this game for 2+ years I am back and excited to get going on some more updates! Here are some of plans I have for the game in 2026!
-More campaigns: Now that the hobby shop and nationals environment are in I can start working on getting more campaigns in, I am aiming for at least 2 for each vehicle (including all future vehicles that are added) plus a few fun ones here and there, and I've been thinking about compiling some excellent community made tracks into community showcase campaigns as well.
-More Vehicles: With two more vehicles already in the works and nearly complete (a rwd stadium truck and a 4wd micro all purpose car), plus plans for a dedicated drift chassis (with unique real life inspired drift physics), road cars, 8th scale nitro, and more. All with tons of new bodies, spoilers, and wheels as you'd expect.
-Free Roam Mode: The addition of free roam mode is going to open up a whole new option for those that love bashing, stunts, and driving around real world areas like neighborhoods, skateparks, and more. Free Roam is also going to include fun missions and things to do, inspired by the Tony Hawks Pro Skater and other games of that nature. Things to find, missions to complete, stunts and gaps to do, it's going to be a fun new way to earn coins and something I dont think has ever been done in an RC game before!
-Free Roam Mod Support: With this will also come mod support giving modders the ability to bring in ANY type of map they want into the game. This includes recreations of famous places, theoretically legally distinct but inspired map recreations from other games, fantasy courses, or anything they can think of. I will support this fully with an in game way to load mod maps and tools provided to mod makers so they can create fully featured experiences for players.
-Multiplayer: This one needs no explanation. You've all been waiting patiently and I appreciate that, it's coming and I'm already working on it!
-Livery Sharing: So many of you have created absolute masterpieces with the custom livery editor, and I can't wait to let you share those with each other! An in game livery browser similar to the community tracks tab is in the works!
-More Surfaces: From carpet and turf to other fun ones like bricks and mud and more, I hope to bring several more surfaces to the track editor to allow for all kinds of tracks to be made and hopefully open up most options to allow people to recreate their home tracks as closely as possible.
-General Game Improvements: As always every update will come with bug fixes, improvements, and changes based on community feedback. Some specific things I am looking forward to are big improvements and new features added to the level editor systems, some more features for the livery/decal editor, and general UI and ease of use changes. Plus many more things I and you guys come up with along the way. Thank you all so much for supporting this little project of mine, I appreciate you all and I cant wait to see what the future holds!
-Hondune
Here it is, one last big update to finish out the year! Packed with holiday cheer, some great new features, and a huge list of bug fixes!
Now I am going to take a short but very much so needed break to spend some time with family and get caught up on personal projects and life things. Don't worry, I will still be around, just dont expect another big update until the new year, and boy do I have plans for next year! :) Thank you all for sticking around and helping keep this project alive, and happy holidays to all!
New Features:
-A new surface type has been added, hard packed slippery snow for the holidays! It's time to get sideways!
-A new object category and 12 new place-able objects have been added for the holiday/winter season! Including snow machines that make it snow!
-Track surface types are now able to control the entire terrains base surface as well, so base track surfaces can now match with the terrain better. This lays the groundwork for future surfaces like carpet and turf
-Added new surface based particle system which allows me to set driving particle colors and amounts per individual surface, so particles can now more accurately represent the surface they are coming from
-Created new surface modifier system backend that will allow for more expansion of the surface system going forward
Changes:
-Decorated for the holidays
Bug Fixes:
-Fixed certain special characters in track names causing track corruption (for good this time)
-Fixed camera starting outside of the hobby shop environment (and added new load in camera locations to each venue)
-Fixed entering a search not resetting to the first page and causing nothing to load
-Fixed playing your own track right after uploading causing share button to not have username
-Fixed bad ambient lighting settings in hobby shop (caused dark placed objects like wood ramps)
-Fixed grass coloring not updating when switching terrain surface type in editor
-Fixed level select issues when exiting a track if you played it immediately after uploading it
-Fixed reflection probes getting blocked by placed objects
Hey everyone, I apologize for the issues surrounding the Daily Jam today, it was completely my fault and I didn't realize I had broken it before heading to bed! The issues have now been resolved including a fix that should prevent this from happening in the future. Not much time left in todays jam but tomorrows should be all good to go! I also apologize for any duplicate tracks right now, this will stop happening as I find and approve more tracks for the Jam, its just a tedious process. If you have any suggestions for tracks that would make good Daily Jam tracks please let me know!
-Hondune
Time for yet another big update with a brand new and highly anticipated new track venue!
New Features:
-A brand new venue has been added, the local hobby shop! A great venue for small tracks, small scale racing, and recreations of your favorite local shops indoor track!
-Level editor now detects if a track was previously edited with "manual angles" enabled and will enable it automatically when returning to edit it
-Old unused save file backups that are older than a certain age and game version are now automatically cleaned up
Changes:
-Improved track path shading visuals on all venues
Bug Fixes:
-Fixed missing tires in shop scene
-Fixed rank display popping up after changing vehicles on a local track
-Blocked another character that breaks level compression
-Fixed leaderboard scrolling to top when loading more entries
-Removed a couple bad tracks from the daily pool, im always looking for more tracks to add to the rotation so if you have suggestions let me know!
-Improved track search functions when searching for user or track names
New Features:
-New "Reset To Track" feature, replacing the "Rewind" feature with a much faster alternative that lets you quickly get back on track and keep going
-New and improved level select screen, with a more concise and cleaned up level list and a new page system for easier navigation
-When exiting a track the level select menu now remembers where you were in the list, so you can continue finding awesome tracks without having to load several pages again
Changes:
-Reduced dust on clay surface
-Reduced pebbles on backyard clay surface
-Adjusted clay skid marks
-Favorites and Recently played track lists are now sorted by most recent first
-Recently played track list increased to 20 tracks
Bug Fixes:
-Fixed overly dark shadows on hangar clay surface
-Fix for very rare issue where a negative time was uploaded
-Fixed user name disappearing after adding track to favorites
-Fixed bug causing empty tracks to be favorited
-Fixed path editor scale display being incorrect on hangar and nationals venues
About
This page aggregates Steam news feeds, patch notes, and developer announcements for ReCharge RC: High Voltage, 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 ReCharge RC: High Voltage statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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