We hope you packed some warm clothes because this next challenge is a cold one.
The next Time Trial challenge is Alpine Ascension! Slap on some Tank Tracks and break the records.

Steam news
Full Steam announcements and update articles for this title.
We hope you packed some warm clothes because this next challenge is a cold one.
The next Time Trial challenge is Alpine Ascension! Slap on some Tank Tracks and break the records.
Get ready to take to the skies in Big Blimpin', the new challenge replacing Charboil Chasm Long Jump - live now on the new Challenge Map.
Worlds records have been set already. But records are meant to be broken!
Good luck!
A week has already passed since the release of 2.4 and a rotation is happening in Time Trails.
Deep Drive is out and Crawl the Wall is in!
The new challenge requires you to defy gravity somewhat. Good luck!
The 2.4 update is now being beamed to your devices.
Here is everything that has changed:
Time Trials - New map and game mode. Starts with three active Time Trials, each week one of them goes away and a new one appears. There are a total of 22 Time Trials rotating. Outside of the Time Trials the map functions like a typical Sandbox map.
Controller Improvements - Virtual Cursor.
Twenty (20!) new blocks!
Two new outfits, three hats and three new hairstyles (bald is a hairstyle right?!)
Aiming Sensor
Panel 1x3
Panel 1x4
Panel 2x3
Panel Corner 2x2
Panel Corner Cut 2x2
Panel Rounded 1x1
Panel Rounded 2x2
Corner Wedge 1x1x1
Corner Wedge 2x2x2
Wedge 1x1x1
Wedge Corner 1x1x1
Wedge Corner 2x1x1
Inverted Corner 2x1x1
Inverted Corner 3x1x1
Inverted Corner 4x1x1
Quarter Cone 1x1x2
Rounded Wedge Corner 2x1x1
Cylinder 2x2x1
Cylinder 2x2x4
Bald
Wavy Hair
Hi-Top
Business Suit
Casual Outfit
Rounded Transparent Glasses
Rounded Glasses
Sixpence Hat (oi mate)
Pioneers Tutorial - Master Sapo is now voiced by Game Designer Victor Majorin in the tutorial.
Pioneers - Added the new 2.4 Blocks to Pioneers Campaign crates.
Builder - Greatly optimized the Block and Blueprint Inventory view.
Builder - Optimized the performance of the Build Slots UI.
Builder - You can now see the name of any Blueprint Folders you have created.
Builder - Added Build Complexity to the tooltip when hovering over a Blueprint so you can see that at a glance without needing to spawn it in.
Builder - Slightly changed the ordering of some blocks in the inventory to make more sense.
Danger Zone - Added a new Spawn Point to the Dock area.
Race Island - Removed the thing that took control of your camera when you entered a Race Start Zone.
Race Island - The four races that are on Melvin Island and previously only active during the Racing Festival are now a permanent fixture.
Decals - The seasonal Decals that were previously rewarded for completing these Seasonal Events are now just available to everyone.
Great Carrier Reef - made some slight tweaks to the smaller islands around the outskirts of the map.
Great Carrier Reef - Extended the Deathmatch max repair time slider from 20 to 60 seconds.
Added in World Icon on player so you can see when they are controlling a remote control structure.
Made it so you can see the ammo counter for remote controlled structures.
PlayStation - If you are playing the PlayStation 4 version of the game on the PlayStation 5, we’ll now notify you.
Fixed cases of the Main Menu video and some Campaign Introduction videos having playback issues.
Fixed the weird colliders on the Side Mirror Accessory blocks.
Fixed some clientside issues related to the upgrade/downgrade Online Profile flow.
Frozen Tracks - Fixed some BOTNAK Sentries that had gotten stuck inside terrain.
Fixed the Landing Wheels not having a unique wheel trail.
Fixed some cases of block particles not correctly rendering when part of a remote controlled structure.
Fixed an incorrect button prompt being shown on Accessory Blocks you had not yet unlocked.
Fixed a bug with the Tank Steering Device where it would continue to slowly rotate after receiving input.
Fixed some cases of a new profile incorrectly defaulting to having white block, outfit and character colours rather than the intended defaults.
Fixed opening the Map with the Drone Overlay enabled not removing the Drone Overlay.
Fixed the Underwater Propeller incorrectly still making a sound when not receiving input if moving via Sails.
Fixed cases of trying to rotate blocks on the Mirror Plane in Mirror Mode creating overlapping and ghost blocks.
Fixed a bug where entering the Configurator very quickly during structure spawn would cause values to not load/display.
Fixed some incorrect info being present in the description for the Tone Generator block.
Fixed cases of some blocks that were previously mission rewards in original Pioneers saves not correctly being rewarded in Pioneers 2.0.
Fixed text being incorrectly center-aligned in Workshop/Gallery.
Fixed the Forces Warning indicator being incorrectly positioned in the Builder.
Fixed some sunken Crates in Pioneers.
Fixed some cases of opening the Edit Folder UI blocking some shortcuts working.
Fixed a bug with dust trails appearing from the last point you were on the ground to the spot you landed.
Fixed a crash that could occur on Xbox when quickly switching between different Rally races.
Fixed friends on Leaderboards not correctly being highlighted.
Fixed yourself not correctly being highlighted on PS4 leaderboards.
Fixed an issue with the nubs on the Rounded Wedge 2x4 incorrectly have collision.
Fixed a selection issue with three of the old Panel blocks incorrectly getting selected when clicking the empty space in front of them.
Spawned objects with custom meshes will now default use “Asphalt” physics material (instead of “Stone”) making the material feel like the floor in TestZone Features
Added function to return ModStructure for players who are standing near structures and are prompted with Press F to enter.
Added function to remove any ban- and/or limit of a blocktype
Added new enum for physics materials
Each spawn custom object function now has an optional argument for setting the physics material of the custom mesh.
Added 2 new spawnables
PFB_ExclamationMark
PTC_MegaDrill_DestroyedAndBurning
UI elements in mod windows is now more white similar to prior 2.3.
Label texts in mod windows are now centre aligned.
The last block announced in the free 2.4 update is the Aiming Sensor.
A sensor block that can be connected to other blocks, making them point in the direction of the camera.
Pretty cool block, aim I right hahaha anyways.
We are finally adding a big ol' batch of the frame blocks.
People have been asking for these for a long time and we are happy to finally provide you with a lot more options for framing your builds.
You can see the blocks in the video below:
New week, new Dev Diary, new look at 2.4!
… and new, completely free outfits, hats, and hairstyles!
In the next update we are adding:
3x Hairstyles: Bald, Curly Hair, and Hi-top.
2x Hats / Glasses: Sixpence, Rounded Glasses, Rounded Transparent Glasses
2x Outfits: Suit and Casual.
Watch it in action in this stylish catwalk session with beta testers Bennu Heron, Madi, and Stino!
We added this to 2.4 because we thought the character options were lacking quite a bit, especially if you don’t own any of the cosmetic expansions.
After a lot of ideas and iterations, these are the options we landed on and we are quite happy with them. We hope you will be too.
See you again next week for the first livestream of this Dev Diary campaign, where we will be taking a look at all the new free blocks coming!
It's that exciting time again. The Dev Diaries return, this time for Trailmakers 2.4, the 100% free update.
We're starting off with some controller improvements. If you want a sneak-peek of what the rest of the update entails, you can scroll to the bottom to find our announcement schedule.
It’s become increasingly difficult to support controller users with Trailmakers’ old UI systems. We’ve seen it time and time again. The UI can feel slow, awkward, and inconsistent to navigate.
On top of that, it also makes things slower and harder for us to update and improve, which is especially important since we want to keep making the controller experience better over time.
The UI navigation rework is meant to tackle these problems by cleaning up and consolidating our UI systems. We’re moving to a virtual cursor controlled by the controller instead of having two completely separate systems like before, one for mouse and one for controller.
Melvin already tried the new changes and gave it 10/10 mushrooms.
Having one shared core for both mouse and controller means UI features only need to be developed once instead of twice. Controllers can now do the same things a mouse can, and vice versa.
The goal isn’t for controller users to only navigate with a cursor. That by itself wouldn’t really improve anything. Instead, we want to use classic directional navigation where it actually feels better. Being able to mix and match both systems lets us make the controller experience a lot more flexible, and could even let players choose how they prefer to navigate in the future.
Left stick controls the cursor, with settings to tweak how it feels.
Right stick scrolls things like the block inventory.
Pressing the D-pad in a direction snaps the cursor into directional navigation if the UI supports it, giving a more traditional way to move around menus. This works especially well for smaller UI elements. Want to go back to using the cursor? Simply move the cursor with the stick again.
Moving the cursor freely around in block selection. If you still want snapping, you can just use the d-pad. Right stick allows you to scroll while still using the cursor with the left stick.
Cleaning up the UI also comes with some extra benefits:
Better consistency in how the UI looks and behaves.
Better performance in large menus like the builder, making things feel snappier and easier to use.
Fixes for a bunch of old UI-specific bugs we’ve had lying around.
The controller settings have gotten a makeover and look a bit more in style with the rest of the UI now.
On top of that we've added a Sensitivity setting for the Virtual Cursor and a Cursor Slowdown Multiplier which determines how much your cursor slow downs when passing over an active UI element.
For this update we invited controller users to test the new features and give feedback during development, to ensure that we didn't miss the mark completely.
The good thing is that after this rework, it’ll be much faster and easier for us to keep improving things based on your feedback as well.
That's it for now. We'll be back next week to show you some dazzling new character customizations!
By very popular demand, we've teamed up with Krall once again to bring you a new tutorial.
This time we are covering Guided Rockets. Lend your ear to Krawll. It's complicated but we believe in you.
It’s been three years since the release of Airborne and we are celebrating with a huge discount on all of our most popular expansions - including Airborne of course.
We have collected some of the best flying blueprints for you, available for download on our website.
We are trying something new. Diving into galleries across Steam, PlayStaion, and Xbox to find some cool Blueprints. Then putting those Blueprints up on our website for you to download and play around with.
This time we went scouting for Mechs and found a few that might tickle your fancy.
On Friday we released the 2.3.3 update, a smaller patch wrapping up the 2.3 update cycle with a whole bunch of fixes and some smaller changes. One of those was the addition of a Save Migration feature for cases where the default save location had switched. Unfortunately it seems like in some cases this feature was not behaving as intended. So with this update we have decided to disable this feature with the intention to take a deeper look at it and potentially bring it back in the future when we are more happy with how it is behaving and we are sure it is not going to negatively impact the experience. If you have experienced your blueprints moving location, the below will hopefully point you in the correct direction for where to find them, and how to get them visible in game again. The default save location for Trailmakers is C:\\Users\\%UserName%\\Documents\\TrailMakers but this can change to a handful of fallback locations depending on various factors. These locations can be: C:\\Users\\%UserName%\\TrailMakers C:\\Users\\%UserName%\\OneDrive\\TrailMakers C:\\Users\\%UserName%\\OneDrive\\Documents\\TrailMakers C:\\Program Files (x86)\\Steam\\steamapps\\common\\Trailmakers If you start up the game and you suddenly don’t see your Blueprints then you should check each of the above locations. The easiest way of doing this the following: 1. On your desktop, open a new File Explorer Window (Windows Key + E can be used as a shortcut for this). 2. In the address bar at the top (pictured below) you can copy in one of the above locations and press Enter. It will take you to that folder, if it exists, and you can see if your files are there. If you find your blueprints in one of these locations but do not see them in game, then the location the game is using has changed due to the game not being able to read/write from the previous location when it last attempted to. The easiest way of checking which location the game is currently using is opening the Builder in a game mode, navigating to the Blueprint Inventory and then clicking the Folder button, this will open the Blueprint Folder currently being used. If you have blueprints in a different location to the one that opens when clicking the Folder icon, you can copy them into that location and they should appear in your inventory again.
Changes
(Steam Only) Added pop ups that appear on Main Menu that appear when game detects the default save location has switched.
(Steam Only) Added a Migrate Save Data option on these pop ups for when this happens which should gracefully move the data over to the default location - assuming it can write there.
Added "Lazy Loading" to many UI elements across the game. What this essentially means is we no longer load all of these up front, we now load them as needed. On faster hardware you should not really notice a change other than sometimes seeing a glimpse of a loading icon. This change also addresses some nasty playsession leaks.
Added an Overlay to the Drone Camera Block. On existing structures this will remain toggled off, it is toggled on by default on new Camera Drone blocks spawned in.
Added Camera Index to HUD so you can see which camera you are currently using.
Changed the Builder Snap to nearest 90 degree angle hotkey to N.
Made Gold Chests in Pioneers, Airborne and High Sea appear on the compass and map. Discovery distance of 150m.
Moved Smart Cannon to earlier in the campaign (Pioneers).
Made Tenso easier to find. (Pioneers)
Made the Dr Kramz mission more clear about the crate he wants you to find in the dark cave. (Pioneers)
Fixed unwanted cases of the camera moving position when entering Mirror Mode.
Steam Deck - Fixed issues of selection moving out of input fields when using the virtual keyboard.
Fixed Passenger Seats showing the Passenger Seat stackable message when moving camera.
Fixed a controller softlock that could occur in specific cases when multiple Main Menu pop ups appeared at once.
Fixed cases of Block Action buttons flickering when they were towards the edges of screen space.
Fixed cases of dust particles appearing from last position on ground to new position after jumps.
Fixed Energy Blade still doing damage when off.
Fixed so the grass can be flattened again when driven over.
Fixed issues with tooltip visibility around the mode dropdown on the Steering Hinge.
Fixed cases where template blueprints do not correctly switch to their Keyboard/Controller variants when switching inputs in Builder.
Fixed Glowfruit resource dropping offset to it's actual position.
Fixed Cirrus not having correct Intercom set up in Empirical Extractions in Pioneers.
Fixed case of the Camera going crazy for a few frames when spawning a structure in builder > opening paint shop and exiting Builder with controller.
Fixed the DLC Block Crates still being counted in the total progress UI when DLC was not owned.
Fixed cases of texture changes not correctly being saved if saving a structure through the unsaved structure dropdown.
Fixed cases of a block moved out of the mirror pane not having the correct texture applied.
Fixed Cockpit Seat having incorrect aero.
Fixed cases of Energy Blade visuals getting a bit wild when moving or adding one to the builder.
Fixed editing a folder also sending you inside of it.
Fixed cases of renaming folders leaving behind empty folders in explorer.
Fixed cases of moving blueprints from folders leaving empty folders in explorer.
Fixed no engine sounds playing on an RC structure when it was receiving negative input.
Probably maybe fixed cases of engine/thruster VFX not rendering in RC structures.
Fixed some rogue floating rocks in Pioneers.
Fixed/improved bounciness on very small structures with wheels.
Fixed cases of braking being worse than expected with specific structures. (Wheel forces were being applied too high for certain wheels, which resulted in reversal of weight shifting from braking and turning for very low center of mass structures).
Fixed wheel rotation not being reset when entering builder, making decal placement a pain,
Fixed cases of detachable blocks leaving behind invisible colliders.
Fixed cases of blocks getting stuck in certain positions after being detached from main structure.
Fixed an Oh No that could occur after drone camera was destroyed in multi seat structure.
Rolled back the changes to the block inventory visuals. Be gone desaturated looks.
Fixed cases of logic connection visuals being incorrect on freshly spawned blueprints.
Fixed a bug with taking a structure into builder which had had it's seat destroyed changing block textures to default until you left the Builder again.
Fixed incorrect tooltip on Energy Blades configurator sliders.
FoV on camera drone now respects transition time.
Fixed cases of entering Builder directly after structure seat was destroyed creating a ghost structure.
Fixed weird edge cases of a single structure that was owned by a player being taken into the Builder by multiple clients leading to soft locks.
Fixed some Oh No's caused by soft surface deformation.
Fixed slider position in configurator changing position when it shouldn't when switching between different blocks.
Fixed cases of new value not being assigned when trying to assign value to multiple blocks at once that all had different values.
Fixed cases of logic connections not correctly mirroring in mirror mode.
Fixed Energy Blades not damaging BOTNAKs.
Fixed cases of exiting builder during drag select with controller leading to very weird behaviour.
Fixed not being able to use Block Action shortcuts with controller if no block is selected/hovered over.
Fixed a text reference being lost on the Downgrade Profile confirmation - will now correctly warn about what can be lost by doing this.
Fixed Audio not working on older CPUs with two cores or less.
The RC Blocks have been out for two weeks and we have gotten a lot of requests for a tutorial.
So once again we have teamed up with Krawll to explain how they work, so everyone can participate in the remote controlled festivities.
We hope this clears things up a bit!
The Steam Spring Sale is officially underway and we are participating with a historically low price for Trailmakers at 90% off.
We have also created a Spring Sale Bundle that is now available at the store page.It includes: AirborneFrozen TracksTexture Pack 1Texture Pack 2and Texture pack 3It's a "Complete the Set" bundle which means that even if you own some of them, you can buy the rest with the bundle discount!So if you ever wanted to get a friend into Trailmakers, there has never been a better time!Hello Trailmaker,
How are your mechs coming along? We hope the new parts and the Mech Amok expansion have taken your skills and creativity to a whole new level.
If you're looking to learn, get inspired, or see how others approach mech design, you're in luck. Today we're sharing a tutorial made by our friend Krawll (link to his channel here).
Let us know in the comments if you'd like to see a tutorial for another type of vehicle.
Thanks, and see you in the Danger Zone!
You have waited long enough, Trailmaker!
The 2.3 update and the Mech Amok expansion are now live on all platforms.
RC Blocks, Camera Drones, Hinges, and Tire Settings are awaiting you in the free update. Those who want a little more can now purchase Mech Amok which offers cosmetic Mech blocks, Mech Templates, and some really dazzling skins.
Pioneers Rework
Tutorial reworked. Big changes to Meadows and changes to progression and how you unlock blocks. Existing saves should upgrade gracefully.
Wheel Changes
New wheel physics! You can drive much more reliably on structures now
Added a Tire Pressure Slider to wheels.
Added a Sideways Traction slider to wheels.
Added a Forward Traction slider to wheels.
New Blocks
Camera Drone Block
Energy Scythe
Energy Dagger
Energy Blade
Position Sensor Block
Radio Receiver
Radio Sender
1x1x3 Wedge Corner Block
Mechanical Joint
Small Rotating Servo
Builder Changes
CHANGED - Removed the Radial Menu from Controller when holding R1/RB. There is now a new menu that matches the KB+M design with relevant shortcuts.
NEW - You can now take actions on blocks by just hovering the cursor over them and pressing the relevant shortcut, removing the need to select a block you want to take action on. You can of course still select the block if you prefer. (Controller Only)
CHANGED - Updated the selected block group visuals.
CHANGED - Updated the Block Nub visuals.
CHANGED - Selected blocks are now opaque rather than transparent.
NEW - Added a Clear Blocks toggle in the Builder Settings for those who still want selected blocks to be transparent.
CHANGED - Shortcut keys are now displayed under the block action buttons.
CHANGED - We have also updated the default shortcuts for Copy and Delete. The original shortcuts of Insert and Delete still function, they are just not shown as a shortcut.
CHANGED - Block Action buttons now appear centered above the selected blocks in a group rather than over the first selected block in the group.
NEW - When hovering the cursor over a block the face being hovered over is now highlighted which means if you press Copy the block will copy in that direction. This means that copying is no longer solely tied to camera position. (Controller Only).
NEW - Improved feedback when selecting and dragging a block out of the Inventory with Mouse and Keyboard.
NEW - Added a visual for where the cursor has selected a block with Controller, this is to give the player a focal point to better understand where the block will attempt snapping to.
CHANGED - We have changed Controller movement inside the Build Context to be axis based which will generally make the experience of moving blocks around more stable and less jittery.
NEW - With Controller you can now drag and drop blocks by pressing and holding A (X on PlayStation). Releasing the button will place the block.
NEW - Added a ‘Lock Color Sections to each other' option in the Paint Shop for applying the same colour to primary and secondary at the same time.
CHANGED - Slightly re-ordered the order of the block action buttons.
NEW - Blueprint Folders. Whilst you could always create this in File Explorer on Steam, you can now create Folders on all platforms with in game UI. Technology these days is crazy.
GENERAL
When banning a block in Multiplayer (as the host Right Click/Press the Right Stick down on the block in the Inventory) you are now able to set a max limit on the amount of the block you would like people to be able to use, or outright ban it’s usage for that session.
Added some new Builder Tutorial pop ups that appear in the Builder. Experienced players can turn these off completely by toggling off the ‘Builder Tutorial Tips’ option in the Settings menu.
Added a toggle to Settings to not show the FPS Warning that appears when FPS is low.
Moved the position of the FPS view to not obstruct the compass in game modes where it’s displayed.
Added the Angle Gizmo from the Aiming Servo to more blocks, such as Hinges.
Optimised the Blueprint loading times.
When playing in game modes with a Map Shroud, such as Pioneers, you can now see the rough outline of the terrain before you have discovered it.
In Pioneers, Frozen Tracks and Airborne nearby enemies will now appear on the map and compass.
Improved how we display missing content on Blueprints you have.
BLOCKS
Hover Block - Added a toggle to make the block not turn off when seat is not occupied.
Added a Mute on Input toggle to Logic Sensor blocks to allow them to be toggled on and off with an input.
Wheels - Toggling off Auto Brake on wheels will now also apply in a non-player occupied structure. Previously the wheels would still brake if a player was not in the seat.
Shotgun Tweaks - Damage increased from 40 > 50. - Clip Size increased from 3 > 4. - Reload time decreased from 1s > 0.5s. - Power Core cost increased from 1 > 2.
RAW Engine Tweak - Improved the acceleration speed of the RAW engine to make it a more meaningful upgrade in Pioneers progression.
Steering Hinge, Large Steering Hinge and Racing Hinge - Added a new ‘Mode’ drop down to these blocks. This has three options: Steering, Linear and Hold. Default behaviour will remain as Steering.
Logic Blocks - Added a new Logic Output Channel option for the big brains out there.
Functions Logic Block - Added several new functions for the even bigger brains. ArcTan2, Log2, Ln (LogE) and Log10.
BUG FIXES
Lowered the height of the first person view of the Car Seat.
Fixed a bug with Logic gates not correctly stopping outputting a value when destroyed.
Fixed cases of selection being taken out of a configurator text field if the cursor moved over a slider.
Fixed mixed input assignment in the configurator looking the same as unassigned.
Fixed a bug where overwriting a Build Slot structure would not always correctly update the preview image shown in the slot.
Fixed a bug around having multiple players in a multiseat structure and then transforming into a single seat structure.
Fixed a bug where it was possible to overwrite a Build Slot structure without warning.
Fixed an error when quitting out of Rally game mode.
Fixed a bug with the Block Input UI incorrectly appearing if opening the map when in Builder.
Fixed Block Input still shows the names of blocks that did not have any input assigned.
Fixed the Connection Nubs rotating on the Small and Large Ship Screw blocks.
Fixed a bug with images displayed during the tutorial being too low res on base consoles.
Fixed an incorrect opening animation on the Gold Chest in Airborne and High Seas.
Re-enabled the hi-res blueprint images on Xbox platforms.
STEAM ONLY - MODDING
Changes
- Removed ModColor.RGBtoHSV()
Features
- Added `tm.enums` namespace that contains built-in enums: `RespawnReason`, `
- Added new player related events: `playerExitSeat`, `playerEnterSeat`, `playerSpawned`, `playerKilledPlayer`, `playerChangedTeam`, `playerEnterBuilder` and `playerExitBuilder`
- Added `tm.players.ForceExitSeat(playerId)` to force player out of their seat
- Added `tm.players.SetBlockLimit(guid, limit)` to set block type limit \(https://discord.com/channels/296562030624899072/1199686565782360145)
- Added `tm.physics.GetAllBlockMetaData()` which returns a list of all block types and related information such as guid, name and description
- Added `ModBlock.GetBlockMetaData()` to get BlockMetaData of specific Block
- Added subscribable alternative to OnKeyPressed and OnKeyReleased that returns ModPlayer and Key Name. \(https://discord.com/channels/296562030624899072/1134472573380468848)
- Added various quaternion operations such as normalize, addition, subtraction, multiply with scalar \(https://discord.com/channels/296562030624899072/1441204155137130648/1441204155137130648)
- Added ModBlock health related functions such get `SetFullHealth()`, `DoDamageAmount()`, `Revive()`, `InstantKill()`
Fixes
- Fixed quaternion equality operators giving incorrect results \(https://discord.com/channels/296562030624899072/1441202495081808054/1441202495081808054)
- Fixed issue where UI Labels would be center aligned after minimising and maximising mod window \(https://discord.com/channels/296562030624899072/1372195980753240194/1372195980753240194)
- Fixed issue with input registration not working if registered on first mod update frame
- Fixed and reworked health related functions for ModBlock \(https://discord.com/channels/296562030624899072/1368999049188872204)
- Less malformed Lua Docs generation
The final Dev Diary of 2.3 has been aired and we are finally ready to announce the release of 2.3 and the Mech Amok expansion.
Both will release on March 12 and Mech Amok will be priced at $9.99.
Watch the full Mech Amok Dev Diary here.
In case you need a recap of what you can expect from this update, here is a run-down:
Free Update:
Energy Blades:
Energy Sword
Energy Dagger
Energy Scythe
Small Servo Joint
Mechanical Joint
Remote Control blocks (Emitter & Receiver)
Third Person Camera block
Position Sensor block
Wedge Corner 1x1x3
Pioneers Rework
Mech Amok:
Accessory blocks
Mech 2 faces, 2 cheeks, 2 hats, 2 ears.
1 Mech Hand (Left/Right versions).
Mech Hilt
Functional blocks
Mech 1 Feet
Mech 1 Toe
Block skins
Energy visor seat skins for 6 seats.
2 Energy Blade skins for each Energy weapon: Tech and Flame
2 Character outfits
Mech Soldier character outfit.
Mech Pilot character outfit.
Mech skeleton templates
For many years, the Community has asked us to make the RC Glitch an official feature.
That is finally a reality. But before we dive into the very exciting RC, Position Sensor, and Camera Drone blocks (that are all free, don’t worry) we want to first promote our newest expansion: Mech Amok!
Mech Amok is our love letter to both veteran and aspiring Mech makers. The expansion contains a ton of decorative blocks, insanely cool skins for the energy swords, and two of the coolest outfits we’ve ever done.
Wishlisting the expansion helps us more than you know, so if you want to support us, clicking that little wishlist button goes a long way - even if you don’t intend on buying it. Thank you 💖
As part of the free update we are adding:
1x Radio Transmitter
1x Radio Receiver
1x Camera Drone Block
1x Position Sensor (with Longitude and Latitude settings!)
Trigger Warning: Math.
The 2.3 Dev Diary livestreams premiered on February 19 where we talked about the new free blocks and melee weapons coming in the new update. ⚔️
You can watch the entire livestream here.
… or watch a short recap of the key features here:
Subscribe to our YouTube to get notified of when we go live!
We are back with another Dev Diary, this time focusing on Quality of Life changes - and there are some big ones this time around! Let’s dive into it all.
New sensor block toggle allows you to turn off a specific sensor with one input.
Was previously a possibility for the braniacs who could program it themselves but now there is an easier way for us mere mortals.
From the creators of Block Banning, we humbly present: Block Limiting.
Set a limit for specific blocks and how many of that block are allowed on blueprints.
A number will be displayed next to a limited block, showing how many uses you are allowed.
We have had a major technological breakthrough that will send ripples throughout the global gaming industry. You can now make blueprint folders on consoles!
The blueprint tab has been fitted with a new folder system across all platforms. Console players will finally be able to group their blueprints and Steam users are free of the hassle of creating the folders manually in the Windows File Explorer. Rejoice!
As an added bonus, we have done some heavy optimization on the blueprint menu in general, giving it 2x faster loading speed and loads fast no matter how many blueprints you have.
Okay it’s time for the really spicy one.
This is one greasy burger so let’s devour it in small bites:
We got rid of a ton of bugs and issues with wheels with our new Jobified Wheels. It was something we developed to overcome the challenge of making tank tracks and it’s just a much better system overall, so we are rolling it out on all the wheels.
Should provide much better stability, and way less jitter.
Static friction (park on slopes).
Moving ground relation, both on dynamic and animated stuff (driving on moving things).
Multiple hits, creating better interaction and stability in complex collision situations (like rock climbing, wink wink ScrapMan - we are a climbing game now, you can stop playing Cairn).
High fidelity gearbox/torque calculations, which allows similar gearbox responses on all wheels independent of wheel inertia (i.e. give the possibility to streamline gearbox induced topspeeds for all wheels).
Give all wheels the possibility to interact nicely with snow and mud, instead of just ignoring it and driving on the terrain collider.
Structure on Structure, now with 99% less spasms.
These are not really required from a technical point of view, but since we are changing wheel behavior anyways, we have a window of opportunity to change some old design choices.
All wheels output similar torque values, instead of limiting certain wheels (truck, monstertruck) to low speeds.
Set the gearing to accelerate slower, but reach higher top speeds to make motor-based cars more feasible, instead of rocket-based.
Make larger, wider wheels behave better than thin and small wheels in soft surfaces (mud, snow, grass, sand) so they get a clearer use case and play a role in the campaign progression
Allow the users to tweak tire pressure and friction (highly requested and useful, AND should make it easier to fix old vehicles that now misbehave because of the technical changes)
The new Tire Pressure- and Traction configurator.
This was the last blogpost of this Dev Diary campaign. Next week we’ll be switching to the classic livestream format where we will dive into the new, free blocks.
Full Schedule:
We are ready to reveal the first part of 2.3.
We'll start slow and then ramp up and what better way to ramp up then UI changes that we know you all love so much (come on, we can joke around a little 💖)
The Block Selection VFX will now clearly show exactly what blocks are selected.
Selected blocks will no longer turn invisible - unless you want them to in which case you can enable the Clear Blocks toggle:
The Block Action Menu now contain clear, corresponding key binds for easy and fast configuration:
The keybind symbols are work-in-progress and will get a touch-up before release
This means you can just select block and take immediate action, like clicking C and being taken straight to the Customization menu where a new feature awaits you: Clicking the lock icon will tie the Primary Color and Secondary Color together, automatically making them match no matter which color you choose.
Just like shown before with keyboard, controller users can also simply hover over a block and be presented with fast shortcuts for duplication and rotation.
Furthermore, the radial menu has been replaced by a menu similar to what KBM players have.
By holding down the right-bumper, the new menu appears presenting even more quick bind options
That's it for now but keep a keen eye on our 2.3 Dev Diary Schedule to find out what and when the next reveal is:
Mechmakers, listen up! 🤖
Throughout all of February we are pinning the different platforms against each other to see who can create the coolest mechs.
The Steam players are already hard at work building their mechs before they are sent off to a jury consisting of seven of the best Trailmakers Content Creators: ScrapMan, STORM, Yeetify, SUSHI, RADON, FranDisc0, and AbitDARKK.
Key dates: February 9: Deadline for Steam mech submissions. February 16: Deadline for Xbox mech submissions. February 23: Deadline for PlayStation submissions.
You submit by upload your mech to the workshop/gallery and tag it #WOTW.
We'll keep you posted with the content creators' reactions as we go along.
Happy building! 🛠️
Hello Trailmakers.
Before we all go home to our families for Christmas, we want to revisit this year and everything that happened. All the way from Pioneers up to the release of Frozen Tracks. It’s been a year of grand and ambitious updates!
New tech was developed this year, opening up for millions of new possibilities in Trailmakers. We’ve had bugs of both the funny and frustrating kind. We met ScrapMan and we rented an APC for the Tank Tracks announcement. Let’s dive into it all.
In January we announced the biggest update in Trailmakers history: Pioneers. The development of Pioneers began in Spring 2023 with the ambition to make a better first-hand impression of Trailmakers for new players, while at the same time giving existing players a campaign unlike anything they’ve seen before.
Screenshot from ALVAROP1NG testing a very early build of Pioneers, August 2023.
In this version, you had to build power grids to expand the zone in which your battery blocks would recharge. Both the power grids and battery blocks were later scrapped, with the battery block being replaced by the fuel system in the final version.
The announcement of Pioneers came with the unveiling of our collaboration with Catarinth (more commonly known as ScrapMan in the Trailmakers community). For years, we have enjoyed a mutually beneficial relationship with ScrapMan and we wanted him to be immortalized in the game as a token of appreciation for the many new players he has introduced to Trailmakers.
We contacted him with the proposal of him creating boss music for the Megadrill fight. For months, Catarinth and former Trailmakers composer Carl Lindegaard worked together to create the epic symphony of battle that is in the game today.
From the get-go we wanted crafting and survival to be part of the new campaign, inspired by games like TerraTech and Scrap Mechanic.
We succeeded with resource gathering and crafting and created opportunities for ourselves to use this tech in future Trailmakers adventures. The fuel system was the “survival” part of Pioneers which in retrospect was less impactful. We didn’t really get the impression that fuel was ever a challenge for players and instead of tweaking it we decided to remove it altogether from Frozen Tracks, the new expansion released in November.
The NPCs weren't anything new, as we already had the Chirpos in Airborne, but in Pioneers we did build on this to create NPCs that felt a bit more alive and responsive than our flightless friends in Airborne.
Froggit NPCs in an early build of Pioneers, Winter 2023.
On March 6 we released Pioneers after the longest development cycle of any Trailmakers update.
We flew ScrapMan and his wife to Copenhagen to partake in the festivities
Our good friend Yzuei surprised us by showing up in person, resulting in a wholesome release party with the people who have helped Trailmakers become what it is today.
From left to right: Henrique (Graphics Programmer), Melvin (Melvin), Yzuei, ScrapMan, Johannes (Community Manager), Rune (Game Co-Director)
Bottom: Gui (UX Designer), March 6 2025.
When we were concepting the first PVP update in 2024 we had a meeting that went something like this: “This will be the first PVP update of two but what do we call it?” “What about PVP Update Part 1?” “Genius.”
And in the summer of 2025 it all came together with PVP Update Part 2, Packing Heat, and the Frontline DLC. This led to the introduction of Deathmatch as a game mode in Trailmakers - a gamemode we felt like the game had been lacking for a long time.
PVP Update Part 2, artwork by Flashbulb artist Marco.
For the first time ever we released an update with two DLCs attached to it. Packing Heat was a collection of new weapons and Frontline introduced block skins for the first time.
This move brought some heat (ironic, we know) from our community. A lot of people expressed their concerns over this approach to paid content.
The key art for Packing Heat and Frontline
We know paid content is not the most popular thing you can do as a game studio, however, DLCs are a necessity for the survival of Flashbulb Games. Without paid content, we wouldn’t be able to fund all the free stuff that gets added to Trailmakers and continued development on Trailmakers would not be possible without a steady income from existing and new DLCs.
Thank you to those of you who buy them and make all the free stuff a possibility for everyone else!
At the end of August 2025 after months of negotiations, the four original founders of Flashbulb bought back the company from Nordisk Games.
Nordisk Games was shifting focus to their larger assets and the founders still had a very soft spot for Trailmakers, so it was a good time to take back control of Flashbulb Games and make sure that Trailmakers kept getting the love and attention it deserves.
On August 16 we announced that the highly requested Tank Tracks were finally coming to Trailmakers.
Given the gravity of the situation, we had to take the announcement to the next level.
So we rented an FV432, an APC from the 1980’s - fitted of course with tracks.
Tank Tracks have been on the wishlist of the players since the release of the game all the way back in 2018. So for that same reason it has been on our drawing board many times.
Due to the way wheels work in Trailmakers, Tank Tracks have been incredibly challenging to develop but in May of 2025, a somewhat functional prototype had been made.
The first Tank Track prototype, May 2025
With this exciting new breakthrough, something else was suddenly and painfully missing from Trailmakers: Deformable terrain to use the Tank Tracks in. A perfect excuse to make real snow in Trailmakers - none of that “white sand” trickery we had before. Thankfully, the work on deformable terrain had already started a month prior (it’s almost like we plan these things).
With this, Frozen Tracks and Planet Hoff was born. Trailmakers’ first ever all-snow map (with real snow!) ((not real real but you know what we mean))
The first stab at deformable terrain with snow that affected aerodynamics, April 2025
Needless to say, despite having made the system for resource gathering and crafting, there were plenty more new challenges for Frozen Tracks.
Through the hard work of the many talented people who make up Flashbulb Games, Frozen Tracks, deformable terrain, Tank Tracks and everything in between shipped on November 20, wrapping up a year that began with vast green plains and ended with frozen snowbanks.
That’s 2025!
What a year it’s been. We want to thank all of our players who spent their year playing Trailmakers, buying our DLCs, participating in Build Challenges, and engaging with us online. There would have been no ambitious updates in 2025 without you, and what a dull time that would have been.
We can’t wait to return to work next year and continue our quest to make Trailmakers everything YOU want it to be.
We love you,
Flashbulb Games
Guess you’ll have to wait and see :)
Santa Melvin brings Christmas presents in the last Trailmakers update of the year!
Since (almost) all of you have been good this year we are giving you two new blocks and a whole bunch of tweaks n’ fixes to play around with over the holidays.
Two new Underwater Props. Small and Large Ship Screw.
Small Ship's Screw
Large Ship's Screw We added functionality to these screw propellers to simulate an engine turning on and slowly increasing in speed when receiving input and slowing down gradually again when not getting any input. On top of this they are able to stop rotating and change direction instantly to simulate a gearbox with two crankshafts and a clutch. We believe this gives a good feel, makes it responsive and is similar to how some ships work.
Frozen Tracks Campaign and world improvements, tweaks and changes.
Improvements to Snow Deformation visuals, better blending between hard and soft edges and when late joining a server you will now see where people have deformed snow.
Toggle to reset Snow Deformation in Sandbox Sessions.
GENERAL - Added Q and E shortcuts to Crafting UI in relevant game modes to increase/decrease amount.
FROZEN TRACKS - Missions that used to reward the player with pre-crafted blocks now reward Recipes of the same blocks instead. So get out there and gather those resources!
FROZEN TRACKS - No more long distance mission markers, use compass and map for a more immersive experience.
FROZEN TRACKS - More Block Crates (74 now!) and a rework of the crate placement to get a better feeling of weapon progression
FROZEN TRACKS - The world has been polished; Tundra Lowlands, Jagged Highlands, Mount Nordlys, Skargard Icebergs and all Underwater areas have been improved.
FROZEN TRACKS - Submarine progression has been modified so player receives a Gyro Stabilizer early on, instead of having to rely on fins.
FROZEN TRACKS - The Depths can now be explored to obtain Titanium.
FROZEN TRACKS - Enemy encounters have been polished; there are now more artillery and hover tanks in the world.
FROZEN TRACKS - More secret areas to explore.
FROZEN TRACKS - Aqualite now spawn by Point Flotsam
FROZEN TRACKS - JUGGERNAUGHT has been renamed to JUGGERNAK. Obvious in hindsight, really.
FROZEN TRACKS - Epic Loots: Defeating DESTRUCTO, KRAKEN and JUGGERNAK now spawn large yields of rarer resources.
FROZEN TRACKS - Block Crates, Power Cores and Ancient Blueprint pods that are uncollected will now appear on the map and compass when you are within 20m of them.
FROZEN TRACKS - Sanctuary is now in its restored state in Sandbox mode.
FROZEN TRACKS - Increased amount of resources that drop from Large Iron and Sulfur Nodes.
FROZEN TRACKS - Improved cases of resource nodes spawning in awkward locations.
FROZEN TRACKS - Changed so you no longer start with a craftable Large Pulse Miner - you need to find it now!
FROZEN TRACKS - Repair Tokens now have a beacon to highlight where to find them at a distance.
FROZEN TRACKS - Made Ancient Blueprint Pods discoverable so they appear on the map/compass when within range.
FROZEN TRACKS - Increased respawn time of resource nodes to 15-30 minutes.
PIONEERS - We also removed the long distance in world Mission Markers from Pioneers too. They will appear when you are close to a mission objective, and they will still be on your map and compass!
AIRBORNE - Increased the aggressiveness of the Dogfighters in Airborne, they’d gotten a little too passive…
BLOCKS - Mini Grenade Launcher tweaks. ClipBulletInsertionTime 3.5s > 1.75s ReloadCooldown 0s > 1s
BLOCKS - Shotgun tweaks. Recoil 0.5 > 2 JamWhenClipEmpty 1 > 0 (No longer need to wait for it to fully reload before you can shoot) ClipSize 4 > 3 ClipBulletInsertionTime 0s > 0.6s ReloadCooldown 1.5s > 1s
BUILDER - Improved how Controller selection works in the Paint Shop. Now the Textures, Decals and Colours section are their own area which you press A/X to go inside of and then you navigate inside it.
CUSTOMIZATION - Added long scarf to body type 2.
CUSTOMIZATION - Made the light on the Hard Hat from Rescue Pack DLC glow.
Bug Fixes
Fixed recoil missing from blocks that should have it.
Fixed a MP bug with the difficulty scaling toggle not correctly updating its state across sessions.
Fixed numerous issues with Controller navigation around the Builder.
Fixed cases of pressing RB/LB to switch colours in Paint Shop also switching category.
Fixed a bug with block selection visuals being offset in specific cases.
Fixed not being able to directly enter negative values with Xbox virtual keyboard.
Fixed a bug in Deathmatch where the mouse cursor would persist across sessions if quitting to Main Menu with the scoreboard on screen.
Fixed some issues with the animation of steering in the underwater seats.
Fixed a bug where a Frozen Tracks combat mission step could not be tracked again via map marker if untracked.
Fixed a bug with Tank Steering Device where it would turn very fast immediately after letting go of accelerate.
Fixed the angle visualization on the Aiming Servo not correctly live updating when changing angle value.
Fixed a bug in Frozen Tracks where OVERLORD would not always play his attack VFX/SFX.
Fixed a bug with structures not correctly creating water splashes/foam when in water.
Fixed a bug in Pioneers with Cargo mission markers not correctly fading out when far away from them.
Fixed a bug with recalling a structure across soft snow sometimes doing crazy deformation.
Fixed a bug in Frozen Tracks where the Juggernak would flee from battle.
Fixed a bug where trying to spawn in another structure whilst having a 350+ Complexity structure in the Builder would not give you a “Do you want to delete the existing structure?” prompt.
Fixed a MP bug in which all clients would get into a temporary weird state if a late joining client joined during specific actions.
Fixed a MP Airborne bug in which Passengers could not be picked up in a mission if they had previously been picked up and delivered home in that session.
Fixed a bug with in world Mission Markers not showing in Airborne.
Fixed a crab in Frozen Tracks that took a path over some water.
Fixed a bug with Tank Tracks and Skis not correctly taking damage like they should on Lava.
Fixed a bug with the Flamethrower incorrectly one shotting Tank Tracks.
Fixed cases of BOTNAKs having a hard time hitting the player.
Fixed a bug with some near clipping when in first person in Submarine Seat.
Fixed a bug with tilted Lynx Tracks causing trail VFX to be misplaced.
Fixed a bug with Combat Tasks in Pioneers not correctly showing what you needed to kill in the Mission Card.
Fixed the missing Clamp Input tooltip on the Comparison Logic Block.
Fixed Power Core beams being visible through water in Frozen Tracks.
Fixed Character preview images in Customization not matching the updated models.
Fixed a bug in Frozen Tracks with the Paddle Block Crate being covered up by coral.
Fixed a bug with Decal Folders not correctly showing the DLC tag when unowned.
Fixed some missing colliders on lamp posts in Sanctuary.
Fixed a bug with the fire particles from the Fire Pit and Scone not looking correct.
Fixed Builder/Paint Shop UI not scaling very well with certain aspect ratios.
Fixed some Overtower Weakpoints not correctly being connected to their base.
Fixed a bug with resource node particles being uniformly distributed when broken on ice.
Fixed issues with controller navigation around the session settings menu.
Fixed bugs in Frozen Tracks with biome names appearing incorrectly.
Fixed bug with Cargo not deforming snow enough.
Fixed cases of the Maker Tool not correctly being anchored to the player in the three new Frozen Tracks outfits.
Fixed a bug in Pioneers with Tenso incorrectly losing his mission marker after the Intercom in Dawn of the BOTNAKs.
Fixed a bug where the selection sound would repeatedly play when closing the in game menu whilst inside the Builder.
Fixed a bug with Pioneers cinematic subtitles being left aligned.
Fixed a bug with Frozen Tracks cinematic subtitles in some localizations going out of bounds.
Fixed a bug with the character not ragdolling when thrown from seat on death in the three new Frozen Tracks outfits.
Fixed a bug with the Hover Block not behaving correctly after transforming into a structure using them on soft snow.
Fixed a controller issue with not being able to correctly navigate into a dropdown in the configurator.
Fixed navigation with controller around Decal Folders not having SFX.
Fixed navigation around colours in the Customization menu not having SFX.
Fixed a bug where clients could visually toggle the Difficulty Scaling option.
Fixed a bug with a dead Overlord still firing his AOE if a player got close to where he used to be.
Fixed not being able to Right Stick Scroll in the Server List.
Fixed the statue drop off zones in Trial of the Ancestors in Frozen Tracks being too small.
Fixed BOTNAK structures in Frozen Tracks not correctly casting shadows.
Fixed a bug with spawning on the Raft at the start of Overtower Gamma repeating intercom.
Fixed a bug with finishing Overtower Gamma teleporting you to an incorrect location.
Fixed a MP Frozen Tracks bug where some rewards would not correctly be granted if another client that had previously beaten the mission joined.
Fixed a MP Frozen Tracks bug where if a client joined during a mission that involved opening a recipe crate they wouldn’t get the recipe.
Fixed BOTNAK structures other than pipes being black on the map in Frozen Tracks.
Fixed the ‘Toggle Input’ text in Configurator not appearing in some localizations.
Fixed a bug with block selection sound not playing with mouse and keyboard.
Fixed some floating trees in the mud area in Treasure Island.
Fixed BOTNAK Sentry firing EMP repeatedly if killed during the blast.
Fixed layout issues in the Trailmakers Manual in specific localizations.
Fixed some player reported localization issues.
Fixed people with missing VP9 video codec not having some videos play, which broke player input in Frozen Tracks campaign.
Fixed some blocks appearing invisible which would lead to really bad states in the Builder and eventual soft locks in the Frozen Tracks Campaign.
Fixed the Lynx Tracks getting into a bad state in Frozen Tracks campaign which also led to bad Builder states and progression locks in the campaign.
Fixed cases of copying Tank Tracks together with other block types creating ghost blocks.
Fixed cases of Tank Tracks stopping working after transforming in specific ways.
Fixed a Unity Crash that could occur when quitting to menu or desktop from a session where a lot of soft surface particles had been generated.
Fixed Water Rendering in Frozen Tracks when quality was set to low.
Fixed some issues with the new Frozen Tracks Outfits when the character is in the swimming animation.
Fixed a Modding related crash that would occur if intrusive messages had too many characters.
Various Localization fixes.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Trailmakers, 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 Trailmakers 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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