
Steam news
Full Steam announcements and update articles for this title.
This is no regular update!
For a long time now, we've wanted to have ability to put a specific level in the spotlight, to give everyone a common challenge and a leaderboard to compete in. That's now in, with our first slot going to Skate or Bye, a new skateboarding level.
After the feature window is taken up by the next highlighted level, Skate or Bye will be available normally in Challenge and Sandbox modes.
Let us know how you feel about this update! Our plan is to improve this according to feedback, and possibly seeing if this could even be used with Workshop levels.
Now, on to the release notes...
New Game Mode: Featured level on the Title Screen gives time-limited access to a level that the player may still have locked in the Challenge mode. While Featured, the level may limit which vehicle or vehicles may be used. This is so the competition leaderboard is fair for everyone.
New level: Skate or Bye! Collect golden hot dogs to beat a time limit!
New hat: Mallard! Mr. Dismount's favorite cap while carving up the streets.
New controls: Vehicles have secondary sideways spin air control while the handbrake button is pressed down
New controls: Width/height sliders added to Low Blow obstacle
Level Editing Toolkit: Collectible hot dog added, useful for levels where you want the player to pick up something generic for points.
Level Editing Toolkit: Improved NPC Train asset added
Levels polished: Stair Chase, Tropic Cruise, Slam Dunk
Made Barrel Jump's challenge less difficult
Owtobahn: trains now have more accurate colliders
Tuning for characters' leg joints
Visual effects improvements
Memory usage optimized
Debris particle meshes optimized
Fixes to hat placement on ragdolls and custom faces
Air control engages faster, tweaked for all vehicles
General driveability updates for a number of vehicles
Corley: fixes to some ragdoll poses
Ricky-Tick: ragdoll poses added to front passenger seat
Ricky-Tick has an extra gear
Boss Throne & Pivot: colors now better match those seen in the Paint Job cards; minor fixes to poses and meshes
Street Slicer control change: secondary rotation is now Spin instead of Roll
Street Slicer control and stability improvements
NPC Wedge is faster
\: Audio pops on exit fixed
\: Missing geometry on Intel graphics fixed
\: Previous week leaderboard text fix
\: Parkade Drift screens highlighting the effect of Manual Vehicle Control style
\: LEP - an NPC placed into a scene can now stop without despawning
\: Improvements to raytraced reflections
\: Glove Plaza improvements
\: Pivot physics material fixes
New Level: Skid Marks! It's drag racing time!
Gameplay: Manual Vehicle Control types now available in game settings! See if Arcade or Hardcore is more to your taste for vehicle handling!
Vsync off frame rate now capped to display refresh rate
Gameplay: Free Flight now possible after Steering Loss
Gameplay: Motor Jousting challenge text clarified
Levels: Hoops of Doom, Curly Dunes, Out of Office, and Gridiron received minor improvements
Levels: NPC behaviors more aggressive in a number of levels
Audio: Boxing gloves sound effect now... punchier
Gameplay: Road collider improvements
Level Editor Package: Ability to add Spline control points at scene camera position and rotation.
The safe attached to a chain has more than occasional erratic behavior
The feature request for mouse-only controls is still being investigated
Switching camera devices in the game settings may require toggling Live Face off and on again
Attaching a USB webcam while the game is running may lead to unexpected behavior
NOTE: Trading cards are enabled in Steam, please allow for possible server side delays!
Two weeks since Full Release! Thank you everyone who has reported issues on the discussion forums, this update addresses quite a few, yet the work continues.
Full update details below.
Steam Trading Cards - nuff said
Live Face disabled when game is out of focus
Replay Playback Speed correctly restored after returning from Main Menu to Replay Mode
UI: Selected Camera and Mic devices properly persist over game restarts
Gameplay: Duke of Donuts achievement limit corrected to 5000 points
Gameplay: Smooth Cruiser, Banditt, Milk Van, Ricky-Tick, and Wedge sturdiness tweaks
Gameplay: Penelope's Challenge now unlocked from Slam Dunk
Gameplay: Character pose fixes on the Smooth Cruiser
Gameplay: Wheels now catch fire on Shuriken and Lean Means
Gameplay: Road collision improved on Space Program and Safe Travels
Camera bugs fixed related to character selection
High Steaks faulty prominent neon sign fixed
The safe attached to a chain has more than occasional erratic behavior
Manual steering sensitivity needs improvement
The feature request for mouse-only controls is still being investigated
Switching camera devices in the game settings may require toggling Live Face off and on again
Attaching a USB webcam while the game is running may lead to unexpected behavior
Thank you for a wonderful Full Release week! We've followed the reviews and feedback on the forums to the best of our ability, and here is a version that addresses the most immediate issues.
Full update details below.
Camera target at Dismount Complete no longer points to a wrong location.
UI: Challenges displayed as spots on level cards in Challenge Mode
UI: Invert Air Control settings added
UI: Better indication for next level in Tutorials
UI: Leaderboard screens now display more entries
UI: Live face disabled by default
UI: Updated icons on Wobbles & High Steaks
Gameplay: Unlocking of Donut Drop fixed
Gameplay: Reaching 450m in Space Program fixed
Gameplay: Hoops of Doom level unlocking goal for Fifty Sixty fixed
Gameplay: Mr. Ego's front pose on the Pink Lightning improved
Gameplay: Fixed challenge configuration in Pizza Delivery
Gameplay: Springboard fixed in Manual Triggers tutorial level
The volume of engine sounds when close to camera reduced
Lean Means and Shuriken leaderboard icons added
Vertical seam no longer appears in the game skybox in certain environments
Jelly Cube color changes with its strength
Live Face webcam device and microphone device selections reset to the first devices on the list every time the game is started and the user goes to the settings. The selections persist for the duration of the play session.
We are proud to announce that after over eight years of development, Turbo Dismount 2 has left Early Access and is now available as Full Release! Turbo Dismount 2 on Steam
Turbo Dismount 2 expands upon the original in every aspect.
Full manual vehicle controls
Multiple passengers on vehicles
Animated custom faces
Support for webcam video faces
Upgraded vehicle physics
Greatly improved graphics
An awesome soundtrack
Replay mode with a custom movie creation mode
And the biggest upgrade: extremely powerful Workshop tools for level creation
The Workshop tools in Turbo Dismount 2 are the same toolkit we have used internally in the development of the game. All levels in the game are made with the same tools, and this means Workshop creators can create even new power-ups, obstacles, traps, rules, and even game modes!
Once again, thank you to the Dismounter Community for all the feedback which has helped us build the finest tragicomic physics-driven survival puzzle racing sandbox ever created!
As we enter the final stretch before Full Release on March 13th, the Full Release is available for Early Access participants for testing and feedback.
To try out the Full Release Beta, simply go to the game settings in Steam, then under Game Versions & Betas select the openbeta version.
Achievements
Challenge Mode goals
Steam Cloud support
New levels
New vehicles (Shuriken, Lean Means)
Bugs in vehicles
Bugs in levels
Bugs in live face support
Any other bugs
And the bugs not included above
This is the version that's going to hit Full Release, we appreciate your time and any feedback!
Please note that we consider Full Release a milestone, not the finish line, and our work will continue.
Update: One more bump on the road! We're pushing the Full Release back slightly (Feb 27th to March 13th) to nail down some of the last complexities, but there will be Open Beta release in advance! Let's crash the game together!
Time goes by so quickly when you are having fun, and even when not. Only a year ago we launched on Early Access, and now we're reaching a point where even cranky old developers can look at a thing and say
"Indeed, that does resemble a fine v1.0 product."
So we're doing it. On March 13th we are ripping off the band-aid and punching the Full Release button.
What's in it for you? Glad you asked...
Achievements
Steam Cloud support
Steam Trading Cards
New vehicles
New levels
Vehicle-tagged leaderboards
More obstacles
UI polish
Improved sound effects
Level Editor Package improvements
Q: But what about the stuff that's requested on the forums but not seen above? A: v1.0 is not the end of our work, just a milestone we want to reach - a version of the game we consider full-featured and ready to stand on its own without an Early Access label.
As our first year in Early Access is nearing its end and we head off for the holidays, we present to you the Winter Stunts Update. This time we want to shine a spotlight at the possibilities of huge ramps and big air.
This update also integrates the built-in screenshot feature with the Steam photo library, and comes with further performance improvements.
Thank you all for being along for the ride, and in helping Turbo Dismount 2 become the greatest Dismount game ever! <3
Full update details below.
A new triplet of levels has been added to be unlocked in the Challenge Mode (start in Curly Dunes), or instantly accessible in the Sandbox Mode...
New level: Bon Voyage! The big brother of the Big Air Compo is here!
New level: Cold Cut! It's a very tight squeeze!
New level: Vertigo! This one will push your air control and landing skills to the limit!
New Obstacle: TNT Pile! To add some spice into the mix.
The Soft Cushion has been replaced with a Bouncy Cushion, because it's so much better that way.
The Adjustable Ramp now has adjustable width.
The Ring of Fire now has adjustable height and size.
Now migrated to Unity 6.3 LTS for improved performance and stability. Level creation will now require the use of the Unity 6.3 Editor.
Level Editor Package: A warning added when using an unsupported version of the Unity Editor.
Level Editor Package: SetMusic node no longer overrides player music selections.
Level Editor Package: Music started by the SetMusic node properly resets after level change.
Level Editor Package: Validations for root object positions and PhysicsObject components.
UI: It is now possible to return to the Title Screen from the Quit tab.
UI: Notification message if saving to Steam Timeline fails.
Screenshots are now saved to the player's Steam Photos.
Gameplay: Improved detection of detached vehicle and character parts, and better handling of the consequences.
Gameplay: Scoring added for flips in the air
Gameplay: Dismount End condition in Safe Travels and Let's Keep Going tweaked
Gameplay: More challenging score limits for Classic level
Gameplay: Ball and Chain collisions improved
Performance improvements, particularly for night levels
Today we introduce the Challenge Mode, a new game mode that lets you progress through the game by completing specific challenges. For the traditionalists, everything remains unlocked in the Sandbox Mode.
This update has been months in the making, and you'll find plenty of changes and improvements. Details below.
Challenge Mode added: levels can contain challenges to beat. Completed challenges may unlock rewards.
Sandbox Mode: the traditional mode where everything is unlocked from the start, likely to be useful for streamers and reviewers who may wish to play with all the toys from the start.
Damage and Scoring Re-Balanced! We have received a lot of feedback about scoring having cheesy loopholes. This is our first attempt at a major revamp of the scoring logic, and also necessitates a full leaderboard reset. Please throw your rotten vegetables at us in the forums!
Steam Game Recording and Timeline Support: We were not satisfied with the performance of the built-in video exporting solution, so now Turbo Dismount 2 fully embraces Steam Game Recording. We strongly recommend that you enable constant Background Game Recording. The game automatically marks game state changes onto the Timeline, and specifically marks the videos you record in the Replay mode as easy-to-find segments. In-game microphone settings have been removed, mic recording is now directly handled by Steam.
New vehicle: Corley. The much-requested two-wheelers are coming, and we start with the trusty and reliable Corley. Give us feedback on the driving feel, motorcycles in Turbo Dismount 2 use quite complex and realistic physics.
Vehicle internal damage improved. Engines no longer detach from vehicles.
Improved detection of whether the player is able to steer.
Improved handling: Starting a full tuning round with the Milk Van and Wedge. Wedge now handles a lot better.
Milk Van now has a stronger response to boost pads.
Forkules passengers no longer fall down when revving the engine.
New level: Turbo Slalom
New level: Safe Travels
New level: Donut Drop
Remastered level: T-Junction
Dismount Derby has migrated from the Workshop to a built-in level
Tutorial 1: more detailed instructions added to level display
New Obstacle: Jelly Cube! Maybe this will accomplish what the Soft Cushion never did! :)
UI: Camera target cycling button added
UI: Clearer "Upload to Workshop" functionality
UI: Fixed incorrect selection shown in some level tabs
UI: Numbers in the HUD are now mono-spaced for improved stability and legibility
UI: Dragging replay time slider with the mouse pauses playback momentarily
UI: Controller triggers ramp playback speed when playing and scrub timeline when paused
UI: Replay doesn't auto-stop when reaching the end of timeline
UI: New highlighting system and outlines. Work-in-progress, but pointing at elements now provides some narrative tidbits. Please give us feedback about this!
UI: Score bar added to the top right corner, displaying progress needed for specific level goals
UI: Challenge tasks visible in the HUD in Challenge Mode
UI: Friendlier workshop level UI
UI: Reset Progress button added in the Quit Menu
This is an on-going process, but starting with the Big Update, you'll find a more diverse palette of impact sounds to feast your ears. Metal poles in particular have a nice ring to them.
Physics: More physics materials defined, some with corresponding audio. Still work-in-progress!
Physics: Ragdoll stutters, stretching, and glitching through solid objects greatly reduced
Graphics: Dust and smoke VFX visuals tweaked
Graphics: Very Low quality level improved for better visual consistency with the other quality levels.
Performance: Game physics and rendering performance improved. This can be observed with most computers running the game, but perhaps more notably Steam Deck users may find it appealing to run High Quality in many levels for full-fat visual flavor, as well as enjoy quite notable frame rate improvements in Handheld Quality.
Performance: Memory leak fixes with procedural meshes
Performance: Memory footprint reduced
Performance: Mini Benchmark Mode, to use, press Left Ctrl and , (comma) while the level intro camera is flying its looping path.
LEP: Landblocks marked uniform respect bevel-flag
LEP: Added SelectedVehicle and VehicleID nodes to facilitate level decisions based on selected vehicle.
LEP: Added SetDisplayScore and DiscardScore nodes to facilitate working with the score display.
LEP: Added WorldMessage node
LEP: HUDEvent node can now select from a set of different effect types
LEP: Text formatting nodes can format score and time the same way the game does with "S" or "T" format specifiers
LEP: Logic objects can now be added in prefab mode (without vanishing to void)
LEP: Spline fix when adding intermediate control points
LEP: "What's for Desert" palette theme added
LEP: Racing HUD polishing:
Race time is printed at the top right of the screen, lap information grouped at top left
A "Finish!" message is displayed when a race is completed
LEP: Content:
Attach points for vehicles added (usable with PawnAttachPoint node, which allows one to attach different objects to different parts of a vehicle)
Collider fixes to steel structures
Boxing match bell sound effects added
"Spinner" hazard prefab added
SnowMound01 prefab added
Asset fixes (e.g., guitar, cargo container)
Custom user music properly initializes after level changes
All palettes properly unlocked in Challenge Mode
Redundant end of dismount sound effects removed
Improved out-of-focus blur
Jelly Cube strength also affects its color
Unlocking fixes in:
Fast and Curious
Space Program
Murder Moon
Motor Jousting
Gridiron
Tutorial level unlocking no longer places unlocked tutorial in the beginning of the row
UI scale on the Steam Deck defaults to 120
NPC speed limits adjusted in Twelve Lanes
Minor palette theme changes
Cricket unlock fix
Steam Deck sleep/resume recording fix
Validation check for negative scale in Level Editor Package
We are still hard at work on the next version of Turbo Dismount 2.
This unscheduled update is only a security patch for Unity CVE-2025-59489.
It's time to get serious with Steam Workshop. A HUGE tip of the hat to everyone who has created custom levels already, and now we want to highlight how it's done.
The goal is for Turbo Dismount 2 to be a game where levels and gameplay can evolve infinitely. The tools for custom levels are not just about roads, traps, and NPC vehicles, they are essentially a visual programming tool that makes it possible to create anything from new game modes to new traps, new mechanisms, new scoring logic... we have barely scratched the surface of their potential.
All levels in the game have been built with the same tools. Racing levels, Dismount levels, the glove power-up, catapults, drifting and so on are logic built with the same tools that are available for Workshop.
We want to help you make the best levels possible. The primary place for any support is on the Workshop Discussions forum, but don't hesitate to ping us on Bluesky & X/Twitter as well. There is a learning curve, but examples and documentation are going to improve as we make our way through Early Access.
This is also an update with a bunch of fixes and improvements to levels, graphics settings, and performance.
New level: Dismount Derby! (But you'll need to grab it from the Workshop!)
Scoring logic tweaks on: Barrel Jump, Chef's Kiss, Constructive Feedback, Glove Plaza, Bruise Control, Underbash, Punch 'em High, Slam Dunk, Stair Chase, Out of Office, Murder Moon, Tropic Cruise, Owtobahn
Big Air Compo scoring now based on jump distance! Leaderboards reset!
Parkade Drift scoring now based on drifting! Leaderboardsd reset!
UI: Workshop tab re-worked! Clearer cards for level creators, access to Workshop through a card in the menu.
UI: Clearer "Upload to Workshop" functionality
UI: Incorrect selection shown in some level tabs
UI: Some users may have missed unwrapping some levels in the level selection menu. That is now fixed, but some may now have to unwrap levels again. Apologies!
UI, Graphics: Custom graphics settings added! Now possible to toggle bloom, depth of field, screen space reflections, and vignette
Graphics: Dust and smoke VFX visuals tweaked
Graphics: Dither see-through effect now always happens in correct location
Graphics: Contact particle improvements
Performance: Memory leak fixes
Performance: Light mast lights optimized
Performance: The game now properly throttles when not in focus
AI: NPC vehicles with reduced stupidity, now improved reactions to player proximity
Music now properly resumes if video capture is cancelled
Vehicles: Besserwisser now has a stronger reaction to boost pads
It's Racing Season, and we're taking part in Steam Racing Fest!
In this update we focus on the simple joys of life: the open road, manual steering, and beating your best lap times. We'd also like to bring to your attention the first-person steering view, and note that if you have multiple passengers, you can cycle the first-person view!
The entire menu tab full of Racing levels awaits, just as we look for your feedback on the forums!
New level: Dismountpolis 500!
New level: Pizza Delivery!
First things first: We are Steam Deck Verified!
With this update we humbly attempt to better spotlight the new things in the game. The verbose news text is simplified, and we invite you all to participate on the battle for most damage on the Owtobahn.
New vehicle: Komrade! The rust-hearted work mule returns!
New level: Owtobahn! There is probably no way to play this safe!
Rewind effect can be disabled in settings
Memory use optimizations
High quality level fixed after previous regression
Whew, migrating to a newer game engine never goes smoothly, but here we are! Turbo Dismount 2 is now running on top of Unity 6, and we have some scars, bruises, and performance improvements to show for it. Please report any glitches and misbehavings to the forums, and we'll take a hammer to them.
New vehicle: Quad-Fin Fighter! The favourite of all galactic heroes!
New level: Murder Moon! There's an air duct where you absolutely should not fire a protein torpedo!
New level: Catapulting to Success - showing a different kind of take-off! Also available as an example in the Level Editor Package!
Example level: Catapulting to Success
Updated some assets
Slow-mo slider now has better granularity
UI no longer goes blurry on lower quality levels
Performance improvements, most apparent on handheld devices
Back with a smash! Race levels now feature time-based leaderboards, now it's a competition about speed! Speaking of speed, NPC vehicles are now stupid, dangerous, and capable of higher velocities than before. Performance has been improved, stutters have been reduced, and levels with NPCs see notable gains.
New level: I Don't Like Sand!
Existing levels with NPCs updated
Improved validation for exporting levels
Time-based scoring on Race levels
Time-based leaderboards on Race levels
Performance improvements
Quality level correctly displayed at game launch
We're back again! Score calculation is going to get more love in the coming updates, but we start here. The basic scoring is now re-balanced to take multiple characters better into account. More damage events are now recognized and displayed with the damage icons on the side of the screen. NOTE: A leaderboard reset is approaching with the coming updates! Levels are going to have multiple score types from record times to damage points, so the current system is not going to remain once all the good stuff is in place.
New vehicle: Mall Racer!
New poses on the Royal Highness
New level: Criss-Cross!
New logic nodes for smoothly following follower functionality
Pawns can now have hook points for attaching elements
Minor performance improvements
Improved GIF/MP4 capture functionality
As requested on the forums, custom faces are now separated between NPCs and players. Two new levels are also in: Air Traffic Control and Chef's Kiss.
New level: Air Traffic Control!
New level: Chef's Kiss!
Example scene for how to use the Spline Animator
New character slots on the Cricket
Custom faces are now separate for NPCs and players
New elements in the game now with gift-wrapped icons
Background NPCs now support extracted road splines
Improved ground contact behavior for Mr. Dismount and his friends
Visual effects now scale instantly with Quality Level changes
Improved NPC spawning performance
Improved GIF and MP4 capture usability
An often requested feature is now in, custom faces appear on NPCs, so fill your levels with friendly faces! Two new levels are also in: Tropic Cruise and a remastered Hit the Fan.
New level: Tropic Cruise!
New level: Hit the Fan (Classic)!
Tall trees now come with physics joints, so they tilt an wiggle upon impact
Janky Jets pick-up preview
Custom faces appear at random on NPCs in the game
Highlighting UI elements with a mouse no longer conflicts with camera target cycling
Changing the quality level no longer causes visual background artifacts in the menu
High Steaks polished
Summit Sprint obstacle hotspot fixes
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Turbo Dismount® 2, 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 Turbo Dismount® 2 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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