- Improved multiplayer collisions and deformation fidelity

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Full Steam announcements and update articles for this title.
- Improved multiplayer collisions and deformation fidelity
- Improved online collisions and prediction.
- Fixed cars leaking descriptors, leading to eventual crash.
- Shared paint designs now work more reliably in multiplayer.
- Fixed an infinite loop when copy-pasting decals.
- School bus and Motorhome are now slightly weaker.
- Popper buffed, Buggy nerfed.
- Fixed Rammer lod2 rear window material.
- Fixed Bullet exhaust tip clipping.
- Fixed Valken hood tilting downwards.
- Removed bogus N/A School bus upgrade.
- Added missing clutch upgrades for Bullet and Jackal.
- Fixed Bravion duplicate Stock Anti-Roll Bars (were Soft actually).
- Random waypoints are now picked further away from each other.
- Airtime score no longer triggers when driving over small bumps.
- Fixed imperial torque units displayed in Tuning and Upgrades menu.
- Fixed bogus landing sound effect playing when changing target car in replay & spectator mode.
- Fixed delayed chase camera re-orientation when changing target car in replay & spectator mode.
- Fixed multiplayer spectator/post-race camera being underground.
- Added a finish banner to Suicide Sandpit Short.
- Fixed a sticking rock pile on Crash Canyon main.
- New American 60s RWD: Bullet.
- New American 80s RWD: Jackal.
- New Scrapyard Waypoint Race route.
- New Savolax Sandpit Waypoint Race route.
- New Random Waypoint Mode & Free Order Waypoint Mode
Note that AI can't navigate the Random waypoint order so they're removed in single player.
- New Suicide Race route for Savolax Sandpit Short Circuit.
- New Suicide Race routes for Speedway Oval and Figure 8.
- New Suicide Race routes for UK Banger Dirt Oval and Figure 8.
- A set of new challenge events.
- Added the first version of player progress tracking playstyles with badges you can level up.
- Reduced Normal Damage intensity.
- Added drifting and airtime score events.
- Scoring is now fairer (you can score as a defender as long as you do damage).
- Fixed wrong way indicator incorrectly triggering on the Speedway Figure 8 track.
- Leaderboards now have separate class based boards too.
- New Quick Tune mode to tune any tuning part quickly with just one slider.
- It's now possible to download anyone's shared tune from the leaderboards.
- Each tuning modifier now has an accompanying help description.
- Tuning screen now shows simulated performance stats.
- All tuning value ranges now make more sense.
- Correct metric/imperial units are now used for all values.
- Buffed Half A Crusader to make the tailend feel less heavy.
- Added missing clutch upgrades for Stahlwagen, Valken, and Half A Crusader.
- Revised the School Bus engine to make it a properly turbocharged diesel.
- Tachometer now works more like an authentic "lazy" analog tachometer.
- Fixed AI cars not dodging other cars correctly in multiplayer.
- Share Designs with other Players by exchanging the loose files from your savegame location.
Note: Sharing will be made more convenient in the future.
- Added a massive amount of new stickers, sprayed on texts and Banger style number decals.
- Decal manipulation tools now include SKEW tool for skewing single decals.
- Decal manipulation tools now have a FINE-TUNE toggle for finer adjusting.
- It's now possible to reorder decals and decal groups via the Options menu.
- Improved input handling (on gamepad, press left stick for panning and zooming).
- Improved decal add/copy/paste/mirror robustness so decals appear where intended.
- Various user experience improvements to make editing less of a hassle.
- Added minimap. Can be toggled on/off in the Settings menu.
You can also adjust the minimap zoom factor in the Settings menu.
- Compass can be now enabled/disabled in the Settings menu.
- Finished cars now show a little checkered flag in the car tag.
- Improved UI for Tuning, Crap-It, Challenge Select and Loading Screens.
- Various other assorted user interface improvements.
- More robust online client synchronization, improving multiplayer collisions.
- Improved client prediction accuracy.
- Cars in the post-race screen no longer appear smoking and in flames.
- Quitting from a lobby now takes back to Server Browser if the server was directly connected to.
- Increased force feedback update frequency.
- Added high frequency road detail to force feedback.
- Added engine, gearbox and road noise effects to force feedback.
- Reduced force feedback jitter.
- Introduced vibration intensity for force feedback, adjusts road detail and effects.
- Increased dynamic damping range from 100% to 200%, old default 40% is now 100%.
- Improved force feedback damping logic, reducing oscillations around center while improving sense of steering rack friction.
- Implemented gyroscopic precession steering forces when driving over bumps and rolling the car.
- Rewrote low force boost logic for gear and belt driven wheels, it now saturates signal much more giving close to full possible cornering effort more often.
- Fixed wheels and controllers with more than 32 buttons; all buttons up to 128 now work.
- Fixed a range of controller binding issues, including bindings that could stop responding.
- Improved game stability and performance.
- Replay system now writes in smaller chunks, fixing the frame hitch when crossing the finish line.
- Minor optimization of the collision system (car deformation work spread across worker threads).
- Fixed missing ground & rock wall surface collision sounds in desert waypoint race.
- Fixed issue where checkpoint sound effect would not play in online multiplayer waypoint races.
- Added ground surface collision sounds for the Driver ragdoll.
- Added tire impact sounds for wooden ramps.
- Added tire contact sounds for metal crosshatch / grille surfaces.
- Implemented tech support for race track -specific audio content banks.
- Audio mem improvement: Large-sized audio assets are streamed from disk rather than loaded to memory.
- Audio mem improvement: Sounds of animated track objects (crane etc.) are loaded to memory only when any are used on a track.
- Schoolbus: Implemented turbocharger on the stock inline 6 diesel engine.
- In-game audio settings change: Non-diegetic waypoint race checkpoint sound effect is now part of "Other Effects" volume slider group rather than "UI".
- Cockpit view: Fixed mix config issue where exhaust backfire got attenuated in excess.
Watch the teaser below for a sneak peek into update #8
- Improved game stability.
- AI is now more aggressive and engages in more fighting.
- AI is now less eager to slow down when driving in traffic.
- Fixed game crashing when loading Savolax.
- Fixed psychedelic grass rendering.
- Fixed glitchy terrain tiles rendering.
- Improved multiplayer collision sync.
- Improved multiplayer connection stability.
- Cars no longer bounce around when landing jumps.
- Cars no longer slide like a soap brick when on roof/side.
- Cars no longer clip into each other.
- Cars no longer get stuck as easily after losing a wheel.
- Cars are slightly stronger in the Realistic Damage mode.
- Surface audio contact effects now trigger appropriately.
- Wrecking machines no longer immediately wreck the car.
- Half A Crusader rear end no longer sinks into the ground.
- Half A Crusader is now more consistent and fun to drive.
- Fixed loss of input after being wrecked with Half A Crusader.
- The ragdoll driver no longer gets ejected for no reason.
- Sparks are no longer sporadically emitted above Half A Crusader.
- Rocket no longer starts losing its front wheel after lowering ride height.
- Car windows no longer appear opaque in certain situations.
- Camera no longer resets to Chase Near after using another camera in Spectate.
- Improved Grandstar seat position.
- Improved cockpit camera location of various cars.
- Improved collision for the train on Scrapyard Main Route.
- Improved collisions for Dalsbanen steel fences.
- Improved collisions for Cannonhill barriers.
- Fixed glitchy ramp collision in Crash Canyon Waypoint Race.
- Fixed ghost collision before the last corner on Crash Canyon.
- Fixed some trees on Sandpit having no collision.
- Auto look-back delay setting now works correctly.
- Auto look-back no longer gets stuck during transition.
- Setting weather to "Random" now sticks.
- Improved game stability.
- A possible fix for glitchy tiles appearing on terrain.
- Car ambient shadow no longer flickers.
- Light cars can no longer flip heavier ones as easily.
- Car to car contacts no longer result in glitchy bounces as often.
- Improved car contact precision, fixing most of ghost contacts.
- Improved car to terrain collisions so they are smoother.
- Tires and other small props no longer cause massive damage to the car.
- Collision sound effects now get triggered more consistently.
- Reduced the slow down effect of offroad surfaces.
- Cars can no longer clip through static objects.
- School Bus no longer rolls over so easily.
- Improved Popper suspension setup.
- Adjustable Brakes now have a "Front Balancer" toggle.
- Added new thin straight/bent line decals in Crap-It decal library.
- Improved Cinematic Cameras on various cars.
- AI cars no longer merge to the racing line too aggressively at the start, causing collisions.
- AI is now better at dodging oncoming traffic, particularly when encountering the player car.
- AI Sets are again visible in the game data.
- Player list columns no longer jump around.
- Player list now lists correct players.
- Chat log size now stays fixed.
- Improved checkpoints on various tracks.
- Improved some track collision geometry.
- Improved weather consistency.
- New half-car, with a ragdoll driver!: Half a Crusader
- New European RWD 00s wagon: Stahlwagen
- New European FWD 90s hatchback: Valken
- New US based racing venue with three layouts: Mora Raceway
- A long, full tarmac track perfect for racing;
- A shorter contact racing focused sprint track;
- A high speed tarmac oval.
- 7 new Challenge events for your enjoyment.
- The first version of tuning system is here!
- With brakes, differential, suspension, gearing and even steering that you can tune to your liking, allowing in-depth customization of the car.
- Settings can be saved into presets that you can load later, also in the multiplayer lobby.
- You can access the tuning settings either in the Garage or Pre-Race Screen.
- Fixed a number of crashes and improved game stability.
- Fixed an issue which caused game settings not being saved.
- Improved build packaging to allow smaller update sizes for future updates and patches.
- Optimized game performance.
- Optimized game VRAM usage.
- Improved texture compression quality.
- Fixed a number of memory leaks.
- Improved auto exposure.
- Fixed car tag jittering.
- Major visual damage upgrade thanks to updating the physics simulation engine to Extended Position Based Dynamics and switching to signed distance field (SDF) collisions for more accurate object collisions and interactions.
- Improved tire simulation.
- More realistic tarmac tire model.
- Various improvements to car setups.
- Stability Control assist now works in a more physically correct way.
- Improved Traction Control profiles.
- A big set of new Crap-It decals.
- New Suicide Racing game mode, available for the new high-speed oval.
- Gameplay damage is now more consistent between different cars.
- Different types of dynamic objects now cause more appropriate gameplay damage.
- Mechanical damage is now triggered more appropriately depending on the car state.
- Improved attacker/defender detection logic to assign status correctly, as a result score attribution is improved so you get score when you should and no score when you shouldn't.
- You can now score a mechnical hit on the opponent by targeting their wheels, engine or radiator; these come in two flavors, either a damage state incrementing hit (for example ENGINE HIT) or a terminal hit (ENGINE DESTROYED, for example).
- Improved the way consecutive (chained) scoring works so no score is now silently throttled.
- RAMMING, HEAD-ON, T-BONE, REAR-ENDER and BARRIER SLAM scores now have three rating tiers, visualized by stars in the scoring notification. To improve the rating you need to cause more health damage to the opponent car.
- You can now score 180° and 360° SPIN in addition to the 90° SPIN, classified as stars too.
- The BARRIER SLAM score is now attributed more reliably when you ram the opponent to an obstacle.
- There's now a new TRADING PAINT score for light contact. You will be awarded this score whenever you do any health damage to the opponent car but not so much that you would be awarded RAMMING, HEAD-ON, T-BONE or REAR-ENDER score..
- Improved AI turning behavior for more accurate and natural racing line following.
- Added more variety to AI racing lines and better track width coverage.
- More natural AI behavior on the opening straight.
- Improved AI stability and handling during jumps.
- AI can now dodge oncoming traffic.
- Improved Novice and Amateur difficulty levels.
- Fixed single AI cars breaking too far ahead of the pack.
- Added a new "Random" AI Set.
- Improved AI Set generation.
- Car selection now displays the car thumbnails rendered with the currently selected design for the car.
- Please note that to trigger thumbnail generation for your existing designs you need to go into Crap-It and hit save once.
- Tachometer is now displayed with an appropriate RPM range based on the max engine RPM.
- The red zone in the tachometer now starts before the actual RPM limit like in a real car.
- Compass is now displayed in the derby modes too, showing the other cars and their health.
- Current player position is now shown in the car tag.
- When car is on low health (under 25%), the car tag is visible from a further way and the health bar is rendered red to make it easier to target these cars.
- When a car is wrecked, the health bar is now removed completetely and the car tag dimmed to make it easier to avoid hitting dead cars.
- It's now possible to disable car tags with the new "Show Car Tags" setting in Settings/Gameplay, and you can also bind an input (in the Settings/Bindings tab) to toggle car tags on/off during gameplay.
- Player list now has three modes: compact (four players), full and off, configurable in the Settings/Gameplay tab. You can also bind an input in the Settings/Bindings tab to cycle between the different modes during gameplay.
- You can now choose between Metric and Imperial units in the Settings menu.
- Audio Settings can be now reset back to defaults with the Reset to Defaults button.
- Event creation weather selection now defaults to the new "Random" option.
- Chat overlay is now easier to read and scales better across different resolutions/aspect ratios.
- Miscellaneous HUD scaling improvements across resolutions and aspect ratios.
- Many other improvements to HUD visuals and layout.
- New lobby car quick select: you can now choose the car, design, tuning preset and assists in a consolidated overlay at your own pace without being kicked back to lobby when the track is changing.
- Improved chat filter to reduce false positives.
- Shared paint designs are now always correctly displayed.
- Car restrictions can be now configured for an event loop too.
- Car upgrades and tuning can be now disabled as per server settings for spec lobbies.
- Lobby can be now configured to only allow using an inboard car camera.
- Car Class and Performance Points are now displayed in the lobby.
- The player list in the ESC menu and post-race screen now reflects the current standings.
- You can now view more details about networking quality by setting Network Stats to full in the Settings/Gameplay tab, and you can also disable the stats completely as per your discretion.
- High ping warning is now active only for 5s, rearmed when ping is 50ms below threshold.
- Spectators can now use the spherical camera too.
- By default, the community server now automatically promotes the Steam account that launched the server (if available) to admin role. This can be disabled by setting "disable auto-admin" to false.
- Empty chat messages are now properly ignored and do not trigger spam warning.
- Unnecessary "Tag not registered." messages are no longer shown in the server console.
- The build now ships with SERVER_CONFIG_GUIDE.pdf to make it easier to run a server.
- Cleaned up internal data from the server config JSON.
- Major car audio bus re-structuring and changes to dynamic mixing setups.
- NPC car mix configuration is now adjusted to favour cars approaching from behind camera.
- Added audio mixing support to toggle off cockpit reverb if the car has no roof.
- Car distance attenuation fall-off range is now longer and less steep whenever camera is not parented to a car.
- Because of all the structural changes to audio bus setup, the car mix levels may have shifted a bit. Please check & dial in your game audio mix settings as needed.
We are excited to be a part of Endix Showcase to show off Wreckfest 2 in a unique and creative way.
What is Endix Showcase?
Endix is a free virtual/digital event built as a game in Unreal Engine, this allows you to join the Showcase on your own terms.
Visit Endix on Steam to create your own avatar and jump into a digital theme world, showing tons of beloved and new games that might not have been on your radar yet. You can find our booths on the THQ Nordic island. Use the Fast Travel feature to teleport there directly!
What to expect?
Visit our booths to discover unique interactions, watch trailers, get a taste of our games, and play a mini-game to win special prizes.
Join us May 23-24th.
- Implemented chat filter.
- Fixed server losing connectivity.
- Updated design guidelines to explicitly prohibit external tool use.
Before joining any online match, players must pass a series of highly realistic driving exams, including parallel parking on Figure 8 Speedway and a mandatory theoretical test. Good luck!
Your driving examination must be scheduled at least six months in advance. Please note that due to overbooking the appointment is subject to a daily 5% probability of cancellation and automatic rescheduling, in accordance with the Wreckfest 2 Driver’s License DLC Terms & Conditions.
Added guidelines for usage of paint system
Improved moderation and player reporting efficiency
Fixed bogus flickering foliage shadows appearing randomly.
Fixed decal budget not being respected when stamping decals.
Fixed "cup reload", "reset_countdown" and "idle_kick" server commands.
- Fixed the most frequent crash that could happen anytime during gameplay.
- Fixed the game glitching out in a race with 24 Motorhomes.
- Fixed a memory leak.
- Challenges now correctly use the stock car and not customized one.
- Time Trial II challenge is now easier.
- Waypoint Race leaderboard entry is no longer submitted if event is not finished.
- Some differential upgrades are no longer missing their description.
- It's no longer possible to cut the last corner on Dalsbanen.
- Fixed floating objects on Dalsbanen.
- Fixed a common GPU crash that could occur after changing track.
- Chat input no longer passes keystrokes to the game.
- Server no longer attempts to fetch data it can't, fixing "Get profile status error" spam.
- Off-track slowdown surfaces feel less like glue now.
- A false wrong way indicator is no longer displayed when the car gets reset from outside the road.
- Car should no longer end up on top of the bridge after resetting under it or nearby.
- Improved collision geometry of Dalsbanen curbs to make them less prone to catch the tire.
- Optimized collision geometry for a number of objects.
- Improved School Bus AI paint designs.
- Improved School Bus LOD1/LOD2.
- Fixed missing Nami engine LOD.
- Fixed Nami engine throttle response.
- Fixed Hurricane hood scoop UVs.
- Added upgrade descriptions.
Please note there's still another fairly common crash affecting the game stability but it has been very tricky to fix.
Nevertheless, we wanted to at least provide you with the fixes we have so far while we continue investigating the issue.
This months update has a bus-load of content, cars, tracks, upgrades, a new game mode and so much more. From the aesthetic improvement of cars now gathering dirt and mud as they race, to a whole new style of racing, there is something for everyone in this update.
- New American muscle car - Hurricane
- New Japanese coupe - Nami
- New special vehicle School Bus.
- New folk-racing track - Dalsbanen
- New Waypoint Race
- New Waypoint Race game mode.
- 8 new challenges.
- Added the first version of car upgrades with a set of engine parts, gearboxes, suspensions, differentials and more.
Please note: this is just the first version so not everything is working 100% great yet; also more parts will be added in future.
- Car performance points along with basic metrics like acceleration and top speed are shown in the new upgrade screen.
Please note: the starting performance when stock has been reduced but you can use upgrades to improve it.
- It's now possible to save a decal group to a user library and use it later in another design.
- Increased maximum number of decal groups per livery from 100 to 1000.
- Added new decals: welding seams, tape patches, holes and much more.
- Improved game stability and optimized memory usage in general.
- Game no longer crashes to "Queue is Full" error when launching it.
- Ground foliage like grass now bends down when driven on.
- Improved visual quality of terrain parallax occlusion mapping.
- Fixed ground foliage flickering.
- Fixed toxic ground foliage colors.
- Reduced DirectInput latency and jitter.
- Improved force feedback damping feel at stand still and at speed.
- Revised response to high forces and reduced sustained cornering effort required.
- Improved car vs car collision physics.
- Cars now accumulate dirt from all surfaces.
- Improved Motorhome handling.
- Motorhome is now more durable to make it more useful as a wrecker.
- Motorhome is now slower to improve balancing compared to normal cars and School Bus.
- Environment damage is now more consistent.
- Car durability is now more balanced across the roster.
- Reduced maximum hitpoint damage from car vs car collisions.
- Car wheels no longer detach as easily when damaged (in Normal Damage mode).
- Revised realistic damage setting engine wear logic after radiator and engine damage.
- Improved engine braking curve on most cars.
- Improved cockpit camera placement.
- Added cockpit camera G-effects, strength adjustable in the Settings menu.
- Added first person camera horizon stability (stabilizes pitch and roll), strength adjustable in the Settings menu.
- Added cockpit drift camera (looks to the traveling direction of major slides), strength adjustable in the Settings menu.
- Challenge replays now show the correct car used.
- Added (for now) static car thumbnails.
- Various other minor improvements.
- Added playlist voting for the cup mode. Please see developer comments below for more information.
- Added car restrictions per playlist. Please see developer comments below for more information.
- Improved lobby user interface.
- Fixed an issue which caused the client to get stuck in the Settings menu.
- Camera is now correctly reset to a driving camera after spectating.
- Fixed occasional sector timing data corruption in multiplayer.
- Added game engine support to configure a car engine component as mid/rear-mount type, to correct orientation of engine audio object.
- Buggy & Popper: Adjusted mix levels across camera angles to work with mid/rear-mount engine object feature.
- All cars: Fixed broken rev limiter sidechain effects.
- Gizmo, Buggy & Popper: New exhaust rev limiter one-shot effect, with faster rev limiter retriggering interval.
- Tires: Added basic contact sounds for water surfaces (water base surface).
- Tires: Added basic contact sounds for puddles (water extra surface).
- Gearbox: Added shared gearbox & reverse gear warning beep sounds for large vehicles.
- UI: Swapped out existing UI sounds.
- UI bugfix: Entering pause menu no longer mutes UI sfx.
- UI bugfix: Pausing replay now correctly mutes car sounds.
##### DETAILS ABOUT CUP PLAYLISTS FOR SERVER ADMINS #####
What's new for Wreckfest 2 is that instead of event voting, the patrons can vote for a cup. The cup event playlists ("event loop" you may be familiar with from Wreckfest) are stored in the server save folder as .becl files in json format. The playlist is where you define the events in the cup, i.e. their event id, game mode and other related rules. The example playlist default_loop.becl contains all events and can serve as a base for your own playlist. The cups themselves are defined in server_cup_config.ccnl (in json format too), and that is where you define the cup: the playlist the cup uses, point distribution as well as possible car restrictions. When defining car restrictions you can be as fine-grained as you want, and use the "reverse rule" flag to make any car disallowed - please study the example cup config for reference. The current car list runs from car01 - car14 plus there are special vehicles school_bus and motorhome.
Hey folks,
Due to the fact that we want to only give you guys the most tuned and perfected patches possible, we will have to hold you in suspension for a little longer when it comes to this month's patch. But the good news is that this is not a long delay. It will be with in less than 2 weeks on the 5th of March. We would hate for this patch to skid past quality corner like a poorly tuned Campervan.
We have updated the roadmap to reflect these changes, and if you look closely, you will also find one of the upcoming features there: Adjustable car differential & suspension.
More info will follow next week, with a four-wheeled tease for you all to satiate your appetites with. Anyway, with time comes quality and sometimes even quantity.
Estimated 10-20 minutes to read
Howdy folks,
We're thrilled to announce the launch of the 2nd official Wreckfest 2 development blog – Career Part 2!
But before we begin, we wanted to say a huge THANK YOU for the incredible response to Career - Part 1 — Your feedback is invaluable to us and helps us shaping Wreckfest 2!
And to refresh everyone’s memory, let’s do a quick recap of Career Part 1: There we’ve put light on what makes Wreckfest 2 tick, starting with the core design pillars that guide development and the three player profiles that they are built around. We also introduced the different motorsport disciplines we support and how players rank up through their divisions. And most importantly, we talked about how freely you can progress across the various career events by using Unlock Points.
With that covered, let’s dive straight into Career Part 2 and take a closer look at these Unlock Points, which are used to drive progression in the new career system.
Achieving accomplishments rewards you with unlock points, the main currency of career progression. Once you've accumulated enough unlock points, you can spend them to unlock new events in any discipline you choose.
This system gives you genuine agency over your career path. Focused entirely on demolition derby so far? You could spend your points to unlock the next derby division, or you could branch out and unlock the first division of European Racing to try something different. Found yourself stuck at a challenging division? Pivot to another discipline, earn some points there, then come back stronger.
The further you progress, the more points are required to unlock subsequent divisions. This creates a natural sense of escalation and accomplishment without forcing you down any particular path. And because you're not locked into completing specific events in a specific order, you can always make progress doing something you enjoy.
We haven’t mentioned challenges or special events yet but fear not, those often quirky events were a staple of the original Wreckfest and loved by many, and we definitely haven’t forgotten about them! So yes, in addition to the core progression paths, there will be special exhibition and invitational events that unlock based on your progress, owned vehicles, or playstyle.
Optional events serve multiple purposes. First, they break up the potential monotony of grinding through division progression. When you've been racing bangers for hours, an invitation to a ridiculous harvester demolition derby can be a nice surprise and a refreshing palate cleanser. Maybe we will even pit you against a fleet of school buses with Supervan and watch our Discord server light up (you know, we're serious)!
Secondly, we feel like these sorts of special events could encourage experimentation. Maybe you've been long focused on high-class cars, but an optional trophy invites you to a low-class event again, giving you a reminder of grassroots Wreckfest action. Or perhaps you get challenged to a lawnmower race against harvesters. Why? Because it's hilarious, and we want you to experience the full breadth of what Wreckfest's physics can do and maybe inspire your own experimentation.
Third, optional events are perfect for introducing new post-launch content in context. Added a new car? Create an exhibition series around it. New game mode? Present it as an invitational challenge. This keeps the career feeling alive and evolving rather than static and fixes one of the shortcomings of the original Wreckfest.
Optional events can have varied requirements: maybe you need to reach a certain division, own specific vehicles, or demonstrate a particular playstyle. They're designed to surface interesting opportunities and guide you toward content you might not have discovered otherwise.
One detail we're particularly excited about is how disciplines are distributed across regional branches. Not every discipline will be available everywhere because that really wouldn't make sense in the real world.
Banger racing, for example, is a fundamentally British motorsport with some European spread. It would be bizarre to place Banger Racing events in the USA where the sport isn't known. Similarly, certain types of US focused racing events wouldn't make sense in Europe. Even though it’s a game, we want the career to feel authentic and grounded in real-world motorsport culture while also giving the difference disciplines their own identity.
However, this doesn't mean you'll never see unusual combinations. That's where the aforementioned optional events will shine: you might get invited to a special “Bangers Go USA” exhibition event that brings banger racing to the US continent as a novelty. It's the difference between treating something as a standard part of the competitive landscape versus a special crossover event. Both can exist, but the context matters.
Players can freely compete in any region simultaneously as long as they've unlocked the appropriate discipline and division. Your European Racing campaign and your American Racing campaign can progress in parallel without interfering with each other.
Here's something traditional linear career modes struggle with: expansion. When your career is a fixed chain of events, as a developer adding new content post-launch is awkward. Do you insert it in the middle and make players replay content? Or tack it on the end where only dedicated players will see it? Wreckfest suffered from this shortcoming, but we are hellbent on fixing the issue for the sequel.
Our modular system described above elegantly solves this problem. Because progression isn't tied to specific events but rather to accumulating accomplishments and points, we can seamlessly add new content at any time:
New vehicles and tracks can be integrated into existing or new accomplishments
New events can be added to current divisions without disrupting player progress
Entirely new divisions can be added to existing disciplines
Even completely new disciplines can be introduced
Seasonal or limited-time optional events are possible
This way, the career mode becomes a living, breathing entity that grows alongside the game's lifespan. Players who completed the base career have reasons to return because new accomplishments and challenges keep appearing. Even better, because there's no linear path, new content in the “earlier” divisions doesn't feel like backtracking: it's just more options to pursue for those who are just starting out and a nice filler to earn more points for more experienced players.
This expandability is crucial for our post-launch strategy. We want Wreckfest 2 to be a game you keep coming back to, not something you finish once and shelve, and the career mode needs to support that vision.
Let's bring this back to what matters: your experience playing Wreckfest 2.
Whether you're a returning Wreckfest veteran or new to the series, you'll find a career mode that respects your time and preferences. You're not forced into a predetermined grind. You're not punished for playing your way. You're not stuck because one event is giving you trouble.
Want to be a pure demolition derby champion who rarely races? Go for it. The career supports that path with depth and meaningful progression. Prefer racing but occasionally enjoy some wrecking on the side? The scoring system rewards both, letting you balance them as you see fit. Just want to experience the wildest, most chaotic stuff the game has to offer? You got covered.
The career mode is designed to let you roleplay your fantasy racing career authentically. You start small, work your way up through the ranks, hit meaningful milestones, unlock better cars and events, and eventually become a legend. All while playing the way that's fun for you.
One final point: The career and metagame don't exist in isolation as they're directly linked to other areas of the game to create a cohesive experience that rewards you for progressing, experimenting, and interacting with each other.
Vehicle Building – As you progress through divisions, you'll need better cars and upgrades. The career motivates you to engage with the expanded car building and upgrading systems, which in turn affects your performance in events.
Customization – Career progression can reward you with unique customization items, liveries, and parts that let you express yourself and stand out from the crowd.
Sharing – We want you to share your creations with other players. The metagame will promote this by rewarding you for sharing and using community content.
This interconnected design means every aspect of the game supports and enhances the others. Your career progression opens up new customization options. Your customization choices reflect your playstyle in the career. Your shared creations earn you rewards that help your career. It all ties together.
The career mode we're building for Wreckfest 2 represents a fundamental philosophy shift. We're moving away from forcing players down a single path and toward empowering them to chart their own course through the world of alternative motorsports.
It's more complex to design and build than a traditional linear career, absolutely. But we believe it's worth it because it creates a more engaging, replayable, and personal experience. Your career will genuinely be your career, not just the same path everyone else follows.
For now, we wanted to lay out the big picture: why we're doing this, what it means for the game, and how it'll let you play Wreckfest 2 the way you want. And to be honest, we can’t wait to show it all to you!
That's a hefty amount of information to digest, and we've only just scratched the surface of what we're building for Wreckfest 2. In future blog posts, we'll be diving deeper into specific aspects of the game as we want your feedback on everything we're building. Tell us what you’d love to see in the game, what concerns you have, and especially if you have any crazy ideas we absolutely need to implement!
Before we wrap up, we want to address one important thing: we know that some of what we're sharing today is still in development and might change based on your feedback and our testing. When we show you our design plans, we're being transparent about our goals but we're also acknowledging that iterative development means things evolve, so please keep in mind that pretty much everything is subject to change if we figure a better approach. We're not going to overpromise but we're going to work with you to make this the best game we can, and rest assured, it will be Wreckfest through and through.
We're on an epic journey here, and we couldn't be more excited to have you along for the ride. This blog is just one of the ways we're going to stay connected with you throughout development. We'll also try to be active on our community forums, social media, and wherever else you want to hang out and talk about alternative motorsports mayhem.
To wrap this post up for good, here's our question for you: What playstyle appeals to you most: Racer, Crasher, or Bonebreaker? And which disciplines are you most excited to dive into? Let us know on our Discord server, the Wreckfest subreddit or wherever as we're genuinely curious to hear how you're thinking about approaching the career.
Thanks for reading our first dev blog post. We'll be back soon with more deep dives into how we're building Wreckfest 2. Until then, let’s keep the comms open! Drive hard and die last.
— The Bugbear Team
Hello folks,
We wanted to thank each and every one of you for helping us through the early months of Wreckfest 2’s early access. Bugs have been fixed, cars have been crashed and wheels have been lost. Regardless of if you reported the smallest graphics glitch or helped us with the biggest crashes: THANK YOU.
Furthermore, we want to inform you that we will perform a price adjustment for Wreckfest 2 to reflect the currently available Early Access content on the Steam Store. This means the base price will be changing from EUR/USD 29.99 to EUR/USD 34.99 on February 10th 2026.
Whilst we know this is not great news, we are running a 20% off sale until the 9th of February so get it cheap whilst you can.
Thank you all for your dedication!
Estimated 10-20 minutes to read
Howdy folks,
We're thrilled to announce the launch of the official Wreckfest 2 development blog!
If you're reading this, you're already part of something special: the journey to create the next generation of the definite alternative motorsports game. This blog is where we'll be pulling back the curtain on how we're building Wreckfest 2. We want to share our design philosophy, the challenges we're tackling, the systems we're creating, and most importantly, why we're making the choices we are. Game development is messy, often full of surprises, and we think that journey is worth sharing with you, our dear players.
So, what can you expect from this blog? We're not here to feed you corporate speak or vague promises. We're here to share the real deal, and yes, we're admittedly going to share some of our challenges too. When we said we wanted to develop the game with you, our community, we meant that. Your feedback is invaluable to us, and this blog is one of the ways we're going to make sure you're part of the process.
Ready to take the wheel? Let's dive into what makes Wreckfest 2 tick!
We're going to kick off the blog by diving deep into something that's going to be absolutely fundamental to how you'll experience Wreckfest 2: the career mode. This isn't going to be your typical “win races, unlock cars, rinse and repeat” setup. We've completely reimagined what a career mode can (and in our opinion, should) be like in a racing game, and we can't wait to tell you how and why.
Before we really get into the new stuff, let's talk about what we learned from the original game and what we're bringing forward from it. Wreckfest has a unique proposition, an alternative motorsports game combined with physics-based, action-packed gameplay, and much to our joy, it found its audience. Our view is that the core proposal is super solid, and we're not about to mess with what works. Instead, we're doubling down on our strengths while adding fresh elements to the mix to address the weaknesses.
To not mess this up, we've done extensive work to understand what makes Wreckfest the game that we and our players love. As far as we can see, the essence consists of three key things: alternative motorsports authenticity, best-in-business destruction, and dynamic gameplay. And these aren't just buzzwords: they're the foundation everything else is built on.For Wreckfest 2, we've identified seven core game pillars that guide every decision we make:
Live the Alternative Motorsports Fantasy – We want you to feel like you're actually living the grassroots racing experience, from weekend warrior to recognized champion.
Every Race Different – Dynamic gameplay where anything can happen. Sudden crashes, mechanical failures, lunatic AI. No two races should ever feel the same.Best in Business Destruction – This is of course our killer feature, and we're making sure nobody can steal our thunder. More detailed deformation, better crash physics, improved effects, the works.Play the Game The Way You Want – Whether you're a racer, crasher, or just here for fun, the game should reward your playstyle or whatever else do in the game’s context without forcing you down a single path.Personalize Your Experience – Make your cars distinctly yours and show your creations to the world.Multiply the Fun in Multiplayer – Racing is best enjoyed with friends, and we're making it easier than ever to wreck together.For Players, With Players – This is going to be a living, evolving game built on your feedback. We're in this together for the long haul.Now, let's get into the meat of today's update: the career system.Let's be honest about something: most racing game careers are, well... kind of boring once you've experienced the pattern. You start with a slow car, you win races, you earn experience points, and you unlock the next tier of races, then you rinse and repeat ad nauseam until you've climbed all the ladders there are. It works, sure, but it doesn't really reflect what real motorsport racing is all about, and even more importantly, it ends up giving all players a remarkably similar experience.
You see, one of the shortcomings of the original Wreckfest career mode is that while the individual events were often fun, there wasn't really much variation in the career structure. If you loved banger racing but didn't care about other disciplines, tough luck: to progress, you had to play through everything anyway. If you preferred crashing over racing, you still had to win races to progress, and if you happened to be the player who just wanted to race, the other way. That didn't sit right with us.Now don’t get us wrong, the original Wreckfest did its job as the career mode was functional and got you through the content. Yet, we knew we could do better. We knew we had to do better. Because here's the thing: Along the years we’ve been listening to your feedback and following the community channels to see how Wreckfest is played, and it’s clear to us that Wreckfest attracts all sorts of different kinds of players. Some of you are pure racers who live for that perfect lap time. Others are here to cause absolute carnage in demolition derbies. And some of you? You just want to see what happens when you pit a lawnmower against the fleet of school bus and enjoy the ensuing chaos.So, why should all of you follow the same path?This really became our north star for Wreckfest 2's career mode:
Let players experience the game their way, when they want, how they want.The career mode we're building revolves around something we, for the lack of a better term, call player profiles. They represent the different ways people play Wreckfest, and we've identified three core profiles that we fell capture most of our player base:The Racer – This player is all about competition, clean racing lines, perfect apexes, and crossing that finish line first. They want to prove they're the fastest driver on the track.
The Crasher – This player loves contact. They're here for the spectacular collisions, the tactical wrecking, the satisfaction of turning an opponent's car into scrap metal while somehow keeping theirs running.The Bonebreaker – This player just wants to have fun. They're experimenting with ridiculous vehicle scenarios, enjoying absurd game modes, and generally embracing the mayhem without worrying too much about podium finishes.Here's what's crucial: we shouldn’t be making you pick one style and stick with it. You can be a racer in one event, switch to full demolition derby crasher mode in the next and then mess around with some ridiculous special event right after. The career mode needs to adapt to how you're playing right now, not how you played yesterday or how we think you should play tomorrow. The career system in Wreckfest 2 is built around giving you that same freedom. We want you to roleplay the career path of your fantasy motorsports counterpart, and we want to reward you for playing how you want to play.
Rather than one linear career path, Wreckfest 2 structures its career around multiple disciplines: distinct motorsport categories that represent different aspects of alternative racing culture. Right now, we're planning four core disciplines for the base game:
European Racing
This discipline captures the wild world of European grassroots racing: think rallycross-style close-quarters racing on dirt, tarmac, and mixed surfaces. This covers everything from folk racing (smaller fields, more tactical racing and less contact) to Central European style autocross and stockcar style races with 24-car chaos where wrecking is the main attraction.
One thing we learned from the original Wreckfest is that calling something “racing” and then making every event play exactly the same gets stale fast. So, within European Racing, you'll find variety. Some events reward more precise driving with fewer cars on track. Others throw you into absolute mayhem with full grids where survival is an accomplishment in itself.Demolition Derby
This is of course Wreckfest's DNA, and it's getting the premium treatment it deserves. Demolition derby as a discipline will take you from small-town fairground derbies all the way to massive international festival events.
Thanks to improvements in our AI navigation systems, we can now create demolition derby venues with more interesting complex layouts and obstacles and that’s something we're actively pursuing and excited about.Banger Racing
The original Wreckfest drew inspiration from banger racing, but in the sequel, we're planning to go all-in on delivering an authentic banger racing experience. Banger racing is a uniquely British motorsport where old, cheap cars are raced with full contact allowed, and as such it’s a perfect fit for a game like Wreckfest.
We're planning to structure the Banger Racing discipline to mirror real-world progression: starting with Rookie Bangers, moving up to National Bangers, and ultimately competing in Unlimited Bangers.American Racing
This is the American equivalent of European Racing: grassroots stock car racing at its finest. We're talking about the roots of American oval racing, before it became the multi-million dollar spectacle: think beat-up sedans, figure-eight tracks, dirt speedways, and the kind of racing where contact isn't just expected, it's encouraged.
Even though we value player freedom, to give you some structure and sense of progress each discipline isn't just a collection of random events: they’re broken into a number of divisions that represent your progress from a weekend warrior to recognized champion. We're planning up to four divisions per discipline:
National Division – Local grassroots events, cheap and banged-up cars, low-pressure competition. This is where everyone starts.Regional Division – Step up to more competitive regional events with better cars and tougher opponents. Your career is starting to take off.Continental Division – Higher-profile events at premier venues with more extreme vehicles. You're becoming a name in the scene.International Division – The elite tier. International competition, the finest venues, the most extreme cars, and the toughest drivers from around the world clashing against each other.What's critical here is that divisions aren't just cosmetic labels as they will genuinely represent progression. The cars get better, the competition gets fiercer, the venues get more prestigious, and the challenge ramps up. You'll need to upgrade your vehicles and improve your skills to compete as you move up the ranks.
But here's the real kicker: you choose which disciplines to progress in and when, and your progress in them can and will overlap. Love Demolition Derby but don't care about European Racing? Focus entirely on derby and climb those divisions. Want to dabble in everything? Spread your efforts across multiple disciplines simultaneously. The choice is entirely yours.The career mode we're building for Wreckfest 2 represents a fundamental philosophy shift. We're moving away from forcing players down a single path and toward empowering them to chart their own course through the world of alternative motorsports.
It's more complex to design and build than a traditional linear career, absolutely. But we believe it's worth it because it creates a more engaging, replayable, and personal experience. Your career will genuinely be your career, not just the same path everyone else follows.For now, we wanted to lay out the big picture: why we're doing this, what it means for the game, and how it'll let you play Wreckfest 2 the way you want. And to be honest, we can’t wait to show it all to you!That's a hefty amount of information to digest, and we've only just scratched the surface of what we're building for Wreckfest 2. In the next blog post, Career Part 2, we will be covering these topics:
- Unlock Points: Freedom of Choice
- Side Quests and Special Events- Regional Branches: Authenticity Matters- Expandability: A living Career- What this all means for you as a player- Metagame Integration: Cars, Customization and SharingBut before we wrap up, we want to address one important thing: we know that some of what we're sharing today is still in development and might change based on your feedback and our testing. When we show you our design plans, we're being transparent about our goals but we're also acknowledging that iterative development means things evolve, so please keep in mind that pretty much everything is subject to change if we figure a better approach. We're not going to overpromise but we're going to work with you to make this the best game we can, and rest assured, it will be Wreckfest through and through.
We're on an epic journey here, and we couldn't be more excited to have you along for the ride. This blog is just one of the ways we're going to stay connected with you throughout development. We'll also try to be active on our community forums, social media, and wherever else you want to hang out and talk about alternative motorsports mayhem.To wrap this post up for good, here's our question for you: What playstyle appeals to you most: Racer, Crasher, or Bonebreaker? And which disciplines are you most excited to dive into? Let us know on our Discord server, the Wreckfest subreddit or wherever as we're genuinely curious to hear how you're thinking about approaching the career.
Thanks for reading our first dev blog post. We'll be back in one week with Part 2 of the Career Dev Blog. Until then, let’s keep the comms open! Drive hard and die last.— The Bugbear TeamThis has been one of our most requested features since Early Access launched and we’re almost ready to talk about it: A new way to progress in Wreckfest 2. Our first Dev Blog drops Friday!
- Game no longer crashes when DLSS cannot be initialized. If you have inadvertently enabled DLSS on a non-compatible hardware and the game crashes upon launch, please set the graphics quality to low in the game's setup as that will disable DLSS.
- In Crap-It, custom coat colors no longer get messed up when removing/adding/sorting coats.
- Fixed unnecessary packet loss warnings sometimes triggered in multiplayer.
- Improved gameplay damage consistency.
SYSTEM
- Fixed a number of DLSS related crashes.
- Selected DLSS mode is now applied correctly.
- Improved VRAM estimation shown in the Settings menu.
- Game no longer crashes when returning from a challenge and changing car if assists were changed.
- Game no longer crashes when loading a replay saved with the previous game versions.
- Reversing from the start line on Moorfeld no longer results in the game hanging.
- Fixed randomly appearing pink car undercarriage materials.
GAMEPLAY
- Improved collision physics especially when cars land on top of each other.
- Increased car vs car damage from medium intensity crashes.
- Car no longer receives damage by just driving on mud with no tire.
- Improved suspension, tire inertia consistency across the roster.
- Derby challenges no longer end prematurely after 3 minutes.
- A ramp in Testing Grounds no longer results in the car being launched airborne.
- Driver no longer spams gestures when cars are touching each other.
CRAP-IT
- Added new AI paint designs for Grandstar.
- Improved a number of AI paint designs.
- Phaser is no longer missing a dirt layer.
- Added a new dirt material to Crap-It.
- Game no longer crashes when removing coats in Crap-It.
- Fixed glitches when removing or sorting coat layers.
- Camera no longer behaves oddly in Crap-It.
- In Crap-It, a wrong layer is no longer targeted by context menu actions.
- In Crap-It, the camera now correctly focuses on the selected part to paint.
- In Crap-It, when pasting decals it's no longer possible to exceed decal budget and crap save data.
USER INTERFACE
- Challenge target is now shown in the challenge pre-race screen.
- Completing a challenge now automatically takes the player back to the challenge selection screen.
- In the Challenges menu, the previously selected challenge is now remembered when returning to the challenge selection.
- In Custom Race creation, backing out after browsing tracks no longer results in losing focus.
- In Settings, game now requests a game restart when required and choosing "No" reverts the changed settings (prevents glitches and/or crashes).
- In Settings, added basic interactivity to the controller testing button to make it obvious when testing is active.
- In Multiplayer lobby, server IP address is no longer shown publicly.
- In Multiplayer lobby, the "Add bot" button is now disabled when the lobby is full.
- In Multiplayer, typing in the chat box no longer triggers game input.
- In Server Browser, keyboard input no longer loses focus while server details are viewed.
- In Spectate, selecting "Show HUD" and pressing ESC to bring back the UI no longer changes the spectated car.
- In Replay, by default the camera focus is now set to the player that recorded the replay.
- In Replay, the Play/Pause button now works consistently after replay was restarted.
- In Replay, changing car will no longer cause the Free Camera to glitch.
- Client IP is no longer shown in the server console.
FORCE FEEDBACK
- Increased main force strength in force feedback calculation.
- New default settings for force feedback to make it appear less weak (only applied if default force feedback settings haven't been changed).
- Stronger force feedback on mud (Moorfeld).
- Improved force feedback timing and responsiveness.
NOTE: Force feedback gain is still only 75% by default. We have saturated the signal better with the default settings now, but if you prefer stronger force feedback, increase gain to 100% first. This is likely the case if you have a gear or belt driven wheel, or an approximately 5Nm direct-drive wheel. If you have a strong direct-drive wheel with over 10Nm of torque, we suggest reducing the gain below 75% unless you like it really strong.
AUDIO
- Bravion, Roadslayer: Smoothed engine transition going from offload to idle.
- Bravion, Cardinal, Crusader, Phaser, Roadslayer, Switchback: Adjusted cockpit surround asset for more balanced stereo image when when mixdown is folded down to stereo.
- Cockpit view: Adjusted shared cockpit surround assets for balanced stereo image when mixdown is folded down to stereo.
- Cockpit view: Slightly raised default mix tire sfx level.
- Cockpit view: Reverb effect settings adjusted for lesser low-to-mid range cut
- Cockpit view: A little bit of cockpit reverb is now also applied to tire extra layer sfx (gravel kickup etc.)
The fifth content update for Wreckfest 2 is now live. Watch the trailer below and we hope you thoroughly enjoy this update.
- New American minivan car: Grandstar
- New Asian coupe: Phaser
- New tracks: Moorfeld with Racer and Crasher routes.
CHALLENGES
- Added 10 challenges, bite-size racing and derby events (with more on the way).
- Added a number of new decals, including new fonts.
- Added an ability to mirror decals to the other side.
- Decals can be now grouped and manipulated as a group or individually inside the group.
- Sticker decals can be now placed either on top or below material coats.
- Recreated all player and AI paint designs with Crap It (with more to come).
- It's now possible to use the default car design as a base for a custom one.
- Other minor improvements.
- Improved game stability and performance.
- Fixed background terrain flickering.
- Fixed rendering glitches on Intel Arc B580.
- It's now possible to use a different Super Resolution solution than that of the native GPU vendor.
- Super Resolution now defaults to "AUTO", fixing the issue of "CUSTOM" being shown in the Settings whenever Super Resolution is used.
- Updated XeSS to 2.1.1.
- Added accumulating mud effect for cars (with more surfaces to be included later).
- Adjusted car weights across the roster to better match them being stripped down beaters.
- Improved consistency of suspension setups and fixed a number of oddities here and there.
- Improved car vs car collision physics.
- Improved attacker/defender logic to make it more likely to interpret the gameplay situation correctly.
- Improved attacker advantage to encourage crashing into other cars (normal damage mode).
- Adjusted hitpoints of many cars for improved balancing.
- Environmental damage is now more consistent regardless of the vehicle used.
- Car wheels no longer detach as easily when damaged.
- Tires can no longer get punctured from minor impacts.
- Using stability assist should be no longer faster than not using it.
- It's now easier to shift properly with a manual clutch.
- Offroad surfaces are now bumpy.
- Tires now sink into soft surfaces.
- Improved DirectInput signal handling to reduce jitter.
- Revised force feedback: stronger ramp up, improved details, smoother signal.
- Added new low force boost force feedback setting especially for non-direct drive wheels to help with force ramp-up and details.
- Implemented 120Hz fixed rate force feedback for DirectInput devices.
- Fixed a number of multiplayer related crashes.
- Added Cup Mode (settings in the server config).
- Implemented server file logging (enable in the server config).
- Optimized work distribution for hybrid CPUs.
- Updated Playfab SDK to the latest version.
- Improved AI overtaking behavior.
- Refined and improved overall AI racing line and turning behavior.
- Added more variety to AI racing lines.
- Improved AI awareness of other cars and the player.
- Improved pathfinding and obstacle detection in derby.
- Finetuned AI difficulty levels.
- Fixed issue where rev limiter effect of opponent cars ignored the 'Opponents' mix level setting of game.
- Added code support & preliminary sounds for per-wheel suspension movement and bump stop sound effects.
- Added unique collision sound for cargo containers.
- When using spherical camera to view & pan around the car, the blend / transition between engine and exhaust objects is now smoother. Support for dual exhaust cars work-in-progress.
- Pulling handbrake now plays mechanical clunk instead of ratcheting sound (of lever latch).
- Bumper view: Exhaust is now more present in the overall mix.
- Cockpit view: Overall player car mixdown is now balanced more towards the car having no windshields (less high frequency damping).
- Cockpit view: New version of surround reverb models. Downmix compatibility and perceived width of sound is greatly improved when playing on a stereo sound system.
- Cockpit view: Player car tire & suspension sounds are now more clearly directional. F.ex. if playing on a surround sound system, each tire is clearly panned at an appropriate angle relative to camera position.
- Cockpit view: Adjusted surround orientation of wind-on-car effects to improve L-R balance when mixdown is folded to stereo.
- Exterior views of player (camera target) car now have a effect applied to widen the stereo image.
- Various mixdown tweaks & changes, to smoothen transitions across camera views etc.
- Added basic tire sfx for wet mud surfaces.
DETAILS ABOUT GAMEPLAY DAMAGE CHANGES
In a game like ours, crashing into others should be rewarded. Yet, previously the outcome could feel a bit arbitrary as there were situations in which you were confident you were going to score a good hit on your opponent, only to receive more damage yourself. In this update, we've refactored the attacker/defender detection to make sure we correctly interpret who is the attacker and who the defender. We've also improved the gameplay logic that determines the outcome of the crash to reward aggressive playing.
The gist of the changes is that like previously the damage calculations now favor the car with more mass and speed (just more reliably), but when using the normal damage mode the condition of the car is also taken into account. What the latter means is that exactly how much damage you receive yourself depends on the armor sector health of your car, allowing you to inflict damage while minimizing self-damage, provided you have the momentum advantage and the impacting armor sectors of your car remain healthy. As the condition of your car deteriorate, you will start receiving more damage yourself too. So, in short: to do well you need to have a heavier car as your opponent (as light cars are naturally at a disadvantage, as they should be), keep your car moving and make sure you're not caught out as a sitting duck.
We feel like the improvements make the gameplay more exciting but make sure to let us know what you think so we can plan the next steps.
FORCE FEEDBACK SETTINGS GUIDE
We have changed our default FFB settings and due to the revised force feedback everyone will get a gain reset to 50% (old default was 100%). You need to set gain again to your preferred value from the conservative 50%.
IMPORTANT! Even if you have a wheel that can do it, we do NOT recommend setting your wheel software's torque higher than 10Nm unless you know what you're doing. Due to the nature of our game, expect strong sudden force feedback. Set it up with that in mind.
Settings explained
Gain: Strength of the signal sent to your wheel
Main Force: Detailed forces from front tires, through suspension geometry, this contains most detail
Dynamic Damping: Wheel starts to resist turning as speed increases, wheel reacts to car's rotation with counter-steer
Low Force Boost: Amplifies low signal helping non-direct drive wheels to feel more saturated - it's of course also ok to experiment with this even if you have a direct drive wheel
As of this moment we don't have general damper in our own signal sent to wheels. So please add some in your wheel's software if you feel that the wheel is too easy or unnatural to rotate. Add damper and inertia, and friction if available. This also helps eliminate oscillation with high torque.
We have just launched a hotfix for some issues that was reported after last patch.
You can find changelog below:
- Fixed DLSS trippy visuals for the remaining affected players
- Fixed a crash in multiplayer lobbies
Here is the changelog:
- Improved game stability.
- Improved multiplayer performance.
- Fixed trippy visuals when DLSS is active. Please make sure to update Geforce drivers to latest.
- Fixed multiplayer reset glitch that resulted in the player getting stuck in endless reset loop.
- Fixed crash when deleting paint coat.
- Fixed decal masks getting messed up when deleting or moving a coat.
- Fixed custom coat colors reverting when adding or manipulating coats.
- Fixed stuttering when looking back.
- Fixed flickering in the garage.
- Fixed a reset exploit on Crash Canyon that made it possible to gain unfair advantage.
- Fixed Sandpit Short and Sandpit Short Reverse lighting.
- Fixed floating things on Sandpit Main.
- Fixed Buggy side mirror joints.
- Resetting no longer causes stuttering in multiplayer.
- A loose bumper should no longer catch on the ground (looking at you, Crusader...).
- Evildoers can be now issued bans via the player list by admins and moderators.
- Added context menus (mouse right click) to Crap-It, Replay Select and Server Browser.
- Added a setting (in the Settings/Gameplay tab) to hide paint designs of all players or just show those of Friends.
- Replays are now sorted with the newest at the top.
- Added a number of new coat material decals.
- Improved dynamic object synchronization (such as the crane) in multiplayer.
- Minor Crash Canyon asset optimization.
- Some additional Crash Canyon decoration.
- Telemetry improvements.
- A fix to community tracks not working.
- A fix to shortcut on Scrapyard Reverse.
Fixes
- Fixed a crash when launching the game.
- Fixed a possible crash when exiting event.
- Improved suspension tuning for Popper
- Reduced transient memory (VRAM) usage.
- Novice AI difficulty is now easier.
- Offroad surfaces do not slow down the car as much.
- Switchback bumper and grille can now be painted.
- Improved Cannonhill metal fence, curb collision.
- Community tracks should now work again.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Wreckfest 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 Wreckfest 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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