- 0.11.432 - Stage I Complete - 23 September 2026
This update brings new leaderboard visuals, a small drift nitro gain change and rounds out the last of the Stage 1 tracks with two more somewhat interesting multilap ones. The Lancier gets its first and perhaps only track where it can drift on dirt instead of grass, which gives it different handling. Try it out! You may be surprised...New LeaderboardThe postrace screen now shows a leaderboard that dynamically updates if you set a new time. You can toggle its visibility in the game settings.Drift ChangesThe car now only gets a trickle of nitro if drifting at a shallow angle, which is defined as less than 15 degrees. You shouldn't notice any difference if you're not trying to drift in straight lines, but let me know how this feels.Autocross IICherry RingAll Changesadded a new Stage 1 track, Cherry Ringadded a new Stage 1 track, Autocross IIimproved track consistency on Third Inversionadde…
- 0.11.420 - MORE TRACKS & bugfixes - 21 September 2026
Fixed a rather egregious bug that made the docks area disappear. That would have made Autocross I a bit difficult. It also made me release two easyish tracks I'd been working on early, since I only noticed the issue after I'd already bundled them into the game and figured I might as well release them. This update also rounds out the Stage 2 campaign. Eight tracks to go before all 64+ are complete! All Changes added a new Stage 1 track, Boulevard Tour added a new Stage 2 track, Bridge Run I fixed missing ground in the docks area optimized tree colliders removed Hot Lap tutorial, made the Tutorial track medal exempt fixed a bug where global leaderboards would show up in medal exempt tracks fixed collision bugs in the general + manual tutorials improved replay car sound effect dopplering fixed a visual issue where replay car headlights would show on water
- 0.11.414 - Third Inversion - 21 September 2026
This update brings the last track of Stage 3 - the aptly named Third Inversion. I may make some more tweaks to existing stage 3 tracks leading up to launch, but for the first time, a complete stage of 16 tracks is in NEODRIVE. Double Loop has also been converted to a multilap track.(Fourth Inversion is coming later, I need to figure out how to really outdo myself with it)All Changesadded a new Stage 3 track, Third Inversionfixed a bug where UI menu navigation could buffer a shift into reverse when starting the car for the first time in a trackremoved car headlights illuminating the surface of dark ocean waterimproved ocean horizon render distanceswitched Double Loop to a two-lap trackswitched Double Loop time of day to sunsetadded track supports to Double Loopflipped checkpoint renderers to properly face the player's movement direction in Double Loopadded some more small grassy areas to…
- 0.11.407 - Mobius Trip - 19 September 2026
This update's first new track, Mobius Trip, was a suggestion by a community member, CurtDog420. It's the first track that takes place at night in Vapor City (night lighting still WIP).The second track, Alley Scramble, is rather difficult and takes place in Vapor City during a blue sunset, which is a reference to a musician I like, Parannoul. Due to the uneven roads it's kinda hard to take a perfectly smooth line, and I wanted to lean into the messy driving through more narrow streets for this track. It's Stage 4 for a reason. Pretty fun though!I also added a new starting wheel, commissioned from an artist friend of mine. Thanks Bukie.All ChangesAdded a new Stage 2 track, Mobius TripAdded a new Stage 4 track, Alley ScrambleAdded new wheels, "Goopert"Moved Rockfall Ring to Stage 3Fixed mipmap sampling settings to smooth some distant road texturesAdded automatic nighttime illumination to V…
- 0.11.397 - 17 September 2026
This update contains a big fix for magnetic tracks. My original physics alterations for the car on magnet tracks were working in all cases except one, where the track twisted on its axis (like going from right side up to upside down) without pitching or bending in any other way. If the car was far to one side of the track while this was happening, the ground would drop away from it and the car would fall off the track.After trying and failing with a bunch of horribly complex trig to get the change in track surface position based on the car’s offset and the rate of change of spline curvature over the last three physics steps (the splines don’t have a built-in derivative function so I had to try to get it other ways) I gave up.The new solution is incredibly stupid: a really strong giant invisible spring that pulls the car onto the magnetic track. It actually works really well and has the…
- 0.11.387- Small Bugfixes - 14 September 2026
show more time info when getting a new record (time below your previous time) fixed a bug where you could build a full boost meter from the start line in an automatic transmission fixed bad gold override time on Lake Tangle III
- Lancier TCS - 11 September 2026
- Added TCS on keyboard for Lancier, but decreased nitro gain when using keyboard and at grip limit - Updated LODs for cherry blossom trees
- Halfway through Early Access - 11 September 2026
Hello! As of this week, we’re about three months into the six months that I allotted for Early Access. I’m slightly ahead of schedule to finish the campaign. There are about 12 tracks left to build, and I’ll need to remake a few of the very old tracks like Rock Loop 1-2 and Turbine Climb, but I don’t foresee that taking up another three months. I have other features I want to add as well, which should take up some more of the remaining time. Here’s the current roadmap for 1.0, roughly sorted by priority, taken from my project planning backlog.Need to have for 1.0Enable TCS for the Lancier if using arrow keys, but vastly reduce grip limit nitroFinish modeling Vapor CityFinish building the 64 track campaignRemake a few old tracksTake out all hot lap tracksImprove customization UI and split it between the Exo-v2 and the LancierShow how many people you beat globally on the race end screenHa…
- 0.11.375 - Bugfixes & New Tracks - 10 September 2026
New ContentAdded a new Stage 3 Lancier track, Dockside RunAdded a new Stage 4 Lancier track, Park PathAll ChangesSmooth steering inputs more if the currently requested angle would cause a traction break on the Lancier, which should make it easier to controlProperly play and pause tire skid noise when watching replaysPause tire smoke movement when a replay is pausedFixed a bug where buffered shift inputs could sometimes be droppedSmoothed camera movement when the car transitions from drifting at an angle to not being grounded
- 0.11.370 - 9 September 2026
- fixed a bug where the vsync preference wasn't being applied
- 0.11.368 - Small bugfixes - 9 September 2026
Reverted an increased sensitivity change on shifting inputs that caused some shifts to be reversed due to stick bounceback Fixed an issue where the game could lock if alt-tabbing during a scene transition Updated water lighting in some Vapor City based levels The stick sensitivity is back to the baseline before this update. If you liked how it was before this patch, you can increase your shift input sensitivity in the Keybinds menu.
- 0.11.366 - Lancier & Vapor City Tracks - 9 September 2026
This is the biggest update for NEODRIVE so far! It contains a giant new area, a completely new car, and new tracks for both the city area and the Lancier specifically.3-1 Lancier Test TrackDepending on how much the community likes the Lancier, I may skew the rest of the campaign towards tracks for it instead of the muscle car.Also new to this update is the base track area of Vapor City. Several new and existing tracks have been set in it. It contains two main islands (in different stages of completeness), moving trains, and many twisty streets.3-14 Blossom RushI homogenized the driving model in edge cases, like where the car's front two wheels are off the ground. I'm cheating physics a bit in favor of the player and still applying steering traction as if all wheels are planted.Another big change is to nitro gain. It's now harder to rush to third gear and farm nitro, and I may revisit th…
- Devlog | Lancier Reveal - 21 August 2026
I'm still working on the next update, which will be large and involve a leaderboard wipe (sorry, I gotta nerf that nitro rushing/shift spam). Here's a little teaser of something that will be in it, though! A completely new car with very different handling.
- 0.10.245 - Water Snake II - 12 August 2026
This update contains a new track, Water Snake II. It's a slightly tweaked version of the track segments in the Manual Tutorial level.Also, I rebuilt parts of Water 8 with optimized meshes and removed a skip. It's now a 2-lap track, so I had to wipe the leaderboards.All Changesadded a new Stage 3 track, Water Snake IIrebuilt Water 8fixed a bug in the Manual Tutorialmade some tutorial stages require performing the same action three times successfullyuse dark purple instead of dark gray for some metal piecesdisable clean landings right after flying respawns
- 0.10.241 - Ghost & Replay Improvements - 11 August 2026
This update improves the replay and leaderboard ghost experience. The shift indicator addition is in preparation for refactoring of the nitro gain to eliminate boost farming, but that will come in a later update with plenty of warning.All Changesadd speed, RPM and gear indicators to replay chase campause game on focus losswhen racing a leaderboard ghost, split comparisons are shown relative to the ghost instead of your own time (some ghost splits may still be bugged, YMMV but most should work)have replays default to the third person chase camflash the gear indicator when close to the redline
- 0.10.234 - Replay Improvements - 10 August 2026
I added a chase cam to the replay viewer. It's now the default for watching replays and will have almost all the effects as the normal race cam. I probably won't add a dashboard to the replay viewer, but I'm going to add some speed/RPM/gear stats in the next update.All ChangesDon't emit tire smoke if underwaterAdd a replay chase camFix emission on replay/ghost car brake lightsStandardize replay car boost effect with default carFix gearshift audio on replay carsFix speed/RPM calculations for gearbox noise audio on replay carAdd exhaust backfiring to replay car
- 0.10.227 - 7 August 2026
- fixed a bug where track segments wouldn't render properly in Lake Tangle III
- 0.10.226 - Inverse Camber - 7 August 2026
This is the first new-track update that doesn't contain a video of me running it, because now there are leaderboard ghosts you can watch.added a new Stage 1 track, Inverse Camberfixed some bugs related to leaderboard ghostsre-recorded some personal ghosts that were old and/or corruptedadded the "Locally Hated" achievement and corresponding wheelsadded the "Jinba Ittai" achievement and corresponding wheelsonly upload ghosts if necessary, not each race start/each finishproperly handle some file I/O asynchronously to remove lag spikes at race endstop playing ghosts when respawningfixed a display bug with locked cosmeticsembed currently applied wheels in Ghost recordings
- 0.10.217 - Community Leaderboard Ghosts - 6 August 2026
Leaderboard ghosts are here! Struggling to see how someone got a certain time? Want to pace yourself against one of your friends? Now you can.You can now view and play against other people's ghosts on the leaderboards by opening the new Leaderboards menu in-race and selecting their entry. To switch or remove the leaderboard ghost you're competing against, just select Reload Race from the pause menu.There may be some lingering bugs because a lot of Steam-related code has changed, so bear with me. Some of them have been very tricky to find and test, and I want to get this code out soon, so your ghosts can be automatically uploaded along with your leaderboard scores and fill out the leaderboard for testing.Please note that right now, nobody's scores will have ghosts attached to them, and you may see the "no ghost" message for a score.When you load into a track, your best ghost will be auto…
- 0.10.203 - Windmill Run - 31 July 2026
I added a new track to Stage 0, Windmill Run. It's a long, winding high-speed track that takes you from one end of the desert area to another.All Changesincreased readability of car customization UIAdded a new track, Windmill Runadded keyboard controls for in-game camerasmade the controller vibrate less if the car is hydroplaningoptimized the Lake Tangle series of tracksmade Respawn and Flying Respawn behavior consistent across physics timestepsincreased collider polycount on a back curve of Lake Tangle 0turned off TCS if using a racing wheelI improved the framerate issues I described in the last post by decreasing the draw count amounts by half on several of the Lake Tangle tracks. I also decreased controller vibration when the car is hydroplaning to give more haptic feedback on a driving state change. Hydroplaning makes the car become quieter so after a few seconds you'll just hear th…