It is now possible to make vehicles jump when using a booster (Event Settings > Weapons > Booster Jump) Collector: Added option to limit how many collectibles are initially available - new ones spawned when existing ones collected Collector: Added option to be able to lose
It is now possible to make vehicles jump when using a booster (Event Settings > Weapons > Booster Jump)
Collector: Added option to limit how many collectibles are initially available - new ones spawned when existing ones collected
Collector: Added option to be able to lose more than only the latest collected item when getting wrecked multiple times
It is now possible to scroll the message log in the event lobby with mouse (by mouse wheel or scrollbar, F1 resets by default)
Pro rules (penalizing illegal contact) can now cause temporary slowdown or non-final wrecking (instead of permanent disabling)
Race Settings: Shortcuts are now visualized by default (change Shorcut Style to Invisible for the old default behavior)
There is now a button (F5 by default) to toggle visualizing shortcuts even if they are initially invisible
Event Settings / Special: It is now possible to use Hide Checkpoints to disable checkpoint visualization in an event
Race/Points: Added Event Scoring setting that can be used to multiply position and fastest lap points awarded in an event
If Event Scoring is None, no position or fastest lap points are given and the positions are ignored in tie-breaking
Vehicle Selector: Max possible vehicle count per event increased to 20
Launching missiles or boosters is now more consistently disabled now when shortcut or pit slowdown is active
Fixed Non-linear animation parameters not visible in animated teleporters, teleporter exits, hilltops and triggers Vehicle Editor: It is now possible to export vehicles from a recording (hold Ctrl when pressing Import Physics button) Fixed XP calculations in certain special cases
Fixed Non-linear animation parameters not visible in animated teleporters, teleporter exits, hilltops and triggers
Vehicle Editor: It is now possible to export vehicles from a recording (hold Ctrl when pressing Import Physics button)
Fixed XP calculations in certain special cases
Log writing no longer immediately flushed when event on - re-enable by 'flushLogDuringEvent = true' if needed for server scripts
New experimental game mode and level type: King of the Hill (sometimes shortened as Hill) In a King of the Hill event, the (surviving) player who stays longest on an active hilltop zone wins King of the Hill team modes: Balanced Cumulative Time, Unbalanced Cumulative Time, Alone
New experimental game mode and level type: King of the Hill (sometimes shortened as Hill)
In a King of the Hill event, the (surviving) player who stays longest on an active hilltop zone wins
King of the Hill team modes: Balanced Cumulative Time, Unbalanced Cumulative Time, Alone Time and Cumulative Individual Points
If the level has several hilltops, event settings define when and how it changes - hilltop can also be animated
Capture the Flag: Team flag and base (return point) can now be added as separate objects, allowing new kind of CtF battles
Spread Tag: Added the possibility to give extra session points for tagging others (non-team members)
Max initial load time for missiles increased from 60 to 120 seconds
Sumo: It's now possible to change the team rules so that team member points determine the team positions (instead of survival)
Fixed commands /forcevehicle, /limitmissiles and /limitboosters not working with AI players (use '/who /ai' to see AI player names)
Admin can now set AI player team with '/team "AI Player" ' - use '/team /ai' to see AI player teams
Vehicle engine sound is now disabled when rolling on material that has zero acceleration
Level Editor: Max number of custom meshes increased from 40 to 60
Level Editor: Max object count increased from 700 to 900, complexity limits still the same
Level Editor: Added a third blank road texture to be usable for roads (with a unique changeable color)
Level Editor: Fixed a rare error when loading certain custom object mesh files
It is no longer possible to retire from sumo, battle, tag or hill events (to not prevent others getting wreck points)
Fixed semi-transparent objects sometimes disappearing when in front of the backdrop image
Removed broken split times in campaign event leaderboards for hotlapping events
Added command '/forcevehicle' alias '/fv', forces vehicle for the next event, either by player name or start position(s) Forced vehicle must be choosable, AI must also have lines for it - vehicle can be given by name or choosable index '/fv Player Sporty' forces Player to have Sp
Added command '/forcevehicle' alias '/fv', forces vehicle for the next event, either by player name or start position(s)
Forced vehicle must be choosable, AI must also have lines for it - vehicle can be given by name or choosable index
'/fv Player Sporty' forces Player to have Sporty in the next event (assuming it is choosable, AI must have lines)
'/fv /pos 1 1' forces player starting from P1 to have the first choosable vehicle, '/fv /pos 1-5 1' does the same for first five
'/fv /pos 1-20+4 Drifty' makes every fourth player have Drifty in the next event
'/pos' can be omitted, but it is recommended to use it in case there are players with numbers as names
'/fv' shows the forced vehicles, '/fv /clear' clears them
Added commands '/limitmissiles' alias '/lm' and '/limitboosters' alias '/lb', to limit missiles for player, car or position(s)
'/lm Player 0' makes Player not have missiles in the next event
'/lb /pos 1-5 0' makes the first five players not have boosters ('/pos' optional but recommended)
'/lm /veh Sporty 2' makes Sporty drivers not have more than 2 missiles ('/veh' optional but recommended)
'/lm' or '/lb' show limits, cleared with '/clear'
Added command '/who /ai' to list the current AI players (may still change when the event starts if AI settings changed)
Added the possibility to record session archives, saving settings and stats for all events (under Settings/Recording)
Admin can replay an archived session, either by using a button at Session Init or by command /loadsession (alias /session)
Replaying a session recorded by host means replaying the same levels with the same event settings, vehicles and AI settings
Client session archives don't contain all settings, most notably AI settings are missing
To prepare a session to be played later, you can record a session by changing settings and skipping the actual events
It is possible to add event specific /broadcast, /fv, /lb and /lm commands to the session archive (under Event/Special)
An audio cue is now played when a missile is ready to be launched (if only one local player or activated in Playback Settings)
Missile Initial Load Time can now be given as seconds, too, allowing much longer times (if value over 100)
Remote admins: Levels and vehicles you don't yet have are now shown last in the selectors (with the default order)
Level Editor: Added a second blank road texture to be usable for roads (with a unique changeable color)
AI Editor: It is now possible to save and load AI Group and AI Player properties as json
Camera FOV can now be set to be extremely low (1 deg) - meant for special free camera screenshots
Shortcut obstacle y coordinates are now better if there is an obstacle in the start position
Event type or lap count is now shown just before start, too
Added support for booster missiles - when launched, they provide extra acceleration for a short amount of time Added support for rear missiles - they can be enabled either with or without front missiles Added button/key to change the selected missile type if several types are ava
Added support for booster missiles - when launched, they provide extra acceleration for a short amount of time
Added support for rear missiles - they can be enabled either with or without front missiles
Added button/key to change the selected missile type if several types are available
Race settings now support visualizing shortcuts or placing walls on them (if hit, lap not ok for leaderboards)
Added command /retire, permanently disabling the player who uses it from the current event or round
Added admin command /mute, '/mute Player 5' mutes Player for 5 minutes
Added admin command /mutes, shows the list of muted players (with options to /add, /remove and /clear)
Level Editor: Max number of custom meshes doubled to 40
Level Editor: Custom mesh object complexity is now reduced if it is a decal, convex or doesn't have shadows
Level Editor: Forced max pit speed can now be lowered more (to one third of the max speed)
Soccer Settings: It is now possible to allow manual respawning in a soccer event
Vehicle Selector: Added tooltip with more information to the vehicle image (like in the level selector)
Event Stats: The number of laps completed is now shown if the clock ran out
File browser: Fixed a crash when renaming a folder fails
Fixed missile sync issues, especially for AI players (caused warps in online games and recordings)
Event Settings: Added annotations and indentations to some settings and special values
Host: When eventend.src is run, it gets one of these end reasons as a parameter, replacing %1:
Finished, RestartNormal, RestartImmediate, RestartImmediateBehind, AbortGivePoints, AbortNoPoints
Special Stages: Automatic quick restart when playing alone locally and respawning before reaching the first spawn point Servers now support an external log script program to connect with optional admin rights To enable log scripts, use command line parameter -scriptPort or set Sc
Special Stages: Automatic quick restart when playing alone locally and respawning before reaching the first spawn point
Servers now support an external log script program to connect with optional admin rights
To enable log scripts, use command line parameter -scriptPort or set Script Server Port in the Connection Settings
Command Settings under Online Host Settings define what rights an external script has, can be an admin or just a message relay
Dedicated server files include an example Discord bot in config/Bots (Python script tsu_discord_bot.py, read it for details)
Admin command /broadcast now allows using some tags (pos, color, mspace and mark) to modify what the text looks like
Example: /broadcast This yellow text starts at position 200
Example: /broadcast Fixed length time with marker color: 45.454
Fixed skidmark issues when teleporting (or otherwise moving very much in one tick)
AI drivers no longer get stuck in the pit if fuel is on but refueling is not possible
Level Editor: Added Teleporter and Teleporter Exit objects - both can also be animated Level Editor: Triggers can now be added as animated, too - they can then also be trigger targets themselves Level Editor: Animated triggers can also have disabled keyframes, allowing triggers t
Level Editor: Added Teleporter and Teleporter Exit objects - both can also be animated
Level Editor: Triggers can now be added as animated, too - they can then also be trigger targets themselves
Level Editor: Animated triggers can also have disabled keyframes, allowing triggers to enable or disable other triggers
Level Editor: It is now possible to specify which object types activate a trigger (vehicles, animations and/or other objects)
Level Editor: Animations can now have curved paths between keyframes (parabolic, sinusoidal or circular)
Level Editor: Animations can now have a parent animation, in which case the movement is added on top of the parent's movement
Level Editor: Added a new dynamic mesh type: Slab - like cuboid but with a different animation rotation axis and modifications
Level Editor: Added support for loading up to 20 custom 3D meshes per level, (Wavefront OBJ, max 250 triangles), static only
Level Editor: Multiround events can now be tested alone in the editor (if enabled in the test event settings)
AI drivers now take a bit more fuel than before (with random variation) - underestimating fuel usage is less probable
AI drivers now have more random variation in the number of stops in their initial strategy
AI settings now allow enabling pit strategy debug and tuning initial strategy stint lengths and random variation
AI Editor: When Pit Testing is set to custom, strategy debug is automatically on and stint properties can be changed
AI drivers now follow paths slightly better (very small difference, old campaigns with AI drivers not affected)
Fixed active triggers sometimes shown as inactive when joining or reconnecting an ongoing game
Patched a recently found potential Unity security issue: Recording Player / Playback Settings: Local player name highlighting can now be disabled, then also shown as a ghost in ghost races Audio settings: It is now possible to enable ghost vehicle engine audio in ghost races and
Patched a recently found potential Unity security issue: https://unity.com/security/sept-2025-01
Recording Player / Playback Settings: Local player name highlighting can now be disabled, then also shown as a ghost in ghost races
Audio settings: It is now possible to enable ghost vehicle engine audio in ghost races and recordings (event restart needed)
Pressing Shift+1 (by default) in spectator mode now starts following the leader, Shift+2 goes back to the previously selected player
Fixed minor audio glitches, especially wheel skidding noise sometimes starting out too loud
Fixed tag effect blinking too fast as a client in online games (in both tag and capture battle game modes)
Fixed sometimes showing wrong way indicator when just rejoined (or spectating) and not completed any checkpoints yet
This week, Turbo Sliders Unlimited marks one year since its full release on Steam! There have already been numerous updates, with the latest, v1.03, bringing even more features and improvements. But Turbo Sliders Unlimited isn’t just about updates — it’s about what the community
This week, Turbo Sliders Unlimited marks one year since its full release on Steam!
There have already been numerous updates, with the latest, v1.03, bringing even more features and improvements.
But Turbo Sliders Unlimited isn’t just about updates — it’s about what the community is creating. Players have built an incredible variety of custom levels, vehicles, campaigns, and even whole new game modes! The creativity is Unlimited, keeping the action fresh every time you play.
Join TSU Discord to meet with the community and check out this video for some examples of player created content:
New experimental feature: AI Players can now pit on tracks that have AI pitting lines defined All built-in circuits have AI pitting lines for built-in vehicles AI Editor: Users can create, test and share AI pitting lines for custom levels and vehicles (read the in-game guide to k
New experimental feature: AI Players can now pit on tracks that have AI pitting lines defined
All built-in circuits have AI pitting lines for built-in vehicles
AI Editor: Users can create, test and share AI pitting lines for custom levels and vehicles (read the in-game guide to know how)
Current limitations: AI pit strategies can be sub-optimal, many AI drivers pitting at the same time can get messy
AI Editor: It is now possible to change the game speed when spectating AI players (with Left/Right by default)
Level Editor: Animations and triggers can now be set to reset between battle rounds and soccer goals (by level properties)
Level Editor: Increased the max number of objects and modifiers, also slightly increased the max complexity in large baseworlds
Level Editor: Default road angle threshold changed from 5 to 3 to have smoother turns by default
Level Editor: Default tilting center moved to the center of the road
Admin can now use command /team * 1 to make everyone join Team 1 (Auto Adjust Team Sizes still works as before to balance teams)
Unbalanced team sizes are now possible also in Soccer and two-team base battles, but with at most 10 players per team
When completing several checkpoints in one tick, not allowing wrong order (caused "Invalid stats update" warnings on some tracks)
AI system no longer auto-generates paths for all alternative routes (fixes a rare issue on tracks with dummy alt routes)
Vehicle Editor: It is now possible to define a min slip angle and range for smoke and skidmark effect when sliding
Graphics Settings: It is now possible to reduce the smoke and dust particle lifetime for better performance on low-end machines
When a remote admin is leaving a server, now showing a confirmation dialog if auto-advancing is not on (timer paused)
When a checkpoint is missed and the guide arrow appears, info and help about respawning is shown When changing the camera target after the followed player is wrecked, favoring an active player (and a team member if any) Battle stats hits and kills are now better aligned with bigg
When a checkpoint is missed and the guide arrow appears, info and help about respawning is shown
When changing the camera target after the followed player is wrecked, favoring an active player (and a team member if any)
Battle stats hits and kills are now better aligned with bigger numbers
Simplified water reflection settings, fixed updating reflections every tick when camera not moving (when lazy mode not on)
Fixed changing water reflection resolution
Level editor: Added Flip button to checkpoint properties, useful especially when defining a shortcut
Respawning can now be enabled in battle modes, too (either unlimited or not according to respawning settings) If respawning is unlimited in a battle, the score is based on how many opponents are wrecked (team matches also supported) Level Editor: It is now possible to define some
Respawning can now be enabled in battle modes, too (either unlimited or not according to respawning settings)
If respawning is unlimited in a battle, the score is based on how many opponents are wrecked (team matches also supported)
Level Editor: It is now possible to define some part of a checkpoint line to be considered a shortcut
Shortcut lap times are not eligible for leaderboards, and the event settings may define a penalty (3 second slowdown by default)
Level Editor: Checkpoints (and goals) can be set to be passed vertically (option available with non-zero height)
User made campaigns: Hotlapping events (with time results) now update result after each lap and also remember the best result if aborted
It is now possible to complete two checkpoints on one tick (fixes rare issues on some user tracks that have very close checkpoints)
Fixed refueling or changing tires not making car immovable in the pit if damaged and pit does not fix damage
Fixed battle team win points overriding team win points even when not a battle event
AI players can now have None as flag
AI Settings can now force all AI players to have a certain clan tag
Added option Generate Details Log to Host/Commands - when on, a more detailed event stats log is generated for race events (for scripts)
Generate Details Log is available in recording player playback settings, too - log is saved with stats (when no jumping in time done)
Recording player: Fixed playback key controls being enabled when menu windows are open
Slightly relaxed the campaign completion requirements for some ranks
Low-level AI car engine and brake sound changes are a bit smoother now Unresponsive servers are also listed in the host list (but their name and info might be empty) Create menu now has a button to choose which level to initially load in the level editor Main menu now has link to
Low-level AI car engine and brake sound changes are a bit smoother now
Unresponsive servers are also listed in the host list (but their name and info might be empty)
Create menu now has a button to choose which level to initially load in the level editor
Main menu now has link to the TSU Bluesky profile, too
When locally racing against AI alone, it is now possible to speed up time after finishing by pressing the action key Camera Settings: Added an option to use horizontal instead of vertical split screen with two local players False start notification is now more visible and works i
When locally racing against AI alone, it is now possible to speed up time after finishing by pressing the action key
Camera Settings: Added an option to use horizontal instead of vertical split screen with two local players
False start notification is now more visible and works in split-screen, too
Race Stats Charts: Added an option to see lap times in an unsorted order, too
Host list: Fixed crash if page change was attempted before the list was loaded for the first time
Recording player: Fixed audio not being played correctly for the initial target vehicle (until changed for the first time)
File browser font changed to have a wider support, e.g. for Mac running Wine Controller settings: fixed dead zone values sometimes getting too low, existing values also reset to defaults now Controller settings: setting dead zone values very low now shows a warning Miscellaneous
File browser font changed to have a wider support, e.g. for Mac running Wine
Controller settings: fixed dead zone values sometimes getting too low, existing values also reset to defaults now
Controller settings: setting dead zone values very low now shows a warning
Immediate restart and toggling checkpoints visible can now be done with controllers, too (unassigned by default) Controller sending the same control constantly no longer hijacks the control from an active controller (fixes some rare issues) Controller setup: Warnings are now show
Immediate restart and toggling checkpoints visible can now be done with controllers, too (unassigned by default)
Controller sending the same control constantly no longer hijacks the control from an active controller (fixes some rare issues)
Controller setup: Warnings are now shown if there are duplicate in-game controls
Controller setup: It is now possible to unassign controls and set dead zones
Duplicate in-game key controls also result in warnings now, there is also an button to see more details about them
Lap HUD not hidden if one lap in a circuit, but the total is now hidden if having max laps (500) with limited time
Level Editor: Checkpoints CSV export now includes track name, maker and level Y coordinates for the points
Added /startpos (or /startposition) command, '/startpos 1 Player' now forces Player to start first in the next event /startpos without parameters lists all forced positions, '/startpos /clear' clears all Recordings: Demo folder is now automatically opened if there is only an empt
Added /startpos (or /startposition) command, '/startpos 1 Player' now forces Player to start first in the next event
/startpos without parameters lists all forced positions, '/startpos /clear' clears all
Recordings: Demo folder is now automatically opened if there is only an empty Saved folder (auto-generated by Steam Cloud)
Customizer: Loading a single paint job exported to json by another player now works better (you may still need different customization packs)
Client now tries to recover faster from controls packet loss, also added new debug info with Net debug (F11)
Added command /uploadcameras, admins can upload their camera settings to dedicated servers with it (for custom forced cameras)
Level Editor: Fixed not being able to change the Forced Max Pit Speed property in Pit Slowdown Entrance Point objects
Level Editor: Added a button to export checkpoint data as CSV (copied to system clipboard to be usable in external tools/scripts)
Campaign Editor: Added an option to hide the guide showing the direction to the next checkpoint when the player is lost
Recordings: Fixed start time and host ID when exporting stats to JSON (for new recordings)
Time Trials event unlock requirements (star counts) easier now for the latter half of the events Distant camera modes can now hear audio further away by default (new Audio Distance setting, Low means the old way) Host info: 'Daily' and 'Weekly' can be omitted from the UTC time if
Time Trials event unlock requirements (star counts) easier now for the latter half of the events
Distant camera modes can now hear audio further away by default (new Audio Distance setting, Low means the old way)
Host info: 'Daily' and 'Weekly' can be omitted from the UTC time if it's clear from the context
Examples: UTC(22:30) means daily 60 min session at 22:30 UTC, UTC(Thu 22:30 90) means a weekly 90 min session
Fixed starting lights not shown correctly when making a quick hotlap restart with random lights
After two years of Early Access and a Very Positive (92.5%) review rating, Turbo Sliders Unlimited has reached version 1.0 and was fully released today! During the Early Access period, dozens of new game modes, features and content were added. With the level editor, vehicle edito
After two years of Early Access and a Very Positive (92.5%) review rating, Turbo Sliders Unlimited has reached version 1.0 and was fully released today!
During the Early Access period, dozens of new game modes, features and content were added. With the level editor, vehicle editor, campaign editor, AI editor, and an amazing community creating content, the game is a truly unique community-driven sandbox game with Unlimited possibilities!
This doesn't mean it's the end of the development, but a new era has begun!