Hotfix
Fixed an issue with the fog color not applying correctly.
Fixed an issue with the fog color not applying correctly.


Fixed an issue with the fog color not applying correctly.
Fixed an issue with the fog color not applying correctly.

Hey everyone! For this year's winter update we added "time of day" options for each map! So now every level has a Day, Dusk/Dawn & Night option. You get to choose what vibe you are up for! Each new time of day comes with it's own custom hand painted skybox. This is supported
Hey everyone! For this year's winter update we added "time of day" options for each map! So now every level has a Day, Dusk/Dawn & Night option. You get to choose what vibe you are up for! Each new time of day comes with it's own custom hand painted skybox.
This is supported for singleplayer as well as multiplayer.
Features
Added Day/Dusk/Night options for all maps
Added day time option in multiplayer lobby screen and host settings
Added a custom skybox per time of day setting
Bugfixes
fixed potential error making level labels in the van map inverted
Have a nice winter season <3

Hey everyone! As you might have noticed, after the last bugfix regarding the steering it has not felt as responsive so we rebalanced it in this update, as well as changed a few other things :) Changes - rebalanced steering to match pre 1.0.4 - fixed steering issue with keyboard b
Hey everyone! As you might have noticed, after the last bugfix regarding the steering it has not felt as responsive so we rebalanced it in this update, as well as changed a few other things :)
- rebalanced steering to match pre 1.0.4
- fixed steering issue with keyboard being too slow/unresponsive
- removed rocket board from cheese run uploads
- wiped cheese leaderboards
- fixed French challenge translation for over 6 min challenge in Route 13

Hey everyone! This update contains a rework of the colors of the level Vineyard Hills as well as some performance optimizations and fixes. Changes: - Vineyard Hills visual overhaul (changed color scheme, work on trees, work on skybox, adjusted settings to improve grass pop-in, mi
Hey everyone! This update contains a rework of the colors of the level Vineyard Hills as well as some performance optimizations and fixes.
Changes:
- Vineyard Hills visual overhaul (changed color scheme, work on trees, work on skybox, adjusted settings to improve grass pop-in, minor material & shader adjustments)
- added cheese triggers and fence at beginning of Vineyard Hills (resulting in reset of regular time-leaderboards)
- worked on assets to increase performance in Vineyard Hills
Bugfixes:
- adjusted cheese triggers in Black Forest that were too strict
- fixed Fog Rush cheese triggers (Resulting in reset of regular time-leaderboards)
- fixed Redwood trees in van map
- fixed tree dithering/LOD issues on lower graphics settings in Dolomites

Hey everyone! I took the entire day yesterday to deep dive into our custom physics system and fix the steering bug! The issue causing it was related to an interpolation function and a case where the steering could runaway reaching very high values. The new system is fully frame i
Hey everyone! I took the entire day yesterday to deep dive into our custom physics system and fix the steering bug! The issue causing it was related to an interpolation function and a case where the steering could runaway reaching very high values. The new system is fully frame independent and should give you the same steering sensitivity at any fps.
Definitely let us know if any other issues pop up :)
Changes
- rewrote interpolation code to be completely framerate independent
- added cheese triggers to Redwoods (Redwood time leaderboard will be reset as a result of this)
- improved Redwood tree textures
- added additional terrain texture and adjusted settings to improve pop-in of grass in Redwoods
- minor adjustments to materials in Redwoods
Bugfixes
- fixed issue that could cause steering runaway
- fixed some trees partially floating over the ground in Redwoods

Hey everyone! Unfortunately players that can run the game at very high fps (120+) may experience a bug that causes very sensitive steering that leads to uncontrolled spinning. This bug is deeply rooted in our custom physics and will take a while to figure out. Until then you can
Hey everyone!
Unfortunately players that can run the game at very high fps (120+) may experience a bug that causes very sensitive steering that leads to uncontrolled spinning.
This bug is deeply rooted in our custom physics and will take a while to figure out. Until then you can prevent it from happening by setting an FPS Cap in the options.
Thanks for your understanding ❤️

change - changed physics timeout at sub <10fps and added extra debug info for player.log
change
- changed physics timeout at sub <10fps and added extra debug info for player.log

- fixed steering being reduced after 1.0.2
- fixed steering being reduced after 1.0.2

changes Added Y/B as an alt control scheme for stance to aid thumb pain added camera lookback on right stick press or K on keyboard added far distance indicators to see players better at distance in multiplayer removed dithering bug fixes disabled accidentally enabled settings re
changes
fixes

Hey everyone :) This small update contains a few QoL changes, performance optimizations and bug fixes. changes - made unlock info on the left of the end of run UI more descriptive for cosmetics - increased draw distance on high quality - optimized systems that mostly affect perfo
Hey everyone :)
This small update contains a few QoL changes, performance optimizations and bug fixes.
changes
- made unlock info on the left of the end of run UI more descriptive for cosmetics
- increased draw distance on high quality
- optimized systems that mostly affect performance on level startup
- optimized input source checking
- optimized interactive leaves system initialization
- optimized player cosmetic initialization
- optimized destructable initialization
- added some filtering for cheese leaderboard
- made challenge text in run board adaptive to fit longer translations
- removed fps caps in menu
fixes
- fixed an issue where time and no crash score bonus are not being considered for challenges and local save file
- fixed issue where 100% steam achievements unlocked unexpectedly
- fixed synchronization issue that caused only one lobby to show in lobby browser
- fixed bug when holding b while crashed with the in game menu open
- fixed potential error source in camera controller
- added fallback for van map labels bein wrong way around
- added fallbacks for error in rotation setting
- added additional checks for error in animations in end of run board
- fixed an issue where render distance would default to a low value if quality settings were never changed
- fixed some graphics settings not saving a default value on first game start

Changes - adjusted cheese triggers in Nordic Frost and Swiss Level - added small detail to fog rush Fixes - fixed issue where unlocked level cards would disappear after relaunching the game - fixed daily challenge repeating after 1 year (why old leaderboard are showing up right n
Changes
- adjusted cheese triggers in Nordic Frost and Swiss Level
- added small detail to fog rush
Fixes
- fixed issue where unlocked level cards would disappear after relaunching the game
- fixed daily challenge repeating after 1 year (why old leaderboard are showing up right now)
- fixed issue where some challenges had duplicate internal ids, allowing multiple completions
- fixed some sound effects in the end of run UI not being affected by volume options changes
- fixed missing tree material
- fixed reset van input for mouse & keyboard
- fixed some translations not working for speed challenges
- fixed Hz number in resolution drop down being ridiculously long
- fixed steam achievements (Try out, In one piece, Fast learner, Poor choices have been made...)
- fixed snowy mountains crash into snowmen not saving progress
- fixed bug where single card display would not close
- removed Eaglestone Mountain banner from lobby leaderboard
- added a system that should prevent double loading of levels in multiplayer
- removed interactive gravel in tutorial on suspicion of low performance

- fixed error related to challenges that require crashing into multiple objects that sometimes caused spawning in limbo after loading a level the second time - fixed visual bug where challenge destruction objects reappear are game restart (progress was unaffected)
- fixed error related to challenges that require crashing into multiple objects that sometimes caused spawning in limbo after loading a level the second time
- fixed visual bug where challenge destruction objects reappear are game restart (progress was unaffected)

Morning everyone! This hotfix contains two changes to prevent that annoying everyone crashes at the start of a lobby with collisions on thing, that's funny once and annoying really fast. Also I was able to iron some issues out thanks to player.log contributions from the community
Morning everyone! This hotfix contains two changes to prevent that annoying everyone crashes at the start of a lobby with collisions on thing, that's funny once and annoying really fast. Also I was able to iron some issues out thanks to player.log contributions from the community that hopefully fix a few of the random and dramatic bugs that can happen.
- reduced crash distance in multiplayer to reduce crashing on run start
- players can't crash into each other in the first 5 sec after start in multiplayer
- fixed borderless window mode
- removed clutter from player.log
- fixed lobby list blinking from autorefresh
- fixed errors in longboardswitcher in multiplayer
- fixed potential error in challenge in game UI
- fixed issue with an editor utility in build
If you run into any issues let us know on discord :)

Hey everyone! Especially players new to Driftwood! It was really unfortunate that the 1.0 launched with so many bugs! It was a perfect storm between little tested systems and the biggest influx of new players we have had so far. It was naive of us to think that changing so many t
It was really unfortunate that the 1.0 launched with so many bugs! It was a perfect storm between little tested systems and the biggest influx of new players we have had so far. It was naive of us to think that changing so many things at the core of the game would go smoothly and that's our bad! We were mostly happy to deliver a ton of new features! It might sound strange, but when you test a game with 10-20 people over a longer time, some bugs just don't pop up until hundreds of people play like yesterday. Except the challenge issues of course, that was just not great.
Huge thanks to everyone who has been reporting bugs here and on discord!
Hotfix 5 is uploading at the moment and it includes player log file recording. This means you can simply send us your log file after a bug happened and it should greatly improve how fast we can fix things, especially for those hard to replicate bugs because we (I, the one programmer on Driftwood) can actually see what happened! If you experience any bugs go to to appdata/locallow/StokedSloth right after and send us the Player.log file on discord in the #bugboard channel! ❤️
https://discord.gg/wt7uvAYU
Also in Hotfix 5
- fixed hidden passage and river gap challenge
Our goal for the next few days is to resolve 99% of the severe bugs coming up, so everyone can enjoy a smooth ride!
Thanks for playing Driftwood 🦥🛹

- fixed a butter wheels challenge in alpine cliffs - better van reset button description
- fixed a butter wheels challenge in alpine cliffs
- better van reset button description

- added hard reset option for van from options or van map in case you get stuck - changed some more time challenges - fixed issue with audio pooling in run board
- added hard reset option for van from options or van map in case you get stuck
- changed some more time challenges
- fixed issue with audio pooling in run board

Hey everyone! Sorry that there is so many bugs in this version of Driftwood. It's not what you should expect for a 1.0. Unfortunately we underestimated the effect of the extensive system rewrites and new systems we added in this version. This lead to a situation where the last ea
Hey everyone! Sorry that there is so many bugs in this version of Driftwood. It's not what you should expect for a 1.0. Unfortunately we underestimated the effect of the extensive system rewrites and new systems we added in this version. This lead to a situation where the last early access version was less stable than this one, because the old systems had time to mature.
We have been working nonstop on fixes since launch and will continue to improve the state of the game over then next week.
Thank you all for playing We've never had this many people in Driftwood at once ❤️
Bugfixes
- fixed Redwoods logs challenge
- fixed another issue with Cali Coastline honk challenge
- fixed level card selection bug
- added small hack to improve clothes clipping with eddy
- added fallback to try prevent spinning bug
- fixed some delineators on van map not bein breakable
- fixed clipping issue in Swiss Level
- changed Route13 challenge with Penny Board to 4:30
- changed regular time challenge in Route 13 to 5:00
- changed regular time challenge in Alpine Cliffs to 4:30 and 5:00
- fixed fog rush challenge time

Hotfix - fixed incorrect timestamps in leaderboard - fixed car honk challenges in Eagle Stone Mountain and Cali Coastline - change Mary Hill challenge from 2:00 minutes to 2:30 minutes - change Autumn Rush challenge from 0:40 seconds to 1:10 minutes - fixed Eagle Stone Mountain s
Hotfix
- fixed incorrect timestamps in leaderboard
- fixed car honk challenges in Eagle Stone Mountain and Cali Coastline
- change Mary Hill challenge from 2:00 minutes to 2:30 minutes
- change Autumn Rush challenge from 0:40 seconds to 1:10 minutes
- fixed Eagle Stone Mountain shopping cart challenge being unlocked by default

Hey everyone! The day is finally here! Driftwood 1.0 is live now! ❤️🦥🛹🙃🥳🌲 Changelog 1.0.0 Features General Added a start menu Online multiplayer (p2p) with three modes (Free, Race, Highscore) Play in a private lobby with friends or join a public lobby Toggle traffic collisio
Hey everyone! The day is finally here! Driftwood 1.0 is live now!
❤️🦥🛹🙃🥳🌲
New Deck Skins:
New Grip Tape Skins:
New Outfits:
New Boards:
After roughly 2 Years in Early Access Driftwood is now at version 1.0! Some of the most noticeable additions to the game since our Early Access launch in 2023 have been:
We are proud of how far we have come and feel like we have delivered on our original Early Access pitch from two years ago. That said, we plan to continue to support the game in post-launch updates and especially with hotfixes in the upcoming week. While we are happy with everything we have added we still feel like there is room for more content, features and polish.
Join our Discord Server to talk to us, give us feedback, or simply hang out with our lovely community.
Thank you to everyone who supported us up to this point.
Thank you for giving feedback, being patient and joining the community.
But most importantly...
Thank you for playing!
All the best,
Leo & Jason

Hey everyone! We are just four days away from 1.0 and happy to participate in the Steam Racing Fest with a huge 40% discount that will last until August 4th! So if you are getting the game now, know that a lot of things are about to change on Friday! Here is a teaser of some of t
Hey everyone!
We are just four days away from 1.0 and happy to participate in the Steam Racing Fest with a huge 40% discount that will last until August 4th! So if you are getting the game now, know that a lot of things are about to change on Friday!
Here is a teaser of some of the changes coming with 1.0 on Friday:
A completely new progression system
Online multiplayer with up to 8 players (p2p)
Two new maps
and more...
Also please be aware that all progression and leaderboards will be reset with the full release!!
See you then! ❤️🦥🛹
Leo & Jason