
Roadmap
Happy Release Day! Let’s dive right into this.
Our Day 0 Patch is already out and if you’d like you can jump straight to the Day 0 Patch Notes.
In terms of timing, we’re aiming for Patch 1 to release roughly 30 days from now, and Patch 2 roughly 60 days from now. As we get closer to those dates, we’ll let players know more concrete dates.
Fix-It-Tony First Patch (Patch 1)
We'll act on the most urgent feedback, in case something is broken that we didn't intercept prior to launch and wasn’t included in our Day 0 Patch.
Bonnet Cam (Patch 1)
Because no vehicle-based game is complete without one. We’re aiming to include the Bonnet Cam with Patch 1. We’ll let you know if this changes.
Challenge Mode (Patch 2)
We fully expect some players to go through the roguelite loop, conquer the Campaign and master every vehicle in the game faster than others. And that those players are going to be the ones gripping their steering wheels the tightest waiting for a new, harder challenge.
Enter Challenge Mode, which will layer on game modifiers to shake things up; tougher opponents, scarcer resources, no second chances, deadlier Wasted, a more challenging driving simulation. We are exploring these and more options. We are already working on this new mode, and we plan to release it in Patch 2.
Steering Wheel Support
This one may be a bit tricky because every steering wheel model has its own mapping. But we have a working prototype supporting the Logitech G29 and the Thrustmaster T598, receiving data from the physics simulation and thus applying a believable force-feedback.
Steering wheel support is still very much in an experimental stage at the moment and as more work is completed on it we will keep you updated.
Day 0 Patch Notes
Above all else and across the board
- Bug fixing and performance improvements to make sure everyone’s first experience is the best it can be
Levels
- Lighting improvements and optimization
- Collision passes
Vehicles
- Blood effect and logics rework
- Improved visuals and geometries of different vehicles
Bosses
- Boss vehicles' trails
- Final boss attack VFX polish
UI
- Revamped some tutorials
- Polished End Run screen
Audio
- Vehicle integrity audio system
- Sidebash and boost SFX polish
- Weapons' SFX polish
Cinematics
- Cinematic to gameplay transition polish
Known issues
A couple of unfortunate last-minute regressions may cause:
- ”Cycle Camera” and “Horn” inputs are inverted in the Controls screen :s
- Unexpected flickering of the central square of the weapon lock indicator when multiple targets are simultaneously locked
- Occasional missing HP bar from Piccolo Enforcers and some Special Wasted
- Occasional flickering shadows.
- Incorrect proportions of opponent indicators on the minimap on some small screens, eg. the Steam Deck.
We are already working on a fix for each of these items.
In the meantime… see ya on the road!