📣 End of June Development Update

Hey everyone! 👋
June was an exciting month for the team! We spent a lot of time testing new tracks, polishing core gameplay systems, and preparing a brand new Alpha build packed with fresh content.
For the very first time, our Alpha players can now race together online in multiplayer! It's still an early version and there's plenty of work ahead, but seeing riders compete against each other on our own dedicated servers has been a huge milestone for the whole team. We can't wait to continue building on it.
Screenshot taken in game during an internal multiplayer test session
The new Alpha build also includes a major physics update, a brand new track, and many other improvements that we'll dive into below. Before we get started, we have a small favor to ask: 👉 Wishlist on Steam 👈
We've now passed 63,000 wishlists on Steam! Every new wishlist helps us gain visibility and brings Motocross The Game one step closer to becoming the motocross simulation we've all been dreaming of.
Thank you for your continued support 🧡
🚧 What's new in June?
🧬 Physics Team (Pablo & John)
Physics and Handling Rework
This update includes a broad rework of the bike and rider physics setup, covering the bike’s overall balance, suspension, tyres, wheels, rider movement and engine behaviour.
Bike and Rider
Revised the mass balance and weight placement of the bike and rider to provide a more stable, controlled and consistent handling foundation.
Updated seated, standing and movement-specific rider mass positions to create more natural body placement and bike interaction.
Improved how the bike and rider work together during acceleration, braking, cornering and impacts.

Suspension and Terrain Response
Fully reworked the suspension setup and behaviour of the bike, rider, wheels and tyres.
Rebalanced how the complete bike-and-rider assembly uses its available travel, absorbs impacts and maintains contact with the terrain.
Improved terrain tracking and chassis control through bumps, ruts, compressions and landings.
Recalibrated compression, rebound and settling behaviour to provide a smoother, more controlled and responsive overall feel.
Wheel and Tyre Behaviour
Recalibrated several areas of the wheel and tyre behaviour to improve terrain contact, cornering consistency and overall stability.
Improved steering stability and cornering behaviour, helping the bike settle into and hold lean more naturally.
Updated rolling behaviour to give the bike a more grounded and controlled feel.
Engine Behaviour
Retuned engine braking to provide stronger and more predictable deceleration when closing the throttle.
Together, these changes give the bike a more planted, predictable and responsive feel across a wider range of terrain and riding situations.
We've also continued working on aerodynamics, improving how both the rider and the bike behave while airborne.
⚙️ Dev Team (Jonathan, Lilian, JM & JN)
Game Modes
More work has been completed on the different race session types introduced in previous updates.
Screenshot taken in game by an Alpha player
UI Improvements
The user interface continues to evolve, with many new widgets and screens being created while existing ones receive polish.
Internal Tools
Physics configuration tools allowing each bike to have its own setup.
Improvements to our track creation workflow.
Stamina System
The first version of the Stamina System has now been implemented and is entering its tuning phase.
Screenshot taken in game by an Alpha player
Bike Configuration
Work continues on the bike configuration framework, preparing the game for multiple bike specifications and future content.
Screenshot taken in game by an Alpha player
Multiplayer
This month's biggest gameplay milestone is undoubtedly multiplayer.
The latest Alpha build allows our testers to finally race together online!
This is still an early iteration and there's a lot of work ahead before it's feature complete, but seeing players race each other for the first time has been incredibly exciting for the whole team.
Screenshot taken in game by an Alpha player
🎨 Artistic Team (JV, Hellmachine, Mat, Louis, Munch & Rémy)
The art team has continued expanding both the tools and the world of Motocross The Game.
Highlights include:
Creation of many new environmental assets.

Green Peaks Version 1 is now complete.
Development of a new tyre mark brush system.
in-game content
New drone scans of Rödeby to capture its race-day appearance.
Started work on a brand new track: Estrella MX, set in a Californian environment. This track will introduce new players to the game as the official tutorial track.
Work in progress in-game content
Further improvements to our LIDAR workflow.
Creation of numerous new props, especially for Estrella MX.
Version 2 of Mat's internal MTG Toolbox, making level creation even faster for the team.
First version of our crowd system.
📅 What's next?
Summer has arrived! 🌞
A few members of the team will be taking some well-deserved vacations over the coming weeks, but development certainly isn't stopping.
Here's what we're focusing on next:
New rider animations fully driven by the physics system (goodbye, stiff rider! 👋)
Creation of the Kickstarter exclusive gear rewards.
Continued work on several new tracks.
Daily improvements to the physics.
Improvements to the crash system.
Continued multiplayer development.
More steering refinements.
Creation of additional 3D assets.
Reveal of a pit bike brand? 👀
Work in progress in-game content
Thank you once again for your incredible support. Passing 63,000 wishlists is another fantastic milestone, and seeing this community continue to grow motivates us every single day.
We're building this game with passion, together with all of you, one update at a time.
See you next month!
You all rock! 🤘
The Motocross The Game Team 🧡
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Small edit made by an Alpha player
Photo dump





