Hi all,
Big big thanks to everyone who's playing the game and giving feedback - it's been busy and overwhelming but I appreciate all the kind words and support. There have been a handful of issues raised in the past two days, but thankfully things seem stable for most, and the issues that have come up should be solvable in the near term. I just wanted to give an overview of how the next few weeks are looking to keep everyone in the loop.
Patch update 1.0.1 now live
Added axis input support for binary actions (e.g. you can now use your thumbstick for things like indicators)
Added a short delay when braking to a stop before transitioning into reverse
May have fixed an issue where controllers would sometimes not work in-game despite working in the menus - please let me know if this still happens to you
Adjusted the brightness of the UI background fade on Off-World scenes
Slightly increased the range of motion for interior cameras, so you can better look out of the window
Removed unused/duplicated vehicles from the Profile display
Removed the engine preference setting from the System settings; this was only meant to be a First-Time Setup thing which initialises the defaults. You can still change the engine type in the vehicle tuning UI in-game - click the spanner while in the Vehicle dashboard.
Known issues and tips
Anisotropic filtering is set to 16x internally, but the game can't always set the right hints for your GPU - if the road lines look blurry to you (compared to the screenshots on the Steam page), you may be able to tell your GPU control panel explicitly to use a higher anisotropy setting for Slow Roads specifically, and that should help
Steam Deck controls had some issues due to a misconfigured Linux runtime on my end, meaning it was trying to run with Proton - I'm sorry for missing that. I've updated that so it should default to the native Linux build going forwards.
Flickering menu and WebGL errors seem to be happening specifically on RTX5080 cards - the cause and cure hasn't yet been narrowed down but I'm investigating. One user found that they were able to start the game by switching to windowed mode while in the menu (F11) and then starting the game, switching back to full-screen once it had loaded
Performance being limited to ~30fps on otherwise powerful systems might be due to an NVIDIA setting for "Background Application Max Frame Rate" - if this is happening to you, please double-check that setting
Music player - seems there are a handful of issues playing certain tracks for no apparent reason, and especially on Linux people have had trouble getting local music working. I don't have a fix for this yet but I'll be investigating - sorry for the wait
Radio streams need to be direct links to an audio stream source - e.g. if you open them in your browser, it should give a music player UI that can immediately play the stream. https://live.truckers.fm is a good example
Javascript Exception when trying to launch the game is typically due to a missing Windows dll which you can manually download here: https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#latest-supported-redistributable-version
Floating foliage and chunks of land - thanks for reporting this, I have a good idea of the cause and will try to patch it in the next update
Targets for the next content update, 1.1.0
Mouse upgrades to support non-click-drag movement and possibly pointer-lock steering
Controller upgrades to solve some QoL issues like shifts in controller index leading to incorrect mappings
Force feedback support - still some unknowns to figure out, but I'm optimistic about it
Targets for 1.2.0
Rain, improved weather effects, and bringing back support for a day-night cycle
I learned my lesson over the past few years not to give estimated dates, but I'd really like to have 1.2.0 released as an update later in Autumn. If there aren't too many new issues raised in the next few days, I'll be getting started on 1.1.0 by the end of September.
Thanks for reading, and to all who are supporting the project - I'll be sure to keep you in the loop. If you want to follow along with the day-to-day, check out the Discord server and specifically the #dev-log channel. I'll also be keeping an eye on the Steam forums, so you can find me there if there's something you'd like to ask.
Thanks again,
- Anslo