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Changelog — Content Update #9

Wreckfest 2 · Community Announcements · October 15, 2026

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HIGHLIGHTS

- Four new tracks.

- Three new cars.

- New "Chase" game mode.

- New "Demolition Derby" game mode.

- Improved handling and tire physics.

- Improved damage and collision physics.

- Improved multiplayer connectivity.

- In-game car design sharing.

CONTENT

- New The Drome track with two layouts, Deahtloop 2 and Double Cross.

- New Hogtown map with small derby arena & small mud oval.

- 6 new challenge events.

- New European 90s hot hatch: Flipper.

- New American 80s muscle car: Blade.

- New European 80s wagon: Hammerhead.

GAMEPLAY

- Improved visual damage with more detail.

- Improved car-to-car collision shapes so they are more precise.

- Reduced the chance of oil disruption in realistic damage mode.

- Cars now take more damage when armor sectors are destroyed (i.e. black).

- Hitting the environment now does less damage in normal damage mode.

- Reworked the chase camera for better responsiveness and precision.

- Added new chase camera options.

- Added a new closer "dashboard" cockpit camera.

- Improved cockpit camera positioning.

GAME MODES

- New "Chase" game mode in which a team of runners race to the finish while chasers try to catch them.

Note: In single-player, the lone player always tries to outrun a horde of bots.

In multiplayer, the players are divided into two teams of Runners and Chasers.

- New "Demolition Derby" game mode in which players are ranked by score with no respawns.

- In derby modes, the opponent that has damaged you the most can now become your rival for extra points.

- Score attribution is now more robust so there's less chance of missing score or receiving bogus score.

- Points for spinning opponents are now awarded in derby modes too.

DESIGN BROWSER

- Added a browser for published liveries, with search by name and by creator.

- You can publish your liveries for other players to find and download.

- You can choose whether others can modify your published designs.

- You can rate the designs.

CARS AND UPGRADES

- Reworked the drivetrain so power delivery through the differential is more consistent, especially on corner exit.

- Improved clutch logic, also full-throttle standing starts drop the clutch again, so cars launch with wheelspin.

- The automatic gearbox shifts more predictably and no longer slips into neutral when stopped.

- New performance rating system based on estimated acceleration, speed and cornering.

- Added Class C with upgraded Class B engines for cars that default to Class C and downgraded Class C engines for cars that default to Blass B.

- Revised engine torque curve, engine braking and inertia on all cars to better represent the type of engine it is.

- Some engine upgrades now add mostly power instead of torque and power uniformly which maintains drivability with engine upgrades.

- Revised tarmac for better sense of grip, a bit less lateral G in corners.

- Revised gravel tires to allow for more wheelspin and power sliding without the car spinning too easily.

- Revised mud tires to have slightly more grip, but also more wheelspin.

- Fixed slip angle calculation in telemetry: now based on tire's location instead of car center of mass.

- Reduced steering wheel animation smoothing in cockpit camera (doesn't apply to wheel controllers: then it's always direct).

- Steering speed sensitivity now decreases when counter-steering, improving ability to catch big slides.

- Improved brake front balancer logic to increase trail braking oversteer and decrease rear lockups.

- Revised traction control logic over different surfaces to maintain helpful throttle oversteer and wheelspin while not spinning too easily on throttle.

- Improve stability control assist to make it less artificial looking and make Half and Full assist modes more distinct.

- As a result of the various handling & physics changes, we are resetting the leaderboards.

- Added paintable side skirt, front and rear skirt and side mirror slots across much of the car roster.

- Added a painted style font and a large set of new decals.

- Fixed paint and decals being corrupted after a car reloaded.

- The School Bus can actually turn now.

MULTIPLAYER

- Server browser entries are now sorted based on the user's geographical location. (We don't use ping for privacy reasons.)

- Other players' cars now move more smoothly and follow their driver's inputs more closely.

- Car deform is now synchronized between players, so everyone sees the same deformation.

- Selected track objects can be now synchronized between players.

- The race start is now in sync for all players, and other players' cars no longer launch late.

- Dedicated servers use less CPU during races, and very little when no players are connected.

- The tuning menu is now disabled in events where tuning is not allowed.

- The garage menu now opens instantly.

- The server now warns the host that connection may be behind CGNAT.

- Clarified some unclear connection error messages.

- Stepping through cars in spectate mode now cycles only through cars alive.

- Changing the opponent set in an online lobby now swaps the bots straight away.

- Player car is now automatically upgraded or downgraded to the correct class.

- The player car now keeps its damage on the post-race standings screen.

- Fixed multiplayer inputs sometimes being skipped or applied twice, and throttle and brake responding differently than in single player.

- Fixed changes to driving assists, upgrades or tuning sometimes not being applied in online races.

- Fixed online races sometimes starting before all players were ready.

- Fixed the lobby countdown restarting when one player was slow to load.

- Fixed dedicated servers eventually refusing new players.

- Fixed false "High packet loss" warnings.

AI

- AI cars now race more naturally as a pack, with faster cars overtaking and others giving way instead of queuing up.

- In Chase Mode, AI drivers can now give a chase and switch to derby-style ramming of other cars when near.

- Improved derby AI pathfinding and attack behavior, with better routes and speed build-up before engaging targets.

- AI opponents now automatically switch to appropriate engine as per the event class restriction.

- AI can now use a wider variety of car models for each class.

- Added American, European, front-wheel drive, rear-wheel drive and muscle car AI Sets.

SYSTEM

- Fixed several crashes and improved game stability.

- Optimized VRAM usage, especially with a varied grid of cars.

- Fixed a range of crashes, including when loading damaged track files and during car customisation.

- Fixed a crash when changing colours in the paint editor.

TRACKS

- Added spectators to tracks.

- Cleaned up duplicated and floating objects across many tracks, including Scrapyard, Speedway, Crash Canyon and Dalsbanen.

- Spinning out on the Speedway outer oval no longer triggers a false "wrong way" warning.

- The maximum scene size is now doubled.

- Trees now fade between detail levels instead of popping as you drive towards them.

- Grass now fades in smoothly instead of popping in, and draws much further on Ultra.

- Trees and plants now show up in reflections.

- Flattened grass and plants no longer flicker back upright when driven over again.

INTERFACE

- Added a new event feed, currently used in Demolition Derby.

- Added on-screen goal (call to action) text element to HUD.

- Derby modes now show a player list too.

- The player list now shows each car's damage.

- Player list can be now expanded with a configurable button.

- The pause menu now shows the current standings in single player too.

- AI cars and wrecked cars are now ranked properly in the results list.

- Redesigned score popups with new icons.

- Car name tags now move smoothly and only show for the nearest cars to reduce clutter.

- The minimap is now visually smoother and shows a marker where you went offroad.

- A confirmation dialog is now displayed when deleting a decal group.

- Player profile now shows correct progress right after launching the game.

AUDIO

- Car collisions: Fixed issue where rear bumper of player car was affecting collision sound mix levels.

- Car-to-car collisions: Fixed issues where game engine would update incorrect physics impact intensity to collision sound effects.

- Car-to-surface collisions: Implemented detection for transition from impact to contact (scraping sounds).

- Car-to-surface collisions: Added scraping sounds for asphalt, concrete and metal static surfaces.

- Mixdown: Implemented initial set of game state based event support to control audio mix states in a more precise manner across various screens.

- Mixdown: Implemented tech feature to switch mix settings according to audio endpoint channel configuration (stereo, 5.1 etc.).

- Mixdown: Sound attenuation over camera distance is now less steep for npc car engines & collisions.

- Mixdown, cockpit view: Fixed camera state automation issue where excessive filtering was applied to both engine and collision sounds.

- Mixdown, cockpit view: Improved clarity and intensity of bass frequencies below 170 Hz for more consistent levels across parented camera views.

- Spatial audio: Implemented support for both 3D positioned (localized) reverberation zones and ambient sound emitters, as separate components to include on track layouts.

- Spatial audio: Implemented tech support to link custom soundbanks with track layouts.

- Spatial audio, tracks: Added basic reverberation zones to passageways like bridge underpasses.

- Valken & Nami class B: Added turbocharger sound to engines.

- Wheels: Fixed issue that stopped tire slip gravel & pebble kickup textures from playing correctly.

- Wheels: Tightened up physics response of tire contact on asphalt; onset of lateral scrub sound now kicks in more sharp.

- Wheels: Added longitudinal tire contact scrub sounds for asphalt and gravel surfaces, to audibly indicate braking slip threshold (tire not locked up).

- Wheels: Added new version of wake-up strip sounds (f.ex. Mora).

- Wheels: Fixed issue that would sometimes cause excess triggering of suspension activity / bumpstop related sounds (rumbling).

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