Wreckfest Content Update #9 – Full Changelog
October 15, 2026Wreckfest 2
## 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 European 90s hot hatch: Flipper.
- New American 80s muscle car: Blade.
- New European 80s wagon: Hammerhead.
- 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.
## 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).


