Wreckfest Content Update #9 – Full Changelog
Wreckfest 2

Wreckfest Content Update #9 – Full Changelog

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).

 

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