Full notes
Full City Car Driving 2.0 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Performance
- UI and audio
City Car Driving 2.0 changes
Here’s what we wrapped up in August 2025
Fixed all wind bugs on small vegetation - no more “dancing bushes”!
Resolved 6 major level art issues - the locations’ architecture now looks even better.
Fixed 4 major pedestrian animation bugs - NPCs are now more “human-like” than ever.
Built a manual gearbox model for the Groberolf - stick-shift fans, this one’s for you 😉
Animated interior parts of the Groberolf - everything moves, spins, and feels alive.
Refactored autodrome testing - test drives are now more stable and reliable.
Improved wheel effects:
Water splashes
Mud splatters
Dust clouds Now everything sprays, splashes, and settles more realistically!
Completed performance benchmarks on recommended and minimum PC specs - spoiler: it’s still a challenge.
Fixed all player car dirt issues - no more bugs, only honest, natural mud.
Optimized 30 location models - reduced polycount, updated LODs.
Fixed 15 minor level art bugs - small things, but they make a big difference.
And on top of that: another 8 major fixes for level art and pedestrians - goodbye visual noise and awkward poses!
Highlight of the month
We’ve polished wheel effects so they now react dynamically to surface moisture, wheel slip, road types, and even puddles. Keep an eye on the road - both beneath your wheels and in your mirrors!
Easter egg of the month
We closed over 60 bugs this month… and, of course, opened another dozen new ones. The grind never stops!
See you!
So, how do you like this new format replacing the Developer Diaries?
Drop a comment on what you’d like to see in the next Game Update Journal - and in the meantime, we’re diving back into development and future updates!
Source
Changelog.gg summarizes and formats this update. How we read updates.
