Full notes
Full City Car Driving 2.0 update
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What changed
- Compatibility
- Gameplay
- UI and audio
- Events
- Performance
- Maps
City Car Driving 2.0 changes
Hello, car enthusiasts! 🚗
The second stage of the City Car Driving 2.0 Closed Beta Test has come to an end, and we're eager to share how it went with you.
Your activity exceeded all expectations. We received an incredible 8,198 applications to participate!
In the end, we gathered 117 bug reports, 82 detailed surveys, and gigabytes of your gameplay footage. This is truly invaluable material for us.
Here’s what you noticed during the test and what we’ll be fixing:
🖱 Interface and Controls:
Players found it hard to figure out which buttons to press on their devices — we definitely need clearer device icons here.
Also, the "P" parking indicator on the speedometer would get stuck while driving.
And for multi-monitor owners, the game would minimize because the cursor wasn't locked inside the window.
🎮 Gameplay Quirks:
Pedestrians are currently flat-out refusing to walk around cars, and the cargo mesh in the pickup sometimes disappears.
The penalty system is too sensitive — the game penalizes you for going even 1 km/h over the limit.
Plus, passing the driving test with our traffic in bad weather turned out to be quite a challenge — players complained about it being overly strict.
🏎 Physics, Steering Wheels, and Pedals:
The car exhibits highly unstable behavior at high speeds.
The most unpleasant issue is that some players experienced a temporary loss of Force Feedback (FFB) on their steering wheels.
There are also questions regarding the pedals: the brakes came out too weak (you have to floor the pedal even at 20 km/h), and the throttle deadzone needs to be expanded from 15% to a full 30%.
⚙️ Audio and Technical Issues:
The engine sound during the transition from acceleration to engine braking still sounds unnatural, and a strange hum appears at certain RPMs.
On the technical side: the game loses the steering wheel if you unplug and replug the cable, the FOV doesn't update, and we noticed a CPU bottleneck (capping at around 100 FPS on a powerful Ryzen 7 7800X3D).
What's next?
All these bugs and shortcomings have been logged. We will fix some of them before the Early Access release, and plan to gradually resolve the remaining technical tasks through updates during Early Access.
This stage has been the most feedback-intensive in our entire development history. Thank you to everyone who tested, recorded videos, filled out surveys, and described the issues in detail — it truly helps a lot.
We're taking a short break now to sort all the feedback into tasks, fix the critical issues, and prepare for the next step.
After that, we'll be back to announce the long-awaited release date. Stay tuned! 🚀
Source
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