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Steam News1 August 202617d ago

DriveWave v1.5.222 - The One Where Nobody Had Suspension and Skydeck Gets Roomma

Hey everyone, This one took a while, and the reason is embarrassing. I've been going through the driving physics for weeks because the cars felt heavy and dead in a way I couldn't put my finger on.

Full notes

Full DriveWave update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone,

What changed

0 fixes3 additions6 changes3 removals
  • Gameplay
  • UI and audio
  • Events
  • Performance
  • Balance
  • Server
changedI've been going through the driving physics for weeks because the cars felt heavy and dead in a way I couldn't put my finger on. Turns out every drivable car in the game was sitting with its suspension completely bottomed out. Not stiff. Not badly tuned. Zero travel left. The springs had nowhere to go, so the car physically could not lean into a corner, could not dive under braking, could not shift its weight anywhere.
removedSuspension has actual travel now. Cars lean, dive, squat. You can see the weight move. Real wheelspin and burnouts off the line. This wasn't a tuning issue. The tire model literally could not produce wheelspin no matter what numbers I fed it. Cars keep sliding instead of the momentum just getting deleted halfway through. Drifting is a thing you can do now. Gear ratios are wider, roughly a third more rev sweep per gear, so gears don't feel cramped anymore. Keyboard steering got smoothing. WASD used to slam straight to full lock, which is exactly why the back end snapped out every time you tapped A. Slower cars aren't as sluggish pulling away. Turning at low speed no longer eats your acceleration. You could hold the throttle, turn, and just... not accelerate. Skid marks and tire smoke actually show up. The thresholds were set higher than any slide could ever reach, so the whole effect system was off this entire time. Fast cars no longer bottom themselves out at top speed from their own downforce.
removedThe chase cam doesn't creep further away the faster you go. Reverse camera no longer stares at the ground and swings around when you shift into R. That one was ugly.
changed🔊 Audio
removedEngine sound follows what the car is doing. Below about a third throttle it was never upshifting at all, which is why every shift sounded late and fumbled. Skydeck has its own music level (Ily asked for this). Opening the Tune Car tab no longer kills the radio completely. Thanks Ily for catching that one too.
addedGamepad driving runs through the new input system now. Also killed about 120 exceptions per second that were being thrown and silently swallowed while you were driving. Nobody ever saw them. Everybody was paying for them.

DriveWave changes

changedI've been going through the driving physics for weeks because the cars felt heavy and dead in a way I couldn't put my finger on. Turns out every drivable car in the game was sitting with its suspension completely bottomed out. Not stiff. Not badly tuned. Zero travel left. The springs had nowhere to go, so the car physically could not lean into a corner, could not dive under braking, could not shift its weight anywhere.
removedSuspension has actual travel now. Cars lean, dive, squat. You can see the weight move. Real wheelspin and burnouts off the line. This wasn't a tuning issue. The tire model literally could not produce wheelspin no matter what numbers I fed it. Cars keep sliding instead of the momentum just getting deleted halfway through. Drifting is a thing you can do now. Gear ratios are wider, roughly a third more rev sweep per gear, so gears don't feel cramped anymore. Keyboard steering got smoothing. WASD used to slam straight to full lock, which is exactly why the back end snapped out every time you tapped A. Slower cars aren't as sluggish pulling away. Turning at low speed no longer eats your acceleration. You could hold the throttle, turn, and just... not accelerate. Skid marks and tire smoke actually show up. The thresholds were set higher than any slide could ever reach, so the whole effect system was off this entire time. Fast cars no longer bottom themselves out at top speed from their own downforce.
removedThe chase cam doesn't creep further away the faster you go. Reverse camera no longer stares at the ground and swings around when you shift into R. That one was ugly.
changed🔊 Audio
removedEngine sound follows what the car is doing. Below about a third throttle it was never upshifting at all, which is why every shift sounded late and fumbled. Skydeck has its own music level (Ily asked for this). Opening the Tune Car tab no longer kills the radio completely. Thanks Ily for catching that one too.

This one took a while, and the reason is embarrassing.

I've been going through the driving physics for weeks because the cars felt heavy and dead in a way I couldn't put my finger on. Turns out every drivable car in the game was sitting with its suspension completely bottomed out. Not stiff. Not badly tuned. Zero travel left. The springs had nowhere to go, so the car physically could not lean into a corner, could not dive under braking, could not shift its weight anywhere.

That's why steering felt like nothing was happening. It's been like that since driving mode shipped and I looked right past it every time.

So yeah. Most of this patch is the driving model finally doing what it was always supposed to do.

🔧 Driving

Suspension has actual travel now. Cars lean, dive, squat. You can see the weight move. Real wheelspin and burnouts off the line. This wasn't a tuning issue. The tire model literally could not produce wheelspin no matter what numbers I fed it. Cars keep sliding instead of the momentum just getting deleted halfway through. Drifting is a thing you can do now. Gear ratios are wider, roughly a third more rev sweep per gear, so gears don't feel cramped anymore. Keyboard steering got smoothing. WASD used to slam straight to full lock, which is exactly why the back end snapped out every time you tapped A. Slower cars aren't as sluggish pulling away. Turning at low speed no longer eats your acceleration. You could hold the throttle, turn, and just... not accelerate. Skid marks and tire smoke actually show up. The thresholds were set higher than any slide could ever reach, so the whole effect system was off this entire time. Fast cars no longer bottom themselves out at top speed from their own downforce.

🎥 Camera

The chase cam doesn't creep further away the faster you go. Reverse camera no longer stares at the ground and swings around when you shift into R. That one was ugly.

🔊 Audio

Engine sound follows what the car is doing. Below about a third throttle it was never upshifting at all, which is why every shift sounded late and fumbled. Skydeck has its own music level (Ily asked for this). Opening the Tune Car tab no longer kills the radio completely. Thanks Ily for catching that one too.

🎵 Bop Mode

Bop Mode with music now works on the car you actually drive, not just the typing car. It squashes the bodywork while the wheels stay planted on the ground, which gives it this hydraulics thing I did not plan for and now really like. There's a BPM slider in Settings. Pick a tempo you like and it stays locked there, or drag it all the way left and it'll follow whatever is playing.

🎮 Controller

Gamepad driving runs through the new input system now. Also killed about 120 exceptions per second that were being thrown and silently swallowed while you were driving. Nobody ever saw them. Everybody was paying for them.

💾 Saves

This is the section that actually worried me.

A temporary read failure could permanently wipe your odometer, your credits or your fuel. Not corrupt them. Zero them, and then save that. Achievement rewards could vanish if the game died in the wrong half second. "Wipe all data" was getting undone by the saves that run when you quit. Deleted save keys were crawling back out of the old storage layer like nothing happened.

If you've ever had numbers move backwards on you and thought you imagined it, you probably didn't.

🎡 Wheel drops

Epic and Legendary rims were on the allowed list but had a drop weight of zero, so they could never actually appear. They can now, and there's a pity system so you're not stuck pulling commons forever. A crash at the wrong moment could grant you the same rim twice. Your right to use a rim now comes from your Steam inventory in both directions, so trading and the market behave properly. The Steam overlay could be opened but not closed. Yes, really.

💰 Economy

Cruise Control and Idle RPM autopilot pay you now. They were putting kilometers on your car and handing you nothing for it, which I somehow never noticed.

🧹 Small stuff

The white flash on activation could get stuck and leave your screen permanently foggy (Ily again, thank you). Alt tabbing in Skydeck with the car list open could lock your cursor for good and force you into alt F4. Also Ily. At this point I owe them a rim. The Jukebox panel could freeze up if you closed and reopened it fast. One missing translation string could take down an entire UI panel.

🚧 What I'm doing next

There's a lot in this patch you can't see. New input system, exceptions cleared out, the entire save layer rewritten. It all points the same way.

I'm building multiplayer.

Nothing is playable yet and none of it touches your single player game. The first piece is the hub only: walking around with other people, Steam lobbies, invites, that's it. When cars show up they'll be ghosts to each other, because figuring out who hit whom across a network is expensive and always ends up feeling wrong. Traffic stays yours alone, you won't see anyone else's.

No date on it. I'd rather show it when it actually works than promise a month and miss it.

As always, if something in here feels off, tell me. This patch went deep into the driving model and I'd much rather hear about it early than find out three weeks from now.

See you on the road.

  • Tolga 🏁

Source

Steam News / 1 August 2026

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