In this update9
Full notes
Full Mach-1 update
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What changed
- UI and audio
- Gameplay
- Performance
- Fixes
- Server
- Maps
Mach-1 changes
April 2026 update 0.9.0 brings new cars, updated visuals, improved physics, and a major audio system rework! There's way too many changes to list everything, but here's all the biggest patch notes!
NEW CARS!
Added three new vehicles:
Quasar LGM-1 (Center) - An abstract and alien racing machine built and driven by a mysterious entity from a previously-unknown alien race. It's small and sleek yet massively heavy, but it's advanced construction and technology make it a fiercely-competitive machine.
Luminous Wasp Model-2 (Left) - A true oval circuit racer through and through, it's durable and fast in a straight line and it's recognizable appearance is sure to bring a hit of nostalgia from land-based racers of yesteryear.
Toro Bullhorn SuperVelocity (Right) A sleek retro racing machine built for two things: racing fast and embarrassing Team Rosso at their own game using their very own machine.
UPDATED VISUALS!
General:
Greatly improved visual quality and optimization of Mach1's unique shaders.
Added comic-book style speedlines and stylized "speed-streak" motion blur for high speeds. (We promise, the motion blur actually looks really good, but we'll still add an option to disable it at a later date.)
Added depth (Y-Level) fog, so the abyss below the track feels more immersive.
Added unique damaged/exploded models for every car.
Vehicle boost flames and trails are much more vibrant and have improved RPM-based animations.
Added an arcade-style ready screen after car/track select.
Updated fonts across the board to be more consistent and match Mach1's style.
Atmospheric vapor around the car now distorts light at Mach speeds!
Castle City I:
The giant loop is now transparent, allowing drivers to see the sky above (and abyss below)!
Added randomized billboards - every race, the billboards are shuffled! We've also included a billboard as part of a collaboration with Kaido Genkai: An Anime Racing RPG.
Retextured the road surface to have an appearance more like a race track should.
Added a distant city background to help show how massive Castle City really is.
Polar Spikes:
Improved appearance and reflections of icy scenery surfaces.
Optimized road visual mesh.
IMPROVED PHYSICS!
Greatly improved vehicle handling and fixed random launching that sometimes occurred when the car was under heavy downforce.
Greatly improved collision reliability and track physics mesh optimization. Cars should no longer fall through the floor under heavy downforce.
Physics are still a work-in-progress so please report any bugs or issues via our Discord server for now.
Additional changes:
Added a new music track for Castle City I, replacing the old one.
Added controller glyphs in menu. (Glyphs are static and don't match the user's input device yet.)
Improved keyboard support for players that don't have controllers. (Controllers are still recommended for the best experience.)
Added cup and track select screens after selecting a car (single-race mode only).
Fixed several issues related to vehicles crashing out and falling off the track.
Fixed several issues related to game logic not handling loading/unloading of scene data properly.
Adjusted the appearance of the menu background.
Removed "ghost car" models from unavailable (not-yet implemented) vehicles in car select screen.
Temporarily removed wind "whoosh" audio in race events due to issues with causing too many simultaneous voices in FMOD's events system.
Updated the layout of splitscreen-select menu (even though splitscreen is inaccessible for now).
Removed the debug map-change cheat as it is no longer necessary.
Notes about work-in-progress mechanics:
Entire audio system converted to FMOD. This will allow us to add complex audio systems quickly and easily, such as unique engine behaviors per-vehicle (turbos, superchargers, cylinder count and layout, etc). Event music now loops properly!
Vehicles are not at all balanced and don't actually match their displayed stats in the menu at all. We are planning a rework of all vehicle prefabs to better match their intended handling behavior and displayed stats. Changes to intended stats during development are extremely likely.
A few sound effects are missing as the necessary FMOD events haven't been set up just yet.
Splitscreen is temporarily inaccessible due to time restraints and work that needs to be done in regards to multiple audio listeners and converting the entire game's audio to FMOD.
Only single-race game mode is playable for now. Grand-Prix mode is already implemented, but we haven't added enough tracks to fill a cup yet. Stay tuned!
Some screen resolutions are not supported yet. 1920x1080 is recommended.
More tracks and cars coming soon!
Thank you for playing and supporting MACH1!
Source
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