Full notes
Full Motocross The Game update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Events
- Store
Hey everyone! 👋
March has been another busy month for the team. This time, we wanted to show progress in a slightly different way, by giving you a clearer view of who is doing what across the project. Before we dive in, if you haven’t already, please consider adding Motocross The Game to your Steam wishlist. It’s one of the best ways to support us and help the project grow.
Thank you for the support 🧡 Steam post image
🚧 What’s new in March?
🧬 Physics Team (Pablo and John)
Fixes on the tyre model
Steering improvements (for better stability)
Code cleaning, refactoring, and improved debugging tools
A word from John:
"The tyre model has been fully retuned from the ground up. With turn slip now available, it made more sense to start over than to keep patching the old setup. Resulting in a bike that feels more natural and predictable in corners, while allowing more believable slide behaviour. The rear wheel now breaks traction more naturally, both on throttle and under rear brake input.
To match those tyre changes, the brakes have been retuned for more bite and a stronger initial response.
The engine has gone through a full tuning pass too, bringing the rest of the bike more in line with the updated feel. That includes a new primary ratio, revised gearbox, updated final drive, an adjusted RPM range, and a reworked torque curve to improve how the engine delivers its power.
The latest engine work has also shown promising signs of improving the limiter sound. There is still more work to do there, but the first results look positive."
⚙️ Dev Team (Jonathan, Shane, Lilian, JM)
Improved UI and fixed various issues
Implemented tracking of race results (foundation for rewards and progression)
Backend work on inventory item management
Fixed a performance issue on Linköping
Ongoing work on the control rig for animations
Added new leaderboard stats (penalty time, incidents, etc.)
Continued development of the multiplayer framework
Implemented rider customization framework in Unreal Engine
Delivered a new Alpha update, including physics changes and the Linköping track
🎨 Artistic Team (JV, Hellmachine, Mat, Louis, Munch, Rémy)
Finalization of Linköping
Improvements to the PCG fence tool
Optimization work on MidSummer and Linköping
Continued development of internal track creation tools
Creation of 3D assets for tracks (a huge and time-consuming task!)
Ongoing work on flaggers, crowd animations, and bringing the world to life
Implementation of rider gender logic, allowing gear to automatically adapt
View store page Steam post image
📅 What’s next?
Here’s what the team is focusing on next:
Creation of more foliage
Starting work on 2 new tracks
A well-known gear brand will be announced and added to the game (What’s your guess? Let us know in the comments!)
Improvements to collisions with track objects
Making the rider fully react to physics data, including collisions and landings, with animations driven by that data (this will take time)
Continued daily progress on physics
Ongoing work on the multiplayer framework
Further steering improvements
Creation of more 3D assets
Thank you once again for your incredible support. Every message, every wishlist, every bit of feedback pushes us forward. We’re building this with passion, step by step, together with you.
You all rock! 🤘 — The Motocross The Game Team 🧡
Source
Changelog.gg summarizes and formats this update. How we read updates.
