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Steam News4 June 20261mo ago

📣 End of May Development Update

Hey everyone! 👋 May was another exciting month for the team, with progress across nearly every area of the game. One of the biggest milestones was the introduction of a new version of our rider physics system.

In this update6

Full notes

Full Motocross The Game update

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

What changed

0 fixes8 additions12 changes0 removals
  • Gameplay
  • Store
  • Balance
  • UI and audio
  • Server
addedHey everyone! 👋One of the biggest milestones was the introduction of a new version of our rider physics system. For the first time, the rider is no longer treated as a simple extension of the bike. This is a major step toward creating a more dynamic, realistic, and responsive riding experience. We can't wait to show more of it once it's further along.
changedHey everyone! 👋We also updated our public roadmap on
changedHey everyone! 👋View store page
added🧬 Physics Team (Pablo and John)New rider physics version (detached from the bike)
changed🧬 Physics Team (Pablo and John)A lot of this work is about scale . How fast the bike builds speed. How far it carries over jumps. How settled it feels at speed. How much resistance it meets from the air, the tyres and the ground. The goal is not to make the bike slower for the sake of it, but to make its behaviour feel more grounded and believable.
changed🧬 Physics Team (Pablo and John)The bike should now feel more settled at speed and during longer jumps. It should carry distance in a more controlled way. Wheel resistance has also been reduced, so moving the bike around in the air should feel cleaner and more natural.

Motocross The Game changes

addedOne of the biggest milestones was the introduction of a new version of our rider physics system. For the first time, the rider is no longer treated as a simple extension of the bike. This is a major step toward creating a more dynamic, realistic, and responsive riding experience. We can't wait to show more of it once it's further along.
changedWe also updated our public roadmap on
changedView store page
addedNew rider physics version (detached from the bike)
changedA lot of this work is about scale . How fast the bike builds speed. How far it carries over jumps. How settled it feels at speed. How much resistance it meets from the air, the tyres and the ground. The goal is not to make the bike slower for the sake of it, but to make its behaviour feel more grounded and believable.

Hey everyone! 👋

May was another exciting month for the team, with progress across nearly every area of the game.

One of the biggest milestones was the introduction of a new version of our rider physics system. For the first time, the rider is no longer treated as a simple extension of the bike. This is a major step toward creating a more dynamic, realistic, and responsive riding experience. We can't wait to show more of it once it's further along.

We also updated our public roadmap on

MotocrossTheGame.com - go take a look!

As an introduction before we dive into the monthly update, we wanted to share a video introducing the team behind Motocross The Game (a few people are missing). While many of you follow the project closely, this is a great opportunity to meet some of the passionate people working every day to bring this dream to life.

AI Disclaimer: No generative AI is used by our art team to create the in-game art assets of Motocross The Game. Some visual content used in communication campaigns was created or assisted with generative AI due to production time constraints, while our artists remain focused on the development of the game itself. All final game assets are created, reviewed, and integrated by our development team.

View store page

And before we dive into the details, we have a small favor to ask:

👉 Wishlist on Steam 👈

We're now above 62,000 wishlists, and every single one helps us grow the project and reach more motocross fans around the world.

Thank you for your continued support 🧡

🚧 What’s new in May?

🧬 Physics Team (Pablo and John)

  • New rider physics version (detached from the bike)

This month we focused on making the 250F fit better into a believable real-world environment.

A lot of this work is about scale. How fast the bike builds speed. How far it carries over jumps. How settled it feels at speed. How much resistance it meets from the air, the tyres and the ground. The goal is not to make the bike slower for the sake of it, but to make its behaviour feel more grounded and believable.

The bike should now feel more settled at speed and during longer jumps. It should carry distance in a more controlled way. Wheel resistance has also been reduced, so moving the bike around in the air should feel cleaner and more natural.

The 250F engine has received a deeper rebuild. It now uses MTG’s own balanced 250F character instead of following one specific real-world bike too closely. This includes more changes to the engine curve, gearing, primary drive, limiter behaviour, engine damping, idle behaviour and auto-clutch response. Power should come in smoother, over-rev should feel more believable and the gearing should feel better matched to how the bike pulls.

Braking has been rebalanced. The front brake should feel less dominant and the rear brake should have more purpose, especially when setting up for a corner, settling the bike or helping the rear come around.

VFX are not forgotten!

The tyres have received one of the bigger passes in this update. We wanted them to feel more like motocross tyres on dirt and less like a clean grip model on a hard surface. The bike should now build speed in a more believable way, especially when driving forward under load.

The tyres should also dig in more naturally instead of giving endless clean drive. Slip and slide should feel more usable and more connected to throttle, braking and load. This should make throttle control more important while still keeping the bike predictable when rolling off-throttle or coasting.

⚙️ Dev Team (Jonathan, Shane, Lilian, JM, JN)

  • Game Mode and Pits: Before you start a race, you are now in the Pits Menu to have different options for the ongoing session (Practice, Warmup, Qualifying, Race, ...)

  • The team continued refining the UI, including improvements to the Main Menu and handling of larger lists.

  • A new Free Camera feature has been implemented, allowing greater freedom when exploring tracks and capturing content.

  • Bike Configuration System: work continued on bike configuration logic, creating the framework required to support different bike specifications and future content.

Multiplayer Progress

This month, we built a first iteration of the multiplayer experience, including party creation and management for private games, Peer to peer races and dedicated servers!

It's now possible to join parties using either invitation codes or Steam invitations, then select a map and a matchmaking mode (queue or private game) then start a game when all players are ready. The system is able to check that all players are running the same version of the game, and select the right game server version. We also automated game server deployment to make development smoother.

Finally, we released a first version of the replication code. Nothing fancy, but networked bikes move according to player inputs.

🎨 Artistic Team (JV, Hellmachine, Mat, Louis, Munch, Rémy)

The art team continued building the world around the riding experience.

Highlights include:

  • New tools for animated background objects

  • A large-scale mountain and rock generation system

  • New moving world objects (WIP)

  • Scale corrections and improvements on Rödeby

  • Significant progress on Green Peaks

  • Creation of additional props and environmental assets

  • Continued expansion of our 3D asset library

  • New PCG (Procedural Content Generation) features and improvements

  • Improved rider poses and animations

  • Green Peaks is shaping up nicely and continues to grow with each iteration.

View store page 📅 What’s next?

Here's what the team is focusing on next:

  • Progress and completion of several new tracks

  • Creation of the player inventory system

  • Continued daily work on physics

  • Aerodynamics for in-air rider and bike movement

  • Ongoing multiplayer development and testing

  • Further steering improvements

  • Creation of more 3D assets

  • Reveal of a pit bike brand? 👀

  • Release of a new build to Alpha players 🔥

Thank you again for your incredible support.

Reaching 62,000 wishlists is another huge milestone for the project, and seeing the community continue to grow motivates us every day.

We're building this project with passion, together with you, one update at a time.

You all rock! 🤘 The Motocross The Game Team 🧡

Source

Steam News / 4 June 2026

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