In this update8
Full notes
Full Old School Motocross Championship update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Performance
- Gameplay
- Server
- Events
Old School Motocross Championship changes
200 wishlists
Hitting 200 wishlists this early matters more than you'd think — every wishlist genuinely pushes a solo-dev game further into Steam's algorithms. Thanks for putting this in your library plans. It actually helps.
Quick rundown of what's been built recently and what's coming.
New: Trick System
Press the trick button mid-air to throw a Superman pose. Hold through the air, release before touchdown for a clean landing and a +500 SUPERMAN popup. Hold too long — eat dirt. Proper risk-and-reward arcade design.
Crash + Ragdoll System
Sudden-stop wall detection (no layer mask setup needed)
Bike-to-bike collisions — configurable as both-crash or aggressor-vs-receiver
Bad-landing detection — over-rotate, go down
Authored ragdoll rider with launch impulse + bone physics
Auto-respawn at the nearest waypoint with engine kickstart audio every time
Smarter AI Opponents
Waypoint-driven AI with optional ramp shortcuts (each AI rolls per branch)
Multiple difficulty bands with their own physics tuning
Bike-to-bike bumper-car collisions, dynamic overtake behaviour
Per-AI lateral offsets — no two riders share a racing line
CMX2001-Style Engine Audio
Faithful recreation of the PSX Championship Motocross 2001 engine architecture. Scheduled overlap looping, A/B alternating gas clips, throttle-tied gas layer, idle drone with velocity-driven pitch shift, separate ground / brake / drift SFX, plus a 3-stage startup sequence: kickstart → engine catch → throttle blip.
Score System
Live popup notifications:
+500 SUPERMAN — held the trick for the full 2 seconds
+100 OVERTAKE x2 — passing rivals mid-race
+1000 FINISH 1ST — race placement bonus
Pre-wired for leaderboards via Unity Cloud Services.
Other Recent Polish
Cinemachine air-trick camera — body pulls back and damping drops mid-trick
PSX-style 12 Hz stepped rig animations
Lean wobble — bike subtly shifts weight during sustained turns
Surface transition smoothing — no velocity "step" when crossing mesh boundaries
Track-side photoshoot billboards that animate when riders pass
Crash SFX, rear/front mud particles, ramp-launch audio, race-start engines-at-the-line ambient
Roadmap
Steam Next Fest — October 2026 — demo polish in full swing
Leaderboards via Unity Cloud Services — July 2026
Local co-op split-screen — August 2026
Career mode with multi-event tournaments
More tracks, more bikes, more chaos
If you grew up burning out on Championship Motocross 2001, Excitebike 64, or Jeremy McGrath Supercross 2000, this is your game. Solo development, no AAA tax.
If you're enjoying the journey:
Wishlist the game (it actually moves the algorithm needle)
Drop feedback in Discussions — every comment lands directly on my desk
Share with anyone who'd appreciate a proper PSX-era motocross revival
Next stop: 500 wishlists. Let's send it.
-sourpickledev
Source
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