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Steam News8 June 202624d ago

From Prototype to Now - Development Progress Update

On The Ramp: Here's What's Happening A quick look at where the game stands and what's changed since the early prototype. Physics and cockpit The front wheels react to every bump.

Full notes

Full On The Ramp update

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

What changed

0 fixes1 addition4 changes0 removals
  • Gameplay
  • Maps
  • Workshop
changedOn The Ramp: Here's What's HappeningA quick look at where the game stands and what's changed since the early prototype.
changedHow far it's comeThe core hasn't changed - physics, AI, cockpit perspective, track rhythm. That foundation took the longest to build and it's solid.
changedHow far it's comeThe cars went from a single bare frame to two platforms with five engine configurations and a full bodywork system. The environment went from flat placeholder terrain to shaped landscapes with painted ground, vegetation and proper lighting.
changedHow far it's comeThe direction I'm heading includes a career mode where you build your reputation and workshop from the ground up, and a modification system where every upgrade changes how the car behaves on the track. More on that in future updates.
addedHow far it's comeWishlisting keeps you in the loop - you'll get notified when new updates go live.

On The Ramp: Here's What's Happening

A quick look at where the game stands and what's changed since the early prototype.

Physics and cockpit

The front wheels react to every bump. The suspension compresses, rebounds, absorbs. The engine shifts in the frame when you brake hard. All of this - visible from the cockpit, right in front of you.

This isn't animation. It's physics driving every moving part you see.

Tracks and rhythm

Straight. Banked turn at full throttle. A ramp. Flight. Landing. Another turn. The track sets the rhythm - and the rhythm doesn't let you rest.

The surface isn't flat. Height changes, bumps, asymmetry between the left and right side. Even a straight demands attention.

AI and side-by-side racing

The AI doesn't push you off - it races clean. You're driving centimeters apart at 160 km/h, watching its suspension work on the same bumps as yours. One poorly timed move and you're both off the track.

How far it's come

The core hasn't changed - physics, AI, cockpit perspective, track rhythm. That foundation took the longest to build and it's solid.

The cars went from a single bare frame to two platforms with five engine configurations and a full bodywork system. The environment went from flat placeholder terrain to shaped landscapes with painted ground, vegetation and proper lighting.

Right now, I'm building tracks for an early test build - a few circuits, basic progression through leagues with faster cars as you move up. Raw but playable.

The direction I'm heading includes a career mode where you build your reputation and workshop from the ground up, and a modification system where every upgrade changes how the car behaves on the track. More on that in future updates.

An early test build is coming to itch.io. Looking for people willing to try it and tell me what works.

Wishlisting keeps you in the loop - you'll get notified when new updates go live.

Source

Steam News / 8 June 2026

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