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Steam News15 January 20265mo ago

Patch 0.4.11

Hey racers! We’ve got a new Tidal Rush update rolling out, focused on stunt animation progress, HUD clarity, and a lot of under-the-hood systems work that sets us up for future features.

Full notes

Full Tidal Rush update

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

Repeated intro

Hey racers!

What changed

3 fixes4 additions21 changes0 removals
  • UI and audio
  • Server
  • Gameplay
  • Performance
  • Fixes
  • Balance
addedWe’ve got a new Tidal Rush update rolling out, focused on stunt animation progress , HUD clarity , and a lot of under-the-hood systems work that sets us up for future features.
changedStunts & Character AnimationNetwork fixes and cleanup for stunt transitions
changedStunts & Character AnimationInput buffering improvements (especially while steering)
fixedStunts & Character AnimationFixed edge cases like stunts triggering during crash landings
fixedStunts & Character AnimationJump time prediction layers fixed
changedHUD, Minimap & UI ImprovementsWe’ve started to work on an improved clarity and readability across the HUD:

We’ve got a new Tidal Rush update rolling out, focused on stunt animation progress, HUD clarity, and a lot of under-the-hood systems work that sets us up for future features.

This update is more about foundations and iteration than flashy headline features – but you will feel the difference on the water.

Stunts & Character Animation

Stunts continue to evolve with major groundwork laid this update:

  • First iteration of stunt animations fully plugged in

  • Network fixes and cleanup for stunt transitions

  • Input buffering improvements (especially while steering)

  • Fixed edge cases like stunts triggering during crash landings

  • Character trick animations cleaned up and exported

  • Jump time prediction layers fixed

Still early, but this is a big step toward making stunts feel expressive and reliable.

HUD, Minimap & UI Improvements

We’ve started to work on an improved clarity and readability across the HUD:

  • Hazard indicators now show players behind you

  • Minimap now displays character head icons, sorted by race position

  • Map UI icons updated for missing pickups

  • Inventory UI tweaks (cleaner rendering, smoother spinning item boxes)

  • Updated track maps based on new concepts

Missiles aren’t shown on the hazard indicator yet — that’s coming later.

Weapons, Emotes & Feedback

  • Character emotes now trigger on:

    • Weapon hits

    • Taking first place

  • Shield VFX fixes

  • Fixed edge cases like:

    • Torpedoes hitting yourself right after spawn

    • Mega missiles tunneling through shields

  • Torpedo visuals updated with new wake trails

Camera, Controls & Feel

  • More camera tweaks (especially in tunnels and during resets)

  • Reduced camera flipping issues

  • Improved self-righting logic

  • Drift edge-case fixes (no drifting during crash landings)

  • Pickup collection logic tuned (including cooldown tweaks)

Tracks, Flow & Tools

Behind the scenes, a lot of work went into tools and track tech:

  • Continued progress on Polybrush-based flow painting

  • Flow data moved to UV channels (unlocking foam & depth painting)

  • Water shader vertex color features enabled

  • Flow calibration improvements

  • Multiple track rebakes (culling, flow, lighting, waterfalls)

  • Higher-resolution track prefabs and updated collisions

This work is largely invisible — but it’s critical for better water behavior and visuals going forward.

Audio, Networking & Stability

  • Engine sound tweaks based on audio feedback

  • LAN mode improvements and UI updates

  • Multiplayer nullref fixes

  • Stat tracking groundwork for challenges & unlocks

What’s Next

This update moves several core systems forward:

  • Stunts

  • HUD clarity

  • Long-term progression

As always, your feedback helps shape where we focus next — especially on camera behavior, and stunt responsiveness.

Thanks for riding with us! – Your Shiny Team

Source

Steam News / 15 January 2026

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