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Steam News5 May 20262mo ago

*New* Fixes for Online Crashes and Disconnects (Update 17!)

Thanks to our Discord members we discovered there were some issues with online connectivity that had got much worse recently - so we have been investigating that.

In this update1

Full notes

Full Wreckreation update

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

What changed

1 fix1 addition4 changes0 removals
  • Server
  • Gameplay
  • Maps
  • Performance
changedA reminder what's in this Patch:Waiting longer before a challenge starts, ensuring all players have received the data (note you will therefore notice a longer load if the challenge is large or players have low bandwidth/high latency)
fixedA reminder what's in this Patch:Fixing an issue where a default engine cap meant large challenges were not being broadcast to players
changedA reminder what's in this Patch:Displaying challenge size as a percentage in the map popup, so players can see when they are near or over the limit
changedA reminder what's in this Patch:Preventing hosts from launching challenges over 100% of the allowed size in multiplayer (these can still be played offline)
changedAs a result of these we are hoping to see a significant improvement in the amount of Online crashes and disconnects !Note there is still one disconnect issue remaining due to latency issues which we are still investigating. Players who are geographically closer to one another are less likely to encounter these issues.
addedAs a result of these we are hoping to see a significant improvement in the amount of Online crashes and disconnects !We have some more fixes in the works and will update on those soon. In the meantime do let us know how you get on with the new patch.

Wreckreation changes

changedWaiting longer before a challenge starts, ensuring all players have received the data (note you will therefore notice a longer load if the challenge is large or players have low bandwidth/high latency)
fixedFixing an issue where a default engine cap meant large challenges were not being broadcast to players
changedDisplaying challenge size as a percentage in the map popup, so players can see when they are near or over the limit
changedPreventing hosts from launching challenges over 100% of the allowed size in multiplayer (these can still be played offline)
changedNote there is still one disconnect issue remaining due to latency issues which we are still investigating. Players who are geographically closer to one another are less likely to encounter these issues.

Thanks to our Discord members we discovered there were some issues with online connectivity that had got much worse recently - so we have been investigating that.

A reminder what's in this Patch:

  • Waiting longer before a challenge starts, ensuring all players have received the data (note you will therefore notice a longer load if the challenge is large or players have low bandwidth/high latency)

  • Fixing an issue where a default engine cap meant large challenges were not being broadcast to players

  • Displaying challenge size as a percentage in the map popup, so players can see when they are near or over the limit

  • Preventing hosts from launching challenges over 100% of the allowed size in multiplayer (these can still be played offline)

As a result of these we are hoping to see a significant improvement in the amount of Online crashes and disconnects !

Note there is still one disconnect issue remaining due to latency issues which we are still investigating. Players who are geographically closer to one another are less likely to encounter these issues.

We have some more fixes in the works and will update on those soon. In the meantime do let us know how you get on with the new patch.

Source

Steam News / 5 May 2026

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