Switchcars
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
513 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
513 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Progress report - Vehicle editor screenshots, new vehicles Hi everyone, It’s been a long time since Switchcars was last updated, so I want to let you know the current situation. Beta update in development: As many of you know already, the upcoming beta update has been in the works since late 2016. Some of its features and fixes were released in updates 13, 14 and 15, and the most difficult part of it (for me at least) was the integration of Steam API t… | — | |
| Community | Update 15 - Drafting, 2 new car sounds, EBS, win-based unlocks and much more! Hey guys! A new update is here - this time primarily focused on your suggestions from the forum, mainly the Random ideas thread! Thank you everyone for the awesome suggestions - keep them coming! The update includes some not yet visible work too, but more on that in a later update. Drafting effect: Switchcars now features a relatively advanced simulation of drafting ! It's an aerodynamics thing… | — | |
| Community | Update 14 - Mech, 2 new animals, lane age variants and more! Hey all! The new Switchcars update is up! While it's got a lot of small fixes and a ton of work that's yet to be utilized in the coming builds, here are some of the highlights: Note: Hardcore mode and database entries for four specific powerups will need to be unlocked again, due to changes in the savegame system. Lane age variants: Remember how, apart from vehicles, different eras all looked t… | — | |
| Community | Announcing a new VR game: Derail Valley! Hey guys, As I wrote in December , something new has been cooking for about 8 months now. Today I’m super excited to introduce you to our new upcoming VR game - Derail Valley ! Before I continue, let me just say this - Derail Valley actually already helped fund further Switchcars development ! There’s a ton of interesting things to share, but I’ll try to keep it as short as possible and stick t… | — | |
| Community | Switchcars and Altfuture: a look at 2016 and future plans Hey everyone! Only a news update this time - but a rather important one: I made a blog post detailing some key information related to Switchcars, which was never posted so far. It's related to the game's success since release, how it almost never got made, as well as future plans for both the game and the company! Switchcars and Altfuture: a look at 2016 and future plans Just keeping you guys u… | — | |
| Community | Update 13 - Resolution options, Free Roam themes, improved input system and more! Hey all! Before diving into update details, I'd like to announce that I was temporarily joined by a programmer and a friend of mine, Damir Veapi, in solving some technical issues in Switchcars. He already did some notable work prior to release, but also in the previous update 12 and now, 13. His involvement with the project likely won't be long, but it's very meaningful already. In this update,… | — | |
| Community | Update 12 - 1000+ redesigned vehicles, starting years 2040-2054, and a ton of more improvements! Hey everyone! The new update is up, bringing us the biggest Switchcars changelog yet, not only since launch, but since Switchcars development began in 2012! The shear amount of general small changes is enormous. Here are some highlights, although I recommend reading the full notes too. Note: this update will reset the "config.ini" file which contains your graphics, controls and other settings.… | — | |
| Community | Update 11 - Hardcore game mode, changelog viewer, battery degradation and more! Hey everyone! A new update is out and brings a number of new things to Switchcars! Hardcore game mode: For all of you who've beaten the game many times a new mode is now available - Hardcore! Hardcore mode, which only becomes available once you've beaten The Run, features 3 stages rather than 10. They are very long and the timer ticks only 5 seconds before not one, but two aliens show up chasin… | — | |
| Community | Update 10 - Introducing Animals! Hey all! As of this update, Switchcars features a long-awaited new means of transport - animals! -- Animals Trailer -- The update includes 4 animals , and now that the system is on its feet, around 10 more animals will be added soon . Here are the main features of the animal system: · All animals are rideable · They have custom animations for moving on land, water and air, dead or alive · Custo… | — | |
| Community | Update 9 - Improved tutorial, see through fog with radar, better year scrolling, diesel sound and lots more! Hey all! The new update is here, and it's quite exciting not only for its content, but also because it was the last scheduled update before I can start work on the animals! Some of the new things brought here have been suggested by you on the forums, like before, and some came from simply watching gameplay videos and streams, so I just want to express huge thanks for doing that and helping me s… | — | |
| Community | Update 8 - Powerup selection & tips, vehicle locking, database crash fix and more! Hey everyone, another update is here! After coming back from Reboot developer conference in Croatia (which was awesome by the way!), I made various improvements to the game influenced by the community feedback. Thank you all for your gameplay videos, forum reports, feedback and suggestions! Keep them coming! Note: This update will replace your config.ini. If you have custom graphics settings or… | — | |
| Community | Update 7 - Fixed ending bug, database sorting, vehicle rebalancing and more! It's update time! A lot of work was put into bug fixing, as well as some gameplay improvements. - Fixed ending bug As you may have seen, the update was postponed for a week after unsuccessful attempts to fix the ending bug. Eventually I dug in and during the last two weeks rewrote parts of the problematic code, which caused not only that one, but numerous other issues that have now been fixed,… | — | |
| Community | Update 6 - Nuclear reactor, contextual powerups and lots more! Hey everyone! This is one of the bigger updates, mostly focused on gameplay balancing and bugs, while also introducing some new features. · Nuclear Reactor has been added as a new powerup. Being an infinite power source, but inflicting constant damage, it's great when your vehicle is out of fuel but having a full hitpoints bar. Installing it will slightly decrease the vehicle's speed, but the m… | — | |
| Community | Update 5 - New powerups: spikes, airless tires and more! This week's update brings a lot of powerups changes, introducing some new ones as well as improving some of the previously less-commonly used ones! Note: This update may reset your config.ini file. Please back it up if you want to keep your old settings! Powerup changes: Spikes This new powerup will hurt aliens jumping on your vehicle Mad Max style, but it will also make them bounce higher with… | — | |
| Community | Update 4 - New vehicles (47), Helmet powerup, vehicle-given powerups Another Friday update is here! Helmet powerup: Many of you asked for a less harsh death by impact (usually from grappling hook). After discussing it in this thread , the new Helmet powerup was added. Wearing a helmet while hitting something hard will prevent death, but your health will drop to a bare minimum. However, the helmet will only withstand one hit - even if it was not a fatal one, afte… | — | |
| Community | Update 3 - Better object spawn positioning, many bug fixes Update 3 is here! This time it is focused on bug fixes and some gameplay improvements. The most notable change is improved prop/vehicle spawning, which should lead to less situations with nothing to grapple to, or nothing to drive. It'll also make it slightly easier to avoid obstacles, as they will no longer appear in repetitive wall formations. Note that due to some changes with controls (addi… | — | |
| Community | Update 2 - Fixed fullscreen and lost focus issues Hey everyone, I've been working non-stop since the release at solving some of the most pressing issues, obviously related to the screen size, fullscreen, and losing the window focus: · Fixed fullscreen issues (please read more below) - In options, change "Aspect ratio" to 16:9 and restart the game - If this still doesn't help, try enabling the "Fit screen (beta)" option too - Note that "Fit scr… | — | |
| Community | A word before the launch Hey everyone! As most of you know, Switchcars launches on Steam Early Access today! I just wanted to say a word or two about it prior to release. Launch time The specific time of release is 13:00 EST / 19:00 CET , which is in about 3.5 hours from now. Price The game will cost 8,99 USD/EUR (or other Steam-suggested localized price, depending on your location). Make use of the -10% launch discoun… | — | |
| Community | Coming to Steam Early Access! Thrilled to announce that on 4th March 2016 , after more than three years in the making, Switchcars will come to Steam Early Access, for Windows and Linux platforms! Announcement trailer In the meantime you can see the list of many Switchcars features in the Steam description, as well as information on its current state regarding Early Access. Don't forget to spread the word, start new discussi… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.