City Car Driving
Playing now
378+47 vs. yesterday
16%of peak
All-time peak
Playing now
378+47 vs. yesterday
All-time peak
Mar 2021
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Early access launch times 🚗💨 The city is yours to conquer! Porto-Valanta awaits. Dear driving enthusiasts, the long-awaited moment is finally here! Today, June 16, our next-generation driving simulator, City Car Driving 2.0 , officially launches in Steam Early Access! 🎮 Here is what awaits you right now: ✅ Realistic Traffic: AI drivers follow traffic rules, but they can make mistakes—just like real people! ✅ A Living… | — | |
| Community | Results of the second stage of beta testing Hello, car enthusiasts! 🚗 The second stage of the City Car Driving 2.0 Closed Beta Test has come to an end, and we're eager to share how it went with you. Your activity exceeded all expectations. We received an incredible 8,198 applications to participate! In the end, we gathered 117 bug reports, 82 detailed surveys, and gigabytes of your gameplay footage. This is truly invaluable material for… | — | |
| Community | Invitations to the Second Phase of CCD 2.0 Closed Beta Testing Hello, car enthusiasts! 🚗 Today, we're sending out invitations for the second phase of the CCD 2.0 closed beta. Thank you to everyone who filled out the application form. We received a large number of submissions, so the selection process was challenging: we curated the group specifically to test a wide range of hardware configurations, peripherals, and player experience from the first game. I… | — | |
| Community | Launching second stage of beta testing Second Wave of Beta Testing: Applications Open + Format Explained We know what you expect when you hear "open beta test": a button on Steam, one click, and you're in the game. Ours won't work that way—access will still be by application only. Here's why. The first wave accomplished its goal: we identified and are now fixing critical bugs. At this point, we could throw the doors wide open and le… | — | |
| Community | Game Update Journal #8 Hello, car enthusiasts! You know, there are things that are always a little bittersweet to say goodbye to—even when you know it's the right call. Today is one of those moments for us. Game Update Journal is coming to a close. But don't let that get you down! News, updates, behind-the-scenes dev insights—none of that is going anywhere. On the contrary: we'll be sharing them as soon as they're re… | — | |
| Community | Results phase one of beta testing Hello car enthusiast! Alright, the first stage is behind us! Thank you to everyone who played, broke things, wrote reports, and patiently answered our questions. We read every single message — and sometimes laughed, sometimes facepalmed, and sometimes started fixing things on the fly. Without you, this stage truly wouldn’t have made sense. Below is what we heard, what we’re already fixing, and… | — | |
| Community | CCD 2.0 launched closed beta! Greetings to you, car enthusiasts! 🚀 City Car Driving 2.0 CLOSED BETA is now live The driving simulator we've been working on for so long is finally in the hands of our first testers. Right now, we're running the first wave — contest winners and a limited group of players. We're starting small and focused: we'll gather feedback, make improvements, and then gradually open the doors wider. Want… | — | |
| Community | Game update journal #7 Two weeks ago, we shared the Early Access trailer for our game. What did you think? Share your impressions in the comments: What felt missing? What would you like to see? What are you hoping for from the game? In this issue, as always, you can check out what we've accomplished over the past month. Plus, we've included a link to an archive of visual materials for the game. Let's dive in! 👇 🔧 W… | — | |
| Community | Game Update Journal #6 There were quite a lot of smaller fixes this time around, but as you know, it’s the little details that come together to create full-fledged mechanics and give the city that feeling of being truly alive. We also see how eager many of you are to finally see more gameplay footage. So in this issue we’re happy to share a short clip with you - and there will be more video material coming very soon.… | — | |
| In-game event | Game Update Journal #5 This period may not have been the loudest one, but it was an extremely important month for the project. We focused on polishing interactive objects, improving the UI, and fixing technical details that make the game feel more complete upcoming release. Here’s what we’ve accomplished. What we’ve done during this time: · Polished the visual UI style of the interactive object “Paint Workshop.” · Im… | — | |
| Community | HAPPY 2026 NEW YEAR! This year has been truly important and eventful for our team. We worked hard, made tough decisions, fixed and reworked many things, and step by step moved closer to the game we want to share with you. City Car Driving 2.0 is still in development, but over the past year the project has grown significantly — not only in scale, but also in detail, quality, and depth. We’re confident that all of th… | — | |
| Community | Game Update Journal #4 This period has been especially busy with improvements to environments, vehicles, and the interface. We’ve been deeply focused on level art, fixing technical issues, and polishing the overall user experience. Here’s what we’ve been working on 👇 What we’ve done during this period: · Completed a major first-quarter level art pass , carrying out a large-scale environment revision. · Created custo… | — | |
| Community | Game Update Journal #3 November turned out to be incredibly productive: we fixed dozens of bugs, expanded the environment, enhanced both visuals and audio, and focused on optimization. Here’s what we’ve accomplished 👇 What We Did in November · Fixed 16 major weather-related issues — precipitation and weather effects now behave more consistently and naturally. · Resolved several bugs related to the Folk and the drive… | — | |
| Community | City Car Driving 2.0 is postponed to April 2026 We want to be completely honest and open with you about something many of you have probably already guessed. City Car Driving 2.0 is being postponed to April 2026. Why did we make this decision? At this point, the following parts of the game are fully complete: - The location - Player vehicles - Traffic system - Core gameplay systems - Visual and sound design details What remains is to finalize… | — | |
| Community | Game Update Journal #2 Let's share what we've done over the past month. Add City Car Driving 2.0 to your wish list! 🔧 What you did in September : The embankment model has been adjusted for an extended road, and it has become more spacious. · We have handled all the bugs of the player's car - the controls have become more stable. · We have modeled a new interchange - traffic around the city has become more logical an… | — | |
| Community | Official Discord and Telegram! You’ve been asking for it - and we’ve finally done it! Our community now has two brand-new hangouts: - The official Telegram channel - Our very own Discord server Why check them out? 📱 On Telegram, you’ll get quick news, fresh screenshots, and behind-the-scenes looks delivered straight to your phone. 🎧 On Discord, you can chat with other players, share your stories, memes, and screenshots, as… | — | |
| Community | Game update journal #1 Add City Car Driving 2.0 to your wishlist! Here’s what we wrapped up in August 2025 · Fixed all wind bugs on small vegetation - no more “dancing bushes”! · Resolved 6 major level art issues - the locations’ architecture now looks even better. · Fixed 4 major pedestrian animation bugs - NPCs are now more “human-like” than ever. · Built a manual gearbox model for the Groberolf - stick-shift fans,… | — | |
| Community | Developer diaries #55 Since we first started sharing the behind-the-scenes of development, quite a bit of time has passed. We’ve talked about physics, simulations, effects, weather, roads, and much more. Every entry was our way of opening the door to our work just a little wider - to show you how the game is actually being made, not just tell you about it. And your reactions - the comments, ideas, and questions - ha… | — | |
| Community | Developer diaries #54 This time, we're diving a bit deeper under the hood-or more precisely, under the wheels. Our goal was to make the roads in the game feel truly alive: dry dirt roads kick up light dust, rain-soaked trails fling mud in all directions, and puddles explode into spectacular sprays. And it’s not just visual noise-this is the result of a complex system we’re excited to show you today. Particle System… | — | |
| Community | Developer Diaries #53 New Questions When's the beta test or how do we get in? We'll announce details before release. Selection will be via a special application form. Key requirements: · Attention to detail · Meticulousness · Love for the autosim genre Will there be "clowns" and "cowboys" on the roads? If so, how will that work? We're still battling that issue! Those drivers do appear in-game, but they're unplanned… | — | |
| Community | Developer diaries #52 Hey Car Enthusiasts! In these diaries, we'll talk about an enhancement that will make driving in rainy weather even more realistic. We've significantly improved the behavior of raindrops on your car's windshield – they now genuinely affect visibility while driving. Drops no longer just appear on the glass – they behave like in real life: 💧 If drops land in the same spot, they merge and grow la… | — | |
| Community | Developer diaries #51 The first step is setting up a base pose. This pose sets the tone for the entire animation and serves as a foundation for all future movement. Next comes the step-by-step refinement of motion. We add keyframes: the movement of the body, arms, legs, and head. This is where the animation starts to take shape and gain personality. Then come the micro-movements - breathing, subtle shifts in posture… | — | |
| Community | Developer diaries #50 Now, in this milestone 50th edition, we're excited to present an updated look at our virtual city. We've prepared fresh screenshots showcasing how the game's world has evolved across various locations and different times of day. You'll see streets coming to life with the first rays of sunlight, the city bustling during the day, and transforming as evening sets in. Our team continues to work dil… | — | |
| Community | Developer Diaries #49 We’ve put together a collection of answers to the most common and important questions, added some new ones, and of course, brought back a few you might’ve missed. New Questions Will each car have its own unique engine sound, or will it be like City Car Driving, where a few similar sounds are reused with minor changes? Have you considered making car sounds more realistic or at least somewhat aut… | — | |
| Community | Дневники разработчиков #48 Here's what we've been working on: 🔹 Instancing with Merge - Batch We use the Merge - Batch tool to combine repeated scene elements into instances. This significantly reduces system load and improves loading times. 🔹 Disabling Collisions Where They’re Not Needed For objects that the player can't reach or interact with (like balconies, decorative street lamps, or props behind fences), we disab… | — | |
| Community | Developer diaries #47 Hey, friends! In this episode, we’ll show you how we work with Level of Detail (LOD) to improve game performance without sacrificing quality. 🔹 Creating LODs - first, we generate multiple levels of detail, reducing polygon count for distant objects. 🔹 Adjusting Quality - next, we fine-tune the settings to balance optimization and visual clarity. 🔹 Setting Switch Distance - finally, we define… | — | |
| Community | Developers diary #46 Traffic Balancing After updating the traffic generation system (vehicles and pedestrians), the old spawn and density settings were no longer effective. As a result, we had to fine-tune the balance to ensure traffic flows naturally and seamlessly. Pedestrian Movement Optimization To improve performance, we implemented frame skipping for pedestrians that are far from the player. However, during t… | — |
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.