Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
City Car Driving 2.0EventsDeveloper diaries #54
Community

Developer diaries #54

City Car Driving 2.0 · published 11 Jul 2025, 11:04 UTC

All eventsPlayers around this dateRead on Steam

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

When developing the under-wheel particle system, we had a few key goals in mind.
First, we wanted the effects to feel believable and consistent with real-world behavior.
Second, it was essential to maintain high performance across the board.

We used Niagara, Unreal Engine’s advanced particle simulation system, to bring these effects to life. Niagara is incredibly flexible and capable of producing highly optimized visual effects. Most of the calculations in Niagara are processed on the GPU. While this brings some limitations, it allows us to hit impressive performance targets without compromising on visual quality.

Realistic Contact Patch Simulation

At the core of the particle system is a realistic simulation of how the tire interacts with the surface beneath it. As we mentioned previously, we work with detailed information like the surface's physical material, the wheel's slip percentage, and the power output at the contact patch. This data is used to determine what kind of particles should be generated-and how they should behave.

For example, if you’re driving on a dry dirt road with minimal wheel slip, the particles will be mostly light and dusty, slowly settling in the air. On the other hand, if the wheels are slipping significantly, you’ll see heavier particles being ejected more forcefully from the tires.

Mud behaves similarly, but here surface moisture becomes a major factor. Hit a muddy rut, and you’ll see a lot more thick clumps being thrown up from the wheels.

Moisture Map

To give particles more dynamic and predictable behavior, we implemented a moisture map system.
Drive into a puddle or rut, and you’ll instantly notice an explosion of splash effects. Enter a tunnel or dry patch, and those splashes will disappear accordingly.

On a dry dirt road, your tires will kick up light dust-but in the rain, expect slinging mud instead. The amount and type of debris are also affected by whether you’re driving through ruts or on flat terrain.

Particle Materials

Particles in our system are sprites-flat textures that always face the camera. This means we had to create materials (or shaders, in UE terms) that give them a sense of volume and movement.

To add randomness and variety to dust and mud particles, we distort their texture coordinates. This gives each particle a unique shape and behavior, making the simulation feel more organic.

We also control how a sprite’s appearance evolves over its lifetime. For splash particles, the texture tiles and scales over time to mimic the effect of water droplets dispersing into the air.

We aim to make every drive in our game feel alive-not just through vehicle handling and visuals, but with those seemingly minor details like dust clouds, mud chunks, and water sprays. Because in the end, it’s those details that create a truly immersive experience.

We’ll keep sharing behind-the-scenes insights and showing you how the atmosphere and realism of the game come together-one shader, texture, and line of code at a time.

Thanks for being part of the journey-your feedback and support mean the world to us!

Until next time-and don’t forget to check your mirrors. Sometimes, the view back there is beautiful too :)

More from City Car Driving 2.0

Other announcements

All events
In-game event31 Aug 2026Patch note #6Hello, car enthusiasts! 🚗 In our latest update, we've added a Driving School to the game! 🎓 What's included in this patch: · A new interactive Driving School building next to the test track. · Three city routes simulating a real driving test. · An introductory mission to familiarize yourself with the Driving School mechanics. · Plus, a new challenge has been added to the test track—a whole se…Game update28 Jul 2026Patch note #5Hello, car enthusiasts! 👋 While we continue working on the Driving School mode, we are simultaneously releasing a small patch for the interface and control settings. 📋 Changelog: — Fixed a bug with button remapping. If you assigned an action to an already occupied key or axis and then clicked "Cancel" in the confirmation window, the presets menu would stop opening. Now, the menu continues to…Game update16 Jul 2026Patch note #4: Sound fix🚗 Hello, car enthusiasts! While we are preparing a major content update, we are releasing a small but important patch today: 🔊 Sound : Fixed audio-related bugs. The sound no longer cuts out, plays at the wrong time, or disrupts your gameplay experience. ⚙️ Transmission Selection : We noticed that many players were having trouble finding how to switch the gearbox. To solve this, we have added…