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›Events›Developer diaries #54
Community

Developer diaries #54

City Car Driving · 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

Other announcements

All events
Community2 Jul 2026The sandbox is already available!Hello, car enthusiasts! 🚗 The Sandbox mode has arrived in the game. It's available right now in the latest update. Now you can just jump behind the wheel and drive wherever you want. No story, no limits—all cars are unlocked from the start. What's in the Sandbox: · Free riding without a plot, on current cars. · Exploring markets and goods without risking the global economy · Fines won't impact…Community17 Jun 2026Post-release newsHello, car enthusiasts! In this post, we want to say a huge thank you to everyone who supported us during our release. It is a truly rewarding feeling when you buy the game and immediately start sharing your feedback. We know the launch hasn't been the smoothest, and the game currently has a "Mixed" review status. But we are not discouraged, and we are not giving up! Our main priority right now…Community16 Jun 2026City Car Driving 2.0 is already in early access!Dear car enthusiasts, we are officially in Early Access! Thank you for joining us on this long journey. Thank you for your unwavering support and patience ❤️ We’ll be gathering all your feedback and continuing to improve the game together with you. The City Car Driving 2.0 Team