The Karters 2: Turbo Charged · published · build 21499667

Hello everyone,
2026 is officially here, and this is the year we’re pushing The Karters 2 toward Full Release on PC and Consoles! 🎉
Our top priority right now is bug fixing and performance improvements to finally address the most important issues raised by the community. As you can see in this devlog, we’ve already made strong progress to kick off the year on the right foot.
At the moment, there are two programmers actively working on the game:
Sebastian (me)
Vipek (Jakub)
On top of that,
Kami (our Community Manager)
Kami has been a massive help with testing, bug fixing, and general improvements.
Thanks to this teamwork, we’re getting closer to the point where we can shift more focus toward new and exciting features, such as Tournaments and other long-awaited additions.
We’re also happy to share that
Basia (co-director)
Is partially back on the project and is currently supporting the team with organization-focused tasks, helping us stay aligned and efficient as we move toward Full Release.
On the art side:
Mariusz (3D Artist)
Mortus (Animator)
Matt ( 2D / UI)
At the moment, they are waiting for us (programmers) to finish several key programming tasks so their next round of content can be integrated smoothly.
Our main development focus for the near future includes:
Game bug fixes & general improvements
Performance optimization
(this may result in a dedicated performance mode)
Localization & Demo support (PC & Consoles)
Online server merging & improvements
While Vipek and Kami continue working on fixes and stability, I’m diving deeper into performance rework, and soon after, into two long-awaited features:
In-game Track Editor
Duo Characters support
Our goal for 2026 is ambitious but exciting:
Full Release on PC
Simultaneous Console Release
Online Cross-Play
In-Game Track Editor
There’s a lot to look forward to!
Beyond the track editor, I’m also exploring the possibility of:
In-game Character & Vehicle Editor
Community-made Story Mode
It’s still too early to confirm these features, but I am actively looking into what’s possible. Stay tuned for future updates!
I know seeing low CCU or online player counts can sometimes feel discouraging. However, I want to be very clear:
👉 The prime time of The Karters 2 is still ahead of us.
Right now, we’re using this time to polish, optimize, and improve the game as much as possible. Once we’re ready, we plan to make a big push with major updates aimed at bringing many more players into the game. A Demo is one of the ideas we’re considering - and there’s more planned beyond that.
I truly appreciate every single player who is playing right now, leaving reviews, reporting bugs, and helping shape the game. I want to assure you that 2026 is the year we aim for much higher player peaks, and I’m confident we can get there together. ❤️
Below are the patch notes for the latest build. Apologies for the delay, while improving mod loading, we ran into several issues that needed to be resolved before releasing the update.
The next update will arrive as usual during the upcoming weekend.
Added mods loading progress UI to the Main Menu
Improved overall mod loading stability
Mods loading should no longer cause big in-game stuttering
Ghost visuals now update correctly when beating a ghost and downloading the next best ghost in Time Trial
Previously, replay data updated correctly, but kart/character visuals did not
Fixed AI laps not counting on certain tracks with teleporters
AI now properly finishes races, regardless of teleporter usage
All game modes now support Replay Mode, including Online Multiplayer
Replays store presets for all 8 players for accurate race recreation
Dynamic Behind is now the default replay camera
Fixed replay issues with teleporters / warps
Replay VO now behaves correctly (same rules as Time Trial ghosts)
Replay Mode now properly supports 1, 3, 5, and 7 laps
Leaderboard replays now work correctly on tracks with ziplines
Fixed reserve meter showing incorrect values during/after ziplines
Fixed spectator camera being stuck at origin
Fixed spectators being incorrectly kicked to the lobby during online matches
Performing a mini-turbo on a boost pad no longer overrides the pad boost
Boosts now stack correctly
Various improvements to main menu navigation and UI flow
Clan leader & wanted team now auto-hide when not on READY or PLAYERS tabs
Switch Team button is now unique per local co-op player
Single-member lobbies can no longer disable AI in Road Breaker
Netcode optimizations in several areas
Fixed missing wanted team color for first player
Fixed UI clipping in options toolbar
Fixed team desync issues after room leader changes
Fixed missing tracks popup not appearing
Fixed missing mod character icons preventing AI from appearing
Limited to the last 20 days
Improved responsiveness when navigating between days
Renamed “AI” to “CPU” during races
Fixed missing CPU icons in the in-game player list
Fixed players not displaying correctly in the in-game player list
Thanks again to our amazing community for your patience, feedback, and support!
Sebastian