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NEODRIVENewsHalfway through Early Access
Community

Halfway through Early Access

NEODRIVE · published 11 Sep 2026, 00:05 UTC

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Hello! As of this week, we’re about three months into the six months that I allotted for Early Access. I’m slightly ahead of schedule to finish the campaign. There are about 12 tracks left to build, and I’ll need to remake a few of the very old tracks like Rock Loop 1-2 and Turbine Climb, but I don’t foresee that taking up another three months. I have other features I want to add as well, which should take up some more of the remaining time.

Here’s the current roadmap for 1.0, roughly sorted by priority, taken from my project planning backlog.

Need to have for 1.0

  • Enable TCS for the Lancier if using arrow keys, but vastly reduce grip limit nitro

  • Finish modeling Vapor City

  • Finish building the 64 track campaign

  • Remake a few old tracks

  • Take out all hot lap tracks

  • Improve customization UI and split it between the Exo-v2 and the Lancier

  • Show how many people you beat globally on the race end screen

  • Have more fanfare for getting a world record

  • Display unrecorded player times as N/A instead of 00:00:00

  • Set exhaust backfire light position/count properly for the Lancier

  • Model end caps for black cutout border wall-less tracks

  • Add sunset and nighttime lighting to Vapor City

Nice to have for 1.0

  • Remap car UVs to not be terrible

  • Add unlockable paint jobs (depends on the above)

  • Dashboard UI size slider

  • Add unlockable rims

  • Add more tow hook charms

  • Use perceptual audio settings sliders

Will not have for 1.0

  • Multiplayer. I know, sorry. I’d have to completely rebuild a lot of the game code. This is my first 3D game, I’ve never written multiplayer game netcode before, and I’d rather keep Neodrive as a sharp single-player experience than something with bad, beginner netcode. I want to make a multiplayer racing game after this, but I would need some more time to learn.

  • Track editor. I’m not completely ruling this out for sometime in the future, but this would be its own very large months-long undertaking. I’d need a complete system for not only building and saving tracks, but uploading them to the Steam workshop. Also, the spline tool I’m using hasn’t implemented runtime terrain modification yet. It’s on their roadmap though.

  • Mod support. Again, not something I’m completely ruling out for the future with custom vehicle models and liveries, but I’d need to build a pipeline for loading arbitrary assets at runtime, and that’s something I want to take my time and do right. Not that I would have to get it completely right the first time, but based on experience at my day job, API contracts and file schemas that are defined early on with little thought have a nasty habit of sticking around and making your life hard if you don’t take your time to plan out use-cases beforehand.

If you have anything to add to this, or you feel my priorities are misaligned with how you feel about Neodrive, please let me know in the comments. Thanks for all being early adopters! Your constant support and feedback has helped, and is still helping, shape this into a very cool game.

More from NEODRIVE

Other announcements

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Game update14 Sep 20260.11.387- Small Bugfixesshow more time info when getting a new record (time below your previous time) · fixed a bug where you could build a full boost meter from the start line in an automatic transmission · fixed bad gold override time on Lake Tangle IIIGame update11 Sep 2026Lancier TCS- Added TCS on keyboard for Lancier, but decreased nitro gain when using keyboard and at grip limit - Updated LODs for cherry blossom treesGame update9 Sep 20260.11.370- fixed a bug where the vsync preference wasn't being applied