Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
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
NewsSteam's own announcements 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 festsUpcomingPatchesNewsRecordsTrendingSignals
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
Wreckfest 2NewsContent Update #8
Major update

Content Update #8

Wreckfest 2 · published 30 Jun 2026, 14:01 UTC

All newsPlayers around this dateRead on Steam

NEW CONTENT

- New American 60s RWD: Bullet.

- New American 80s RWD: Jackal.

- New Scrapyard Waypoint Race route.

- New Savolax Sandpit Waypoint Race route.

- New Random Waypoint Mode & Free Order Waypoint Mode

Note that AI can't navigate the Random waypoint order so they're removed in single player.

- New Suicide Race route for Savolax Sandpit Short Circuit.

- New Suicide Race routes for Speedway Oval and Figure 8.

- New Suicide Race routes for UK Banger Dirt Oval and Figure 8.

- A set of new challenge events.

PLAYER PROGRESS

- Added the first version of player progress tracking playstyles with badges you can level up.

GAMEPLAY

- Reduced Normal Damage intensity.

- Added drifting and airtime score events.

- Scoring is now fairer (you can score as a defender as long as you do damage).

- Fixed wrong way indicator incorrectly triggering on the Speedway Figure 8 track.

- Leaderboards now have separate class based boards too.

TUNING

- New Quick Tune mode to tune any tuning part quickly with just one slider.

- It's now possible to download anyone's shared tune from the leaderboards.

- Each tuning modifier now has an accompanying help description.

- Tuning screen now shows simulated performance stats.

- All tuning value ranges now make more sense.

- Correct metric/imperial units are now used for all values.

VEHICLES

- Buffed Half A Crusader to make the tailend feel less heavy.

- Added missing clutch upgrades for Stahlwagen, Valken, and Half A Crusader.

- Revised the School Bus engine to make it a properly turbocharged diesel.

- Tachometer now works more like an authentic "lazy" analog tachometer.

AI

- Fixed AI cars not dodging other cars correctly in multiplayer.

CRAP-IT

- Share Designs with other Players by exchanging the loose files from your savegame location.

Note: Sharing will be made more convenient in the future.

- Added a massive amount of new stickers, sprayed on texts and Banger style number decals.

- Decal manipulation tools now include SKEW tool for skewing single decals.

- Decal manipulation tools now have a FINE-TUNE toggle for finer adjusting.

- It's now possible to reorder decals and decal groups via the Options menu.

- Improved input handling (on gamepad, press left stick for panning and zooming).

- Improved decal add/copy/paste/mirror robustness so decals appear where intended.

- Various user experience improvements to make editing less of a hassle.

INTERFACE

- Added minimap. Can be toggled on/off in the Settings menu.

You can also adjust the minimap zoom factor in the Settings menu.

- Compass can be now enabled/disabled in the Settings menu.

- Finished cars now show a little checkered flag in the car tag.

- Improved UI for Tuning, Crap-It, Challenge Select and Loading Screens.

- Various other assorted user interface improvements.

ONLINE

- More robust online client synchronization, improving multiplayer collisions.

- Improved client prediction accuracy.

- Cars in the post-race screen no longer appear smoking and in flames.

- Quitting from a lobby now takes back to Server Browser if the server was directly connected to.

INPUT & FORCE-FEEDBACK

- Increased force feedback update frequency.

- Added high frequency road detail to force feedback.

- Added engine, gearbox and road noise effects to force feedback.

- Reduced force feedback jitter.

- Introduced vibration intensity for force feedback, adjusts road detail and effects.

- Increased dynamic damping range from 100% to 200%, old default 40% is now 100%.

- Improved force feedback damping logic, reducing oscillations around center while improving sense of steering rack friction.

- Implemented gyroscopic precession steering forces when driving over bumps and rolling the car.

- Rewrote low force boost logic for gear and belt driven wheels, it now saturates signal much more giving close to full possible cornering effort more often.

- Fixed wheels and controllers with more than 32 buttons; all buttons up to 128 now work.

- Fixed a range of controller binding issues, including bindings that could stop responding.

SYSTEM

- Improved game stability and performance.

- Replay system now writes in smaller chunks, fixing the frame hitch when crossing the finish line.

- Minor optimization of the collision system (car deformation work spread across worker threads).

AUDIO

- Fixed missing ground & rock wall surface collision sounds in desert waypoint race.

- Fixed issue where checkpoint sound effect would not play in online multiplayer waypoint races.

- Added ground surface collision sounds for the Driver ragdoll.

- Added tire impact sounds for wooden ramps.

- Added tire contact sounds for metal crosshatch / grille surfaces.

- Implemented tech support for race track -specific audio content banks.

- Audio mem improvement: Large-sized audio assets are streamed from disk rather than loaded to memory.

- Audio mem improvement: Sounds of animated track objects (crane etc.) are loaded to memory only when any are used on a track.

- Schoolbus: Implemented turbocharger on the stock inline 6 diesel engine.

- In-game audio settings change: Non-diegetic waypoint race checkpoint sound effect is now part of "Other Effects" volume slider group rather than "UI".

- Cockpit view: Fixed mix config issue where exhaust backfire got attenuated in excess.

More from Wreckfest 2

Other announcements

All news
Community28 Aug 2026The sound of Wreckfest 2 - Dev Blog #03Intro Welcome to another edition of Wreckfest 2 Dev Blog. This time around we look at some of the audio upgrades and improvements in the game and related to car sounds. Audio Design Overview As you may recall from the previous design articles about careers, the term "alternative motorsports" got mentioned a lot. This sets much of the tone and direction also for audio designs. What this means is…Community7 Aug 2026Show us your finest Crap-ItsYour CRAP-IT Tool design deserves to see the light of day... no matter how questionable it is. If you've built something hilarious, over-the-top, or downright unhinged for Wreckfest 2, share it on the official Discord server , and your design might just end up on our socials! Discord:Game update10 Jul 2026Content Update #8 Patch #2- Improved multiplayer collisions and deformation fidelity