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MotorSoul PlaytestNewsIntermediate build notes 581
Game update

Intermediate build notes 581

MotorSoul Playtest · published 19 Sep 2026, 21:46 UTC

All newsPlayers around this dateRead on Steam

Intermediate build notes — dv.commit.522 → 581 (Sep 13–19).

Handling had a downgrade while i find a cleaner way to get the handling i want. The race hud is Fugly right now,the build objective is more in line on testing than experience.

Campaign and profiles

Campaign board is now a list of cups, with a per-cup subscreen and reusable list templates.

RACE actually launches the cup; finishing the last race returns to the board, not to the menu.

Cup completion writes progress and finishing position; unlock data lives in the DataAsset. Credits on completion.

Picking a profile opens the board. Active-profile indicator during menus (now main menu only).

Fixed AI drivers per cup, or a draw that fills every slot without repeats.

Race

Damage, fuel and pit stops: first pass — status VFX, HUD, and AI pitting. Fixed crate distribution, which was going by leaderboard position instead of by car.

Six racing lines re-baked inside the PIE world (Ring, Opening, Classy, tresM4, Snow-Fast, Snow-Crossover).

Time trial: single owner of the .sav; the HUD no longer hits disk every lap.
Rollover respawn and a pit-lane editor.

AI

Removed 3 dead controllers and the V3 fallback; Gen3 flattened into Gen4.

Vehicle state separated from driver, Tick split, one rival query per tick.

Countersteer now engages between 40 and 80 km/h.

Networking and Steam Deck

Host crash when accepting a client: DOREPLIFETIME without Replicated. Fixed, and all 73 pairs swept for other cases.

Late-joining clients had no state catch-up at all — the RPC went through an actor with no owning connection, so the engine discarded it on every map. It now routes through the PlayerController.

Mid-race disconnect: the host waited for the ghost player on every remaining map. Fixed.

Deck: the window shrank to 320x200 because of a saved resolution that didn't fit. Damage and fuel cost nothing measurable (17.0–17.6 ms p95 with and without).

UI

Local name system and lobby controls, with a new name-entry widget.

Personal HUD using the player's real color; race and cup end screens without the phantom split-screen.

UGT Online menu integrated; ES/EN localization at 88%.

MinMagFilter=point is back on playable texture groups (retro look).
Wheel

Fixed the double dispatch of Accept.

Per-vehicle assists, phase 1: explicit zero-arcade in the row, with its test.

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Game update16 Oct 2026What's new 732GARAGE: tune your car New GARAGE button in the main menu and in the pause menu. You can also open it from the lobby. Each car can be set up on its own: final drive and brakes; springs and anti-roll bars; geometry: camber, toe, steering and wheelbase; WHEELS: wheel size and TIRE MODEL; DIFFERENTIAL: type, lock and front/rear torque split. The split now lives on a single slider, so it always adds…Game update4 Oct 2026Commit 681 fixes and tunning# MotorSoul · Playtest 2026-10-04 (second build) ## What's new **Clearer waiting screens** - **Lobby:** it now says the race is waiting for everyone to be ready (and how many are), and that it starts as soon as all players are ready. Each player is told how to get ready: **A** on a gamepad, **X** on a racing wheel, or **Space** for player 1 on the keyboard. - **Race results:** a line under the…Game update4 Oct 2026Build 671# MotorSoul · Playtest 2026-10-04 ## What's new **Vehicle lights and night races** - Cars now have working headlights, tail lights and brake lights. - Three headlight modes: **Auto** (on at night, off during the day), **On** and **Off**. Switch with **D-pad right** on a gamepad or **L** on the keyboard. Other players see your mode. - Each track can set its race hour; in races held at night, eve…