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Major update · published by the developer

Drift Stage - Version 0.5.0.16 - Now Available.

On Steam

DRIFT STAGE VERSION 0.5.0.16

Drift Stage

Version 0.5.0.16

Windows / MacOS

Publisher: Storm Electricity

Developer: Super Systems Softworks

Steam Release Summary:

After last month’s “Halloween” progress report, Super Systems Softworks and Storm Electricity have been working towards the ultimate goal of a 2026 Steam release. Increased traffic and demand for the return of “Drift Stage” has necessitated a preliminary Steam release before the end of 2026 based on the "Gamescom" style "Kiosk" build.

Feedback from attendees was cross-referenced with user feedback, and used as criteria for tuning and modifying Drift Stages’ underlying physics code. The fixes implemented to the vehicle’s wheel colliders proved successful, and working with the “respawn feature” – have advanced on, or solved a number of existing problems with Drift Stage’s core feature set.

Scope and Use Case:

The purpose of this specific build of Drift Stage, is to expedite the release of an updated, enhanced “floor demo” of Drift Stage, like the ones shown at Minecon, Gamescom, and shown at meetings during E3.

The reception to the “Scene World Magazine” and “Mobile Joypad” booths at Gamescom, both demoing the Unity 6 “Drift Stage” build, as well as an increase in on our web presence indicated a need to produce a new build sooner then the broader project goals could allow.With that in consideration, this “enhanced kiosk” demo was prioritized; specifically designed to allow for the most recent, newly updated build of Drift Stage to be released, as early as possible, and offering a more complete single player and multi-player experience – turning any users Portable PC, Home Office,  or Professional Macintosh Laboratory into a functional “Drift Stage” arcade cabinet; fully compatible “Mobile Joypad” equipped smart phones, built-in keyboards, and -  “Rumble Equipped” Xbox One controllers.

Respawn Feature:

The fixes made to Drift Stage’s collision detection and physics code; thanks to the new wheel collider implementation; have reduced the cases of “clipping” out of bounds to near zero; under normal “racing” conditions.

In the event you manage to clip out of the track, you will fall into the “void” under the course; then “teleport” back to the segment of the course you “fell” out of.

Divergence & Mechanics:

An unintentional outcome of the “respawn” feature, which were needed in the 2016 build due to the clipping issue, also presented a problem where the simulated “gravity” was functional enough to allow the user to “fly” off the course. This resulted in the same issue as the clipping bug; and was originally considered “un-intended” behavior – as “racing” titles in the arcade genre generally don’t have mass or gravity.

The addition of a working “respawn feature” has allowed for two new capabilities of the software:

1: With the “respawn feature”, flying off the track due to an impact with the guard-rail, or an opponent’s car does not end or disrupt a race. Now, it works as a feature. So, the gravity and vehicle mass were tuned to allow more dramatic and “dynamic” reactions to physical interactions – allowing for “out-of-bounds” crashes that “reset” the track.2: Allows for “solid” areas like the terrain on the island track to be driven on, and the curbs “hopped” to drive back on to the course. Areas that don’t have physics properties set – like the water; will cause the car to drop through – causing a “respawn” back to the course.This basic functionality, as a result of efforts to mitigate an issue and solve a specific use-case relating to a bug, has added a new dynamic to the game. This opens possibilities for “ring-out” effects, water traps – or even lava. Creative minds may suggest magma – if the concept of cave racing has returned to the contemporary mind.

 

Video Demo:

Super Systems has prepared a second video demonstration showcasing the most current footage to the date of this release. Minor visual bugs may persist as this was recorded on pre-release development builds.

This footage aims to feature as many examples of the new physics and collisions changes in action as possible, as well as the range of driving style and controllability of drifting and steering.

Version 0.5.0.16 Change List:

- Enabled "Kiosk" mode for preliminary Steam release based on 0.5.0.16.

Restoring a "full featured" version of Drift Stage remains the primary development goal going into late Q4 2026, early Q1 2027 - but releasing a stable "expo" build running in a "kiosk" mode was deemed the most viable option given the demand for Drift Stage as a whole, and the limited time left in 2026.

- Moved "Source Code" from Unity 5 to Unity 6 (2026).

Allows for support on new operating systems - benefits of newest Unity features - ability to use newest plugins / updates.

- Internal changes to Unity tools, switch to "Unity Build Profiles" with custom build options.

Storm electricity has established new internal tool pipelines, allowing more control over how Drift Stage builds get compiled. An added benefit of this is the ability to compile "MacOS" builds on a Windows PC.

- Updated FMOD Unity plugin from 1.08 to 2.03.15; adding native macOS arm64 support.

FMOD is the audio processing plugin Drift Stage uses to generate the dynamic engine audio produce by the cars as you drive; and other audio elements like music and sound effects.

- Improved vehicle wheel colliders and Unity physics implementation.

The system used to "read" the polygonal "surface" of Drift Stage's race courses by the player's car has been revised to improve the overall quality of the games simulated physics and gravity - and address a major bug which would result in the cars "clipping" out of bounds.

- Tuned and implemented "Arcade" controls.

Refined and simplified controls that allow for greater degrees of steering and ease of use while maintaining equal skill-ceiling have received multiple iterations - and are currently viable across keyboard and controllers.

- Fully implemented "Respawn" feature to reset the player's car in the event of going out of bounds.

This feature can detect "out of bounds" instances from either a physics based collision or a "clipping" bug - allowing the race to continue from your previous position.

- Restored "Photo Mode" option in "Pause Menu".

A preliminary "Photo Mode" has been enabled with "saving" functionality. "Photo Mode" filters have been tested and are functional - but filters may not be implemented for this release based on stability / time (low priority).

- Functional lap counters and race tracking - score board.

Currently set to only three laps, this restored and expanded functionality allows for a basic time attack style hot-lap, or multiplayer racing up to four players.

- Added MacOS native support by updating Steamworks.NET to version 2025.164.1 (SDK 1.64).

Drift Stage can now be compiled for current macOS devices, and two functional builds have been successfully complied and tested since October.

- Enabled "Metal" rendering for "Shader Forge" shaders on macOS.

Multiple changes and refinements to various segments of Drift Stage's code, including shader plugins; and other underlying Unity based systems have been made to allow for macOS support and compatibility.

- Revised controller input handling during pre-race loading.

Revisions have been made to the way controller inputs are stored and read while using the menus in order to prevent control bugs and softlocks.


- Car Select screen loads camera after cars have "spawned" and landed on the "ground".

Minor timing changes on camera loading in order to avoid showing the cars loading into the scene and "falling" to the ground.

- Revised pre-race "Radio" controls for keyboard.

Better UI for clarity, keyboard / controller functionality parity.

- New "RELEASE_MODE" flag added to Unity build option to allow easier implementation of "kiosk" mode settings.

Allows for streamlined compile process for convention demos, on / off toggle for "kiosk" mode.

- Added "Exit to Desktop" option on "Main Menu".

Simple but necessary "ease of use" addition, selecting this option will close Drift Stage and exit to your desktop.

A number of issues that need to be fixed but do not effect gameplay significantly enough to prevent a release still persist. This is normal given the stage of development, and many of Drift Stage's features are still be restored and debugged from the legacy source code.

Late 2026, post Steam release plans focus on iterative fixes, allowing for more optimized bug fixes through Steam updates.

Version 0.5.0.16 Bug List:

  • "Mobile Joypad" in "Car Select" QR code may not load on Windows build.

  • In some instances, “Local Multiplayer” menu UI element stays on screen after race loads. (pink menu name banner, top left of screen)

  • Multiplayer post collision gear lock / freeze. Crashing into another car at a high speed causes the accelerator to no longer function; possibly transmission related.

  • Mobile Joypad “QR Code” in “Car Select Menu” is not loading correctly due to latency with "Mobile Joypad" service. Graphic is blank white box - no QR code. QR code wont load after restart, race finish, any use case.

  • “Burnout” on menus breaks if user presses and holds “brake” for more then one second. Car engages into reverse, then wont respond to accelerator / trigger input.

  • Softlock when leaving “photo mode” with B button. Only right stick camera operates.

  • Missing buildings / texture assets in "Eventide Overpass" – Needs Super Systems tower, animated billboards. (May be user hardware related).

  • "Photo Mode" UI stacking issue, icons overlapping.

  • Need return to dedicated “Graphics Setting Menu”; Kiosk mode currently auto-configures graphics settings.

  • Needs physics mode toggle. “Legacy / Arcade”.
    Already working but needs tuning, implementation without causing crashes.

  • Softlock when pressing F1 to open tune menu during “race start sequence".

  • Speedometer UI reads “MTX” when “ATX” is selected. (Manual transaxle / Automatic transaxle). Technically not the right term as only certain cars have transaxles vs transmissions; but that’s how the UI is designed.

  • Tire skid sounds on “pause” needs to be muted.

  • “Speed” indicator numbers on the HUD is slightly misaligned,

  • Missing left key in the radio track select

  • On "Car Select Menu" confirm screen, the car drops visually too low below the camera line.

  • Cars sometime spin wildly around in "Car Select" menu due dynamic animation values conflicting with new physics settings.

Photo Mode:

Drift Stage's "Pause Menu" based "Photo Mode" has been successfully restored by Storm Electricity; and has been debugged and revised since June.

During a race, pausing the game will present you with new menu options:Selecting "Photo Mode" will bring up the games "free" camera - and a "camera control" interface. You can now maneuver your camera around the "paused" race and take unique screenshots that will save to a folder on your desktop. Opening the "filters" menu provides many options to change the look of the end result of your photography. A "resolution" upscale toggle also allows for the capture of 4K screenshots.

Note: Pressing "F12" will take a "Steam Overlay" screenshot - which is built into Steam itself. These screenshots can be uploaded to your "Steam Profile" gallery, and will appear in Drift Stage's community "screenshot" gallery.

Arcade Controls:

Drift Stage’s “legacy” style controls are sill being tuned with the new physics changes / additions. This feature has been tested and prototyped, but has placed as a low priority until the “arcade” control mode could be fully implemented.The arcade controls only differ from the “legacy” Drift Stage controls in the fact that holding “brake” (left trigger or “X” on keyboard) will allow you to enter a drift – and holding brake will sustain your drift. Using the brakes while not pressing the accelerator (right trigger or “C” on keyboard) allow you to brake normally to slow down or stop.

After three months of tuning and testing them, I feel they offer an easier, more adaptable and easier to understand default that most people will be accustomed to. This style control scheme is very similar to many acclaimed arcade cabinet titles – and Storm Electricity has gone to great lengths to match the feeling and response of the analogue inputs to the 2014 “Drift Stage Pre-Alpha” build.

Returning the “Legacy” style controls from the 2016 – 2019 Drift Stage build in the next iterative update is a major goal of development, as progress has been made in adding the functionality; but more worked is needed to allow a seamless “toggle” in the options menu, as well as a tune based on the newest physics code revisions.

The added benefits of the physics updates, fixes, and revisions – both working with the new “Arcade Controls” style, has resulted in the overall accessibility of Drift Stage to meet the widest range of players possible; while maintaining the same skill ceiling; and maintaining the cross-hardware compatibility of Drift Stage, letting users choose keyboard, controller, and now a “virtual” controller using Mobile Joypad and a smart phone.These changes are all based on feedback from Gamescom players, Drift Stage’s testers from 2016; 2014/15 impression, and overall goals for the project since its original conception.

Basics of "Arcade Controls"

During a drift, you can pivot your car “out” of the drift by either steering the vehicle with the ‘left stick’ [arrow keys] or selectively release the brake with ‘left trigger’ or [X] which allows the car to automatically return to it’s center-line. Releasing the accelerator ‘right trigger’ or [C], – to adjust speed and angle in a drift is now possible using the new “Arcade” controls.


Mobile Joypad:

Mobile Joypad is a Unity plugin & accompanying Android / Apple mobile phone application - created for the sole purpose of using a smart phone as a plug-and-play, wireless game controller; solving the issue of purchasing multiple large, expensive; often cumbersome and difficult to manage “Xbox” controllers in order to play multi-player.

After downloading the “Mobile Joypad” Android application; enabling “Bluetooth, then scanning the QR code displayed inside Drift Stage’s “car select” menu will initiate a connection between your phone and Drift Stage. From here, you can use your phone a controller, or activate the motion controls.

Mobile Joypad also allows the use of a smart phone’s built in accelerometer; enabling users to “steer” the car by rotating the phone; giving Drift Stage motion control support via the “Mobile Joypad” application. Enable the “accelerometer” by pressing the “Accelerometer” icon in the “Mobile Joypad” phone application.The new “Arcade” controls, and improved steering controls during normal “grip” driving – combined with the “accelerometer“ steering using “Mobile Joypad” offers an entirely different experience then normal – button based racing.

While not producing the fastest lap times – these motion controls, working in real time with the play-tester’s own phone as a steering wheel has proven very successful and both INDIE Games Fest, and Gamescom – even in their less developed states.

"Mobile Joypad" Official Website: https://mobilejoypad.com/

Shift to Iterative Steam Updates:

With this initial Unity 6 build released; development focus will return to fixing and implementing partially working, or near complete features. With a functional update pipeline, and this solid foundational release; – Storm Electricity has set a goal of releasing iterative patches to 0.5.016; implementing as many features as possible as new builds are made available.This process should allow Super Systems and Storm Electricity to enter a more organized development workflow; with a large part of the difficult “Unity version porting”, debugging, old feature restoration, new feature implementation, and physics / control tuning complete; culminating in over a year of effort, organization, and planning.

Returning to “best practices”, this affording months instead of weeks or days to development and testing; and at this stage of development; will yield more results as time is put into the remaining features & debugging.

With this in mind; Storm Electricity will focus the rest of 2026 on iterating and polishing the future version of Drift Stage, based on this build.New expo builds can be compiled quickly using developer tools recently added to the Unity 6 update. We will announce future convention attendance with Drift Stage as soon as plans are established.

Drift Stage's envelopment phase is shifting into pre-2027 preparations, following the 0.5.0.16 Steam launch.

Current “In-Development’ features intended for next iterative builds:

- Steam Deck and Linux support; currently testing.


- Ghost Cars (Partially restored functionality, requires finishing physics engine additions.)


-  Pre-Race option menu, lap count selection.

(Currently hard-coded to three laps; “Kiosk Mode”)

- Add pre-recorded lap back to "Title Screen",

- Replace or remove "static" screen on "Main Menu"; Need to re-enable "Title Screen" feed for original functionality. Redundant feature, not intended to show static.


-  Re-enable “Aqualuxe Labs".

(Needs system setup to allow lap-counters / respawn system. Minor graphic revisions).


-  Re-enable main “Options” menu, graphics options, with all entries, etc. (Graphics settings currently auto-configure).


-  Enabled and polished “Tuning Menu” for users. Stable integration of this menu is necessary to prevent crashes / unintended results of changing the physics values while running.
(Needs to be made user friendly, can cause soft-locks).


- Continued “manual transmission” debugging; leading to an eventual fix.

- New art assets, and art passes to revise and improve old models / textures.

- Add more scenery to existing courses.


- Explore new course and level design workflows, test new tools.

Macintosh Compatible Version:

Based on Gamescom reception, Drift stage 0.5.0.16 has proven to be very viable as a standalone build.
Testing on Apple hardware reinforced the decision to release a "stand-alone" arcade style build, This new Mac version of Drift Stage runs "out of the box" with standard keyboard controls, offering a complete "Drift Stage" expo experience - with the option to use your phone as a wireless controller. Early Macbook testing with keyboard controls, and motion controls via "Mobile Joypad's" smart phone based "Accelerometer" steering presents an "arcade cabinet anywhere" functionality that has immediate appeal.

Developer Note:

So many of you have invested many years of your time and energy into Drift Stage, supported our ventures despite the circumstances or odds - helped build something that continues to defy expectations; and remains relevant even a decade after the original demo was uploaded and released.

This new build finally offers Drift Stage fans a definitive version that can be played and archive, based on the momentum and progress supported by Storm Electricity. More updates are already in the works based on this build; and Drift Stage 0.5.0.16 will continue to be developed with this release as the final milestone in our 2026 development plan.We want this version, and every version based on 0.5.0.16 to be something all the people involved in making and playing Drift Stage can take pride in, even if it took 10x longer than planned. The amount of adversity and struggles faced by the project, and endured equally by our supporters - only underscores the significance of the return to presence Drift Stage has experienced in the last year.

Without an audience, all of this is for nothing - and just in the last two weeks our previous "Video Demo" reached 500 views - from a single Instagram story and just the progress report. That is the immediate response we receive from our fans and backers - and making this release count is going to rely on your word of mouth; just like in 2015.

The shear enormity of this endeavor, the amount of obstacles that needed to be overcome to get to this point, represents an effort on the part of Super Systems, Storm Electricity, Scene World, - and our affiliates and network; including Drift Stage's sponsored performance shop: "Pinku Style" - whom has assisted continuously for over a decade.

The magnitude of this release, and the potential that it represents can't be overstated. We are working towards more updates and developments as we head into the winter season.Please enjoy, and thank you for your patience.

Moving Forward:

The priority based debugging and feature lists have resulted in multiple successful builds; with the "INDIE Games Fest" and "Gamescom" builds preceding this Steam release.

A complete restoration of Drift Stage’s original feature set, including the “decal editor” – and moving into 2027, the same priority based task lists continue to be utilized as issues are fixed and and the broader goal of a “Final Version” can come into focus.Main project goals going into 2027::

A: Support and update Steam version; working towards "restored" version will all "legacy" features functional; and new features fully integrated. Attention on developing pipelines to compile working builds for Linux and Steam Deck.B: Once a decided milestone is reached based on "restored and completed features"; efforts towards a DRM free version will made for release on Humble Bundle.


C: After a restored feature set is completed, based on what is possible with the legacy code - a design document for new features and 2027 end goals towards a "complete" version of Drift Stage will be drafted. This would represent a long term, organized finality to this iteration of Drift Stage - and is being organized at the request of Storm Electricity; which has reported optimistic projections given the progress made in Q3 and Q4 of 2026.

Work needs to be done to formalize and secure a long term agreement between Super Systems Softworks and Storm Electricity now that the hypothetical work has been actualized; but after a full year of development this exploratory venture has delivered a functional advancement of Drift Stage; and achieved most of the goals necessary to continue development – and eventually see completion under Storm Electricity as a publisher.

We plan to be back with more progress as we shift into the post 2026 phase of our development plans and begin expanding on the foundational updates established with this years efforts.

Thank you for your attention.

- Super Systems Softworks

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