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RELEASE NOTES latest: v5.5.0 — 22 July 2026

What changed in v5.5.0

A driver in the car — there's now a blocky, Minecraft-skinned character sitting at the wheel of every car (yours, split-screen player two, and the ghost cars of online joiners):

Color grading — the post-process system gained an independent Color LUT layer that grades the final frame on top of whatever the active shader produced (CRT or PixelArt Outline). It is always the last pass, so you can run CRT + LUT or Outline + LUT together. The new Color LUT group in the Post Process debug panel turns it on and lets you browse shipped LUTs (Neutral, DMG, Apple, Night and more), mark favourites, and blend between the original and fully graded frame. A larger audition library is available to dev builds via a boot flag for trying out hundreds more; the shipped set is the curated one that ships.

Tuning & debugging — smaller additions to the debug layer:

No other user-facing changes since v5.4.0; the rest of this release is internal/testing work.

What changed in v5.4.0

Track direction fixed — the car now spawns facing the correct way and drives every circuit the same way round:

No other user-facing changes since v5.3.0; the rest of this release is internal/testing work.

What changed in v5.3.0

Display, camera, and track dressing — three user-facing additions:

What changed in v5.2.6

Post-processing off by default — the pixel-art outline shader (and the CRT shader) are now disabled on a fresh boot:

No other user-facing changes since v5.2.5.

What changed in v5.2.5

The game has a home — a retro arcade landing site is now live at superdungeonracer.com:

No in-game changes since v5.2.4 — this release is the web home.

What changed in v5.2.4

Web build performance — the browser (WASM) build now generates chunks on worker threads:

What changed in v5.2.3

Mobile-web support — the game now plays in a phone browser:

What changed in v5.2.2

No user-facing changes since v5.2.1. This is an internal/testing patch:

What changed in v5.2.1

No user-facing changes since v5.2.0. This is a housekeeping release: the project's own build and release tooling was reorganised, with nothing in the game itself touched.

What changed in v5.2.0

Playable in a browser — you no longer need to download anything to try it:

What changed in v5.1.0

First showable alpha — the first version of the fifth rewrite I'd think to show to anyone outside my closest friends. Two features make it one:

Everything before this release is groundwork; this is the first one that behaves like a game you can put down and pick back up.

What changed in v5.0.6

Something to do — until now the game had no goal at all. Now every circuit in the world carries one:

What changed in v5.0.5

Bring a friend — the biggest release so far: the world stops being a single-player place.

What changed in v5.0.4

One world — until now the game had two places: an open world you could explore, and a separate race scene holding the hand-built circuits. They have been merged:

This removes the last place in the game that wasn't the open world.

What changed in v5.0.3

Pick your font, pick your pixels — two presentation controls:

What changed in v5.0.2

Biomes, roads and a HUD — the open world stops being a test bed and starts being somewhere to explore:

What changed in v5.0.1

The world opens up — until now the track was the world. This release grows a landscape around it that keeps generating as you drive:

What changed in v5.0.0

The beginning. Super Dungeon Racer has been rewritten from scratch five times; this is where the fifth one starts. The first commit is a single textured cube, a light and a camera. By the end of this stretch there is a blocky world, a handful of hand-built circuits, and a car with real physics to drive round them.