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:
- Biome regions — the world is carved into irregular cells, each with its own biome and its own block palette, so terrain changes as you drive between them instead of being one texture everywhere. Circuits sit inside those regions like strongholds, waiting to be found.
- Roads you can follow — roads are built from the same chunk-tile vocabulary as the tracks (straights, turns, tees, crossroads), snapped to the biome boundaries, so leaving a circuit gives you something to drive along.
- In-game HUD — a proper heads-up display: speed and revs in the corners, position and the block under the car, and a live minimap that fills in as the world generates around you.
- PixelArt Outline — a second post-process look alongside CRT/VHS: crisp dark outlines around world geometry, giving the game a drawn, pixel-art feel. Pick which shader is active from the Post Process panel.
- Top View camera — a fifth mode: a high, zoomed-out overhead view that follows the car, useful for seeing the shape of a circuit or where the roads go.
- Crash sounds — the car now makes a noise when you hit something, with its own volume control.
- Better tuning panels — every numeric setting became a slider with
-/+steppers, sections collapse, and each panel shows a live readout — so live tuning stops being a wall of numbers.