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:
- Lap quests — each circuit has a quest: leave the start chunk, drive every part of the track, and come back. Complete it and it's marked done; cut the corner and it fails and immediately re-arms so you can try again.
- Named practices — each quest gets its own generated name from the world seed ("Practice <somewhere> — Restless Ravine"), so circuits become places you can refer to rather than anonymous loops.
- Quest tracking — the active quest shows at the top of the HUD, and a separate Quests window lists everything grouped by status. Quests arm lazily, the first time you actually drive into a circuit's area, so exploring far doesn't drag the whole world into memory.
- In-game log console — a toggleable window showing what the game is doing as it runs, with per-level filters. Useful when something looks wrong and you want to say what you saw.