

Content Update #5 is available today for Wreckfest 2, expanding the Early Access build with a mix of new modes, vehicles and mechanical improvements. The update adds bite size Challenges built around quick derbies and races, along with an evolving multiplayer Cup Mode. Players will also notice upgrades to the Crap-it livery tool, more detailed crash behavior, improved car audio and refinements to force feedback and overall gameplay feel.
A new muddy farmfield track called Moorfield joins the lineup, featuring separate layouts designed for traditional racing and all out crashing. Two new vehicles are included as well with the Grandstar minivan joining the chaos alongside the Phaser, an interesting looking car with duct tape barely holding together. Along with a long list of smaller tweaks and polish, the update continues to build on the game’s signature destruction focused racing. Check out the trailer and patch notes below.
NEW CONTENT
- New American minivan car: Grandstar
- New Asian coupe: Phaser
- New tracks: Moorfeld with Racer and Crasher routes.
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CHALLENGES
- Added 10 challenges, bite-size racing and derby events (with more on the way).
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CHALLENGES
CRAP-IT
- Added a number of new decals, including new fonts.
- Added an ability to mirror decals to the other side.
- Decals can be now grouped and manipulated as a group or individually inside the group.
- Sticker decals can be now placed either on top or below material coats.
- Recreated all player and AI paint designs with Crap It (with more to come).
- It’s now possible to use the default car design as a base for a custom one.
- Other minor improvements.
RENDERING & VISUALS
- Improved game stability and performance.
- Fixed background terrain flickering.
- Fixed rendering glitches on Intel Arc B580.
- It’s now possible to use a different Super Resolution solution than that of the native GPU vendor.
- Super Resolution now defaults to “AUTO”, fixing the issue of “CUSTOM” being shown in the Settings whenever Super Resolution is used.
- Updated XeSS to 2.1.1.
GAMEPLAY
- Added accumulating mud effect for cars (with more surfaces to be included later).
- Adjusted car weights across the roster to better match them being stripped down beaters.
- Improved consistency of suspension setups and fixed a number of oddities here and there.
- Improved car vs car collision physics.
- Improved attacker/defender logic to make it more likely to interpret the gameplay situation correctly.
- Improved attacker advantage to encourage crashing into other cars (normal damage mode).
- Adjusted hitpoints of many cars for improved balancing.
- Environmental damage is now more consistent regardless of the vehicle used.
- Car wheels no longer detach as easily when damaged.
- Tires can no longer get punctured from minor impacts.
- Using stability assist should be no longer faster than not using it.
- It’s now easier to shift properly with a manual clutch.
- Offroad surfaces are now bumpy.
- Tires now sink into soft surfaces.
INPUT SYSTEM & FORCE FEEDBACK
- Improved DirectInput signal handling to reduce jitter.
- Revised force feedback: stronger ramp up, improved details, smoother signal.
- Added new low force boost force feedback setting especially for non-direct drive wheels to help with force ramp-up and details.
- Implemented 120Hz fixed rate force feedback for DirectInput devices.
ONLINE
- Fixed a number of multiplayer related crashes.
- Added Cup Mode (settings in the server config).
- Implemented server file logging (enable in the server config).
- Optimized work distribution for hybrid CPUs.
- Updated Playfab SDK to the latest version.
AI
- Improved AI overtaking behavior.
- Refined and improved overall AI racing line and turning behavior.
- Added more variety to AI racing lines.
- Improved AI awareness of other cars and the player.
- Improved pathfinding and obstacle detection in derby.
- Finetuned AI difficulty levels.
AUDIO
- Fixed issue where rev limiter effect of opponent cars ignored the ‘Opponents’ mix level setting of game.
- Added code support & preliminary sounds for per-wheel suspension movement and bump stop sound effects.
- Added unique collision sound for cargo containers.
- When using spherical camera to view & pan around the car, the blend / transition between engine and exhaust objects is now smoother. Support for dual exhaust cars work-in-progress.
- Pulling handbrake now plays mechanical clunk instead of ratcheting sound (of lever latch).
- Bumper view: Exhaust is now more present in the overall mix.
- Cockpit view: Overall player car mixdown is now balanced more towards the car having no windshields (less high frequency damping).
- Cockpit view: New version of surround reverb models. Downmix compatibility and perceived width of sound is greatly improved when playing on a stereo sound system.
- Cockpit view: Player car tire & suspension sounds are now more clearly directional. F.ex. if playing on a surround sound system, each tire is clearly panned at an appropriate angle relative to camera position.
- Cockpit view: Adjusted surround orientation of wind-on-car effects to improve L-R balance when mixdown is folded to stereo.
- Exterior views of player (camera target) car now have a effect applied to widen the stereo image.
- Various mixdown tweaks & changes, to smoothen transitions across camera views etc.
- Added basic tire sfx for wet mud surfaces.