City Car Driving — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| CCD 2.0 launched closed beta! | 2026-04-21 | Greetings to you, car enthusiasts!🚀 City Car Driving 2.0 CLOSED BETA is now liveThe driving simulator we've been working on for so long is finally in the hands of our first testers.Right now, we're running the first wave — contest winners and a limited group of players. We're starting small and focused: we'll gather feedback, make improvements, and then gradually open the doors wider.Want to join the next waves?Add the game to your wishlistJoin the community on SteamCheck out our communities for announcements and contests:🔗 Telegram🔗 Discord🔗 YouTube🔗 Facebook🔗 XLet's be honest: we log in "just to test for five minutes" and pop out an h |
| Game update journal #7 | 2026-04-06 | Two weeks ago, we shared the Early Access trailer for our game. What did you think? Share your impressions in the comments: What felt missing? What would you like to see? What are you hoping for from the game?In this issue, as always, you can check out what we've accomplished over the past month. Plus, we've included a link to an archive of visual materials for the game.Let's dive in! 👇🔧 What we've been working on:🎮 Gameplay ExperienceWe're constantly playtesting the game and fine-tuning the balance and overall experience we want to deliver to players.Completed the final round of bugfixes for our test track — and finally wrapped up all wor |
| Game Update Journal #6 | 2026-03-06 | There were quite a lot of smaller fixes this time around, but as you know, it’s the little details that come together to create full-fledged mechanics and give the city that feeling of being truly alive.We also see how eager many of you are to finally see more gameplay footage. So in this issue we’re happy to share a short clip with you - and there will be more video material coming very soon.For now, here’s what we’ve been working on 👇🔧 What we've done recentlyPerformed a large round of level-art bug fixing - the city now looks cleaner and more consistent.Fixed a bug with the diesel fuel indicator.Fixed uneven road wetness near the market |
| Game Update Journal #5 | 2026-02-06 | This period may not have been the loudest one, but it was an extremely important month for the project. We focused on polishing interactive objects, improving the UI, and fixing technical details that make the game feel more complete upcoming release. Here’s what we’ve accomplished.What we’ve done during this time:Polished the visual UI style of the interactive object “Paint Workshop.”Improved the interface of the “Police Station” interactive object - it now looks cleaner and more consistent.Refined the UI visual style of several interactive objects:Gas StationCar Service StationCar WashAdded animated inspector seating into player vehicles:Ha |
| HAPPY 2026 NEW YEAR! | 2025-12-30 | This year has been truly important and eventful for our team. We worked hard, made tough decisions, fixed and reworked many things, and step by step moved closer to the game we want to share with you.City Car Driving 2.0 is still in development, but over the past year the project has grown significantly — not only in scale, but also in detail, quality, and depth. We’re confident that all of this will meet your expectations in the year ahead.Thank you for your patience, support, comments, ideas, and constructive criticism. Thanks to you, City Car Driving is more than just a game — it’s a living project with a true community behind it.May the r |
| Game Update Journal #4 | 2025-12-26 | This period has been especially busy with improvements to environments, vehicles, and the interface. We’ve been deeply focused on level art, fixing technical issues, and polishing the overall user experience. Here’s what we’ve been working on 👇What we’ve done during this period:Completed a major first-quarter level art pass, carrying out a large-scale environment revision.Created custom terrain in the bridge construction area and refined its interactive elements.Added new safety island models.Fixed major driver positioning bugs.Created a rig and animations across all player vehicles.Fully resolved issues related to:Hangug Eclauto electronics |
| Game Update Journal #3 | 2025-11-28 | November turned out to be incredibly productive: we fixed dozens of bugs, expanded the environment, enhanced both visuals and audio, and focused on optimization. Here’s what we’ve accomplished 👇What We Did in NovemberFixed 16 major weather-related issues — precipitation and weather effects now behave more consistently and naturally.Resolved several bugs related to the Folk and the driver’s animation system.Performed a large-scale cleanup of level art and lighting: dozens of issues were fixed, making the city look cleaner and more coherent.Added a new car wash area and storage zone on one of the locations.Introduced a multimedia display insid |
| City Car Driving 2.0 is postponed to April 2026 | 2025-11-10 | We want to be completely honest and open with you about something many of you have probably already guessed.City Car Driving 2.0 is being postponed to April 2026.Why did we make this decision?At this point, the following parts of the game are fully complete: - The location - Player vehicles - Traffic system - Core gameplay systems - Visual and sound design detailsWhat remains is to finalize several key elements that will tie the entire game together into a cohesive experience.Until recently, part of the game’s core mechanics was built using Unreal Engine’s Blueprint system. However, during the final integration stage, it became clear that thi |
| Game Update Journal #2 | 2025-10-03 | Let's share what we've done over the past month.Add City Car Driving 2.0 to your wish list!🔧 What you did in September:The embankment model has been adjusted for an extended road, and it has become more spacious. We have handled all the bugs of the player's car - the controls have become more stable. We have modeled a new interchange - traffic around the city has become more logical and interesting. Fixed bugs for cars: Ulgares Groberolf and Ulgares Folk The engine for Hangug Eclauto has been dubbed - it sounds like it should now. Added tire sounds for Ulgares Groberolf and all traffic - the ride has become much more atmospheric. Fixed the r |
| Official Discord and Telegram! | 2025-09-12 | You’ve been asking for it - and we’ve finally done it! Our community now has two brand-new hangouts:- The official Telegram channel- Our very own Discord serverWhy check them out?📱 On Telegram, you’ll get quick news, fresh screenshots, and behind-the-scenes looks delivered straight to your phone.🎧 On Discord, you can chat with other players, share your stories, memes, and screenshots, ask the team questions, and jump into fun events.We’d love for you to join us, stay closer to the development, and always be in the loop with the latest updates.👉 Come hang out:DISCORD@city_car_drivingSee you there, and let’s keep building this community toge |
| Game update journal #1 | 2025-09-05 | Add City Car Driving 2.0 to your wishlist! Here’s what we wrapped up in August 2025Fixed all wind bugs on small vegetation - no more “dancing bushes”!Resolved 6 major level art issues - the locations’ architecture now looks even better.Fixed 4 major pedestrian animation bugs - NPCs are now more “human-like” than ever.Built a manual gearbox model for the Groberolf - stick-shift fans, this one’s for you 😉Animated interior parts of the Groberolf - everything moves, spins, and feels alive.Refactored autodrome testing - test drives are now more stable and reliable.Improved wheel effects:Water splashesMud splattersDust clouds Now everything sprays |
| Developer diaries #55 | 2025-08-08 | Since we first started sharing the behind-the-scenes of development, quite a bit of time has passed. We’ve talked about physics, simulations, effects, weather, roads, and much more. Every entry was our way of opening the door to our work just a little wider - to show you how the game is actually being made, not just tell you about it. And your reactions - the comments, ideas, and questions - have always inspired us.But over time, we realized that the current format - detailed and focused on a single topic - no longer fully matches the needs of the team. The pace of work keeps picking up, there are more exciting things happening, and we want t |
| Developer diaries #54 | 2025-07-11 | This time, we're diving a bit deeper under the hood-or more precisely, under the wheels. Our goal was to make the roads in the game feel truly alive: dry dirt roads kick up light dust, rain-soaked trails fling mud in all directions, and puddles explode into spectacular sprays. And it’s not just visual noise-this is the result of a complex system we’re excited to show you today.Particle SystemWhen developing the under-wheel particle system, we had a few key goals in mind. First, we wanted the effects to feel believable and consistent with real-world behavior. Second, it was essential to maintain high performance across the board.We used Niagar |
| Developer Diaries #53 | 2025-06-27 | New QuestionsWhen's the beta test or how do we get in?We'll announce details before release. Selection will be via a special application form. Key requirements:Attention to detailMeticulousnessLove for the autosim genreWill there be "clowns" and "cowboys" on the roads? If so, how will that work?We're still battling that issue! Those drivers do appear in-game, but they're unplanned AI glitches we can't keep because they cause tons of gameplay problems.If you can’t add a Russian map, at least make a modding toolkit for SSD2 maps.Advanced modding tools are a top development priority. This won’t be in the Early Access release, but will absolutely |
| Developer diaries #52 | 2025-06-13 | Hey Car Enthusiasts!In these diaries, we'll talk about an enhancement that will make driving in rainy weather even more realistic. We've significantly improved the behavior of raindrops on your car's windshield – they now genuinely affect visibility while driving.Drops no longer just appear on the glass – they behave like in real life:💧 If drops land in the same spot, they merge and grow larger. 💧 When the car is moving, drops are pushed downward by the wind, gather into streams/rivulets, and flow down the surface. 💧 They also interact with each other – merging and changing shape.All this creates a livelier, more realistic simulation that |
| Developer diaries #51 | 2025-05-30 | The first step is setting up a base pose. This pose sets the tone for the entire animation and serves as a foundation for all future movement. Next comes the step-by-step refinement of motion. We add keyframes: the movement of the body, arms, legs, and head. This is where the animation starts to take shape and gain personality. Then come the micro-movements - breathing, subtle shifts in posture, gentle weight transfers. It’s these small touches that add depth and create a real sense of presence. Our goal is for you to feel, as you drive through the city, that you're surrounded not by a set of polygons, but by real people going about their day |
| Developer diaries #50 | 2025-05-16 | Now, in this milestone 50th edition, we're excited to present an updated look at our virtual city. We've prepared fresh screenshots showcasing how the game's world has evolved across various locations and different times of day. You'll see streets coming to life with the first rays of sunlight, the city bustling during the day, and transforming as evening sets in. Our team continues to work diligently to create a realistic and immersive environment. Your feedback and support inspire us to keep improving and adding new features. Stay tuned for more updates, and feel free to share your thoughts in the comments! You can find out more about the u |
| Developer Diaries #49 | 2025-05-02 | We’ve put together a collection of answers to the most common and important questions, added some new ones, and of course, brought back a few you might’ve missed. New Questions Will each car have its own unique engine sound, or will it be like City Car Driving, where a few similar sounds are reused with minor changes? Have you considered making car sounds more realistic or at least somewhat authentic? Each car will have its own unique sound. Just dreaming here — but in the distant future, could we see a built-in tablet or phone in the dashboard with navigation, a radar for traffic cameras, or even a dashcam view and the ability to watch video |
| Дневники разработчиков #48 | 2025-04-18 | Here's what we've been working on: 🔹 Instancing with Merge - Batch We use the Merge - Batch tool to combine repeated scene elements into instances. This significantly reduces system load and improves loading times. 🔹 Disabling Collisions Where They’re Not Needed For objects that the player can't reach or interact with (like balconies, decorative street lamps, or props behind fences), we disable collision. This helps the engine skip unnecessary calculations and keeps things running smoothly. 🔹 Smart Use of Occluders We optimize assets based on their size and coverage radius to make the most of occluder settings. This cuts down on unnecessar |
| Developer diaries #47 | 2025-04-04 | Hey, friends! In this episode, we’ll show you how we work with Level of Detail (LOD) to improve game performance without sacrificing quality. 🔹 Creating LODs - first, we generate multiple levels of detail, reducing polygon count for distant objects. 🔹 Adjusting Quality - next, we fine-tune the settings to balance optimization and visual clarity. 🔹 Setting Switch Distance - finally, we define when models transition between LOD levels to ensure smooth visual changes. These steps help the game run more efficiently while maintaining a great look. What do you think of this process? Share your thoughts in the comments! |