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DriveWave

DriveWave

by Dumbbell Games

★ 86%
Price Free
Avg Players 13
Reviews 114
Released Oct 23, 2025
ArcadeCasualClickerCollectathon
View on Steam ↗

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About this game

What players are saying

▲ Recommended 1 hrs
somehow this game makes me actually get ♥♥♥♥ done while lookin’ cool as hell
13 found helpful Steam ↗
▲ Recommended 0 hrs
Simple, relaxing, and oddly satisfying. Every keystroke feels like progress, perfect background game while working or chilling. Feels like driving into a sunset!
11 found helpful Steam ↗
▲ Recommended 46 hrs
honestly, if ur the type to put animated wallpapers or background videos up on your monitors; or like to relax on simple no brain games, this is perfect for you

i typically use it while working on gfx or writing but find it great tripping off acid too 👍
9 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Hotfix - v1.5.217

7 days ago
Hey everyone, Bigger hotfix than usual this time, a new option, a couple of annoying bugs squashed, and some polish. Here is everything in v1.5.217. Wheel Drop Notifications are now your call There is a new toggle in Settings for the wheel drop claim popup. It is ON by default, so nothing changes unless you want it to. Turn it OFF and the claim button stops sliding in on its own. Instead, a Claim button shows up in Settings whenever you have a drop waiting, and it tells you how many (like "Claim (1)"). Either way your pending drops are saved, so you never miss one, and you still get the reveal showing what you unlocked when you claim.Bop Mode is now two modes Bop Mode used to be a single switch. Now it is two:Bop Mode - Music: the car bounces to the beat of the track, BPM synced.Bop Mode - Key Press: the car pops on every keystroke, and now it does this while you are driving too, not just parked.They are mutually exclusive, so pick the one you like or leave both off. If you already had Bop Mode on, both turn on so your setup carries over until you choose. The car that drained its own tank Short version: a car with Cruise Control and a maxed Idle RPM could quietly drain its own fuel while you were away and end up as a dead brick that ignored every keystroke and click. Big thanks to Iris Nebula for the catch ("it stopped moving... as soon as I change the car it works, only this one is broken"). Root cause was: Cruise Control keeps the car in Drive and Idle RPM holds a minimum speed, so the car was burning the more expensive driving fuel rate even with zero input from you. Since fuel is saved per car, only that one car ran dry while the rest stayed full. Now, when the car is rolling on its own with no recent typing, it sips fuel at the cheaper idle rate instead of the driving rate, so your tank lasts far longer (AutoRefuel and DLC still work exactly as before). And an empty car now still bops when you press a key, so you can tell it is alive and just needs fuel, even t...

Hotfix - v1.5.215

13 days ago
Hey everyone,Mostly a deep save-system sweep this round. A few of you sent long reports and some screenshots over the past week, and digging into them turned up more than I expected.Jukebox playlistTwo layers, stacked.Every time the game shut down, an empty SavePlaylist was being written even if you had not touched the Jukebox that session, overwriting your saved playlist on disk with an empty array. Underneath that, the save plugin was storing raw string arrays without the type marker it needs to deserialize them, and the load path was silently returning null. So even on saves where the data was intact, the playlist looked empty on relaunch.Both addressed. There is one unavoidable migration cost: anyone whose disk save was already wiped by the first bug will need to re-add their tracks once. After that, it sticks.Lifetime distance counterSome of you reported the counter reading high at startup, dropping mid-session, and jumping again on the next launch. The cache that holds total distance across all cars was being built before the current car was spawned, so the current car's saved odometer got included in the cache AND added live, double-counting it. Reordered so the cache always rebuilds with the current car excluded. Existing saves untouched, the display corrects itself on the next restart.AchievementsProgress bars sitting half-filled while the achievement said "Completed!" - the UI was reading stale progress from saves where the unlock happened before the progress field was written. Bar now snaps to full on unlock and the unlock path always writes the target value back so it stays consistent.Streak100, 500, and 1000 were not unlocking retroactively if your best streak was already past the threshold before those achievements existed. They check on launch now.Crash protection if your unlocked-achievement list ever gets out of sync with the inspector list.Wheel DropsThe whole timer save and load layer was throwing too many bugs to be worth keeping and it was very ...

DriveWave v1.5.210 – The One Where Every Controller Just Works

16 days ago
Hey everyone, I have been playing the latest Forza all week (I may or may not have already 100%'d it). Got frustrated that none of those miles count toward my DriveWave save, so I sat down and made the controller pipeline work even when another game is in focus. At last. But with a quirk at the endController Support (full rewrite on SDL2)I tore out the old controller code and replaced it with SDL2. SDL2 is the same controller stack most modern PC games ship with, so it does the heavy lifting that I was trying to reinvent.What this actually means for you:Xbox 360, Xbox One, Xbox Series pads still work, more reliably.DualShock 4 and DualSense are properly recognized now, including filtering out the constant gyro chatter that used to leak into input.Switch Pro Controller is supported through SDL's Nintendo handshake.Random generic DirectInput pads should mostly just work, SDL ships with a big community gamepad database.Out-of-focus idling (game running in the background while you do something else) now correctly registers analog sticks and triggers, not just buttons. One heads up for Steam Input users. The new SDL2 path needs to see your pad directly, so Steam Input has to be off for it. Either set "Disable Steam Input" in the game's controller properties, or turn off Steam Input for that controller type in Steam's global controller settings (Steam, Settings, Controller). The default config falls back to keyboard and mouse emulation, which keeps everything working out of the box if you do not touch anything. See you on the road. - Tolga

Posts come from Steam's official announcements feed.

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