Hey everyone, The last update sent you to driving school. This one started with hood and roof cameras, some wheel feedback, and a few menus that were getting on my nerves. Buttons you could barely see over the road. Sliders whose handles were apparently hiding. A music window that occasionally decided it owned the entire screen. White icons on almost white buttons. You sent screenshots, and yes, those needed work. So I went through the interface. There are now 22 themes, the settings have been reorganized, the dashboard still looks like the dashboard, and your steering wheel has a few more things to do. Here is what changed since v2.1.0. 🎨 I gave the menus a wardrobe You can now pick 22 themes, or leave it on Current for the original appearance. They are under Settings → Display → Interface appearance → Interface style. There is quite a range here: Y2K, Millennium, Desktop 98 and Olive Desktop for the old desktop and early-2000s moods. Desktop 98 has the raised buttons and sunken panels, including the little reversal when you press something. I spent time getting that right. Vaporwave, Ocean Drive and Neon Coast for pink, purple, mint and neon. Vaporwave and Ocean Drive get gradient headers too. Green Terminal, Amber Terminal and Red Radar if you would like the menus to look like they are monitoring something. Red Radar also gets a slow red light sweep. Liquid Chrome, Copper Circuit, Pitlane and Telemetry for silver, copper, red or fluorescent yellow. Liquid Chrome has a moving metallic reflection across its headers. Daybreak, Glacier, Nocturne and Harbor cover the brighter, colder and quieter looks. Orbital, Orbital Warm and Orbital Cool give you the restrained dark panels with a choice of white tones. There is also a separate UI outlines switch. Turn it off if the borders are too much. The extra bevel and old stacked shadows on the supported controls go away with it. The separate Outline preset has been removed; an old selection falls back to Current. The Jukebox ...
Hey everyone, First of all thank you for all the love for v2.0. Also please don't forget to leave a review for the game to let others know what you think about DriveWave. Every single review counts! In the v2.0 post I said I was turning my attention back to Metal Thunder. Then I kept finding things in DriveWave that bothered me. A car that could rev happily without actually going anywhere. Trees hovering above the ground. Grass growing through somebody's house. An instructor car that apparently did not need a shadow. And a driving HUD that was very good at showing you everything except the road. So here we are. A driving academy with 80 main tests, five optional skill challenges and a bonus circuit. Another substantial pass over the handling. More control settings, a proper statistics screen, a much larger achievement list, ways to find your friends on the road, and menus that have finally been reminded fullscreen exists. This covers the work since the v2.0 announcement. It got long again. Multiplayer reminder: everyone in a session needs the updated build. The network protocol has changed since v2.0. 🏫 DriveWave Academy I wanted somewhere you could take a car, learn what it does when you brake too late, and immediately try again. That became an entire mode as an homage to old GTs 80 main tests across five levels: Foundations, Corner Flow, Precision, Advanced Control and Final Challenges. Sixteen tests in each. Acceleration and precise stopping, slalom, hairpins, linked corners, double apexes, chicanes, blind crests, climbs, descents, gravel, snow and complete circuit laps. Instructor laps where you follow the guide car. Stay close, keep it clean and resist the urge to overtake the teacher. Instructor cars now use the same vehicle physics, suspension, wheel movement, lights and sounds as normal driving cars. The teacher has to use the pedals too. Instructors plan a racing line for each circuit, setting up for corners, approaching the apex and opening up on exit. Lin...
Hey everyone, Last time I posted here was the fullscreen patch on 2 August. In that post I said the first piece of multiplayer would be "the hub only" and that nothing was playable yet. Six weeks later this is v2.0. Multiplayer, an endless procedural road with three ways to drive it, rally, drag, police chases, 76 new cars, a livery editor, 70 new rims, 30 spoilers, and a driving model that went through more passes than I want to admit. The changelog for this period is longer than the game's entire changelog before it. It is essentially a remake at this point. Grab a coffee. If you only read one line: everyone in a session has to be on this version. Older builds cannot join a v2.0.2 lobby, and v2.0.2 cannot join theirs. 🚗 You can drive with other people now This is the big one. DriveWave has multiplayer. There is a meet zone where cars park up on pads. You start a session from there, join one with a code, or jump in from your Steam friends list. Everyone sees your car the way you actually built it. Paint, livery, stickers, rims, rim size, spoiler. Damage too, and the repair. The host picks the mode, the world seed and the biomes, so everyone is driving the same road, not a lookalike. Traffic is synced. The host runs it and sends it out, which took an embarrassing number of attempts before it stopped teleporting. Other players' cars are solid. You can bump into them. Whether you should is between you and them. Every mode below works in a session. Cruise the endless road together, run a rally event, line up at the drag strip, or split into cops and runners. The multiplayer panel shows a summary of whatever mode is selected right next to the buttons: format, round length, how many people are ready. No more opening the big lobby window just to check. New setting: "Multiplayer exit gap". How long the game waits before dropping you out of the session after you leave the drive. Default 10 seconds. 🛣️ Endless: the road that does not end This is the new heart of the game. A ...
Posts come from Steam's official announcements feed.