13,263 commits · 9 threads

How it got here

Most of this game has been built at least twice. Here's every system, from its first version to whatever it is today.

Read the commit history in order and it looks like nobody could make up their mind. One island swapped for another, three road systems in one summer, a tyre model on its sixth version. Read it one system at a time and it makes more sense. Each one starts as the quickest thing that could work, gets measured against the real thing, runs into a wall, and gets rebuilt by someone who now knows what the wall looks like. A few attempts were experiments from the start, built to find something out and then put away.

So instead of months, this page follows each system on its own line. That's 38 versions across 9 systems, and 25 of them didn't make it.

Nine months of commits

Commits per month13,263 in total · 2025-12-27 → 2026-09-25
Commits per month
MonthCommits
December 20254
January 202683
February 202654
March 202653
April 2026303
May 20261641
June 20263390
July 20263069
August 20262336
September 20262330

Every system, every rewrite

  • Current
  • Replaced
  • Experiment
  • Today

5 versions · 4 replaced or shelved

The island

Today Hachijō-jima, rebuilt at 1:1 from survey data.

Test terrains18 Jan 2026 – 10 Apr 2026Test terrains Replaced · 18 Jan 2026 – 10 Apr 2026Test terrains and hand-placed road-kit worlds to drive the first cars on.
Porto Santo & La Palma10 Apr 2026 – 27 Aug 2026Porto Santo & La Palma Replaced · 10 Apr 2026 – 27 Aug 2026The first real islands. La Palma got a photoreal pass, a volcano and a lava river.
Hachijō, first import14 Jul 2026 – 27 Aug 2026Hachijō, first import Replaced · 14 Jul 2026 – 27 Aug 2026First imported in July, before the other islands pushed the pipeline further.
El Hierro, Madeira, Gran Canaria27 Aug 2026 – 24 Sept 2026El Hierro, Madeira, Gran Canaria Replaced · 27 Aug 2026 – 24 Sept 2026The move to full 1:1 scale. El Hierro was the live map for most of September.
Hachijō-jimasince 24 Sept 2026Hachijō-jima Current · since 24 Sept 2026Back to Hachijō, this time as the island the whole game is designed around.

Every island broke a different part of the pipeline from survey data to drivable ground: scale, streaming, coastlines, textures. Hachijō came back in September with far better tools than it had in July.

What each version was
  1. ReplacedTest terrains 18 Jan 2026 – 10 Apr 2026Test terrains and hand-placed road-kit worlds to drive the first cars on.
  2. ReplacedPorto Santo & La Palma 10 Apr 2026 – 27 Aug 2026The first real islands. La Palma got a photoreal pass, a volcano and a lava river.
  3. ReplacedHachijō, first import 14 Jul 2026 – 27 Aug 2026First imported in July, before the other islands pushed the pipeline further.
  4. ReplacedEl Hierro, Madeira, Gran Canaria 27 Aug 2026 – 24 Sept 2026The move to full 1:1 scale. El Hierro was the live map for most of September.
  5. CurrentHachijō-jima since 24 Sept 2026Back to Hachijō, this time as the island the whole game is designed around.
Read the log →

6 versions · 4 replaced or shelved

Roads

Today A road network from real maps plus a designed layer, baked into streamable cells.

Road kit17 Feb 2026 – 18 Apr 2026Road kit Replaced · 17 Feb 2026 – 18 Apr 2026Modular road pieces placed by hand, with lane mapping.
Spline roads + OSM18 Apr 2026 – 30 Jun 2026Spline roads + OSM Replaced · 18 Apr 2026 – 30 Jun 2026Roads drawn as curves over the terrain, and the first OpenStreetMap import.
Road networksince 30 Jun 2026Road network Current · since 30 Jun 2026A graph of curves and junctions with its own geometry core. Still the backbone.
Fast editor-first roads12 Aug 2026 – 24 Aug 2026Fast editor-first roads Experiment · 12 Aug 2026 – 24 Aug 2026A lightweight builder, to see how far a simpler tool could get.
Junction-first builder28 Aug 2026 – 3 Sept 2026Junction-first builder Experiment · 28 Aug 2026 – 3 Sept 2026A second approach built around intersections and roadside detail.
Rework + road editorsince 3 Sept 2026Rework + road editor Current · since 3 Sept 2026Roundabouts, medians, driveways and junction phasing, plus an authoring document that compiles to the network.

Roads are easy until two of them meet. Junctions, cambers, driveways and the terrain underneath are where every approach broke. The two August experiments were never going to replace the network. Their best ideas went back into it.

What each version was
  1. ReplacedRoad kit 17 Feb 2026 – 18 Apr 2026Modular road pieces placed by hand, with lane mapping.
  2. ReplacedSpline roads + OSM 18 Apr 2026 – 30 Jun 2026Roads drawn as curves over the terrain, and the first OpenStreetMap import.
  3. CurrentRoad network since 30 Jun 2026A graph of curves and junctions with its own geometry core. Still the backbone.
  4. ExperimentFast editor-first roads 12 Aug 2026 – 24 Aug 2026A lightweight builder, to see how far a simpler tool could get.
  5. ExperimentJunction-first builder 28 Aug 2026 – 3 Sept 2026A second approach built around intersections and roadside detail.
  6. CurrentRework + road editor since 3 Sept 2026Roundabouts, medians, driveways and junction phasing, plus an authoring document that compiles to the network.

6 versions · 5 replaced or shelved

Tyres

Today A physical brush tyre on a flexible carcass, with heat, pressure, rain and soft soil.

Brush friction22 Jan 2026 – 19 Mar 2026Brush friction Replaced · 22 Jan 2026 – 19 Mar 2026The first tyre: a simple brush-friction curve.
Arcade tyre19 Mar 2026 – 26 Apr 2026Arcade tyre Replaced · 19 Mar 2026 – 26 Apr 2026Grip shaped for fun rather than physics.
Curve-fit formula26 Apr 2026 – 6 May 2026Curve-fit formula Replaced · 26 Apr 2026 – 6 May 2026The classic curve-fit tyre formula, shaped per surface.
Static / sliding hybrid6 May 2026 – 3 Aug 2026Static / sliding hybrid Replaced · 6 May 2026 – 3 Aug 2026Separate “stuck” and “sliding” modes. The only model from May on, with heat added in June.
Transient curve-fit3 Aug 2026 – 13 Aug 2026Transient curve-fit Replaced · 3 Aug 2026 – 13 Aug 2026Grip that builds over a relaxation length, and braking plus cornering as one slip vector, still on a fitted curve.
Physical brushsince 13 Aug 2026Physical brush Current · since 13 Aug 2026The contact patch solved as a brush on a flexible carcass, in native code only. A standstill bristle holds parked cars (15 Aug), and relaxation length follows load (15 Sep).

Six models, and it ended up back where it started, with a brush. Each one fixed the last one’s most obvious problem and uncovered a subtler one. Two ideas survived everything: braking and cornering share one grip budget, and the grip peak should come out of the physics rather than a fitted curve.

What each version was
  1. ReplacedBrush friction 22 Jan 2026 – 19 Mar 2026The first tyre: a simple brush-friction curve.
  2. ReplacedArcade tyre 19 Mar 2026 – 26 Apr 2026Grip shaped for fun rather than physics.
  3. ReplacedCurve-fit formula 26 Apr 2026 – 6 May 2026The classic curve-fit tyre formula, shaped per surface.
  4. ReplacedStatic / sliding hybrid 6 May 2026 – 3 Aug 2026Separate “stuck” and “sliding” modes. The only model from May on, with heat added in June.
  5. ReplacedTransient curve-fit 3 Aug 2026 – 13 Aug 2026Grip that builds over a relaxation length, and braking plus cornering as one slip vector, still on a fitted curve.
  6. CurrentPhysical brush since 13 Aug 2026The contact patch solved as a brush on a flexible carcass, in native code only. A standstill bristle holds parked cars (15 Aug), and relaxation length follows load (15 Sep).
Read the log →

3 versions · 2 replaced or shelved

Steering

Today A commanded steering angle with its own speed per car, and force feedback as a separate layer built from tyre forces.

Direct steering + assists10 Jan 2026 – 18 Aug 2026Direct steering + assists Replaced · 10 Jan 2026 – 18 Aug 2026Direct steering with layered assists (counter-steer help, arcade tiers), pruned in July.
Physical steering rack18 Aug 2026 – 16 Sept 2026Physical steering rack Replaced · 18 Aug 2026 – 16 Sept 2026A one-degree-of-freedom rack pushed by the driver and the tyres, held by a servo.
Commanded angle + feel layersince 16 Sept 2026Commanded angle + feel layer Current · since 16 Sept 2026The wheel angle is commanded and rate-limited. What you feel is computed separately from the tyre forces.

A simulated steering rack sounds like the proper answer. But a rack the tyres can push can also shake itself. Splitting the angle from the feel made both of them simpler, and both got better.

What each version was
  1. ReplacedDirect steering + assists 10 Jan 2026 – 18 Aug 2026Direct steering with layered assists (counter-steer help, arcade tiers), pruned in July.
  2. ReplacedPhysical steering rack 18 Aug 2026 – 16 Sept 2026A one-degree-of-freedom rack pushed by the driver and the tyres, held by a servo.
  3. CurrentCommanded angle + feel layer since 16 Sept 2026The wheel angle is commanded and rate-limited. What you feel is computed separately from the tyre forces.

2 versions · 1 replaced or shelved

Helicopters

Today Blade-element rotors, a governed turboshaft, a stability assist, and blades that break.

Shooter-era gunship11 Jan 2026 – 15 Sept 2026Shooter-era gunship Replaced · 11 Jan 2026 – 15 Sept 2026Rotor visuals and RPM-based controls on top of simplified flight forces.
Blade-element rotorcraftsince 15 Sept 2026Blade-element rotorcraft Current · since 15 Sept 2026Flapping blades, rotor inflow, ground effect, tail-rotor power and autorotation. Rotor strikes from 22 September.

The first helicopter was a prop for a shooter, and it aimed at the mouse cursor. It flew on fake forces for eight months, and then got rebuilt from the parts a real one has in a single week.

What each version was
  1. ReplacedShooter-era gunship 11 Jan 2026 – 15 Sept 2026Rotor visuals and RPM-based controls on top of simplified flight forces.
  2. CurrentBlade-element rotorcraft since 15 Sept 2026Flapping blades, rotor inflow, ground effect, tail-rotor power and autorotation. Rotor strikes from 22 September.
Read the log →

4 versions · 1 replaced or shelved

Crash damage

Today Crush zones from crash-test data, a chassis that bends past yield, and alignment that stays bent.

Crush zonessince 8 Jun 2026Crush zones Current · since 8 Jun 2026Mesh deformation driven by a crush field.
Bent alignmentsince 10 Jul 2026Bent alignment Current · since 10 Jul 2026A crushed corner leaves permanent toe and camber.
Soft-body shell30 Jul 2026 – 8 Aug 2026Soft-body shell Experiment · 30 Jul 2026 – 8 Aug 2026A full soft-body prototype that runs alongside the real model in a test bed.
Chassis bendsince 8 Aug 2026Chassis bend Current · since 8 Aug 2026Big hits bend the car’s spine past its yield point.

Full soft-body simulation is spectacular and expensive. One got built to see what it would take, stayed in a test bed as a reference, and its lessons went into a cheaper model that every car can afford.

What each version was
  1. CurrentCrush zones since 8 Jun 2026Mesh deformation driven by a crush field.
  2. CurrentBent alignment since 10 Jul 2026A crushed corner leaves permanent toe and camber.
  3. ExperimentSoft-body shell 30 Jul 2026 – 8 Aug 2026A full soft-body prototype that runs alongside the real model in a test bed.
  4. CurrentChassis bend since 8 Aug 2026Big hits bend the car’s spine past its yield point.

6 versions · 5 replaced or shelved

Physics rate

Today 60 steps a second, on purpose this time, with the vehicle model moving to native code.

60 Hz27 Dec 2025 – 26 Apr 202660 Hz Replaced · 27 Dec 2025 – 26 Apr 2026The engine default.
120 Hz26 Apr 2026 – 5 May 2026120 Hz Replaced · 26 Apr 2026 – 5 May 2026Doubled in April.
90 Hz5 May 2026 – 8 Jun 202690 Hz Replaced · 5 May 2026 – 8 Jun 2026Brought down to 90 in May.
60 Hz, by accident8 Jun 2026 – 12 Aug 202660 Hz, by accident Replaced · 8 Jun 2026 – 12 Aug 2026An editor rewrite of the settings file, riding along in an unrelated commit, deleted the line.
90 Hz, restored12 Aug 2026 – 14 Sept 202690 Hz, restored Replaced · 12 Aug 2026 – 14 Sept 2026Put back once the loss was noticed. At 60, one off-roader’s drivetrain had been oscillating hard enough to slow it down under full throttle.
60 Hz, on purposesince 14 Sept 202660 Hz, on purpose Current · since 14 Sept 2026Chosen deliberately, in a performance pass.

It looks like one number in a settings file. It was changed on purpose three times and lost by accident once, and for two months nobody noticed, because the cars still drove.

What each version was
  1. Replaced60 Hz 27 Dec 2025 – 26 Apr 2026The engine default.
  2. Replaced120 Hz 26 Apr 2026 – 5 May 2026Doubled in April.
  3. Replaced90 Hz 5 May 2026 – 8 Jun 2026Brought down to 90 in May.
  4. Replaced60 Hz, by accident 8 Jun 2026 – 12 Aug 2026An editor rewrite of the settings file, riding along in an unrelated commit, deleted the line.
  5. Replaced90 Hz, restored 12 Aug 2026 – 14 Sept 2026Put back once the loss was noticed. At 60, one off-roader’s drivetrain had been oscillating hard enough to slow it down under full throttle.
  6. Current60 Hz, on purpose since 14 Sept 2026Chosen deliberately, in a performance pass.
Read the log →

3 versions · 2 replaced or shelved

Where the physics runs

Today The whole vehicle model ported to native C++. AI traffic runs on it, and player cars are next.

All script10 Jan 2026 – 3 Aug 2026All script Replaced · 10 Jan 2026 – 3 Aug 2026Every vehicle system in Godot’s scripting language.
Native hot paths3 Aug 2026 – 18 Sept 2026Native hot paths Replaced · 3 Aug 2026 – 18 Sept 2026The tyre and suspension inner loops moved to C++, each with a parity test.
Native vehicle stepsince 18 Sept 2026Native vehicle step Current · since 18 Sept 2026The whole step in C++, proven identical across a test fleet. AI traffic runs on it by default.

Every piece of the port had to reproduce the original bit for bit before it was allowed to drive anything. That made it slow to build, but it means the port changes nothing you can feel.

What each version was
  1. ReplacedAll script 10 Jan 2026 – 3 Aug 2026Every vehicle system in Godot’s scripting language.
  2. ReplacedNative hot paths 3 Aug 2026 – 18 Sept 2026The tyre and suspension inner loops moved to C++, each with a parity test.
  3. CurrentNative vehicle step since 18 Sept 2026The whole step in C++, proven identical across a test fleet. AI traffic runs on it by default.
Read the log →

3 versions · 1 replaced or shelved

Sky & clouds

Today Dynamic time of day and weather. Volumetric clouds that every player sees the same way are in progress.

Sky & time of daysince 16 Jun 2026Sky & time of day Current · since 16 Jun 2026A day and night cycle folded into the synced weather.
First cloud pipeline27 Jul 2026 – 25 Sept 2026First cloud pipeline Replaced · 27 Jul 2026 – 25 Sept 2026Weather-driven cloud decks and baked noise. Never wired into a scene, and retired.
Deterministic cloudssince 25 Sept 2026Deterministic clouds Current · since 25 Sept 2026Baked cloud volumes driven by host-synced weather and a shared cloud clock.

The first cloud system was built and never placed in a scene. The second one starts from a multiplayer question, how two players get to see the same sky, and works outwards from there.

What each version was
  1. CurrentSky & time of day since 16 Jun 2026A day and night cycle folded into the synced weather.
  2. ReplacedFirst cloud pipeline 27 Jul 2026 – 25 Sept 2026Weather-driven cloud decks and baked noise. Never wired into a scene, and retired.
  3. CurrentDeterministic clouds since 25 Sept 2026Baked cloud volumes driven by host-synced weather and a shared cloud clock.

None of these are finished, they're just current. When one of them changes again, it goes on here, and thelogs will say why.

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