What's new in Warp Racer. Updated regularly as we ship.
Multiplayer, Public Lobbies & Chase Mode
NewPublic lobbies — make your multiplayer room visible on the portal so anyone can find and join. Toggle public/private from the lobby as host
NewOpen Lobbies section on the home page — browse and join active public games with one click, auto-refreshes every 10 seconds
NewChase Mode — build your own city with the tile editor, then race through it evading police. Features wanted levels, helicopter pursuit, boost pickups, and a minimap
ImprovedDynamic resolution scaling — automatically lowers internal render resolution when FPS drops below 28, scales back up when performance recovers. Fixes low FPS on Firefox
ImprovedRecording toggle — click the REC indicator during a race to start or stop recording. Auto-records on Chrome only to avoid performance issues on other browsers
Gamepad Support & Smoother Tracks
NewGamepad support — Xbox, PlayStation, and any standard controller works out of the box. Analog triggers for gas and brake, left stick for steering, A=drift, B=retry, Start=settings
ImprovedNon-linear analog steering — cubic sensitivity curve gives fine control at small deflections and full authority at full throw; smooth deadzone ramp replaces hard cutoff
ImprovedSmoother drawn tracks — curvature-adaptive spline subdivision adds extra geometry in tight curves; tuned RDP epsilon (1.2→0.6), 20 smoothing iterations, and denser spline spacing (1.5→1.0) give rounder corners
ImprovedTrack building performance — eliminated Vec clones in all smoothing loops (50 iterations × clone → copy_from_slice + swap); reusable string buffer for HUD text eliminates per-frame allocations
Smooth Chassis & UFO Redesign
NewLofted body system — kart chassis now use smooth cross-section profiles instead of stacked boxes, giving Sport, Retro, Truck, Bus, and Formula cars proper curved silhouettes
ImprovedUFO chassis redesign — the flying saucer now uses smooth surfaces of revolution for a sleek disc body and bubble dome instead of stacked cylinders
ImprovedCurved fender arches — wheel wells on all chassis now feature smooth half-cylinder arches instead of flat box fenders
Landscape V2: Proper Terrain
NewLandscape V2 terrain system — hills, dunes, and snow drifts now use wide low cones instead of spheres, creating convincing terrain silhouettes across all three biomes
ImprovedTwo-pass terrain placement — dense ground cover mounds within 20-80 units of the track fill the previously bare gap, with rolling hills and mountains further out
ImprovedLandscape generation performance — spatial grid index over track points, integer bit-mixing hash, and squared distance comparisons eliminate brute-force iteration for faster track loading
NewFull internationalization — the entire site is now available in 11 languages: English, Spanish, French, German, Portuguese, Japanese, Chinese, Italian, Korean, Russian, and Turkish
NewSmart WASM caching and binary size optimization for faster load times
ImprovedGPU rendering optimization — batched render passes and command encoders reduce GPU submits from 19 to 3 per frame for significantly better performance
ImprovedPer-frame renderer allocations pooled and shadow sampler cached to eliminate repeated GPU work
ImprovedSkipped unnecessary normal matrix inverse for non-skinned draws and eliminated disabled-effect clear passes
ImprovedExhaust smoke now emits from actual exhaust pipe positions per chassis — dual pipes for Sport and Truck, side pipe for Bus, central pipe for others. Smoke trails backward realistically instead of spraying randomly
ImprovedTire dust kicks up from each rear wheel individually instead of a single centered cloud. No dust while airborne over bumps
FixWall collision fix — improved collision response and verification to prevent karts getting stuck in walls
Offroad Mode, Track Badges & Physics Fixes
NewOffroad mode — new track mode with multi-lane bump painting in the editor. Paint bumps with a brush tool, then race on genuinely bumpy 3D terrain with suspension physics and airtime
NewTrack badges — colored pill indicators on track cards for Ice, Dirt, Offroad, and Night properties
NewReplay spectator mode — watch any top leaderboard run with a cinematic chase camera
NewGrand Prix system — create, browse, and race multi-track GP collections with leaderboards
NewEmbeddable track widget — share tracks via /embed/:code for external sites
NewMilestone system — track player achievements and progression
NewStart line indicator — checkered start/finish line visible in drawing and bump painting overlays
ImprovedNext.js 14 → 16 with React 19 and Turbopack bundler
FixIce terrain no longer causes random drift when driving straight — minimum grip floor prevents jitter from tiny input variations
FixKart no longer gets stuck in walls — stronger nudge on impact, persistent outward push during grinding, and automatic pop-out after prolonged contact
Mobile Controls, Adaptive FPS & Reverse Steering
NewRedesigned mobile controls — separate DRIFT and BRAKE buttons replace the confusing auto-switching action zone
NewAdaptive FPS system — automatically reduces quality and resolution when framerate drops below 28 FPS on mobile
ImprovedMobile touch zones are now larger (50% each) with 16px labels for better visibility
ImprovedDRIFT and BRAKE buttons can be held simultaneously with different fingers
FixReverse steering no longer feels squishy — drift/slide model is bypassed when driving backward for tight, predictable control