[p]When's the beta test or how do we get in?[/p][p]We'll announce details before release. Selection will be via a special application form. Key requirements:[/p]
[p]Attention to detail[/p]
[p]Meticulousness[/p]
[p]Love for the autosim genre[/p]
[p][/p][p]Will there be "clowns" and "cowboys" on the roads? If so, how will that work?[/p][p]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.[/p][p][/p][p]If you can’t add a Russian map, at least make a modding toolkit for SSD2 maps.[/p][p]Advanced modding tools are a top development priority. This won’t be in the Early Access release, but will absolutely come later.[/p][p][/p][p]Will there be Direct Drive base support with force feedback?[/p][p]Yes.[/p][p][/p][p]Will there be cockpit interactivity? Like switching between music/nav systems directly in the cabin? [/p][p]Early Access includes existing implementations like gear selector knobs. But if you mean a fully interactive cockpit with manual controls – no, we've postponed that for later.[/p][p][/p][p]Any chance of licensed car brands in the future? Or is that too expensive?[/p][p]This will not be implemented.[/p][p][/p][p]Will interactive in-car screens be possible?[/p][p]Yes, after Early Access.[/p][p][/p][p]You can read more about City Car Driving 2.0 on the game page[/p]
Developer diaries #52
[p]Hey Car Enthusiasts![/p][p]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.[/p][p]Drops no longer just appear on the glass – they behave like in real life:[/p][p]💧 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.[/p][p]All this creates a livelier, more realistic simulation that not only looks convincing but also impacts the driving experience – especially in bad weather. We continue to refine details to a level where every environmental element contributes to the overall sense of immersion.[/p][p]Share your thoughts and impressions in the comments![/p][p]You can find out more about the upcoming City Car Driving 2.0 on the game's Steam page.[/p]
Developer diaries #51
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. We want the streets to feel alive, not static or mechanical - like a truly lived-in space.
As always, we’d love to hear your thoughts in the comments. Let us know what you think - your feedback means a lot to us!
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!
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 videos from a service on the car’s built-in screen?
Absolutely! We've been thinking about this for a long time. It didn’t make it into the early access release, but it’s definitely planned for the future.
Will there be a discount on the preorder for those who own the first game on Steam?
We plan to bundle both parts together in a single Steam package to offer a discount using Steam’s tools.
Are you planning to add interior and exterior customization — like changing wheels, putting a steering wheel cover on, or adding an air freshener?
Not in the first version. Just like damage systems, it turned out to be too complex to include right away. But it’s planned for the future.
Will the game support the SIM Dashboard app (which displays in-game data like speed and RPM on a phone or tablet)?
No, not for now. Once the game is complete, we might consider it, but definitely not during early access.
Will there be speed bumps?
Yes, you’ve probably already seen them in several gameplay videos!
Will there be winter with an option to warm up the car?
Not in the first version or in the initial updates. But we’ll see how interested the community is.
Did you consider making poles, signs, or trees deformable upon impact?
Yes, we even started working on it — but it’s too technically demanding at this stage.
Some vehicles (like certain Mercedes-Benz or BMW models) have special wiper mechanisms. Will modders be able to make their mods more realistic if you add features like dirty windshields and washer systems?
Once the core of CCD 2.0 is complete, we aim to give modders tools on par with our own.
🔹 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 unnecessary geometry being rendered and boosts performance.
🔹 Turning Off Shadows on Select Assets For smaller or less noticeable objects, we disable shadows where they don’t meaningfully impact the visuals. This gives us a nice performance gain without compromising the scene’s look.
We're continuing to fine-tune these elements so the final version of the game looks great and runs smoothly. Let us know what you think in the comments - your feedback helps us steer in the right direction!
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!
Developers diary #46
Traffic Balancing
After updating the traffic generation system (vehicles and pedestrians), the old spawn and density settings were no longer effective. As a result, we had to fine-tune the balance to ensure traffic flows naturally and seamlessly.
Pedestrian Movement Optimization
To improve performance, we implemented frame skipping for pedestrians that are far from the player. However, during testing, we noticed this effect occurring more frequently than intended, so we’re continuing to refine it.
Adjusting Vegetation Interactions
We also tested a method for removing grass and other vegetation inside vehicle interiors. Instead of implementing grass bending, we decided to go with a clipping method to achieve a cleaner visual result.
Work on these features is ongoing, and we’d love to hear your thoughts! Share your impressions in the comments!
Step 1: Performance Analysis First, we measure FPS - from launching the game to entering the city. There are some places where sags are noticeable, so we need to figure out what exactly is causing the lags.
Step 2: Search for problems Next, we look into the profiler and study in detail what processes load the system and slow down the frames.
Step 3: Optimization After a thorough analysis, we begin the long but important work - optimization. We fix key issues, eliminate bottlenecks, and... the result speaks for itself!
Step 4: FPS Improvement After optimization, the performance in some places has significantly increased, and most of the lags have disappeared. Now the game runs smoother, and the driving process becomes even more comfortable!
How do you like such technical breakdowns? Write in the comments!
Today, we’re sharing with you the process of "bringing to life" the interior of our paint shop, turning it from just a background into a truly dynamic part of our world.
So, what did we do? We decided to add some atmosphere to the paint booth, making it clear that this is indeed a workshop. We added several new assets both inside and outside to make the environment feel more realistic and immersive.
How does the repainting process work? You’ll get a clear look at how the vehicle repainting will unfold (note that the UI is still a work in progress). It’s another step toward making players feel like they’re truly at the heart of the action!
What do you think of this update? We’d love to hear your thoughts! Leave us a comment and share your ideas—plus, we’ll be showing even more exciting details in future episodes!