Hyperwheel Overdrive cover
Hyperwheel Overdrive screenshot
Genre: Racing

Hyperwheel Overdrive

v0.12.20 Released: Sound & Particle Effect Enhancements, Tweaks, and Fixes

We've made many small improvements that add up to a decent overall effect on the gameplay experience, especially around the audiovisual cues of battle. Hyperwheel Overdrive v0.12.20 also includes various bugfixes and start-up loading optimizations. We've been refining many aspects of the game in the leadup to our crossplay Meta Quest release (no official date yet, but very soon!), which will be welcome many new players into the Hyperwheel Overdrive community.

We have also included a new setting placed somewhere in the menu for a big gameplay feature not yet released... so keen players who look around may find a reference to an upcoming feature ahead of announcement! We hope you figure it out! =)


v0.12.20 (Build 810): June 30, 2022
  • improved performance during start-up and stage loading (spaced out loading processes)
  • improved performance when creating new player / vehicle objects
  • improved performance for various active script components
  • fixed issue with hands appearing in unnaturally stiff pose until first grab
  • added network delay to decal & driver suit customizations to limit memory use
  • adjusted kill messages to use "sniped" verb if kill shot is 550m or more
  • added 5 seconds to match countdown when it follows a stage change
  • updated red mist death particle effect (increased visibility)
  • changed out "bubble" kill message feed sound for more subtle sound
  • increased vehicle & driver damage sound effect volume & range
  • added occasional alternate vehicle damage sound effect for full damage shots
  • added energy shield damage sound effect
  • set vehicle damage sound effect to play for explosive damage
  • added warning sound & text to damage message when health / armor is 50 or less
  • added slight damage delay based on laser blast distance & speed (matches sound to visual)
  • increased launch distance for Spiked Ball and Seeker Ball
  • increased default launch power from 20% to 45%
  • set race starting spawn positions based on previous race's positions
  • made rocket target detection system select closest target when multiple targets are found
v0.12.19 (Build 789): June 6, 2022
  • increased resistance for flight pitch steering (restored previous pitch feel)
  • factored in angular velocity for flight air sound volume in addition to linear velocity
  • fixed issue with lasers appearing from beside rifle when moving or rotating fast
  • changed flags to use standard shader and a double-sided mesh
  • fixed issue with low resolution driver suit textures sometimes being loaded
  • added "Blue Orange" and "Gold" driver suit colors (unlockable)
  • lightened up "Blue" driver suit color
  • implemented dynamic respawn points for Target Shoot challenges
  • added destruction sounds and animations for targets
  • fixed blinding glare on some objects like box walls
  • added additional screenshot size setting: "Max (2880p)"
  • memory usage reductions for various object instances
v0.12.18 (Build 777): April 24, 2022
  • fixed bug with wheels sometimes not detecting ground
  • added down force to Seeker Balls when grounded to assist movement on terrain
  • fixed bug that let Seeker Balls occasionally fly
v0.12.17 (Build 772): April 5, 2022
  • refined stage loading logo display times depending on stage being loaded
  • fixed potential throttle input error for bots
  • fixed issue with projectiles sometimes hitting launcher or vehicle at launch
  • fixed issue with rockets not appearing until some frames after launch
  • made Rockets and Spy Rockets have some limited homing capabilities
  • mirrored rifle model for left-handed cockpit item configurations
  • changed Vector Stadium unlocking requirements to be based on ground & water mileage
  • added Match HUD Mode setting which defaults to "Auto-Hide"
  • changed Supersampling setting to use 5% instead of 10% increments
  • increased UI text rendering sharpness
View full Hyperwheel Overdrive Changelog at NeonEngine.net

Bot AI Overhaul, Race Ghosts, and Sky Fortress Updates

Hyperwheel Overdrive v0.12.16 is here! We've undergone a major effort in overhauling our bot AI system and turning it into something that works well enough for most situations in most stages. There is no aspect of our bot AI that was untouched during this work, and the result makes for much more dynamic play when playing with bots only. For example, a bot may use a spring to try to jump over you and shoot you from behind!

They will also attempt to collect green rings in collection challenges, can see player positions when their markers are visible (just like human players), and can vary their combat strategies at close range. The risk-based steering system has also had some big upgrades, which means that the bots can often drive around for awhile in Sky Fortress without being fried by the laser grid (we're working on it! =) ). They will also set targets to distant positions that they've detected are clear of obstructions, and bots flying planes will attempt to steer towards stage region center if they haven't seen another player (or bot) in a long time. The shooting system has been improved, so they will more consistently take shots at other players.

It's awesome watching a bunch of bot planes fly around the Vector Sky Course race track as they weave around each other, sometimes miscalculating a bit and sheering wings off in the process! The beautiful randomness that emerges from state machine AI systems can be a lot of fun, and this further improves the nature of Hyperwheel's sandbox fun on offer.

Another feature that has been requested and we've finally got around to implementing is race ghosts. Your best times will now feature an accompanying recorded ghost of your race. Races that are good enough to hit top 8 on the leaderboards will also have their ghost record submitted so that other players can play against your ghosts, which include your car color, decal, & driver suit customization that you were using when you set your record!

Here's a big list of all the changes since v0.12.12 (the last update we made a proper Steam announcement about):

v0.12.16 (Build 751): March 10, 2023
  • major bot AI updates:
    • major plane flight improvements
    • bots now collect green rings with efficient target selection in Collection Challenges
    • bots now attempt to avoid water if they do not have a boat kit
    • raycast rates decreased to improve performance
    • improved power-up selection targeting (choosing power-ups in driving path)
    • bots will abort item target acquisition early if the item appears to be inaccessible
    • improved race & drive target steering
    • improved collision risk-factoring target steering algorithm
    • enabled targeting directional boosts during races & other match types
    • major improvements to non-targeted (risk-based) navigation system
    • bots seek out ramp-like surfaces in Free Play & Stunt matches
    • bots are aware of player markers just like players, and may use them to spot players
    • bots may take shots at explosives when players are within blast radius
    • bots with planes will eventually try to come back toward match region center
  • optimized wheel raycasting system to significantly reduce raycasts
  • updated match, health, and speed HUD to display info for player being spectated
  • increased laser blast distance from 650m to 750m
  • made laser blast damage fall off in the final 100m of range
  • updated Sky Fortress geometry
  • fixed bug where planes would slowly fall during match countdown
  • made vehicle mod regions give cancelling power-ups for Planes and Boats on respawn
  • fixed bug where a hand that holding an object could still toggle the menu
  • improved homing system for Homing Rockets
  • improved wheel engine audio dynamic volume & pitch adjusting

v0.12.15 (Build 748): February 20, 2023
  • optimized wheel raycasting system to significantly reduce raycasts
  • improved paddle wheel rendering efficiency and updated paddle models
  • water rendering adjustments
  • added warning 30 seconds before race automatically ended 3.5 minutes after 1st place finish
  • fixed issues with some HyperCorp Complex lightmaps
  • bumped default supersampling setting up to 1.1x from 1.0x
  • increased world marker size and improved font rendering at distance
  • fixed issue with world markers being rendered in front of menu

v0.12.14 (Build 730): January 13, 2023
  • improved water graphics
    • restored tessellation & waves system
    • set tiling to decrease as camera moves away from surface
  • changed out inactive race checkpoint transparent red material for solid dark red material
  • additional CPU performance optimizations (shutting down unnecessary processes)
  • increased range for full polygon terrain & set distant terrain to render more accurately
  • fixed bug where last launched projectile could be re-grabbed when not in proximity

v0.12.13 (Build 720): January 6, 2023
  • added Race Mode field to Match Setup:
    • Time Trial: no boost or vehicle mod power-ups in randoms, eligible for trophies & records
    • Arcade: all power-ups available in random, ineligible for trophies & records
  • implemented Ghosts in races:
    • Ghost Mode setting: Off / Session / Local Records / Global Records
    • stores ghost data when records are set
    • uploads ghost data to global record system
    • "Session" mode allows you to race against ghosts with data from current session only
  • implemented bHaptics support:
    • TactSuit X16 / X40
    • Tactal
    • Tactosy for Arms
  • added haptics for menu sliders that use whole numbers
  • added haptics and dust effects when tires are skidding
  • adjusted dust particle effect
  • fixed race spawn to populate best start positions first
  • fixed bug with recycled grenades retaining "DANGER!" markers from end of previous life
  • restored View & Comfort settings menu page headings
  • implemented "Spectator Turning Mode" setting: Snap Turn / Smooth Turn
    • Snap Turn has "Turn Interval" setting: 30°, 45° (default), 60°, 90°, 120°, 180°
    • Smooth Turn has "Turn Speed" setting
  • smoothed UI pointer position & rotation updates
  • fixed UI button selection bugs (inactive buttons incorrectly being selectable)
  • improved loading speed of Match and Match Setup menu pages
  • set match HUD to be disappear when menu is open
  • decreased grenade / rocket explosion volume
  • changed grenade explosion sound
  • decreased vehicle / grenade / rocket splash & shot splash volume
  • changed power-up item creation sound
  • added sound for grabbing / ungrabbing rifle
  • added sound for launcher cover sliding open / closed
  • added sound for match end
  • delayed end-of-race functions to be closer to ghost recording end
  • disabled forced respawn in races and increased race respawn time from 2 to 2.5 seconds
  • increased laser blast distance from 550m to 650m
  • restored driver suit reflections
  • adjusted Rocky Ruins Raceway terrain
View full Hyperwheel Overdrive Changelog at NeonEngine.net

v0.12.12 Released: LIV & Sim Racing Studio Integration, Unlockable Lists

Hyperwheel Overdrive v0.12.12 has arrived and brings support for two different types of third-party software: LIV (for mixed reality capture), and Sim Racing Studio. The former includes our new LIV Camera Cube feature that lets you drag a cube in 6 different directions for custom camera modes (this only affects your LIV camera). You can control how your viewers see the match as it unfolds. Just remember to tend to your actual driving & shooting as the main priority. =)

The Sim Racing Studio support involves a new setting to expose telemetry data to Sim Racing Studio for potential use with a motion simulator seat... we're excited about the prospect of trying one with Hyperwheel!

We've also added unlockable Golden Ring & Stunt Gap Lists. After all prior unlockable conditions are satisfied, the lists will appear in Free Play, ready to be found. Once you have picked up a list, you can access the list to see which golden rings and stunt gaps you have already collected/landed, and which ones are still to be found/performed. This means that it is now feasible to 100% complete the game.


Message feed shows player is racing 3.129 seconds faster than the gold trophy time.

Completing laps in a race now gives detailed information about how your race is stacking up against either the other players (in the case of multiplayer or against bots), the nearest trophy time (if you don't have a gold trophy yet), or your current #1 race time for the track if you're playing single player and already have a gold. It'll even give you an estimated completion time based on current performance after each lap!

We have also refreshed the Hyperwheel Overdrive Demo to include the latest bug fixes, UI revisions, and settings. Invite a friend to try it out!

v0.12.12 (Build 702): December 9, 2022
  • implemented unlockable Golden Ring & Stunt Gap lists for each stage:
    • collect race trophies for the ring list or stunt trophies for the stunt gaps list
    • after satisfying prior conditions, find the hidden List in Free Play to unlock list
    • lists of rings and stunt gaps with captions can be opened from the Progress page
    • adjusted some unlockable conditions
  • adjusted some golden rings & stunt gaps in various stages
  • added some additional stunt gaps to various stages
  • fixed bug with stunt gaps-based unlockables not evaluating after landing unique stunt gap
  • fixed bug with stunt gaps not always triggering
  • exposed telemetry data to Sim Racing Studio API (optional via a General Setting)
  • fixed UI pointer tooltip position for short tooltip messages
  • set unlockable panel to show up after trophy panel is closed if both being made active
  • made power-ups and rings more efficient by taking colliders out of the animation
  • added race time target difference info logging upon lap completion:
    • uses leader time if not in first place with multiple players
    • uses trophy time if player doesn't yet have gold
    • uses top race time if player already has gold and is in first place
  • expanded various vehicle decals to underside and/or axle connectors:
    • Checker, Dots, Dragon, Fat Stripe, Heptagram, Hexagons, Radial Saw, Rings, Octagram
    • Outward Spiral, Skull, Stones, Super Stripe, Tiger, Tiles, Tribal Star, V Lines, Zig Zags
  • swapped out redundant "Flames" decal (similar to "Fire") with new "Yin Yang" decal
  • added new "Biohazard" decal
  • revised various race trophy times
  • raised Boat Training Track starting spawn points so tires don't spawn in the floor
  • increased message feed queue delay from 0.5 to 2 seconds to improve readability
  • grouped total race & lap time messages when multiple records set to reduce feed spam
  • improved stunt manager & stunt gap script efficiency (cached objects)
  • improved world marker positioning algorithm
  • set world markers not to fade out when too close
  • set custom height offsets for different marker types (like player markers vs. checkpoints)
  • fixed race HUD bug where race time and lap time weren't quite up to date at finish time
  • set race HUD times to show millisecond accuracy after race is over
  • added pointer hover rotation interactivity to vehicle display on Customize menu page
  • implemented shot hit particle effects & hole decals for shots of remote players
  • adjusted Stored Data deletion buttons to all be current stage-specific except "Clear All"
  • omitted locked & beta stages from being saved & auto-loaded on next app start
  • fixed forward position resetting bug when toggling between driver & spectator view
  • added "Show UI in screenshots" setting to Capture Settings menu page
v0.12.11 (Build 694): November 25, 2022
  • integrated LIV software for mixed reality recording
    • added setting to show/hide driver avatar for mixed reality capture
    • implemented custom mixed reality camera position & rotation while menu is open
    • implemented setting for switching post-processing to mixed reality camera
    • implemented camera control cube for changing camera perspectives on the fly
  • added "Play Style" label to Control Settings and View & Comfort Settings menu pages
  • moved screenshot settings from General Settings to new "Media Capture Settings" page
  • smoothed out slider and scrollbar dragging
  • added mesh-based glow effect to wheels for when post-processing unavailable
  • fixed power-up quantity text position bug
  • fixed bug where hands were stuck in unnatural stiff open position until first grab
View full Hyperwheel Overdrive Changelog at NeonEngine.net

Hyperwheel Overdrive v0.12.10 Released

With Hyperwheel Overdrive v0.12.10, we've revamped the car customization UI. Recently, we've also made some big graphical enhancements (to terrain texturing as well as grass/vegetation). As shown below.


As you can see, we've significantly upped the amount of vegetation (while keeping it performant) and also made the terrain textures look better when really close and far away (look at the cliffside off to the right).

The release of v0.12.10 also brings us that much closer to our Meta Quest 2 release, which will contain all content that the Steam / PC version does, which is an important fact because the Quest version will be fully cross-play compatible with the PC version for online play, which we anticipate will help improve the player base a lot. If you're interested in seeing what it looks like on the mobile VR side, we've begun sharing screenshots & videos of the Quest version on our Twitter profile!


Check out that spiffy new Customize Car & Driver page! We've added a fourth standard slot (in addition to the 3 team-based ones), a 3D display of your car for quick reference, and "Previous" buttons (previously, we only allowed players to cycle to the next option, making to tough to fine-tune color selections). We've also color-coded all customization slots for easy reference. Spiffy indeed!

We've also added a new car/boat/plane combo race track to Flatland. Alright, we've got a pretty big backlog of changes to list for you, our players (although the lists for all v0.12.x versions are available for review in-game as well), so on with it:

v0.12.10 (Build 684): November 18, 2022
  • updated Oculus SDK to latest version
  • decreased initial player vehicle spawn time on application start by 2 seconds
  • increased spectator movement & rotation speed
  • made spectator movement & rotation less sensitive
  • added server setting to allow crossplay between latest version & beta when compatible
  • restored pointer drag functionality for sliders (was switching to analog stick automatically)
  • restored pointer drag functionality for menu page scrollbars
  • improved pointer UI drag position accuracy
  • set analog stick dragging incremental sliders to speed up the rate over time
  • added new "Screenshot Size" setting with 3 options: 1080p, 1440p, 2160p
  • overhauled "Customize Car" menu page:
    • added "Previous" buttons to each selector for easier customization
    • added Customization Slot D
    • set slot button colors to be based on chosen primary colors
    • added "Randomize" button for quick customization
    • added 3D vehicle display to let players preview changes
  • vehicle & driver customization changes:
    • set default color & decal selections for all customization slots for new players
    • tweaked many existing vehicle colors
    • renamed and reordered some existing vehicle colors
    • added "Yellow Green" and "Neon Green" vehicle color options
    • enforced team colors restrictions on Driver Suits
v0.12.9 (Build 660): November 4, 2022
  • disabled podium for races & challenges when there is only one player
  • added delay before opening menu when a player dies and when the match ends
  • additional improvements to terrain vegetation
  • fixed rifle position & rotation update smoothness when held with two hands
  • fixed bugs in match info display on Match menu page for Capture The Flag
  • fixed match HUD text alignment & color issues
v0.12.8 (Build 646): October 27, 2022
  • big graphics improvements to terrain & vegetation:
    • updated terrain textures in Volcanica & HyperCorp Complex
    • added detail & distance resampling system for terrain textures
    • updated grass / vegetation system to latest version
    • increased vegetation density & grass size in Volcanica & HyperCorp Complex
    • improved grass rendering efficiency (draw calls & pixel fill rate)
    • restored high tree quality (was using versions intended for upcoming mobile release)
    • added a "Vegetation Draw Distance" graphics setting
  • fixed bug that was preventing grass / vegetation rendering
  • fixed issue with HyperCorp Complex grass being really dark (almost black)
  • fixed post-processing (bloom / glow) for screenshot camera
v0.12.7 (Build 641): October 21, 2022
  • added sounds and forces to Sky Fortress engines
  • fixed bug that caused remote player driver to sometimes stop animating
  • fixed bug that was preventing player & objective markers from displaying
  • fixed bug that prevented rotating dynamic objects from rotating for client players
v0.12.6 (Build 625): October 7, 2022
  • added new Flatland Pro Course race track
  • updated rifle & launcher model (decreased number of meshes, redesigned launcher)
  • fixed issue with rifle HUD position sometimes being offset from the rifle
  • implemented surface splashes and water resistance for standard grenades
  • improved particle effect recycling efficiency
  • massively improved shot hole decal performance (implemented pooling)
  • implemented shot hit particle effects & hole decals for shots of remote players
  • moved sprites to a shared sprite atlas to improve UI performance
  • various UI optimizations (both HUD & menu system)
  • refactored various systems to improve performance & made many small optimizations
  • increased Smasher torque
  • fixed third-person follow cam moving around when vehicle stopped
  • improved third-person power-up interactivity
  • fixed bug with grounded gyro sometimes engaging when boat goes airborne from water
  • improved flight rotation physics & stability with no pitch input
  • fixed 3D Comfort Cage setting
  • fixed point steering input negation that occurred at speed with certain head/hand angles
  • adjusted deadzones for point steering
  • replaced a Flatland box wall with a kicker ramp to make tutorial flight section easier
  • restored more detailed tire material
  • altered Spiked Ball material
  • improved kicker ramp texture display when viewed from a distance
  • recreated octagon tower ramp texture at 2x resolution
  • turned off voice chat system when in single player
  • improved smoothness of point steering sphere
  • fixed menu layering issues
View full Hyperwheel Overdrive Changelog at NeonEngine.net

Hyperwheel Overdrive Launch, the New Demo, and the Latest Updates!

Hyperwheel Overdrive has moved beyond Early Access to full release on 2022.07.20!

We are so excited to have moved beyond Early Access on July 20. The Early Access program was great for helping us refine the product with player feedback, but Hyperwheel has matured significantly over the 28 months since Early Access launch and is now ready to be considered a full-featured game and reviewed as such. Of course, we will continue to improve the game in major ways from here; leaving Early Access should not be taken to mean development is complete. In fact, we have plenty of unpublished Hyperwheel content that we'll be adding to the game going forward, along with stuff we haven't even created yet. We are also working towards an AppLab release which will improve online sessions a lot.

Enjoy the Brand New Demo!



To celebrate our launch, we published a brand new time-unlimited demo that includes all power-ups and vehicle types! There's tons of sandbox fun to be had in the FREE DEMO. Download and play it now if you don't own the game yet! Here's some demo footage:

And the Updates...



Lastly, the v0.12.4 update is live now! In v0.12.3 published on July 19, we made some big improvements to the auto-braking system, allowing players to more smoothly auto-brake and for it to activate at low speeds as well as the usual "when the menu is open" situation. Vert ramp tire traction also got revised a bit. The other big thing with v0.12.3 is the new voice instructions in our revised tutorial system. We also included instructions for the thruster controls which previously wasn't covered in the tutorial system. The rest, plus the new v0.12.4 update, is mostly a bunch of bugfixes of various flavors. Things are now set up great for our next content update! Changelog as usual:

v0.12.4 (Build 567): July 29, 2022
  • fixed bug that auto-armed recycled grenades when taken from pool
  • restored missing laser rifle launcher attachment geometry
  • resolved intro menu closing bug when player opened menu quickly enough
  • fixed tutorial flag position in Vector Stadium
  • fixed formatting issue with health text when using infinite health
v0.12.3 (Build 564): July 19, 2022
  • revised tutorial system:
    • added voice instructions
    • changed "Stunt" section to "Aerial" and provided instructions for Thruster Controls
    • added floating marker UI for highlighting things
    • fixed reference controller button highlighting
  • fixed controller haptics bug where wheel damage caused both controllers to vibrate
  • revised auto-braking system to decrease jitter and slow down more smoothly
  • set auto-braking system to engage when throttles are zero and vehicle is moving slowly
  • tweaked tire traction for vert ramps
  • made vehicle velocity add up to 20% additional grenade launch force
  • increased message time from 7.5 seconds to 9 seconds in message feed
  • fixed bug that prevented unlockable panels from displaying when content was unlocked
  • fixed bug in calculating number of landed stunt gaps for current stage
View full Hyperwheel Overdrive Changelog at NeonEngine.net

v0.12.2 Released: Vert Ramp Physics Improvements & Xenodome Refresh

The Xenodome, designed mostly in 2019, has had a nice 2022 refresh with improved ramp positions & a new bowl corner ramp in the Southwest corner that lets you drive upside-down. The ramps are set up in a far more functional manner than the original arrangement, and the whole stage has a better flow to it than before as it is now easier to reach the more remote areas like the Upper Plate.



Back in the v0.12.1 update on June 10, we also improved tire traction, especially when driving on terrain... you can hug the hills of Volcanica far better than previously. We have now also implemented a vert ramp guidance system to help the physics engine out on vert ramps; when cars have gone off a totally vertical ramp (quarterpipe), as long as they are within 5 meters of the lip of the ramp, they are subtly guided towards lip alignment so that the landings are likely to be smooth (barring any of the many other things that can happen to prevent that... 🙃). Because it cuts out when a player exits the guidance band, and because it only operates when a ramp is going perfectly parallel with gravity, nothing else in the game is adversely affected. We're still doing some fine-tuning of this new system, but it it working pretty good already.

Lastly, we made some massive reductions in lightmap size for all stages, resulting in a smaller game and less textures to store in memory. This optimization will go a long way in helping our release on Android devices, but is also nice for the PC side; the reductions haven't resulted in noticeable reductions of visuals. Changelog is below, and as always, let us know what you think. Hyperwheel Overdrive just keeps on getting better!

v0.12.2 (Build 558): June 28, 2022
  • implemented system for subtly guiding car within lip range of vert ramps
  • major modifications to multiple areas of Xenodome
  • prevented plane end causing vehicle body gyro system to orient towards last ground angle
  • massive reductions in lightmap sizes in all stages
v0.12.1 (Build 553): June 10, 2022
  • corrected issue where not all laser blasts originated from current rifle barrel position
  • refined tire traction variables to improve terrain & non-terrain driving
  • updated Xenodome skybox & dome materials
  • made minor updates to Xenodome geometry
  • expanded The Flats race track in Xenodome
  • disabled mesh vertex position compression as it was distorting some big pipe meshes
  • fixed bug that prevented Seeker Balls from exploding
  • fixed issue with explosion fireballs not always showing up for explosions
  • added setting to disable viewing angle checks for deciding whether rearview camera runs
View full Hyperwheel Overdrive Changelog at NeonEngine.net

The Big v0.12.0 Update

Hyperwheel Overdrive v0.12.0 has taken us quite awhile to get out, but the wait is worth it. This update sets the foundation for the future of Hyperwheel Overdrive on the latest Unity LTS version. We have to do some reworking to get it working for Unity's new XR system, and with that means many big optimizations including the move from single pass to single pass instanced rendering (stereo instancing). There are bunch of other technical improvements under the hood, but rather than bore you with the details, we'll just tell you the highlights, and then include the full changelog item list as always.

Voice Chat Upgraded to Spatial Audio


The voice chat system was hit-and-miss and more often than not during testing evenings, we had to rely on Discord anyway. We've updated the voice chat system and worked through the bugs we were experiencing and now we're left with something that is reliable and sounds pretty great. You can enable or disable voice chat easily, mute yourself, or mute any other player. And in the process of fixing things, we revisited spatial audio. Initially, we tried it, but when a player was 2 kilometers away from another player, they couldn't hear them. It has been reworked to give us the best of both worlds: if a player is more than 100 meters away from another player, their audio source is placed in the direction of the player, but only at that 100 meter max. So there is some volume tapering off by distance, but only to a point. Works pretty slick! We knew the voice chat would have to be fixed up to realize our vision of a great cross-platform play multiplayer experience; Meta AppLab release for Quest 2 isn't far off!

Upgraded SteamVR Inputs


We had some issues with the old implementation. We were using the SteamVR legacy inputs, and the defaults were a bad setup. This has been upgraded and fixed up and we include default profiles for Oculus Touch, Valve Index, and HTC Vive controllers.

Smoother Driving


While there are indeed a ton of comfort settings to help make Hyperwheel Overdrive accessible to any VR player (full artificial rotation locking, etc.), we also wanted to ensure the car experience became not much rougher than the smooth driving offered by the boat. The result is a more rigid suspension system when dealing with inclines (ramps, quarterpipes, & hills) and a suspension system better capable of damping bounce from landings. Lastly, the tires stick a little better to the ground, especially terrain.

Improved UI


We updated the "Races & Challenges" menu panel to include unlocking conditions for all locked events, and also to show any trophies on the page. When items are selected, the gold, silver, and bronze trophy times are now shown as well. This should make it easier for players to understand progression. There's lots of content to unlock!

Power-up Interaction System Reworked


We squashed many bugs, and a there a number of them that had to do with power-ups and projectiles. The power-up hand interaction system has been reworked to be far more reliable as well as prevent unintended uses of power-ups.

“It's a heap, but give me a couple of weeks and it'll look like a streamlined butterfly...”


We also improved performance in a bunch of different ways. The game runs far more efficiently than it used to, and we already had done a lot to speed things up with v0.11.11. We added object pooling for plane wings, grenades, and rockets, and figured out where we could shut things down that didn't need to be running in the background. Because we've focused quite a bit on getting our Meta Quest 2 builds up to par, performance optimization has been a big focus.

Content?


Yes, of course we have worked on content updates (in addition to the Volcanica stage changes outlined in the changelog below). But it's all being kept in a locked box for now. The v0.12.0 update represents, to us, a modernization of Hyperwheel's software. It took us a long time to get things where it needed to be to move forward. But the stage is now set for a healthy dose of content updates to arrive throughout the v0.12.x series. What will the new content be? New stages? Match types? Hamster ball vehicles? We're not ready to talk about it!

Changelog


v0.12.0 (Build 548): May 31, 2022
  • upgraded from Unity 2019.4 to 2021.3
    • upgraded to new Unity XR system
    • upgraded to new Unity input system
    • upgraded rendering from Single Pass to Single Pass Instanced (big performance gains)
    • upgraded voice chat system to latest version & added positional audio
    • upgraded various other packages to latest versions
    • upgraded SteamVR and re-implemented SteamVR input for OpenVR
    • added default SteamVR input bindings for Oculus Touch, Index, Vive, & WMR
  • improved ability to keep wheels on ground while driving on terrain
  • added wheel collision damping forces based on wheels pointing forward at impact
  • improved ability to drive straight off ramps further by adding angular damping forces
  • decreased wheel gyro forces when boat initially becomes airborne
  • significant Volcanica terrain changes
  • upgraded terrain shader to MicroSplat for better performance & graphics
  • doubled grass & vegetation in Volcanica & HyperCorp Complex
  • added objective position indicator when not facing towards objective target
  • implemented object pooling for plane wings & projectiles
  • fixed multiple power-up interaction bugs and cleaned up logic
  • set other players & bots to use single audio source for engine & paddle wheel sounds
  • increased volume of tire collision sounds
  • disabled hand interactor collisions with most colliders to improve efficiency
  • added launcher power meter to rifle for Spiked Balls and Seeker Balls
  • improved glow / bloom effects
  • improved menu memory usage and performance
  • fixed multiple menu interactivity bugs (buttons & scrollbars)
  • fixed UI pointer hand swapping bug when hands touch menu object
  • added trophies to Races & Challenges menu panel
  • added unlocking conditions to Races & Challenges panel & various Match Setup fields
  • made Vector Stadium locked by default and adjusted some other unlockables
  • improved hyperwheel particle effects
  • updated look of boosts to help players determine boost orientation
  • overhauled layers to decrease unnecessary physics interactions
  • set CTF short respawn time 2 player limit to disregard bots
  • fixed power-up question mark icon display over water
  • made the new sign posts rigidbodies that can be knocked over
  • changed spectator follow camera to physics-based movement
  • adjusted spectator controls to use average of head & hands positions for forward
  • added stick input movement to follow cam to adjust follow offset position
  • made players hitting speeds that should be unreachable trigger a respawn
  • smoothed out networked vehicle body rotation
  • added real velocity to speedometer when difference is 20% or greater
  • fixed speedometer bug that resulted in slightly inaccurate speeds
  • fixed bug where boat grounded in water couldn't accelerate from either traction or paddles
  • improved boat forces to always ride along surface even if boat is pointed down into water
  • improved plane pitch stability
  • improved efficiency of boundary damage application
  • improved thruster controls interaction efficiency & added sound to grab/ungrab
  • fixed bug where B button release after manual respawn was still triggering "recover"
  • added sound & animation to positional boosts & made them apply forces to projectiles
  • fixed bug with upside-down plane grounded gyro not rotating in correct direction
  • added checkered flags to all race finish line checkpoints
  • regenerated fonts to improve text sharpness
  • added new "Stones" unlockable vehicle decal
  • fixed audio distortion bug when using smaller than regular World Scale settings
View full Hyperwheel Overdrive Changelog at NeonEngine.net

v0.11.7 Released: Big Bot Upgrade!

Hyperwheel Overdrive v0.11.7 is here and it's bringing some shiny new bots with it! v0.11.7 comprises the last 2 months of development work, which includes a bunch of fixes and improvements, along with the big bot AI upgrade. No longer does Hyperwheel Overdrive need to rely on online play for some good combat action or competitive racing. We have also added an option to switch from 2 teams to 3 teams for all team-based matches. This means CTF is still an option if you have 3 players in an online session.

The bot updates definitely round out the core gameplay and improve the feel of the overall game. On that note, we will be leaving Early Access for full release very soon!

The new hyperwheel bots are ready to face you down in the latest update. If you don't already have a copy of the game, add it to your wishlist. You won't regret it if made-for-VR car combat & racing is your thing. See you in the Xenodome!



v0.11.7 (Build 433): October 29, 2021
  • major bot upgrades:
    • AI steering overhaul; much better dodging of walls & obstacles
    • added scans for ground drops ahead of wheels
    • major revisions to risk analysis system
    • added player detection to sphere scan that was previously used just to detect items
    • implemented waypoint system to allow bots to race effectively on many tracks
    • added target searching behaviour when getting shot by a laser
    • many details added to decision-making about driving instructions & power-ups
    • multiple power-ups fixed including Spring & Boat
    • fixed Smasher time limit (it was not being applied to bots)
    • bots now use thruster controls to straighten out airborne maneuvers
    • added "Repaint Bot" button to randomize the colors & decal
  • Yellow Team added: new teams number setting (2 or 3) for all team-based match types
  • adjusted regions with vehicle mods to automatically give new Boat Kits & Plane Kits
  • limited custom vehicle mods to a single checkpoint during races
  • set vehicle mod checkpoints to automatically give new vehicle mods if needed
  • improved stability of respawns
  • improved spawn point positions in "Stadium Sky" & "Trident Mountain Range" regions
  • fixed bug where grounded gyro forces were being applied to vehicles when on their side
  • added 6 new car colors:
    • Faded Yellow
    • Bright Green
    • Faded Green
    • Sky Blue
    • Faded Blue
    • Light Brown
  • added 2 new car decals: "V Lines" & "Tiles"
  • tweaked some existing car colors
  • fixed bug that prevented Smasher collisions from making sounds
  • fixed bug with lasers appearing to go through walls and slowed down laser animation
  • fixed UI bug with object markers displaying in front of menu
  • fixed additional bug with object markers with display ranges set
  • fixed bug where match countdown text would sometimes not display
  • fixed bug where lasers could hit rifle when moving at high speeds
  • added rocket to launcher end when rocket is the next loaded projectile
  • moved next projectile icon to top of rifle HUD and placed projectiles 2 & 3 below
  • added Measuring Units setting with Metric & Imperial options for speeds & distances
  • removed auto-gyro pitch stabilization setting (supplanted by thruster controls)
  • fixed power-up bug where a full power boost could break hand interactivity
  • made "Recover" orient vehicle with ground plane instead of just straight up

v0.11.6 (Build 411): August 25, 2021
  • implemented auto-thrust secondary function to thruster controls

    • easy switching between auto & manual thrust; just grab controls for manual
    • will point in velocity direction according to up direction until vehicle starts falling
    • when vehicle is falling, it will level out rather than point towards ground
    • will attempt to align with the ground plane as the ground approaches
  • adjusted thrusters to kick in gradually over the course of 0.75 seconds
  • adjusted thrusters to deplete less charge for really small adjustments
  • improved rotational damping for thrusters
  • made body gyro system smoother on ramps
  • improved "Recover" function behaviour (car orientation is now properly maintained)
  • fixed bug that caused laser grid boundary to get stuck in visible state
  • updated Vector Stadium stage graphic

View full Hyperwheel Overdrive Changelog at NeonEngine.net

v0.11.5 Released: Custom Item Positions

Hyperwheel Overdrive updates keep coming and the latest couple bring a bunch of bugfixes (not all listed in changelog) along with some long-planned but never implemented features, like the ability to set custom interactive item positions in your cockpit (power-ups, laser rifle, and thruster controls). There have also been some additional performance optimizations.

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v0.11.5 (Build 400): August 6, 2021
  • intro sequence tweaks
  • fixed third-person camera bugs (UI & follow behaviour)
  • fixed "Hybrid" perspective setting third-person camera activation
  • implemented custom inventory item positions including rifle & thruster controls
  • fixed bug where spectator collider was sometimes disabled in "Free" mode
  • enforced time limits for server rejoin if player kicked for serious reason
  • added low-pass audio filter for when player is submerged

v0.11.4 (Build 390): August 1, 2021
  • more CPU optimizations
  • fixed bug that caused networked car body to drift from correct orientation

View full Hyperwheel Overdrive Changelog at NeonEngine.net

v0.11.2 Released: Airborne Rotation Thrusters & Performance Optimizations

Hyperwheel Overdrive v0.11.2 brings some big performance improvements on the CPU side and adds thrusters for adjusting car rotation in mid-air (with controls that work by picking up a holographic sphere and pointing it where you want to rotate towards). This is a huge game-changer in terms of combat play; airborne players are now quite dangerous as they can face players in the air and rain rockets down on them or just take some shots with their laser rifles!

We also added a new race track to Volcanica called "Island Triathlon Course", which is the only track to feature the car, boat, and plane. Transitions between the boat and plane are particularly fun.

Let us know what you think about the latest update on our Discord! View the full list of v0.11.2 changes below, along with the entries for v0.11.1 as well:

v0.11.2 (Build 373): July 1, 2021
  • added new thruster system for correcting & stabilizing car rotation in the air
    • thruster charge is used up and must be recharged by driving or boating
    • holographic sphere can be grabbed and rotated to control thrusters
    • thrusters control pitch / yaw / roll car rotation only; they don't adjust trajectory
    • added 2 yaw thrusters to car & 4 roll / pitch thrusters underneath
    • new "Thrusters" match modifier controls the availability of thrusters
    • added "Thrust Penalty" to stunt system
  • big performance improvements: optimized many scripts including UI & hand interactions
  • added new "Island Triathlon Course" race track to Volcanica that features all 3 vehicle types
  • Volcano Pass race track terrain changes
  • adjusted recover interactable position and fixed flickering bug
  • fixed bug that prevented Boost Penalty from being updated based on boost time
  • fixed bug that caused stunt modifiers to get overwritten as stunt HUD is displayed
  • improved tire traction on terrain
  • replaced "Flames" car decal and added new "Dots" decal
  • adjusted Chase matches to allow damage & death from stage hazards
  • updated Oculus SDK
v0.11.1 (Build 353): June 1, 2021
  • adjusted trigger throttle input settings to use B button for toggling reverse throttle
  • adjusted trigger throttle input settings to apply brakes when throttle input is zero
  • added control setting to toggle the plane's pitch auto-leveling system
  • fixed bug where player's center position gets moved over time
View full Hyperwheel Overdrive Changelog at NeonEngine.net