Turbo Sliders Unlimited cover
Turbo Sliders Unlimited screenshot
Genre: Racing, Simulator, Sport, Indie, Arcade

Turbo Sliders Unlimited

Update Notes for v0.97.3 (client-only update)


  • AI Editor is now available, allowing creating driving lines for the AI players (to add AI support to new levels and vehicles)
  • AI players can now be used in custom local games as long as the level-vehicle combination has AI lines (online support coming later)
  • Level Selector now has a filter to only show levels that have AI lines defined (for the currently selected vehicle(s))
  • Various small changes to the AI behavior
  • Quick game: All built-in vehicles are now supported, including Random and Choosable
  • Quick game: Player count can be adjusted, skill level can be mixed (e.g. half medium, half high)
  • Quick game: Lots of other new options: e.g. drafting, ghost races, missiles for AI drivers
  • Local Custom Game now always starts at the Session Init state where changing levels is still possible
  • Immediate Restart (Ctrl+Backspace by default) now starts quicker in time trials and special stages (if not random start time)
  • Moved HUD elements so that Weapons and Health are on the right and Time on the left side
  • Some GUI screens that require using mouse now show a message about that if opened with keyboard or gamepad
  • Automatically changing the camera target to the last AI player when finished and playing alone against AI
  • When changing the camera target for the first time after finished or wrecked, skipping disabled players
  • Vehicle Editor: Fixed inertia tensors sometimes becoming temporarily incorrect when changing the vehicle properties
  • Miscellaneous other minor fixes and improvements

Meet the AI opponents

Everything in Turbo Sliders Unlimited has been designed with online multiplayer in mind, but now it is possible to experience the thrill of a 20-player race locally, too. You can either play the beta race campaign, or start a quick game that puts you against AI drivers on built-in tracks.

But, this is still just the beginning of the AI driver related features. Lots of related new options and possibilities are planned to come in the next versions, so stay tuned!

Update Notes for v0.97.2 (client-only update)


  • Added Quick Game option to the Play Menu: starts a quick local game against AI drivers (only Sporty supported for now)
  • Added a new beta campaign with three racing events against AI drivers - to be replaced with a bigger campaign later
  • Lots of AI improvements (e.g. awareness of other vehicles, better recovery when getting stuck, random mistakes on lower levels etc.)
  • Added Create menu and moved the level and vehicle editors there - also placeholders for future features
  • Added help texts to many menus
  • Ghost Settings now have their own settings category, added more PB options and changed the fading options (all values reset to defaults)
  • Added an option to share levels and vehicles initially as hidden so that they can be privately tested more before made public
  • Health bar is now shown if the level has gradually damaging materials (damage effect still not enabled without collision or weapon damage)
  • Reduced water sounds audio volume, underwater sounds volume is now also affected by the sound effect volume in Sound settings
  • Level Editor: It is now possible to load a level in safe mode, removing all side objects (helps with some external road library issues)
  • Reduced the mouse cursor getting reset to the center of the screen at certain situations
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.97


  • Added a simple beta test event to drive against AI drivers (tech to be used in single player campaigns in the future)
  • It is now possible to set a password when hosting a game - players and spectators need to enter it to join
  • Host List: Hosts with players are now shown first, even if the ping is high
  • Levels can now enforce minimum pit area slowdown even if the pit is not active (pit slowdown object property)
  • Pit area slowdown is now by default quicker (automatic braking) and the top speed is more correctly reduced by the slowdown amount
  • Added new color variations to oak trees, including a leafless winter version
  • Tag games: A tagged player hitting an untagged player with a missile now transfers or spreads the tag (can be disabled in Tag settings)
  • Soccer: Fixed the goal message showing the time a few seconds off
  • Soccer: The built-in soccer arena Punapark now has some team colored markings
  • Capture battle: Fixed the team name in the flag returned message when using non-standard teams
  • Doubled the maximum size of triggers
  • Editors: Better info if trying to finalize a level or vehicle when the same name is already in use
  • Level Editor: Texture indexes now start more consistently from 1, not 0
  • Level Editor: New markers are not added as circular anymore (caused ER road library issues)
  • Console command /savesettings (or just /save) now saves the settings to the default location (game.json) if no parameter given
  • Remote admins can now load and edit server level lists even for the levels they don't locally have yet
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.96


  • Level Editor: Added support for trigger objects that can start, stop or reverse an animation when a vehicle, missile or other object touches them
  • Triggers enable creating e.g. openable doors and platforms that start rising when driven on or a missile shot at them
  • Level Editor: It is now possible to change the terrain textures of a level in Location Settings (only affecting the looks, not physics)
  • Level Editor: It is also possible to use terrain textures as the Edge texture (in Nature settings, the old name was Bottom Material)
  • Level Editor: It is now possible to to change which tree indexes are mapped to which tree types in a level (some new trees available, too)
  • Level Editor: Added two new Perlin noise stamps to detail modifiers to be able to create organically shaped texture or foliage fields
  • Level Editor: Added two new simple road textures with changeable colors: concrete and blank
  • Level Editor: Added complexity limits for nature and roads - removing trees and/or water may allow having more objects in a level
  • Soccer: All opponents getting disabled no longer scores a goal after the last ball has scored a goal in Wait All Balls mode
  • Transfer Tag: It is now possible to have up to 19 initially tagged players (starting from non-tagged spots if not enough tag start positions)
  • Added support for a fixed trackside camera as a forced camera, always staying in the initial position
  • Customizer: Fixed sometimes not updating the selected tool correctly when returning to Customizer after exiting to the main menu
  • Tech: Enabled more aggressive build optimizations, in-game tick times decreased by about 8%
  • Vehicle Editor: It is now possible to export a vehicle to a JSON file in the vehicle editor by holding Shift when clicking Save As
  • Added command "/vehicle /clear" to remove all possible vehicles (useful in server scripts before adding a certain set of possible vehicles)
  • Servers can now recover better from short hangs without clients having to go back in time (250 ms by default, tunable in Host Sync Settings)
  • Miscellaneous other minor fixes and improvements

It's rocket science!

Even though there already were lots of existing game modes in Turbo Sliders Unlimited, the latest major new feature, missile support, literally explodes the possibilities! Missiles can optionally be enabled in all existing game modes, and there are lots of related settings to tune, e.g. damage, impulse, blast radius and reload time.

As an example, here is one crazier way to use them in a regular race: no-damage, high-impulse missiles with respawning disabled:

Update Notes for v0.95


  • Added a new built-in car, Speedy, with a high top speed but low acceleration
  • Added 7 new vehicle models to be used in user-made vehicles, also cosmetic fixes and tuning to the existing ones
  • Added new special settings to force the same camera for all and to potentially hide the player markers (to support hide game modes)
  • Vehicle collision settings (steadiness, stability and avoidance) are now automatically set based on vehicle properties (can still be overridden)
  • Added a WaterLevel object that can be used to animate the water level (not a realistic effect if vast areas are filled)
  • Levels: Increased the max animation keyframe count to 10 and doubled the max Stay and Move times to two minutes
  • Missiles: Added Friendly Fire percentage parameter - 0 means no damage from frindly fire, 100 means the same as to enemies, default: 25
  • Missiles: Increased max reload time, also added a setting to optionally shorten the initial wait, also shorter delay if nothing hit
  • Added a demo recording of a race with crazy no-damage high-impact missiles
  • Clients now have a button to switch between being spectators and not without reconnecting (if there are enough player/spectator slots)
  • Added command /spectator to see spectators or to change spectator state (admin having control over everyone), also slightly changed /who
  • Spectators no longer have a Ready button at event init (it didn't do anything previously anyway)
  • Timer: It is now possible to disable starting an event automatically when everyone is ready - useful for spectator hosts
  • Drafting is no longer on in ghost races unless specifically enabled in Drafting Settings
  • Soccer: Goal is now scored and reset performed if all opponents are disabled (unless turned off in Soccer Settings)
  • Damage can now affect downforce, too - laps affected by damage effects are not eligible for leaderboards
  • Levels: Added a new colorable Light Wood texture material
  • Level Editor: Fixed saving level previews and sharing levels if Hide Full Paths setting was enabled
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.94.2 (Minor client-only update)


  • Added two weapon battle demo recordings (capture and deathmatch)
  • Customizer: Single individual paint jobs can now be saved and loaded as json files (editable but not easily shareable)
  • Recording player: When stopping playing a recording, automatically returning to the same folder where the recording was
  • Recording player: Warping forward and backward in time is now by default much faster, but not all skid marks are correctly added
  • Recording player: If you want more accurate skid marks (but slower warping), either disable fast warping or increase the history time in the Playback Settings
  • Recording player: Hold Alt to multiply the warp time by 4 (e.g. by default Alt+Right jumps one minute forward in time)
  • Holding Alt when pressing keyboard shortcuts is no longer considered the same as holding Ctrl (Thanks to Unity, AltGr is still also LeftCtrl)
  • Level editor: Animation keyframes are now correctly updated when the object is copied, loaded as a template, or rotated with "Edit All" on
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.94


  • Added a new game mode, Weapon Battle, in which vehicles can shoot missiles
  • Weapon battle sub-modes: capture, infiltration, team deathmatch and all vs. all deathmatch
  • Missiles can be forced to be on in other game modes, too
  • Added lots of related Battle and Weapons settings - read the tooltips for details
  • Added multiround team battles in which the winning team is determined by the amount of rounds won
  • Capture battles are now multiround battles by default - it can be enabled for team deathmatches, too
  • Added the possibility to get damage by colliding with other vehicles or obstacles
  • Low health can optionally affect acceleration - when no health is left, the car is wrecked
  • Damage can optionally be fixed in the pit, automatically or by respawning - check the Damage settings for details
  • Added a battle camera preset which is on by default in battles - tunable under Camera settings
  • Player markers are now by default visible in battle events
  • Road marking objects can now use team colors, and dynamic mesh objects can use team-colored textures
  • Capture Battle: Flag Lost by Enemy Touch is now on by default, also changed the default points for capture
  • Added Boomington (Weapon battle) and Flaggerblast (Capture battle) built-in levels
  • Added a Capture Battle demo recording
  • Prevented leaving pit just before tire change is finished
  • Fixed sun flares sometimes being visible at night or where the Moon is
  • Event stats JSON export now includes the start time and host id
  • Miscellaneous other minor fixes and improvements

New super-fun game mode: Capture the Flag battle

Meet the latest and super-fun addition of the long list of Turbo Sliders Unlimited game modes: Capture the Flag battle. In it, your team wins by capturing and safely bringing home an enemy flag. Alternatively, you can of course just do it in the old-fashioned way, too, and wreck all enemies.

There are already many user-made Capture the Flag levels available in the Steam Workshop and they have proven to be great fun. This video shows an example of a 10 vs 10 online Capture the Flag battle event in the example level Flaggerblast.