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

Turbo Sliders Unlimited

Update Notes for v0.86


  • It is now possible to enable drafting - also known as slipstreaming
    • When drafting is enabled (in Event/Drafting), vehicles gain more speed when driving behind other vehicles
    • Lap times achieved with the help of drafting are not eligible for leaderboards
    • Drafting can also reduce downforce and grip - there are lots of related settings to tune
    • To see the current amount of drafting, press Ctrl+F6 to enable drafting debug
  • Added a new built-in track, Rockywill
  • Command /who now shows who is ready to play at the event init (also works by clicking the number of players)
  • Added transparent wall as a possible material for dynamic mesh objects
  • Fixed loading Ball Start Positions failing (in levels that override soccer ball start positions)
  • Fixed Grippy and other "HeavyFormula" models having graphical issues in left wheel suspension when camera distance goes far enough
  • Fixed road material not getting automatically changed in level editor when texture changed (especially for dirt roads)
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.85


  • Added race charts, available in the event stats window (for races) and when watching a race recording
  • Added session point charts, available in the session stats window
  • Customizer now has buttons to save and load all paint jobs, making it easier to create more than the default 4 paint jobs per a vehicle model
  • Host list now automatically refreshes if it was opened so quickly that lobby pings were not known yet
  • Not waiting for disconnected players anymore once everyone else has finished a race
  • Number of connected players is now shown at session init and end - clicking the text lists the players
  • Increased the maximum number of ghosts to race against when selected from leaderboards
  • Increased the maximum number of custom trees in a level if not all default trees are included
  • Added a car physics steering multiplier "Neutral return" to enable smoother return to neutral after steering (when not countersteering)
  • Fixed a rare issue where collision model and visual mesh were not in sync with road side objects (in the first marker of a closed loop)
  • Fixed a very rare spawn point position issue
  • Fixed the default value for votable items not updated in dedicated servers when admin uses GUI to change settings
  • Fixed ghost recordings getting broken if idling for over 10 minutes when hotlapping
  • Look back button no longer does anything in the free rotation mode (e.g. camera mode 9)
  • Miscellaneous other minor fixes and improvements

Early Access goes on, join the fun!

A huge amount of new features have already been added since the Early Access started, including dedicated servers, team games, soccer mod, new bigger base worlds, more objects, and tons of other smaller features and improvements.

If you want to join the fun and plan future events and game mods, get the game and join the TSU Discord Server!

More is still to come, but to not forget the core of the game, let's enjoy an amazing race by Oompa, driven in a user hosted cup (by Frozeni) on a user created special stage (by Neofelis).

Minor Update Notes for v0.84 v2


  • Minor update, still compatible with the previous version
  • By default, Soccer camera follows a single ball more closely now (adjustable in soccer camera settings)
  • Added some smoothing to the default soccer camera
  • Some small other fixes

Update notes for v0.84


  • Added the possibility to save and load many settings inside the game (e.g. levels, vehicles, event settings, cameras, controls)
  • Added small settings buttons to some places where right-clicking was needed
  • Admin clients are now able to change most of the settings and control the session flow with the same GUI as if they were local hosts
  • Admin clients can now upload their levels and vehicles to dedicated servers at session init using the Upload buttons in selectors
  • Level and vehicle selectors now remember their last filter settings until the game is restarted
  • Added braking, oversteering and reversing multiplier to the experimental physics settings (to tune vehicles without creating a new vehicle)
  • Added a camera option to view the full playable area in soccer with only one local player, too - also tuned the default angle and FOV
  • Soccer restarts are now faster, especially after ball out
  • Added the possibility to add optional boundary objects to soccer levels - OptionalBoundaryHeight in the event soccer settings defines their height
  • Added a new version of the soccer level Punapark as a built-in level (with optional boundaries)
  • Added minimum goal difference setting to soccer
  • Added two new team orders: Alternating and Fixed - in soccer, that means having the side to change after every event (or never)
  • Added the possibility to randomize soccer start positions for every restart (or for every event, overriding the default starting order)
  • Added a brief flash to the followed player when switching to a camera that is far (possible to turn off in camera settings)
  • Added the possibility to have negative start times for animated objects (to make a copy and play it in different phase)
  • Added the possibility to enable "accurate rotations" for animated objects when extra accuracy is needed
  • Recording accuracy doubled - new High is what VeryHigh previously was, the new VeryHigh is even more accurate (and takes more space)
  • Fixed whistle sounds and end cheers not being played on clients when playing soccer
  • Miscellaneous other minor fixes and improvements

Car soccer game mode is here!

Car soccer is now available for all Early Access players! As with all TSU feature, there are plenty of settings to tune the rules, physics etc. There can be 0-5 balls in a soccer match. This video demonstrates a 5 vs 5 match with two balls:

Update Notes for v0.83


  • New experimental game mode: Soccer (also known as Punaball)
    • In soccer levels, two teams try to win by scoring goals (check Punapark in Workshop)
    • Multiball and no balls supported, too - no balls means having to drive through the goal line to score a goal
    • Lots of other tunable parameters related to physics and rules
    • By default, soccer events are started with a new Playable Area camera (camera 0), shared with local players by default (see Camera/Soccer settings)
  • Added new experimental physics settings (max speed, acceleration, viscosity and grip multiplier) to be able to test physics changes without creating new vehicles
  • Added an option to show only the selected modifier or special object in editor
  • Improved stats logging, especially related to teams
  • The default starting order changed to be Reverse Standings
  • Fixed bridge graphics issues (stripes at certain angles) in the two larger base worlds
  • Fixed the unwanted DepthOfField (blur) effect sometimes being enabled
  • Fixed event stats sometimes showing team stats tooltips based on the next event type
  • Fixed the loading screen preview sometimes not working when using Instant Play in the level selector
  • Fixed terrain being at a slightly wrong height under roads in editor if using a non-zero Side Object Offset and rebuilding roads
  • Using arrow keys in the level editor does not hide and reset mouse cursor position anymore
  • Updated Unity version
  • Miscellaneous other minor fixes and improvements

Update notes for v0.82


  • Added a new big base world "Large Hills" to be available for new levels
  • Fixed online hosts not using all old track compatibility fixes for certain levels - this also caused jitter for clients at the affected places
  • Fixed level properties issues when loaded a level by right-clicking the load icon
  • Possibly fixed a very rare hang when returning to the main menu

Update notes for v0.81


  • Fixed some compatibility issues that version 0.80 caused to levels made with earlier versions (when loaded in game, editor may show how they look with the new version)
  • Dynamic mesh textures and roads now have "Draw On Top" setting with three values: Disabled (default for non-roads), Enabled (default for roads) and Boosted
    • When set, material is drawn on top of other materials that are roughly on the same level (unless they both have the same setting)
    • "Boosted" can be used to merge roads and make intersections by making overlapping roads - if one is boosted and one is not, there is no z-fight flickering
    • To add a layer (e.g. ice) or a thin object on top of road or other object that has the setting on, Draw On Top needs to be enabled or boosted for the material to be visible
  • Changed the pit templates to use the new Draw On Top feature for a more seamless intersection
  • Added two more pit templates to start with a wider road
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.80


  • Updated the road library (EasyRoads3D), fixing some rare stability issues in the level editor
  • Roads are now smoother when tilting is changing between markers - affected by angle threshold, changes the existing tracks, too
  • Removing second-to-last marker and undoing adding first markers and pit templates works again in the level editor
  • Team colors are now more visible even if there are lots of original paint commands
  • Fixed Esc not working as expected in the level editor when taking a level preview screenshot or when the UI is hidden (broken in v0.79)
  • Fixed client connection failing when host is at the session end state
  • Session stats now also show how many team points individual players gained in the previous event
  • Updated Unity version
  • Miscellaneous other minor fixes and improvements