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Genre: Racing, Simulator, Sport, Indie

Wreckfest

Fall Update now available!



Howdy fellas,

The weather's getting colder at least in our parts of the world, but in the cockpit it's getting warmer and warmer, if not downright hot. We're happy to let you know that the latest update of the game is out and, and we have a surprise for you: among other goodies the update brings you not only one, but two new tracks!

The first track, Drytown Desert, is a more technical, rallycross style romp that features great rolling flow as well as a couple of cool underpasses and definitely takes some proper skill to master. Then if you're more into wrecking stuff, fret not since the other new track, Rockfield Roughspot, is a rundown dirt speedway that began its life in The Very Track Pack by the ever so prolific content creator Tor Ole but now has banked corners as well as some bumps and jumps thrown in for a good measure. In the heat of the racing, this track can definitely make you feel like you're between a rock and a hard place!

And of course, that's not all. The update also features some much-requested features such as Steam Cloud support and Steam Achievements and a whole host of other neat improvements such as improved offline and online performance, third damage mode, user interface improvements and so on. Be sure to check below for the complete list of changes with comments, update your game and start wrecking!

CONTENT


  • Added two new tracks: Drytown Desert and Rockfield Roughspot.

ENGINE


  • Optimized loading times.
  • Added Steam Achievements. Except for "Rocketeer" (Reach 210 Km/h (130 Mph) With Rocket), already achieved ones will unlock retrospectively upon launching the game.
  • Added support for Steam Cloud. Note that the game's save data is now located in "Documents/My Games/wreckfest" (old save data will be copied over in the first-time launch).
  • Improved mesh particle culling, improving framerate especially in events featuring large vehicles.
  • Glow particles no longer appear completely white.

GAMEPLAY


  • Added a third damage mode that some have been requesting: "Intense". This is same as the "Realistic" mode with which the console versions launched, in other words, "Realistic" with attacker's advantage enabled.
  • Added an AI Set for Limo.
  • Added Big Rig and Limo to the "Special Mix" AI Set.
  • Increased Wingman strength.
  • Reduced Limo strength slightly.
  • Taking the loop on "Deathloop" no longer causes damage to the car.
  • Improved Honey Pot panel damage so that panels get detached correctly.
  • Wheels no longer clip the fenders of Venom as easily.
  • Wheels no longer clip the fenders of Outlaw as easily.
  • Lawnmower and other small vehicles are no longer invincible against small to medium nudges.
  • Improved AI raceline on various tracks.


INTERFACE


  • Added improved iconography to the garage user interface.
  • Added new, unique icons for armor and visual upgrade parts.
  • Added upgrade tier icons for performance parts.
  • In career heat races, event specific loading screen is now displayed also between the heats.
  • In custom events, the correct AI Set is now displayed after changing the vehicle.
  • HUD can no longer appear in the main menu after being disconnected from an online session.
  • Health bar no longer appears full when the player has 1 health point left.


MULTIPLAYER


  • Improved local car prediction precision to reduce input lag.
  • Increased maximum allowed prediction time for remote cars to reduce warping with high latency.
  • In lobby, the server name no longer overlaps the track name at the top.
  • Lobby options are no longer incorrectly grayed out in case the user is in the Tune screen when a track change occurs.
  • Idling during an online event no longer results in the player being kicked from the server.
  • Added back the "Add Bot" button to lobby.


AUDIO


  • Collision effects are more crunchy now.


MODDING


  • In-game modding tools now work again.
  • Modifying minimap settings (bag filetype "mise") no longer trickers anti-tamper protection.

Wreckfest Goofy Roofs Pack out now!



Vienna, AUSTRIA / Helsinki, FINLAND, September 24th, 2019 - Wreckfest is not crazy enough for you? Now you can go completely nuts and get some extra laughs when using these roof decorations! Choose from 20 cool and funny items such as rockets, explosives, an inflatable unicorn, deal-with-it-glasses, various hats and much more. The decorations do work on every car. The first customization pack, the Goofy Roofs Pack, is out now.

https://store.steampowered.com/app/1135437/Wreckfest__Goofy_Roofs_Pack/

Watch the trailer: https://www.youtube.com/watch?v=iOaEjeCvTcQ

Next DLCs
Car Pack 2: October 22nd, 2019

The Goofy Roofs Pack is part of the Season Pass, which is including 20 new cars, 20 special roof decorations and additional car customizations like armor, rims and more. This new content will be released step by step, along with free content updates.

https://store.steampowered.com/app/1131170/Wreckfest__Season_Pass/

Cheers & Stay tuned
Your THQ Nordic Team

Wreckfest Retro Rammers Car Pack and Season Pass out today!



Vienna, AUSTRIA / Helsinki, FINLAND, September 10th, 2019 - Expand the World of Wreckfest with these three classic vehicles! The Retro Rammers Car Pack is out today on all platforms for $ 3.99 | € 3.99 | £ 3.29.

https://store.steampowered.com/app/1135430/Wreckfest__Retro_Rammers_Car_Pack/

Wingman: The huge American classic Tailfin car from the late 1950s is the perfect choice for derbies and figure 8 tracks.
Buggy: This classic European design with a rear engine feels right at home on twisty tracks.
Bumper Car: Carnage at the Carnival! The world's fastest bumper car makes your dreams come true - Ram hard.

Watch the trailer: https://www.youtube.com/watch?v=3PogvAI9D0Y

The Retro Rammers Car Pack is part of the Season Pass, which is including 20 new cars, 20 special roof decorations and additional car customizations like armor, rims and more. This new content will be released step by step, along with free content updates.

https://store.steampowered.com/app/1131170/Wreckfest__Season_Pass/

Next DLC releases:
Customization Pack 1: September 24th, 2019
Car Pack 2: October 22nd, 2019

Stay tuned!
Your THQ Nordic Team

Hotfix 3 Released



ONLINE


  • Reduced multiplayer latency.
  • Audio for remote cars no longer stutters.
  • The currently running prediction phase is now completed when switching to dead reckoning.
  • Improved client smoothing, reducing the stuttering of the remote cars (previously especially noticeable when viewed from the side).
  • Doubled the number of configurable op_steam_ids.


GAMEPLAY


  • In the "Hateful Eight" career event, the AI can no longer use Class B cars.
  • AI now uses maxed out Class A cars in the final parts of the career and randomly during custom events.


VEHICLES


  • Fixed Motorhome tire damage that caused the wheels to occasionally glitch.
  • Fixed a number of incorrect value references.


ENVIRONMENTS


  • Fixed an antiportal glitch visible in the Motorcity reverse layout.

Hotfix 2 Released



Dear all,

We have just pushed out another hotfix, addressing a number of critical issues persisting after the previous hotfix and improving various aspects of the game. In addition to enhanced stability, most importantly this update seeks to improve multiplayer experience by reducing the chance of connection timeouts and restoring client prediction scheme, improving the precision of multiplayer client/server sync and thus reducing warping and other adverse effects of poor sync.

This time around there are no user-configurable parameters for client prediction; instead, the maximum prediction time is capped to 1500 ms to prevent prediction from eating all cpu cycles. However, please be aware that there might be cases when you find your framerate falling in case there's a significant amount of latency and a lot of cars to predict. We are very interested to hear about your experiences so please make sure to give feedback.

Also, please be aware that there are still some cases where you might get disconnected during event loading that seem to be connected to high latency. That said, we are working on further improvements.

Additionally, this hotfix contains many other improvements based on the feedback we've received and we hope you're going to enjoy. Have fun, and don't forget to let us know what you think!

STABILITY


  • Fixed a crash in the server browser.
  • Fixed a crash in the user interface renderer.
  • [MODS] Game no longer crashes when surface info is improperly configured or missing.


ONLINE


  • Creating a server in-game now works properly.
  • Restored client prediction for PC. Maximum prediction time is not user-configurable and is capped to 1500 ms.
  • Essential server info is now displayed in the lobby (click the server message to toggle)
  • Quick Play now correctly prefers servers with lowest latency.
  • Toggling ready/unready is now disabled immediately (a second, to be precise) before event start to prevent glitches.
  • High ping warning threshold is now 1000 ms.
  • Fixed a glitch in the chat that caused text to disappear.
  • Fixed chat server message colors.
  • The proper bubble icon instead of the speaker icon is now used for text chat.

Note: latency shown in the lobby is currently as much as 50% higher than it actually is. The in-game latency is more or less correct, so please use that to judge your connection quality.

GAMEPLAY


  • Restored shifting logic from the Steam 2018 release, meaning that upshifts occur closer to redline.
  • Restored tire pressures from the Steam 2018 release so that front and back wheels have more or less the same pressure (and thus, different deflection).
  • AI now races more loosely and their raceline mistakes are more natural. As previously, the lower the AI Difficulty level, the more prone the AI is to errors.
  • AI now packs up more tightly.
  • Killerbee AI is now more competitive.


VEHICLES


  • Steering wheel is now animated for AI cars as well.
  • Steering wheel of AI cars now follows deform (prevents the floating steering wheel syndrome).
  • Fixed Motorhome engine parts and materials.


ENVIRONMENTS


  • On Deathloop, the car can be no longer reset on the edge of the ramp when exiting the loop.
  • Added fence in front of the spectators on the banks of Espedalen so that cars going off-road hit the fence instead of resetting after hitting spectators.
  • The cars should no longer get abruptly reset when crashing into the spectators in the Hilltop Stadium (at least not as easily as previously).
  • Hitting parked vehicles on Big Valley Stadium no longer causes a reset, and the vehicles have proper collisions.
  • A number of additional, non-specified optimization and collision improvements.


USER INTERFACE


  • Adjusted the main menu camera views and tones for a more atmospheric aesthetics.


INPUT SYSTEM


  • Increased rumble intensity for Xbox gamepad.


CONTENT


  • Paint jobs and liveries no longer add to the vehicle price.


AUDIO


  • Music now continues to play over online track change when in-game music is disabled.
  • Fixed surface audio effect for sliding.
  • Properly balanced AI volume levels.
  • Master volume tweaks.


LOCALIZATION


  • Fixed a number of French and Spanish strings that appeared in incorrect language.
  • Implemented improved Hungarian localization courtesy of János Barta.


MODDING


  • BagEditor is now able to open and cast certain legacy files that previously resulted in the editor crashing.
  • Modifying AI names will no longer trigger anti-tamper protection.
  • Swapping the FFB profile will no longer trigger anti-tamper protection.

Hotfix Released



Dear all,

We have released the first hotfix for the major update launched earlier this week, containing the following fixes and improvements:

STABILITY



  • Fixed crash to desktop during startup.
  • Fixed a crash when typing into the chat.
  • Fixed a crash in the hardware setup when previously saved video mode is no longer available.
  • Fixed a crash when attempting to install a specific RoadSlayer fender style.


GAMEPLAY



  • Disabled attacker's advantage for the realistic damage mode, effectively restoring Summer 2018 mode.
  • For Novice and Amateur AI difficulty, reverted AI rubberbanding to Summer 2018 settings.
  • Increased the chance of AI raceline mistakes for Novice and Amateur AI difficulty.
  • Disabled rubberbanding for Expert AI difficulty.
  • Made Supervan easier to control especially with a keyboard.
  • Reverted the default camera to what it was in the Summer 2018 build.


USER INTERFACE



  • Results overlay is no longer shown when pressing D-Pad Down in the Photo Mode/Replay screen.
  • Useless slider functionality for input testers in the Settings menu is now disabled.
  • Reduced the amount of dirt in the loading screens.
  • Restored previous outside scene for the main menu.
  • Restored early supporter AI names.


ONLINE



  • Implemented adaptive client prediction for cars nearest to the player, yielding more precise car-to-car collisions.
  • Fixed a bug that caused reduced visual deformation for clients.
  • Joining an empty (for example, newly-created) server no longer occasionally results in a disconnection.
  • Only players still in the loading screen are now ditched in the lobby when the event starts, while those who are already in lobby but have car loading in progress will complete loading while the event starts.
  • Host/Admin/Moderator can no longer get kicked even when having an invalid car selected or idling during the event.
  • Added new parameters for the dedicated server, enabling admins to control the event start:
    admin_control=[1/0]
    When enabled, the admin determines when the event countdown initiates by setting themselves ready.
    lobby_countdown=[30-127]
    The duration of the countdown, between 30 and 127 seconds.
    ready_players_required=[0-100]
    The percentage of players required to be ready to initiate automatic countdown, useful for example when no admin is around.


RENDERER



  • Fixed black edge artifact visible on distant foliage.


AUDIO



  • Adjusted EQ and volume levels.
  • Engine audio no longer goes randomly mute.


VEHICLES



  • Bandit now has engines with and without the supercharger (visual only).

Wreckfest - Season Pass now available for preorder!



Dear Wreckfest fans,

A major free update to Wreckfest was released earlier today. https://steamcommunity.com/games/228380/announcements/detail/1602639771138044037
In addition to that, we are happy to announce, that the Wreckfest - Season Pass is now available for preorder.

Make sure to get it with a 20 % preorder discount today before the Season Pass launches with the first of its DLCs on September 10.

https://store.steampowered.com/app/1131170/Wreckfest__Season_Pass/

Stay tuned
Cheers
Your THQ Nordic Team

Major PC Update OUT!



Ladies and gentlemen,

To celebrate the launch of the game on consoles, Wreckfest receives a free PC update today! It's been one long, wild ride but after a considerable amount of sweat, tears and coffee, here we are: the console versions have finally seen the light of the day, and the PC will be receiving a major update adding new free content and whole wealth of neat improvements introduced in the console versions.

Once again, we need to thank all of you folks for your love, care and support over the years. It's been amazing what kind of community we have built around the game and we certainly wouldn't be here if it wasn't for you. You were the first, and we will always love you.

So, we know you're anxious to get your hands on the game so let's get to the good stuff. The update contains way too many improvements and additions to list everything here, but the most significant ones are as follows:

4 NEW RACING TRACKS + 1 NEW DERBY ARENA


  • Clayridge Circuit
  • Deathloop
  • Northfolk Ring (two routes)
  • Dirt Devil Stadium (Speedway)
  • Dirt Devil Stadium (Derby Arena)


5 NEW VEHICLES


  • Venom (career reward)
  • Stretch Limousine
  • Couch Car
  • Motorhome
  • Big Rig


CAREER ENHANCEMENTS


  • Several new career events and challenges featuring new tracks and vehicles. Check each Championship for new events – for example the first championship Regional Juniors now has the Couch Craze challenge to unlock this vehicle.
  • There's now more variation in the computer-controlled AI cars, and they will also make use of the upgrade parts to make your life so much more miserable.
  • Many events have been changed and tweaked to offer more engaging, balanced gameplay experience.
  • Also, achieved bonus targets are no longer reset when restarting a career series.


GAME IMPROVEMENTS


  • Polished and more detailed environments.
  • Animated objects such as flags and balloons.
  • New paint jobs for most vehicles.
  • Collision improvements: the cars no longer clip each other.
  • Quick match functinality for multiplayer.
  • Streamlined server browser.
  • Overhauled server lobby user interface and improved usability.
  • Improved car and upgrade selection in the garage/pit.
  • New daytimes for many tracks.
  • Improved career menu screens.
  • Multiplayer: Bots now get auto-kicked also during races if a human player joins and takes their slot.
  • Multiplayer: At event start, players not ready won't be kicked as long as they have a valid car.
  • New track and event specific loading screens.
  • A save data backup is created automatically whenever the game is updated.
  • Minimap (can be disabled in the Settings menu).


PERFORMANCE OPTIMIZATIONS


  • Overall game performance increased especially for older PCs.
  • Multiplayer better optimized for poor connections and PCs.
  • Drastically reduced loading times for all tracks.
  • Server side: hardware and bandwidth demands reduced.


BUGFIXES


  • Numerous bugfixes, tweaks and improvements, many based on the feedback we've received from you. As always, thanks for your continuing support and keep those suggestions coming!


In other news, the Season Pass granting you access to wild and wacky content will become available today as well! All content will be released post launch of Wreckfest, over the course of 8 DLC packs, with the first packs launching in September. As a special bonus, anyone who purchases the Season Pass will also receive the coveted Bandit V8 Ripper!



Season Pass + Major Update Coming!



Howdy fellas,

On Tuesday, the Season Pass will be launched on Steam. As it's already available for consoles it's something that many of you folks have been asking for – and for a pretty good reason too, since it grants you access to the expanding world of Wreckfest for one neat bundle price.

The Season Pass contains:

  • Multiple vehicle packs containing 20 crazy and iconic cars.
  • Roof decoration pack with 20 fun and insane roof props.
  • Car customization pack with new armor, rims and more.




All items will be released post launch of Wreckfest, over the course of 8 DLC packs.

And that's not the only major news today. To celebrate the launch of the game on consoles, later this week Wreckfest will receive a hefty free PC update, bringing the game up to par with the console versions and containing the following major improvements:


  • Four new racing tracks and one derby arena.
  • Four new exciting challenge vehicles​.
  • One new career reward race car.
  • Major performance optimizations.
  • More varied AI cars and new career events.
  • Additional daytimes for all tracks​.
  • Polished and more detailed environments.
  • Improved, more refined user interface.
  • Overhauled lobby functionality.
  • Collision improvements.
  • ...and a lot more!


We're still sorting out the remaining issues and finalizing the update, but we're planning on getting it out of the door as soon as we can. Stay tuned for more details about the update soon and thanks for your support!

A Selection of The Very Tracks Becoming Official + Interview With Tor!



Hello friends,

In case you have ever dabbled with mods for Wreckfest, you would have been hard-pressed not to pay attention to a track pack having an intriguing name The Very Track Pack available on the game's Steam Workshop. In case you're not familiar with the mod, it's an impressive collection of tracks by an ever-prolific modder Tor Ole Lerbæk who goes by the name The Very End in the community circles. The Very Track Pack has been one of the most popular mods on the Workshop ever since it's inception in 2016, and indeed, it's also a mainstay on many community servers running custom content.

Now there are many remarkable mods available on the Workshop, yet we've always been particularly impressed by Tor's work, not only because of the sheer amount of varied content included but also because his tracks are fun and feel like they're a perfect match for our game. In fact, many of the Tor's tracks would fit right in to the base game! That lead us to think that actually, why not make some of them part of the base game so that more people can enjoy them? So, we got into talks with Tor, got him interested and that's exactly what happened!

As a result, we're thrilled to let you know that two of Tor's track will be coming to the game as official content in the next update, and they will be included in the console version at launch. We've started with the rallycross style tracks since those are always loved by everyone and fit the bill perfectly, with more on the way. Together with Tor, we've also been busy giving these tracks a makeover so what you will be getting are the absolute definite versions of the tracks that have been completely overhauled. Tor being as prolific as he is, he's been helping us otherwise too, creating for example animated banners, pennants and camera cranes that will reinforce the dynamic nature of our tracks. All those will make their way to the game in the next update, and no doubt Tor is already busy hatching up new improvements!

A huge props to Tor for making this happen since he had to go through the trouble of setting up a business for himself and sort out all sorts of legalities, but at the end it all worked out great.

Check out some impressions below:

















Given the occasion, we also thought this would be a great opportunity to get up close and personal with Tor and give you a glimpse of the man behind the tracks. Most of the time you get to play the mods and appreciate them, but the authors themselves are very little known. Time to change that! And who knows, maybe he can even share some modding tips so without further adieu:

Thanks for taking the time to answer a few questions for the fans of Wreckfest! To start this off: could you please introduce us to the man behind the mods and tell us a bit about yourself, your background, and what you do?



Thank you so much for this warm welcome!

The name is Tor Ole Lerbæk, a 31-year-old potato from southern parts of Norway. I have done a range of things over the course of the years, such as been a firefighter in the military, driven trucks (the big ones), worked at factories and worked at call center just to mention some of my work experience (hence the potato reference).

These days I am working on my master degree at the University of Agder, in Information Systems Development and Management. Bachelor in same topic, with a deep-dive into developing a GDPR compliant newspaper system (yes, you have my rights to use my data in any way you like).
Regardless of what I have done and what I do, the interest in computers and games has been there since I was a child. It always fascinated me, regardless of genre of game. Being as old as me I have grown up to witness the birth and extreme development of computers and games! I still remember those good ol’ days playing the Destruction Derby series, Carmageddon, Unreal Tournament, Command & Conquer series etc.

You're hailing from Norway. How is it like being a gearhead in there? Do you also do folk-racing or demolition derby, and if yes, have you ever attended such an event?



It is great! Being spoiled by living in a small country with rich natural resources means most people have the means of doing (mostly) what they want. We have a pretty good folkrace scene, as well as a range of other leagues and classes, despite our small population. I’ve never been lucky enough to participate myself (I do really suck at fixing things), but I do regularly drive to the close by tracks Konsmo and Rugsland to watch the show. The smell, the sound, the entertainment of watching these crap machines drive around on small tracks is just too much of a fun to miss out on. I don’t know if you are aware of this, but folkrace in Norway is made to be accessible. If someone offers a certain amount for the cars, they have to be sold to this person, meaning that the attenders keep their cars as cheap as possible to ensure that people won’t buy these. When you have this combination of cheap cars and part-time drivers just wanting to have a bit of fun on the weekends this makes for a great show for those lucky enough to witness it!

As for derbies – I love them too! But never seen on in life. Actually, anything that involves cars and crashing makes me exciting, regardless the league.

What is it that made you choose Wreckfest as your modding platform? What makes it special?



The base of the game and the accessibility. By base I mean the gameplay, the feeling of the game. I like simulators and I like arcade racers, but blending the best of these two worlds together in an entertaining package sold me. It just feels good, and it is fun and accessible, a balance which I have not felt since probably the two first FlatOut iterations.

Secondly, accessibility. Sure, it was a nightmare in the start to learn everything from scratch, but at same time most other games don’t have any native way of getting your work into the game. When you get past the technical and artistic challenges, getting your creation into the game is not so much a big issue as the two first aspects. Furthermore, having the ability to peek into the file structure and read most of the game files helps understanding how everything is interconnected. This I have never seen in other games (even if they support custom additions), making it a natural platform for me to develop on.

What drew you towards modding initially and how did you learn how to make mods? You didn't start modding with Wreckfest, right?



I guess with age you start to know yourself a bit more. The creative part of me (which I for the better part of my life believed I didn’t have) just kept growing over the years, and the wish to create something just became too much too ignore. The turning point was Wreckfest, firstly through the BagEdit tool. Here I could change a range of parameters, such as creating suicidal AI’s, indestructible player cars, bombs, random events and so on. But the more I did this, the more I wanted to truly create, to build something from bottom up. There really was no other way, I had to learn a 3d modelling software.

I remember opening 3ds Max for the first time and wondering “what am I even looking at?”. To even get anywhere, I used days, weeks, months (or has it been years already?) looking at guides, learning one small bit at the time. Learning one thing lead me to wanting to learn more, and thus the cycle continued – and continues. I still got a long way to go but seeing how starting from zero around 3 years ago to where I am now, it makes me happy for the future. There is so much to learn, so much to create! So back to original question, despite some small mod projects to games in the Command and Conquer series as well as the game Crashday, Wreckfest was my first actual game to truly mod on more than just a technical level.

You are known for being a very prolific content creator, constantly evolving and trying to break boundaries of Wreckfest modding. Where do you get your inspiration from? Do you ever sleep?



Probably not enough, hence my constant red eyes and blue bags under them… *sigh* The fun part is, inspiration comes in many shapes and forms. Sometimes they just fall into my head at evening while I should really sleep, sometimes by listening to music, walking in the nature, watching ski jumping on TV (…), playing other games, speaking with friends, daydreaming and so on. It’s the moments when I try to not force the thoughts on new ideas and projects that they just sort of reveals themselves to me. Fun thing is, the more I delve into the 3d modelling word, the more inspired I can be by the stupidest stuff. Like yesterday for example. Walked in the local forest, and then I saw this lovely small dirt road with an interesting transition to the surrounding terrain. My head thought following: “This is lovely, I want to create a forest road course sometime with these elements”. I guess what I try to say is, creativity and inspiration comes in many shapes and forms, don’t try to force it. Listen with your eyes and mind to your soundings – you’ll be surprised what you mind can do at it’s own when you do not force it.

Are there any tools, tips or tricks you would recommend to budding mod authors? What's the best way to get started with modding?



Oh, this is a tricky one! If you read on the web you’ll find “best guides” or “best tools / practices” etc., but ultimately it is about finding your own way. I read somewhere from someone much wiser than me something like the following: “a program is a mere canvas and extension of your imagination”. What I think this means: find the path that works for you. If it be Blender or 3ds Max, Photoshop or Gimp, etc. Find the thing that feels just right for you. Take small steps, look ahead, and accept that you will never truly create that “perfect piece”. Don’t be discouraged by last sentence, what it means is that as you progress your skills, you will also progress your own expectations. Nobody judges you as hard as yourself, but instead of looking at it as a bad thing, think of it is a personal development. We will never be perfect, nor is it the goal, but it will regardless make us better humans - or in this context, better creators.

What are your future plans? Where do you see yourself, say, two years from now?



Hmm! Then the question becomes how much honest do I dare and want to be? ;) Well, on a practical level my first goal is to finish master’s degree by spring next year. And that is mostly it for the practicalities. Then we delve a bit into “what do I want”? I think it is safe to say that what these last 3 years has taught me, is that I aspire, work and dream towards being able to be a full-time software / game developer. Being able to invest all my time and energy, (and not school and two part time jobs at same time), at creating software with a team of people is what I’d hope I will be doing. At same time I got to be realistic; it is a hard marked and a lot of more talented people out there, yet again, dreams are important and what drives us forward. Time will show; I don’t know what the future holds, but I will nevertheless meet it, head-on and ensure to make the best out of it!

Is there anything else you would like to add?



Even if I am extremely humbled by all this attention, I wish to put the spotlight on the teams. By teams I mean both the team around me at the modding community scene but also team Bugbear. The former has brought so many ideas, thoughts, feedback and joy to me personal, and I think it would be unfair for me taking all the credits. Much of what the mod has become is because of you, and there are lot of unsung heroes here. The same goes for the latter, team Bugbear. I won’t do name calling, but you know who you are, you who has answered so many AI questions, tech questions, art questions, personal motivation and support in times when needed.

I believe in the effort of the team and a group of people. One person only reaches so far, but a team of people working together can move the world. If anything, this horrible long text and history should be a testimony of what lengths people can go with the support of others. This is why modding communities are so important; We inspire and help each other’s to bring forth the best in us and create truly unique creations only limited by our imagination! (Oh and time, please, give me like 2 semi-trucks of time please! There is just not enough time in this world!)



A huge thanks to Tor for taking the time to answer our questions! Like said earlier, a number of Tor's overhauled tracks are coming to the base game in the next update but in case you can't wait make sure to check out The Very Track Pack in the Steam Workshop (and if you do, make sure to let Tor know!):

https://steamcommunity.com/sharedfiles/filedetails/?id=764432700