News & Announcements
Greetings everyone,

We are bringing you another small hotfix today, which should resolve several issues that were reported after the latest major release.

If you encounter any further issues, feel free to reach out through our support form:

  • Autobello Stambecco
    • Population tweaks - allowed Autobello Stambeco to spawn in traffic
  • FPU Wydra
    • Added production years to info
  • Gavril Barstow
    • Fixed an issue where the engine would keep running after the subframe was torn off the body
  • SP Dunekicker
    • Fixed steering lock
  • SP Rockbasher
    • Fixed engine break group
    • Added production years to info

  • East Coast, USA
    • Fixed floating trees
  • ETK Driver Experience Center
    • Fixed missing material on procedural track time trials
  • Industrial Site
    • Improved performance of tall plants
  • Johnson Valley
    • Optimized polycount of truck mesh
    • Fixed antenna collision
    • Fixed GPS road around the junction
    • Fixed a hole in the highway mesh
    • Fixed low detail road markings
    • Fixed several console errors
  • Jungle Rock Island
    • Fixed an issue with river on the small dam
  • Small Island, USA
    • Fixed ring race GPS display
  • Utah, USA
    • Added a brand to the Canyon gas station
    • Fixed glass material transparency
    • Fixed incorrect zone in west tunnel
  • West Coast, USA
    • Improved Movie studio / canyon road intersection
    • Cleaned up Movie studio sidewalk
    • Fixed inverted collision surface on quarry support structure
    • Fixed a hole in terrain near one of the highway overpasses
  • Common: Updated depthmap on most levels

  • Fixed an issue with braked differential steering when removing wheels
  • Fixed rotators not being usable as speedometer sources
  • If the player transitions to or from walking mode while being pursued, traffic police will now continue tracking them
  • Improved speed limits for main highway in Johnson Valley
  • Slightly improved AI traffic driving at turns and corners
  • Fixed and Improved Backroads TT on ECUSA
  • Improved Small Island AI races
  • Balanced goal times on Triple Threat time trial mission on WCUSA
  • Fixed racepath detection for crawl missions
  • Fixed provided car config for Alleyway Hillclimb mission on WCUSA
Input and Force Feedback
  • Fixed bindings for PXN V10 steering wheel pedalset
  • Fixed an issue where garage mode could be opened in unintended ways
  • Fixed an issue where icons in the overview map would not appear correctly if a map did not contain any missions
  • Mid engine and turbo unfiltered in cabin view
  • Mix structure change for doors when in cabin
  • Implemented cabin filter tweaks
  • Optimized tire cabin filters, reducing performance requirements
  • Fixed an issue where launcher would use Locale (date, currency settings) instead of Windows Interface Language
World Editor
  • Added Groundcover UV Tool
  • Improved usability of Vehicle Screenshot Creator
Flowgraph Editor
  • Fixed broken function of Next Mission button for the end screen; this fixes campaign missions such as the ones for ETK Driver Experience Center
Greetings everyone,

This is a reminder that we’ve deployed a hotfix intended to resolve the issues reported after our latest major release.

We appreciate your patience and thank you for letting us know about the issues.

The complete changelog can be found here:

Dirt: the final frontier! Version 0.27 marks a major achievement for the game as this is our biggest release yet.

Our team has toiled away for over two years on a mission to deliver this groundbreaking experience. Along the way, we overcame major challenges and spent hundreds of hours researching and deliberating with off-road experts. We can’t wait to fill you in on all of the details, so let’s jump right into it!

NEW MAP: Johnson Valley
Introducing Johnson Valley – a top-tier destination for those in search of an off-road adventure, inspired by both its real-life counterpart in Southern California and the neighboring Kelso Dunes.

Whether you’re an experienced off-road enthusiast or a beginner looking for a thrill, Johnson Valley has something for you. This blazing landscape is 10km² in size, and features an abundance of obstacles, including rocky paths perfect for rock crawling, winding dirt trails that test your stamina and endurance, towering sand dunes that will push your reflexes to the limit, and for drag racing connoisseurs – the longest straight paved highway among all our maps.

Several points of interest can be found scattered throughout the map, including a nearly town-sized RV base camp filled with hundreds of objects, a ranch, and a remote pit stop zone. And near the edge of the map you will find a Tyrannos gas station, ferociously guarded by Wrecksy, your friendly neighborhood T-rex and the brand’s charming mascot.

This project proved to be a challenge for the team. We began with boots on the ground, collecting photos of the area for future reference, getting lost numerous times in the process, and having fun interviewing locals and other lost visitors.

(see our website for more concept art and in-progress images)

When the development kicked off, it was clear that matching shapes to the real-world terrain would not be easy. Once the concept art was finalized, we started generating shapes in our terrain generation tool, followed by processing them through erosion filters and feeding different pieces back into the generator to produce the final shapes that resembled our references the most.

(see our website for more concept art and in-progress images)

The reproduction of dirt roads was also a major obstacle. With procedural generation, it was simply impossible to achieve the level of aesthetic and functional realism we strive for. This meant that most trails had to be sculpted manually, meter by meter, with rigorous testing at each stage.

(see our website for more concept art and in-progress images)

This map also features a selection of new rocks, placement of which has been very tricky – in no small part due to gameplay requirements we won’t spoil for you yet.

And the final boss on this quest was of course optimization. To put Johnson Valley in perspective, it originally had 16 times the detail density of Italy (which is already one of our most complex maps). The team worked hard to maintain the desired level of quality while keeping the area playable on a wide range of hardware configurations. The RV camp is another excellent example of this; a variety of trailer designs was required, but the number of textures used had to be kept to a minimum. The end result is 23 unique layouts, all of which are made using only three textures and specific modules.

In addition to the map, we are providing a complete fleet of new vehicles ready to help you punch your way out of any situation.

NEW VEHICLE: SP Dunekicker

This desert truck is based on authentic purpose-built racing trucks and is as close to the real deal as you can get.

Its wheelbase, track width, corner weights, engine power, and suspension geometry are all substantially influenced by real-world data and design input from several industry experts and baja racing hobbyists. When all of these elements are combined with the revolutionary bypass shock technology, this vehicle becomes the most accurate reproduction of desert truck handling and performance ever accomplished in BeamNG.


Inspired by the high-horsepower rock-bouncers of the Eastern United States and the extreme performance rock racers of the West, the Rock Basher highlights the strengths and differences of both designs.

The solid-axle version has a low center of gravity and gobs of suspension articulation for extreme angles and near-vertical ascents. The independent suspension version has plenty of travel to soak up the big bumps in the desert, but is still very capable in the rocks. These differences have resulted in extensive debate as to which design is superior, but the truth is you’ll have to decide for yourself.

The interactions between rock obstacles and vehicles have been extensively reworked and refined for the most realistic rock-crawling and rock racing experience possible, and the new Johnson Valley map comes with rock crawling lines that will challenge even the most experienced drivers.

NEW VEHICLE: Autobello Autobuggy

This chassis was inspired by a unique class of desert cars based on the original baja buggy suspensions from the 1960s.

Class 5 race cars stay true to the original suspension design with modern engines and shock technology. This combination of limited suspension performance and speed produces a unique driving experience that demands the highest level of skill and knowledge of desert terrain. This vehicle especially showcases the flexibility of BeamNG suspension technology, and how it can function at all levels of off-road performance.

NEW VEHICLE: Autobello Stambecco

This rugged utility vehicle is offered with either a 4x4 or 6x6 drivetrain, and integrates several distinguishing characteristics that let it shine among the lineup.

It comes with a choice of air-cooled gasoline or turbocharged diesel engines, and a number of different body styles. Thanks to its portal hubs and a high ground clearance, it excels in a wide range of off-road operations.

In addition, the Stambecco is our first vehicle to feature dynamic tire pressure control, allowing some models to make per-axle adjustments to tire pressures while driving, aiding with exploration of rough terrain.


This adorable all terrain vehicle is more of a kayak disguised as a car. And after all, a kayak is like a racecar: they’re the same when spelled backwards! It enters the lineup as the first vehicle to use the new centrifugal clutch, skid steering, and to top that off – it’s our first amphibious vehicle.

Powered by an 800cc 3-cylinder turbo-chargeable engine and housed in a fiberglass body, this little sidekick can comfortably cruise you through tight and swampy terrain with its 8 wheels and unrelenting character.

It’s also available as a 4x4 variant, and the following is the story of how this vehicle came to be from the perspective of BeamNG lore. The 8x8 Wydra prototype was first constructed by a passionate team of imaginative engineers, and was eventually converted into a rugged 4x4 configuration optimized for traversing challenging, waterlogged environments. While the vehicle was a huge hit when it was first introduced to the market, several injuries ensued when people rolled over the car owing to its high center of gravity, — nearly bankrupting the creators in the process.

NEW: Bypass Shock Absorber Simulation
The newly implemented simulation of bypass shock absorbers is a huge milestone towards achieving our goal of delivering the most authentic driving experience possible.

To fulfill the progressive damping characteristics necessary for off-road racing applications, real-world bypass shocks are both position- and velocity-sensitive. To meet the challenge, we expanded the system from 2 adjustable zones to 5 and switched from a damping rate-based system to a velocity-based system.

With the previous generation’s bypass shocks, each zone functioned like a separate shock and the bypass adjusters in the tuning menu changed the damping rate in the bypass zone. With the new system, the damper rate is constant and the velocity “split”, or the velocity at which the damper starts working, is what changes for each bypass zone.

This method simulates fluid bypassing the damper piston and shifts the velocity of the damping curve just like a real bypass shock does, including a realistic reproduction of the characteristic valve snapping sound (also known as clappity-clickety-tappity-clank for the non-technical folk in the audience). It’s important because the bypass shocks are very soft over small bumps, allowing the suspension to flex and conform to the terrain. When the vehicle hits a large bump, the bypass shock kicks in and keeps the suspension from bottoming out while lifting the chassis in preparation for the next one. That’s why desert vehicles can float over massive whoops and holes, and it’s super exciting that we can simulate it in BeamNG!

(click to enlarge image)

Our new approach also allows for complete in-game customization of each bypass zone, which opens up a whole new world of suspension tuning mechanics that even the most experienced suspension tuners can appreciate. These shocks were co-developed with off-road industry professionals and are the product of hundreds of hours of research and development. From the chassis flex to the control arms, to the bump stops and the shocks—every part is individually simulated at a component level. As the result, we are very proud to deliver one of the most comprehensive off-road suspension suspension simulations yet used in a game.

REVAMPED: EVs Simulation
The simulation of BeamNG’s EVs has been updated to more accurately represent the experience of driving an electric vehicle in real life. The primary focus of this overhaul was to improve the behavior and feel of the regenerative braking system.

The vast majority of real-world electric vehicles offer a feature where the vehicle will automatically engage regenerative braking when the driver lifts their foot off of the brake pedal. This can be referred to as “off-throttle regenerative braking”, and it allows the driver to slow the vehicle down without needing to move their foot to the brake pedal (except in situations such as panic braking). Because regenerative braking can capture some of the car’s momentum and store it back in the battery, it is a popular feature among drivers of electric cars, as it significantly improves the vehicle’s efficiency.

Prior to version 0.27, BeamNG simulated regenerative braking by applying some amount of the electric motor’s torque in reverse whenever the throttle pedal was completely released. This achieved the effect of slowing the vehicle down, but it was impossible for the driver to modulate how quickly the vehicle slows down. This may have made it challenging for drivers to maintain vehicle control when coasting or coming to a stop.

Our new regenerative braking simulation is modeled after electric vehicles from various real-world manufacturers. Players can now modulate how much or how little the car decelerates using the throttle pedal. With the throttle pedal completely released, the vehicle will slow down quite rapidly. As more throttle is applied, the rate of deceleration decreases until the vehicle reaches a certain point where it begins to coast. Beyond that, any further throttle input causes the vehicle to accelerate as normal. In addition, there is now an option in the “Pie Menu” (under “Powertrain”) to adjust the strength of this behavior or to turn it off completely (so that the vehicle will coast with no throttle input).

The brake pedal behavior in electric cars has also been improved. In 0.27, engaging the brakes in an EV will first utilize the regenerative brakes to slow the vehicle down, and will only apply the friction brakes (i.e. pads and rotors) if absolutely necessary, such as when panic stopping or when ABS activates.

One final improvement to our electric-vehicle simulation is a new feature commonly known as “One-Pedal Driving”. A number of EV manufacturers, including Ford, GM, BMW, Nissan, and several others, offer this functionality. This feature enables the vehicle to come to a complete stop without the driver ever touching the brake pedal. When slowing down past a certain speed using “off-throttle regenerative braking”, the vehicle automatically applies the conventional brakes to bring itself to a stop and to remain stopped until the driver presses the throttle pedal again. 1-Pedal Driving is enabled if the driver has chosen the “Full” regenerative braking strength in the Pie Menu.

New Missions
Finally, we are adding a selection of 31 missions across 5 maps, including two brand-new mission types!

The new Collection Mission type is sure to test your skills! This mission type requires you to collect markers in an area, and it’s available in multiple modes: Survival, in which you try to collect as many markers as possible before the time runs out or your vehicle breaks, and Time/Recovery attack, where you collect all markers in the shortest amount of time or with the least amount of recoveries.

If you’re in the mood for a nerve-racking experience, then the Evade Mission type is the perfect choice for you. You’ll be thrown into a thrilling police chase, and your objective is to reach a hidden safe house without getting caught. With the stakes high and the tension palpable, you’ll have to use all your cunning and skill to outwit the law and make it to the finish line.

The majority of the new missions, which include rock crawling, dirt racing, and other off-road focused activities, are also available on Johnson Valley.

And More!
With this release, we’re introducing the revamped bloom effect. Bloom is a lighting technique that replicates the glowing or “blooming” effect that occurs around bright light sources in the scene. This contributes to the immersive feel of the game and enhances its overall aesthetics. Our previous bloom method was outdated and produced inconsistent and unrealistic results, but we have now refined this technique to produce a more authentic and visually appealing effect.

Gas station refueling is also being added as an experimental feature across Johnson Valley and the West Coast, USA. This is only an early prototype, but you can already see a list of gas stations on the map and fill up your car using a simple UI prompt when you stop at a compatible station (make sure that mission markers are enabled).

We’ve also made improvements to the audio filtering system to deliver a more realistic and immersive experience when driving a vehicle. Previously, regardless of cabin type, the audio would be muffled, but now the audio will respond appropriately while driving a vehicle with an open cabin, such as an ATV. Please note that this feature is still work in progress and not yet available for all vehicles and under all conditions.

Finally, we would like to give a shoutout to our friends at Automation for their latest update, which is the largest and most comprehensive update they’ve ever released and it’s sure to be a hit with off-road fans alike! Remember that you can take your Automation creations for a spin in and experience all the thrill of off-road driving with a custom project. Don’t miss out on this opportunity to try out the latest from Automation – we guarantee you’ll have a blast!

From all of us at BeamNG:
We wanted to take this opportunity to thank all of you for being such a devoted and passionate community throughout the 10 years of our development journey. We hope that you enjoy this very special holiday gift just as much as we we did creating it.

In the spirit of our tradition, we decided to ship this gigantic content package to you for free, and we would not be able to accomplish this without your continued support. We hope that you recognize the enormous effort that went into making this release a reality and don’t anticipate anything of this magnitude happening again in the near future.

An important final note about the Steam update system: we are aware that, even for minor releases (such as hotfixes), Steam is still spending a significant amount of time patching our game’s files. The upgrade to version 0.27.0 will require the same amount of time as before, but it contains an optimization that will reduce the time necessary for subsequent minor updates.

Before we wrap up this blog, we also wanted to provide an update regarding tire physics: earlier this year, we were rather optimistic that we would be making further progress with the development of a very early implementation of thermals before the end of the year. Unfortunately for everyone, this proved to be a tougher challenge than anticipated, and we’d prefer to not attempt another prediction at this time. However, rest assured that the research is still underway, so stay tuned!

We will continue chipping away at the next set of our long term goals in 2023, but for now we wish everyone a happy holiday season and thrilling new adventures!

To see the complete list of changes, check out the patch notes here!
Greetings everyone,

We deployed another round of fixes aimed at resolving the issues identified following our most recent major release.

As always, we really appreciate your understanding and cooperation and welcome your feedback.

The complete changelog for the hotfix can be found here:
Greetings everyone,

This is just a quick announcement that we’ve deployed a hotfix intended to resolve the issues reported after our latest major release.

Thank for your patience and for notifying us about the bugs, we really appreciate it.

The changelog for the hotfix can be found here:
It’s that time of year again – dive into Autumn with our 0.26 update which includes a vehicle remaster, PBR updates, new missions, a preview of the realistic hydraulics system and much more!

First up, the beloved Ibishu Covet has received a full remaster! This feisty fan-favorite hatchback is getting a lot of love in update 0.26, including a revamped 3D model, reworked textures, design improvements, structural tweaks and of course a trunkload of new content.

Featuring almost 40 configurations, the Covet is now available in both USDM and JDM versions, the latter featuring right-hand-drive, as well as unique trim levels and styling. Not only that, but the radical Covet MR Turbo models take the RWD, mid-engine layout of an 80s supercar and cram it into a tiny turbocharged package, making for a vicious driving machine on the racetrack, rally stage and on the streets.

The Covet also stands as the first BeamNG vehicle to fully support several new game features, including racing interior parts, realistic openable doors, hood and trunk as well as an animated manual shifter and a functional odometer.

Aside from the remastered Covet, there are also fixes and upgrades coming for several other vehicles. We’ve added four new wheel types, as well as odometers, animated manual shifters to all manual cars except the T-Series, roof bar loads (including a BeamBox which can be configured for either suitcases or backpacks), and more. We’re also adding several new props including large tires, barriers, and haybales.

Next up, we are introducing experimental support for Motion Blur to the game with this release, which should maximize immersive feel and offer a sense of speed while helping with the quality or file sizes of recorded gameplay for those of you who produce videos.

In keeping with the autumn season, foliage PBR has been updated and enhanced on several maps! Garage is not getting an update to foliage because it doesn’t have any (it’s a tragic story, we don’t speak of it, poor indoor plants). However, Garage is getting improved lights to better illuminate long vehicles, a new garage building and garage-specific props on West Coast, so it’s not being left out altogether!

Lest you think foliage updates are the only map changes. Italy and West Coast are getting updates to their decalroads PBR – Italy’s asphalt and dirt roads and West Coast’s dirt roads, well as road lines and road markings. Several maps are getting fixes to groundcover settings, improved terrain depth maps and other general improvements.

In order to improve performance, we have added simplified traffic versions for several cars, which come with reduced physics details, which will help with performance without sacrificing the visual quality. These are purely for traffic and parked vehicles, and are not intended to be driven. As part of this, parked vehicles are now supported on Utah, Italy, East Coast, and West Coast. Issues with vehicle pooling were addressed and the logic and functionality of the multi-spawn system has been revamped.

On the gameplay side – missions are getting a new mission type – Chase, and a heap of new missions added to West Coast, East Coast, ETK Driver Experience Center, Utah, and others.

Please be aware that the Options system has been overhauled, and certain user settings have been reset as a result; please see this announcement for more information.

Keyboard and gamepad users can now enjoy a set of new and improved input assistants. They will all be enabled by default for non-wheel devices (customizable in Options → Gameplay). First up – a new Understeer Assistant has been added. It controls the amount of steering to maximize lateral cornering grip. The high-speed steering assistant will no longer limit your steering range, but reduce its speed instead. In addition, we improved the assistants behavior in corner cases, such as driving on moving platforms.

We’ve also added a preview of a realistic hydraulics system to the game. This ties into the existing powertrain structures to draw power from engines and motors. It can be used to simulate pumps, accumulators, valves, and cylinders, and supports various types of pumps and valve centers. The hydraulics system is intended to accurately take the real-world hydraulic properties of pumps into consideration. At the moment, it can be used to create small hydraulic pumps which can be driven by electric motors, and is used on the Semi truck’s dump bed and rollback uplift. The hydraulic system is currently in a preview state, and we will extend it in the future.

To top all that off, we’ve made improvements to the World Editor, added an all-new Vehicle Editor, made some tweaks to the game’s UI, physics and game engine, and a multitude of other fixes, and updates.

To see the complete list of changes, check out the patch notes here!
Today, we're releasing a small but critical fix related to input systems.

Check out this announcement on our website for the complete list of hotfixes!

Input and Force Feedback

  • Fixed an issue where users whose `Steering` binding was set to 'Direct (Wheel)' could experience unresponsive vehicles
In this hotfix we deployed a number of fixes for issues identified with the major release 0.25

Check out this announcement on our website for the complete list of hotfixes!

  • Bruckell Moonhawk
    • Fixed 'Body Colored Trim' - color changes no longer affect each other
    • Fixed some trim pieces not being properly affected by 'Body Colored Trim' skins
  • Civetta Scintilla
    • Removed unused test thrusters from root jbeam as they were breaking mods
    • Fixed duplicated rear suspension dampers
  • Common
    • Fixed incorrect light colors and patterns on European Police lightbar
  • Small Island: Fixed AI decal road
  • Polished 'Island Rally Cross Club Race B' and C missions on Small Island
  • Removed 'Island Rally Cross Club Race A' from Small Island
  • Updated FMOD, this should resolve rare issues with missing sound on Windows
  • Minor adjustment to Chase mode logic; AI will avoid getting confused if driving directly beside the player
  • Improved police / suspect values to make gameplay more enjoyable (less despawning)
  • Improved road type comparisons for the traffic respawn logic
  • Fixed "toggle traffic" binding throwing an error if the traffic module is not loaded
  • Filtered out spawning large vehicles for traffic (due to physics instability and other issues)
  • Garage Mode: Prevented resetting and making the vehicle drivable
Game Engine
  • GLTF exporter
    • Fixed duplicate packed texture
    • Fixed missing texture for BNG materials
    • Fixed file becoming corrupted when exporting more than 200 meshes
  • The recently added function queueObjectLua(...) must now be called through be:queueObjectLua(...) instead
Civetta Scintilla

  • Fixed missing rear firewall beams causing nodes to get loose when some parts are removed
  • Fixed roll cage being too strong
  • Fixed roof bar mount texture UVs
  • Fixed race hood texture UVs
  • Fixed UI name for front driveshaft on AWD models
  • Fixed wrong default tires on the GTx and GTx Spyder

All vehicles

  • Updated thumbnails


  • Fixed tread direction of new drag tires


  • Fixed readability of the screen, removed blank space on the sides
  • Fixed center column text being to big in some cases and clipping on other cells

Small Island

  • Fixed AI decal road

A selection of Missions can now be played directly from the Scenarios Menu.

  • Wild West Trails, Highway Loop 1, A Flock of Pigeons, River Crawl, Soccer pit 1, Scintilla Delivery, Slither Drift (Short), A Run for Life, Garage to Garage Delivery: East Coast USA, Garage to Garage Delivery: Italy, Garage to Garage Delivery: Jungle Rock Island, Hypermiling at the Gas Station, Knockaway: Blocked Road, Beginning and Target Jump: Bridge.
  • Starting these from the Scenarios Menu will use the default settings and the default car (for A Run For Life and Hypermiling at the Gas Station).
  • Missions can be made available like this using a setting from the mission editor.

Other mission changes:

  • Added two more Missions to the Driver Training Campaign: Trailer Delivery Intro and Barrel knocker Basics
  • You can now gain the Driver Training Campaign Steam achievement (previously attainable by completing the old campaign) by passing the Advanced Circuit mission of the new Driver Training Campaign.
  • All Missions now have a Date and Author field.
  • Fixed UI Issue in Target Jump missions.
  • Fixed Vehicle Freezing not working properly in Target Jump missions.
  • Fixed Points not being rounded properly in Bus missions.
  • Garage to Garage missions will now have proper traffic for their level.
  • Fixed Garage to Garage missions sometimes having too big vehicles or too small parking spots.
  • Added 3 AI races to Small Island
  • Fixed an issue where some actions were not blocked correctly, allowing the user to recover or teleport the player vehicle, among other things.

Garage Mode

  • Fixed some camera issues after changing the vehicle


  • Fixed Clutchex AWD not working correctly in reverse


  • Fixed an issue where under some circumstances DSE would not initialize correctly and leave the car unusable
  • Fixed an issue where adaptive brake lights with no installed ESC would not function correctly


  • Fixed a bug where AI traffic resets by pressing Insert or Home
  • Fixed a few logic issues in Chase mode; chasing vehicles should act stronger now on long road segments

Game Engine

  • Fix UI not being able to access files with non-ascii characters
  • Improved throttling of dashboard updates
  • Fixed calculations of camera speed and rotational speed that are used by sound system

Thumbnail Creator

  • Fixed wrong camera mode when taking the screenshot for a custom config

  • Fixed broken force feedback feeling when choosing a Soft Lock Strength weaker than 100%
  • Fixed 1:1 Steering options allowing to end up with an incorrect configuration, leading to a big dead zone around the center and broken force feedback feeling
  • Fixed Soft Lock affecting force feedback when the wheel was perfectly in the middle
  • Added ability to disable 1:1 Steering without touching the amount of full lock degrees
  • Improved 1:1 Steering Angle slider range, for better usability with most common steering wheels, while still allowing up to 6000 degrees by typing in the text field
  • Added ability to use 'Oversteer Reduction Assistant', and 'Reduce Steering at Speed' with bindings set up with a 'Wheel(Direct)' filter, thanks to new checkboxes in Options > Gameplay > Assistants


  • Fixed missing logs in the launcher
  • Fixed launcher failing to detect x64 bits OS in some cases


  • Racing Gauges: Fixed wrong label for EV range and unit for EV power
  • Scintilla

    • Fixed wrong default drive mode part name
    • Fixed wrong naming of Corse mode in the dashboard
    • Improved front crash bar collisions
    • Improved node positioning on rear bumper
    • Fixed wrong unit for right fuel tank
    • Fixed headlight glass deformGroup causing both headlight lenses to break at once
    • Added missing power steering slot
    • Added race hood
    • Deformation tweaks


  • Fixed tire burst sound being triggered with a volume of 0
  • Fixed P mode in automatic gearboxes incorrectly locking up the output during freeze state and exploding upon releasing the freeze
  • Fixed Automation cars with specific brake settings crashing upon reset

Game Engine

  • Fixed lagging car dashboards: restored previous behavior for UI running at half the game FPS


  • Rounded score in the endScreen for Drift missions
  • Added walking ability to Crawl missions
  • Small fixes at Italy drag race prefab
  • Preventing buses to be spawned in the garage to garage missions
  • Fixed Custom Node loading not working in very specific cases


  • Random events are now enabled by default

User Interface

  • Fixed several places that did not use the level's gravity
  • Fixed engine debug app displaying wrong power values


  • Fixed audio on Linux not working
  • Fixed missing engine starter and shutoff sounds
  • Rebalance of transmission whine(s)

Garage Mode

  • Fixed error when trying to load automation cars as well as some other vehicles
  • Fixed wrong camera angle when clicking on "Test"
  • Fixed Automation mods not showing up

Vehicle Controller

  • Fixed DCT using the wrong gear when shifting into M mode at non 0 speeds
  • Fixed incorrect math in generic gauge data for electric motors
  • Fixed negative pressures showing in in-car gauges after deflating a tire
  • Fixed an initialization issue in the rev-match logic


  • Fixed road issue in Città Vecchia


  • Removed non-functional left-over debug binding

Version 0.25 is here, and it’s Christmas in June! Well, not really, but with a new vehicle, a metric truck-load of new missions (that's a precise scientific measurement!), the return of the Garage Mode and a stack of gameplay improvements, you’d be forgiven for thinking so.

Civetta Scintilla

After a long silence, the owl finally shows its talons once again! New to BeamNG.Drive in Version 0.25 is the landmark addition of the fierce and charming Civetta Scintilla, a modern supercar powered by a naturally-aspirated V10 engine that’s ready to spark your passion! The Scintilla is the most advanced car in our line-up, pushing the envelope with complex driving dynamics systems, a unique physics skeleton and one of the longest, most intensive design periods of any BeamNG vehicle, resulting in a truly refined machine.


Offering numerous configurations both factory and custom, from the smooth, curve-carving GT Spyder to the raw and ferocious GTs Corse, or the professional and refined Race configuration to the insane, turbo-diesel swapped Off-Road, the Scintilla has something for everyone. Openable butterfly doors, an active rear spoiler, digital dashboard, rear or all-wheel drive, hardtop or spyder, V10 engine with aftermarket twin turbo kit, and an abundance of customization parts that you can look forward to when you take this baby for a spin!

We're excited to hear your thoughts on the new implementation of openable doors; please keep in mind that only the driver door can be opened with a key binding, all doors can be opened through the vehicle triggers though. This feature is still under active development, and we have several improvements in the works.

The all-new digital racing dashboard is highly customizable and available on several cars already with more to come in the future!

We’ve also made some improvements to the Bruckell Bastion, Cherrier FCV, ETK 800 series, ETK K-series, Hirochi SBR4, Gavril H-Series, and the Soliad Wendover as well as broader vehicle fixes, audio improvements, and sprinkled a couple of new wheels on top.

Garage Mode

The Garage Mode is getting a long-awaited revamp and while it's still a work in progress, it’s ready for you to play in! The Garage Mode has its own dedicated UI, with Garage and Vehicle options – for the moment these only include lighting – and integrated vehicle options.


We’ve added nearly 100 new missions, including several new mission types. The new AI Race, Cannon, Crawl, Hypermilling, and Run For Your Life mission types will add some excitement to your life. And the already existing Scenarios Garage-to-Garage Delivery and Barrelknocker have also been ported to the mission system and are now available across multiple maps.

In the meantime, we have updated the Delivery, Drift, and Drag mission types with new missions and some fixes. The Driver Training Campaign has been ported into the Mission System with several updated and added missions. The Campaign is also no longer linear, but branching: one mission might unlock multiple others, or you need to complete more than one mission to unlock the next.

We've also added local leaderboards for all the missions, showing your best or recent attempts together with stats like scores, times or distances, depending on the mission type. These stats are also displayed on the Map View and Mission-Start and -End screens. We’ve also fixed issues with bus stops and pathfinding for some Bus Mode missions, and made several minor bug fixes.

On the levels side the process of updating maps to PBR continues - road and terrain textures have been upgraded on all but three maps (don’t be sad, Italy, West Coast, and Automation, we’ll get to you as well!), and rocks were upgraded across all maps except Automation. Almost all maps received numerous small fixes and improvements as well.

Most of the traffic system has been re-done. Traffic can now have distinct roles, with support for custom and flowgraph roles. We’ve implemented standard, suspect, police, and service roles. All traffic vehicles now track their own driving and pursuit data, this means that police can automatically pull over and chase other vehicles in the system, as well as other interactions. We’ve also changed the traffic settings in Options, and made a host of fixes and improvements.

We will return shortly with more teasers on the upcoming content! With a few more polishing touches, the remastered Covet will be coming in the next major release, as well as even more PBR, Garage improvements, and so much more, stay tuned!

Check out the full patch notes on our website for further details!

Greetings, drivers!

Today we would like to let everyone know that with the release of version 0.25, the 32-bit client will be discontinued. Please note that there will be no support or updates for this version going forward.

However, you may still access the last supported version by switching to the following branch on Steam: - No updates - Windows 32bit -

IMPORTANT: If you are unable to upgrade to a 64-bit operating system make the transition prior to the release of version 0.25 to ensure that your game will remain playable.

This decision will allow us to free up development time and enable us to take advantage of newer technologies. According to our data, less than 0.5% of users are still using 32-bit operating systems.

If you are still using a 32-bit operating system we strongly advise that you upgrade to 64-bit if your hardware allows, as this will improve the security and performance of your system.

If you’re not sure which version you use or need help with upgrading, please check this article for more information.
Today we're deploying another hotfix containing several improvements and optimizations.

First up, we're bringing a few fixes to the Italy, West Coast, and East Coast maps. These include things like invisible walls, collision problems, and signpost and traffic light pole positions.

In the World Editor, we’ve fixed the tree-related issue in the Asset Browser as well as a problem with the camera when exiting the editor.

And last, but certainly not least, we’ve resolved an issue with file migration for new users, as well as a translation loading error which resulted in the launcher being accessible only in English.

As always, you will find a complete list of changes here:

Isn't it the little things that make life worth living? Today we have a small release packed with them!

This release contains tweaks to the Civetta Bolide, the Bruckell Bastion, and the Burnside Special, as well as fixes to the West Coast, Utah, Italy, and Gridmap V2 maps.

In addition to that we’ve included a fix for the keybinding customization issue and for the memory leak related to audio performance that some of you have reported. We’re also making a couple of tweaks for the UI and improvements to traffic that should improve overall performance as well.

We're also deploying several fixes to Map Overview Mode, the Mission Editor, and Flowgraph. The World Editor and Performance Statistics also got a bit of attention this round.

You will find a complete list of changes here:

Greetings everyone,

We have deployed another small hotfix to address reported issues.

You will find a complete list of changes here:

If you spot any new bugs, please let us know in the dedicated forum thread, and as always, please double-check the Known Issues list before reporting.

With this, we would also like to note that BeamNG team presence will be limited during the holiday season as we take the time off to rest and enjoy the holidays! Our mod & customer support teams will be unavailable between 30th of December and 3rd of January, so please prepare for delays during this period.

Have a happy festive season and see you in 2022! 🎄
Surprise! This holiday season, we’re bringing you a little extra happiness by releasing this special content update.

Bruckell Bastion
The Bastion joins the vehicle line-up as the most powerful muscle car currently available. It offers potentially over 1000 HP, while the modern chassis means that it can do more than just go in a straight line - yes, the Bruckell Bastion can actually turn!

Its rugged power and size make it a favorite with police, while the stability and traction help bring the Bastion under control. With a variety of customization options including police parts, as well as Tuner, Lifted, Drift Rocket and track versions, the Bastion embodies everything you love about the traditional American muscle power, reimagined through the modern design language.

Civetta Bolide Remaster
The Civetta Bolide is getting a complete remaster in this update. This includes a jbeam overhaul, new textures, factory-fresh remodels, turbo variants, and a targa top body. It’s basically a new car under the hood, but with the same sleek style you loved from the original.

ETK Driving Center Remaster & PBR Updates
The ETK Driver Experience Centre map is getting a complete remaster, with new vegetation, improved AI pathing, improved meshes, updated graphics and 3D assets. The Experience Centre’s terrain and road asphalt has also been upgraded to PBR.

We’re also continuing the PBR upgrade process with new terrain and road materials for the Industrial, Gridmap, Hirochi Raceway, and Derby maps. We’re doing our bit for public safety by adding night lights on the Industrial, Hirochi, and ETK Driver Experience Centre. Utah’s campsite is also getting night lights.

Check out the full patch notes here for further details!
Greetings everyone,

We just wanted to let you know that we've deployed several hotfixes to address the issues that were discovered with the most recent major release.

We would like to express our gratitude for your patience and for reporting these problems; we sincerely appreciate it.

Complete changelogs for both hotfixes can be found here:

Should you encounter any further issues, please let us know in the dedicated forum thread, and please double-check the Known Issues list before reporting.

We’ll be back shortly with the holiday release!
It’s been some time since the last update, but we’re back in time to bring you holiday spirit. Version 0.24 is now live with some exciting new features, quality of life updates, a dash of graphics improvements, and a few physics changes.

1996 Ibishu Pessima Remaster
In the vehicle remaster line, we grabbed this opportunity to take the Pessima in hand. As many of our players have been keenly aware, the 1996 Ibishu Pessima was one of our most content-sparse vehicles with very little in the way of customization or even factory options, and its visual quality was a little lacking.

With this remaster, we wanted to address both of those things, and raise the vehicle's performance ceiling. To that end, the Pessima will be getting a reworked 3D model with improved detail, proportions, and textures. The jbeam structure is also being reworked with better deformation and increased detail.

In addition to all of that, the Pessima is also getting a huge number of new parts, including new engine and drivetrain customization, new sport and custom body kits, new spoilers, fender flares, rollcage, racing subframes – essentially the full kit for fancying up your Pessima will be included in this update. The update will also include a full complement of factory custom and racing models for the Pessima.

Gavril H-Series Remaster
The Gravril H-Series has also gotten a much-needed rework. This van has received a shiny new 3D model and materials, in addition to a stack of new content, including side-door and passenger body styles, new interior color options and passenger parts to go with the reworked interior, and new base and high-end facelift parts.

It has also received a thorough going-over in the configuration department, with existing configurations getting a rework and several new configurations being added, and is getting three new skins.

We've also added various new props, including a lounge set, fridge, chair, TV, and cardboard boxes, so if you ever had the urge to pretend you were driving a moving van, now's your chance!

And to top that off, we are improving trailers physical skeletons to achieve more realistic behavior. The flatbed is now more longitudinaly flexible, together with remade load physics with reduced rigidity, improved collision and deformation. The tanker is also getting a new load jbeam with more realistic liquid sloshing behavior and adjustable volume, along with new 22000L and 34000L load volume configurations.

PBR Update For Levels
In Version 0.24 we are continuing the process of updating our graphics to PBR, which started with vehicles in a previous version.

To that end, roads, decals, and terrain in the Jungle Rock Island, Utah, and Small Island maps are being upgraded to PBR. Upgrading to Physically Based Rendering will allow us to render the environment with more accuracy and detail than we’ve ever been able to before, bringing even more realism to your driving experience.

An exciting new feature coming in this update is the Mission system. Once the update drops, you will be able to play missions in freeroam mode. Similar to scenarios, missions can be started from within a level and some missions can be customized before starting so that you can tailor your experience.

The available mission types will include Time Trials and Bus Mode available everywhere, Dragrace on West Coast USA and Gridmap V2, Longjump on Utah, Precision Parking on Italy and East Coast USA, Drift and Gymkhana on Italy and West Coast USA, and Arrive on Italy. More details on what each mission entails will be in the patch notes. You will also be able to create your own missions using the Mission Editor. The editor is still a work in progress so may not be perfectly reliable, but you will be able to use it to make new missions using the existing Mission Types as a template, make completely custom missions, and make your own Mission Types and Editors. Have a look at the documentation for the mission editor here!

Fixes & Improvements
The update will also include a number of map fixes as well as some changes to the World Editor. The editor is getting Import/Export features for the Multi-Vehicle Spawner window, as well as reworked features and design.

Traffic systems in the West Coast USA have received several improvements, including changes to speed limits, improvements to the police infraction system, and more customization options. Traffic will now respect all traffic signals on current official maps.

We have also began a major revamp of the entire User Interface with this release; more details will be available at a later date, but we invite you to share your feedback in this dedicated thread.

Last, but certainly not least, we are making some changes to the Force Feedback system to make it smoother, with more detail and accuracy. The new Soft Lock option will attempt to keep your USB steering wheel within the valid angles of your current vehicle, lending a level of realism to your experience.

New bindings have been added to allow for easy testing of different strengths and smoothing, in addition to other Force Feedback-related tweaks. The improved FFB is smoother and less noisy allowing more details to reach the wheel. It is advised to adjust the smoothing and strength FFB parameters to have best results.

We've also made some improvements to the audio of the game, adding plastic impacts, support for cooling fans, UI sounds and ambiance for the overview map mode, and stereo headphone mode!

And as a last little cherry on top of the update cake, we are also adding German and Polish localization.

And as an added treat, we wanted to let you know that just in time for the holidays you can expect a content update that will be bringing a new contender to the game's lineup: the Bruckell Bastion, an American muscle car that can take on all comers with style. Keep an eye on our social media for clues to the other contents of the holiday update!

Please head here to check the full patch notes.

Thank you all so much for your continued support, and see you in the next devblog!
We are releasing another minor update today to address issues that have been reported with the game engine, scriptAI, and scenarios. It also includes improvements for the Replay system and World Editor, among other things.

Game Engine
  • Fixed an issue where audio files from content/ were not accessible in-game
  • Fixed crash while exporting performance graph data to JSON
  • Migration will no longer be performed if this is the first run of the game
  • Fixed an issue with scriptAI not moving
  • Fixed materials when using UV1 on normal maps
  • Fixed material's UV animations
  • Fixed traffic respawning when a bus route is restarted
  • Fixed vehicles sometimes being invisible when playing back replays after a game restart
  • Fixed some replays not working when they had been recorded in certain mod maps
  • Slightly improved logging of the replay system
World Editor
  • Decal Road Editor
    • Fixed some road materials not showing up in the inspector
    • Fixed an issue where duplicating a road in the object tool makes it unselectable in the road editor
    • Disabled regeneration of all decal roads on exit to make exiting faster
    • Improved performance of road editing when the "overObjects" field is set
  • Forest Editor
    • Fixed newly created forest item meshes not being saved
    • Added copy, paste and duplicate to the forest editor
    • Deselect forest brush when switching to "select item" mode
  • Terrain Editor
    • Fixed reload of terrain materials when saving changes to materials
  • Object Tool
    • Improved performance of the object tool by disabling constant "hovered object detection"