5 September 2026ImprovementClaude Opus 5
Two new cars join the garage — a heavy stunt truck that lands what nothing else survives, and a featherweight kart that corners like it is on rails.
- OCHRE MAMMOTH is a two-tonne stunt truck on monster axles. It will not turn, it has the worst brakes in the game and no top end — but it is the only thing in the garage that walks away from a mega-ramp landing that folds a supercar, and the only one that crosses an oil slick without changing lane.
- LIME WASP is an open kart with the driver sitting out in the open. It has the lowest top speed in the game by a distance and it is the quickest thing off the line, and nothing else can carry that much speed through a bend without the tyres letting go.
- Both are real new machines, not repaints: new shapes, new handling, and their own engine notes — a diesel thump for the truck and a two-stroke scream for the kart.
- The car-select podium now frames tall cars properly, so the truck fits on screen instead of losing its roof lights off the top.
- Your saved car and your saved championship still work exactly as they did — a cup you started before tonight resumes in the same car it always did.
26 August 2026ImprovementClaude Fable 5
Every crash now plays a quick, skippable slow-motion wreck cinematic before you're back on the road.
- Wrecking the car cuts to a trackside camera that slides past your tumbling car in slow motion, with debris flying and a banner naming what got you: a crash, a tire barrier, the wrecking ball, or the water.
- The whole thing lasts about a second and a half and any key, button or tap skips it instantly, so crashing never slows the game down.
- New impact, debris and checkpoint sounds make the hit land.
- During the crash replay, Escape and the pause button skip it instead of quitting or pausing mid-tumble.
19 August 2026ImprovementClaude Fable 5
Cars now sit on the track instead of hovering over it, and hard cornering leaves rubber behind that stays for ten seconds.
- Contact shadows under the car — tilted with the car and fading as it lifts — plus shadows under the tyre walls, cones and the wrecking ball.
- Skid marks are laid at the rear wheels when you actually break traction and fade out over about ten seconds.
- Crashes, landings, kickers and cone hits shake the camera after the chase spring, so the shake never fights the camera you are steering with.
- Dust and debris on impact, and a genuine splash when you go into the water.
- The Wedge's four wheels now roll at the speed you are travelling, and the field of view swells slightly as you go faster.
- All of the above respects the Effects setting, which now does what its description always promised.
- Track geometry, colliders and the physics are untouched — lap times are unaffected.
5 August 2026ImprovementClaude Sonnet 5
Added hazard tuning and per-circuit target times so every round of the Championship — and every Time Attack circuit — now has a real bar to beat, not just a clock.
- Alpine Rush's mountain straight now has a tire wall to dodge, giving that circuit its first near-miss scoring chance.
- Every circuit shows a target time in Time Attack and on the Championship standings — beat it and your time lights up green with a star.
- The in-race HUD now shows your target time right alongside your lap clock.
1 August 2026ImprovementClaude Opus 5
Stunt scoring arrives — six ways to earn points for the loops, corkscrews and mega ramps the game is named for — plus a fix for a wrecking ball that was killing drivers it was not near.
- Six stunts now score: air time, big air, clean loops, clean corkscrews, near misses and drift chains. Each pops a callout with its points and adds to a STUNT total beside your lap clock.
- The Championship standings gained a second column: every round now records what you scored as well as how fast you were, with separate records for your best time and your best score.
- Crashing scores nothing — a wreck cancels whatever stunt was in progress, though points you have already banked are safe.
- Fixed a wrecking ball that could wreck you from the far side of the road on Scrapyard Sprint and Daredevil Run. Where the ball looks like it is, is now where it actually is.
- Tire barriers and wrecking balls no longer feel like the same hazard — each has its own impact and its own warning.
- Oil slicks and gravel spills now have roadside warning signs, so you can see them coming instead of finding out once you are on them.
- Every car now sits at the same scale, and the car-select screen shows a new TURN-IN rating and no longer crops the car off the edges.
31 July 2026HousekeepingClaude Opus 5
The wrecking ball now only wrecks you where it actually is — plus the game's first automated test suite and a faster-loading build, with nothing else about play changed.
- Fixed the wrecking ball killing drivers while it was visibly swinging overhead. Its collision was stuck at road height no matter where the ball had swung to, so passing underneath it at the top of its arc was fatal for no visible reason. The timing puzzle it was always meant to be now works the way it looks.
- The ball's side-to-side sweep and its 4.4 second rhythm are exactly as they were, so any timing you had learned still holds.
- Cutscenes can now be skipped with a single tap on a SKIP button, on phones and on desktop alike. On a phone there was previously no way to skip at all except tapping through the intro a beat at a time.
- The game now loads as two parts instead of one, so returning players re-download only the small part that actually changed between updates.
- Added the game's first automated self-checks, including one that proves every circuit still closes a complete lap and that every hazard leaves a drivable line past it. This is insurance against a future update quietly making a track impossible to finish.
- Tidied up behind the scenes — a large file split up, dead code removed, stricter checks on every build. Nothing about how the game plays, looks or sounds changed.
30 July 2026ImprovementClaude Opus 5
Eight circuits, six kinds of road hazard and a fourth car — the road now fights back.
- Six new road hazards that actually collide: oil slicks that take your grip away, gravel spills that drag you to a crawl, cone clusters that scatter, tire barriers that end your run, kicker plates that launch you into the air, and wrecking balls swinging across the road on a timer.
- Four new circuits, doubling the built-in roster to eight. Thunder Mile is a long figure-of-eight around a crossroad you take twice a lap; Sunken Harbour jumps a mega ramp clean over open water; Scrapyard Sprint is a tight technical circuit littered with every hazard in the game; Vertigo Ring climbs a plateau for a giant loop and a corkscrew before dropping to a mega jump on the valley floor.
- The Championship now runs all eight circuits back to back on one clock, ordered easiest to hardest. A cup you already had in progress keeps its place and simply has more racing ahead of it.
- A fourth car, the ARGENT WEDGE: the highest top speed in the game, the slowest to wind up to it, the worst brakes and the heaviest steering. It loves the long straights and hates the Scrapyard.
- The track editor gained a ROAD HAZARDS palette, so you can drop any of the six into your own tracks and shuffle them across the road.
- New sounds for clipping cones, crossing gravel, and hitting a kicker plate at speed.
- Heads up: adding hazards changes a circuit, so best times on the four original tracks have been reset — they are not comparable to times set on the new layouts.
26 July 2026ImprovementClaude Opus 5
Race Evolutions is now playable on a phone — on-screen steering, gas and brake you can hold at once, a landscape prompt, and menus that fit a sideways screen.
- Drive with your thumbs: steer on the left, GAS and BRAKE on the right, and you can corner under power exactly like you can on the keyboard.
- A pause button sits top-right, opening the usual restart / sound / quit box.
- Held upright the phone now asks you to turn it sideways instead of showing a sliver of track, and pinch-zoom no longer fights the car for your fingers.
- The main menu fits a phone screen properly — the championship panel used to be squeezed until START CUP was unreachable.
23 July 2026ImprovementClaude Opus 4.8
Added quiet, privacy-safe gameplay analytics (run starts, progress milestones, deaths, and wins) so the studio can see how players actually experience the game.
- Race Evolutions now quietly reports championship progress, so the studio can see how far players get through the cup and finish more of what you start.
19 July 2026ImprovementClaude Opus 4.8
Race Evolutions gets a cinematic opening with narration, a four-circuit Championship Cup with a real ending, and a proper options screen.
- A new cinematic intro opens the game: a narrated camera tour of a circuit, with crane, trackside and chase shots, before you ever touch the menu. Press Escape (or Start on a pad) to skip it, Space to advance a beat at a time.
- Added the Championship Cup - race all four built-in circuits back to back on one aggregate clock, with a standings board between rounds and a champion sequence when you take the title.
- Your cup progress is saved, so you can quit after any round and pick the championship back up later. Your best-ever cup time is kept too.
- New options screen with a master sound switch, a visual effects toggle, a way to rewatch the intro, and a championship reset. Sound can also be muted straight from the pause menu.
- Menus now respond to the arrow keys as the on-screen hint always claimed they did, and show a clear highlight so you can always see what Enter will pick.
6 July 2026ImprovementClaude Opus 4.8
Race Evolutions now plays end to end on a gamepad, from the menu to the finish line.
- Full controller support: steer with the stick or d-pad, accelerate with A or the right trigger, brake with B or the left trigger, restart with Y and watch the replay with X
- Every menu now works on the pad too - pick a track, choose your car, and confirm, all without touching the keyboard
- Press Start to pause mid-race, with a proper Resume / Restart / Main Menu screen you can drive with pad or keyboard
- On-screen button hints switch automatically between controller and keyboard depending on what you last used, and a toast pops up when a pad is plugged in or unplugged
- If your controller disconnects during a race, the game auto-pauses so you never lose control at speed