WRAPPING THE YEAR

INITIAL D

A group of thrill-seekers emerges, determined to awaken the dormant spirit within, longing for the long-lost excitement and danger of the past. Join them as they ignite the revolution.

From the initial playtest release in June 2023 featuring the short strip of 1.2Km, barebones with just some mesh vegetation we whent to the full track in late 2023, with it's 11,7Km featuring scan and mesh vegetation. 2024 was a year of upgrades and optimizations, stuff like the tune manager, UI code, but most importantly research in the technical topics from the playtest feedback, issues like the ones causing cpu spikes or mem overflow in hardware like the Steam Deck, point cloud render optimizations, among others. The track creation process from scan data, and more specifically using the data itself as a graphical element is a novel element that requires a lot of research and trial and error, yet, the good news are that the track production workflow is production ready, and in fact, in use already for the incoming new tracks. In first half of 2025 at least extra 20Km will be driveable, adding 3 new sections. Additional 2 tracks are already in pre production, one including a mountain highway for maximum speed lovers. Mesh virtualization and improved texture streaming will be implemented aswell in the first half of the year, pontentially solving for good the CPU hickups that come from parsing big chunks of vegetation meshes, this will also reduce load times substantially, this change should make the game be playable again on the Steam Deck. Updated/fixed support for steering wheel, with support for modern wheels will come in 2025, I just need to make room for the new hardware. While I'm happy with the physics, there are moments where the behaviour of the car is not as predictable as I would desire. Despite tunning suspensions and antirolls, there are moments where the handling seems off. I thought this could be coming from the road mesh itself, but upon adding a new section that features smoother road surface, the handling artifacts show up eventually, which I suspect come from the friction evaluation. Hence a simplified friction model will be tested, as the current 60 params model is hard to tweak and modders, in current model a single param changed slighly can have substantial repercussion making it a ticking bomb for unnexperienced modders. Second half of the year is planned to be much more code intense, wiring all the content and technologies together, making the game mature into beta stage. For late 2025 early 2026 Route 152 from the base of Mt Fuji up to the road end will be added, amazing road with high elevation changes and a lot of curves of different nature, with many hairpins. This one should be the last track to be added for release. Additional tracks will be added after release, but as of now, theese are enough to develop the plot and experience different race styles and locations. At most I would add an extra coastal route, but I can´t promise. Music tracks are already in production. Script is developing at good pace and by the second half of 2025 will be submited for review. I would like to express appreciation to those who have supported and reported feedback during the playtest, thank you! I can see also the interest in the steadily growing wishlist, welcome to all new comers! The playtest has been off for a while now. I did not work much on th playtest specifically, yet, let me know if you would like to reopen it for Christmas to make some runs. Best, Pablo Vidaurre.