0.7.6 - How To Play
NEODRIVE » Devlog

- allow exiting photo mode with UI cancel
- added detail to the cars on the Arroyo Seco Parkway map
- made the cars on Arroyo Seco parkway move for real this time
- you can only get nitro for a clutch kick once per drift
- fixed a bug where clutch kicks sometimes weren’t being detected and rewarded
- removed collisions on pennants, that’s the invisible object the car would bang into sometimes in the tutorial track
- added a drive selector mode to the tutorial
- added hydroplane information to the Puddlejumper track
- added air control information to the Ramp Twist track
- added more scenery and tweaked a couple turns on the Canyon Bends track
- added rev hang when the car is in the air, because it sounded weird that it would go back to idle RPM so fast
- added light textures on sunset tracks
- fixed control binding labels that said Gear 1 five times
- fixed a bug where LCS could be disabled on a rev-matched downshift
- tweaked Double Loop to add checkpoints and a finish line. Sorry about the inverse camber on the second-to-last turn, it’s a limitation with the spline system that the creator says should be fixed in the next update. until then, I’m keeping tracks with loops in the Alpha section.
I’m gonna add more tracks to introduce and explore these mechanics eventually. They’re clear to me but obviously kinda obtuse if you aren’t familiar with the game code.
I’m also working on an overview post of the car physics.
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NEODRIVE
time attack high-skill arcade racer
| Status | In development |
| Author | sevencrane |
| Genre | Racing, Action |
| Tags | Low-poly, Singleplayer |
| Accessibility | Configurable controls |
More posts
- Development Paused1 day ago
- Steam page is up!15 days ago
- 0.7.5 - Paddle Shifting minor bugs28 days ago
- Notes on Accessibility28 days ago
- 0.7.4 - Paddle Shifting28 days ago
- How To Exit Collider Hell31 days ago
- 0.7.3 - Security33 days ago
- 0.7.2 - UI Polish34 days ago
- 0.7.0 - Orange Tracks35 days ago

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