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Wheel World review


For a low-stakes open world cycling game, Wheel World has a lot of lore. You wake up in the forest and discover a spirit called Skully, a ghost who offers the player a rusty bike and immediately ejects so much fantasy jargon and frontloaded backstory that I started to think it was an intentional joke. Thank Cog (the god of cycling) that this loredumping is not habitual. The rest of the game plays out as a chill and happy-hearted racer in a small but well-crafted world of rolling vineyards, bumpy forests, and honking city streets. It's a short tour, lasting only about five hours, but it's five hours nicely pedalled.


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How Frankenstein bikes inspired Wheel World

[p]Hi everyone, Messhof team here - Wheel World was recently featured on the Unity blog, where we spoke about how we used their engine to create the exciting open world you get to roam inside the game:[/p][p][/p][p]We wanted the world to feel alive but also reflect a bike-oriented culture, so that meant having lots of entities travelling along all manner of roads and trails. To support the world design, we created a ton of tools in Unity.[/p][p]Our custom road-node editor lets us lay down roads and paths quickly, with each road type defined by attributes like texture, width, lane count, traffic rules, and speed limits. Terrain between roads is generated using a mix of noise samples and hand-authored topological detail using hint meshes.
[/p][p]You can check out the blog here.[/p][p]
[/p][p]And remember, Wheel World releases soon! You can grab the game for its launch discount on July 23, so get ready to save the world with the power of good vibes and better bike parts![/p][p][/p][p]💀🚲[/p][p]
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Designing an Open World for Bike Heaven

[p]Hey,[/p][p][/p][p]I’m Mark Essen, creative director at Messhof. We’re really excited for you to jump into Wheel World when it launches later this month on July 23. We’ve been working on it for years, and it’s finally almost ready.[/p][p][/p][p]At its heart, Wheel World is a game about riding bikes through a giant open world, finding secrets, collecting weird parts, and building your dream ride. Early on we tried all kinds of ideas: delivery missions, long-distance rides with stamina management, hill climbs. But what stuck with us the most was the feeling of spotting AI cyclists on the road, drafting behind them, and timing your slingshot to leapfrog forward. It felt good every time.
[/p][p][/p][p]Racing is a big part of the game, but it’s not the whole picture. This world is full of people who ride for fun, not just to win. Each neighborhood has its own local legends who ride the roads nearby. We wanted the game to feel informal and unsanctioned. Something more organic. You learn an area by riding its races. After doing a few in the Farmlands, you’ll be ready to take on the boss of that region, whose route pulls pieces from the other races you’ve already seen.[/p][p][/p][p]To make this kind of world work, we built a tool that helps us quickly shape and reshape large open spaces. Every road is its own asset, with properties like width, texture, traffic settings, and car speed. Designers can lay down a few nodes, connect them, and the game fills in the terrain automatically. This let us test ideas quickly. We could sketch out a race, try it, and then drop it into the main world once it felt right. We spaced races out so that exploring between them felt natural. We also thought a lot about visual flow. We made sure that no matter where you were, you could always see something cool in the distance. It might be Velo City up on the hill, the Rooster DeGallo statue in the Farmlands, or the coastal lighthouse in the Preserve.[/p][p]
[/p][p]Sometimes we’d find areas that didn’t feel like much, even though you passed through them often. Rather than stuffing in more content, we could just shift the roads around and the terrain would adapt. This worked great early on when a lot of the environment was still procedural. Later in development, as we hand-decorated more of the world, we locked down those areas and planned more carefully. We gave extra attention to the places where players might run into NPC bike gangs, making sure they stood out and drew you in.[/p][p][/p][p]Getting lost is part of the fun, but we also wanted to give players a way to find their way back. That’s where the Bicycle Bell Shrines come in. These are tall towers that send beams of light into the sky, so you can spot them from far away. When you reach one, it reveals more of the local map and gives you a boost upgrade. You can use them to track where you’ve been and where you still need to explore.[/p][p][/p][p]Thanks for reading. We’re thrilled to share Wheel World with you soon. Whether you’re in it for the racing, the bike builds, or just cruising through the countryside, we hope you’ll love the ride.[/p][p][/p][p]See you out there[/p][p][/p][p]Mark[/p][p]Creative Director, Messhof[/p][p]
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Wheel World launches July 23, 2025!

As you may have seen in the PC Gaming Show, we’re ready to shift gears as the finish line comes into view: Wheel World launches July 23, 2025!

Wheel World started as a sketch of an idea and has grown into something full of motion and maybe just a few tight turns. It’s a game about bikes, but also about freedom of exploration, competitive spirit, and the guidance of an ancient spirit attempting to prevent the apocalypse

To help get your wheels spinning, we have a brand-new trailer featuring the original song “Hold On” by JOON (streaming soon):
[previewyoutube]https://youtu.be/n-WUWFguRqY[/previewyoutube]
We’ve been fine-tuning every spoke and gear to make this one feel just right, and we’re so grateful to everyone who’s joined us for the ride so far, especially those who checked out the demo. Your feedback’s been the wind at our backs, and we can’t wait to show you what’s still around the bend.

Thanks for riding with us. See you on the track July 23.

Messhof

Small Performance Update

We've just pushed out a small update for our Next Fest demo! This update includes some small performance improvements to help everything run a little smoother. Also note that on some machines switching to DX11 can help performance. Please keep in mind the game is still in active development.

We couldn't wait to share the game with you all for Next Fest, and it's been incredible seeing so many of you enjoying it. Your positive reactions and feedback truly mean a lot to us. Rest assured, we're continuing to refine the experience, and we have plenty of tweaks and updates planned to make it even better.

Thanks for sticking with us on this journey—your support and enthusiasm are making a huge difference. Stay tuned for more updates, and let us know what you think of the latest improvements. We're excited to keep building and can't wait to show you what's next!

Mark and the Wheel World Team