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CarX Drift Racing Online 2 News

TOP 32

[h2]What’s up, drivers![/h2][p]Today we’ll tell you about both Top 32 game modes available in CarX Drift Racing Online 2.[/p][hr][/hr][h2]Classic TOP 32[/h2][p]First, there is training and qualification, where you are given three attempts to show your best result. The TOP 32 tournament bracket is formed based on the qualification results: No. 1 meets No. 32, No. 2 meets No. 31, and etc.[/p][p]The result of the duel is the sum of the points scored by the leader and the chaser.[/p][p]The runs are judged using the real drifting championship methods.[/p][p]Each duel takes place simultaneously with the opponent, so each driver has only one attempt.[/p][hr][/hr][h2]Asynchronous TOP-32[/h2][p]A new mode for the series with the familiar format, but more beginner-friendly. The races here are asynchronous. This means that ping will not affect the result, and in each duel you will have 3 attempts to achieve the best result.[/p][p]At the start of the duel, both participants drive three attempts as leaders, and the best attempt is recorded as a “ghost” and sent to the opponent.[/p][p]In the second part of the heat, both players chase the “ghost” of their opponent's leading run. The exchange of “ghosts” is a one-time action, so the quality of your internet connection does not affect your gaming experience during the race. Asynchronous format also allows one participant to make one attempt, while the other uses all three.[/p][p]Each part of the duel has a fixed time limit. If the time expires and not all attempts have been used, the run with the best score is automatically counted. If there are no successful attempts, the participant is disqualified.[/p][hr][/hr][p][/p][carousel][/carousel][hr][/hr][p][/p][p]Best regards,
The CarX Drift Racing Online 2 team
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Project Lead Answers Your Questions

[h2]What's up, drivers![/h2][p]We’ve compiled answers to the most common questions—straight from the project lead.[/p][hr][/hr][h3]Do you have any plans for optimization?[/h3][p]Of course! At the moment, optimization work is still ongoing, and we’re confident that by release time we’ll achieve completely different results. What you see now is just an intermediate state.[/p][hr][/hr][h3]Will damage affect the car’s performance?[/h3][p]We’re already testing a suspension damage system: impacts to the wheels will alter wheel alignment angles. Depending on where the impact occurs, you might damage only the toe or only the camber. Camber can increase or decrease depending on the direction of impact.[/p][p]Through the “durability” parameter, we plan to significantly expand the relationship between car parts and wear. For example, the game will include a blow-off valve that must be matched to the turbocharger. If you install one that’s too small, the turbocharger will wear out faster due to compressor surge, producing corresponding sounds.[/p][p]A similar system is planned for other subsystems : driveshafts can break, gearboxes can be damaged by overly powerful engines, and so on.[/p][hr][/hr][h3]What about the driving assist? [/h3][p]In the current demo, we added an arcade-like assist feature — essentially the same assistant players know from the first CarX Drift Racing Online.[/p][p]At the moment, there are several assist modes:[/p]
  1. [p]Off - simulator mode:
    In this mode, you're dealing with the full front suspension kinematics of a drift car. The suspension is calculated from the contact patch to the steering wheel, with all forces transferred accordingly. The gamepad stick acts as a power regulator for the steering force you apply. The front suspension kinematics steer the wheels and the steering wheel according to the physical forces acting on the front tires.[/p]
  2. [p]Arcade-like:
    This mode uses the updated but familiar assistant from the first game.[/p]
  3. [p]Grip Racing:
    Experimental assist for grip racing, provides more stability.[/p]
[p]It’s worth noting that we plan to implement a comprehensive esports event system — and of course, assists will be disabled in competitive play.[/p][hr][/hr][h3]Will there be frame generation and DLSS?[/h3][p]Yes, the DLSS implementation is currently undergoing testing.[/p][hr][/hr][h3]Will AI-generated content be used in the release version?[/h3][p]Right now, AI is used for placeholder voiceovers, but by the time of release we plan to record the instructor’s voice with real actors.[/p][hr][/hr][h3]How many cars will be available  in Early Access?[/h3][p]At launch — between 10 and 15 cars. And we’ll keep adding new content regularly.[/p][hr][/hr][h3]When will the game be available on consoles? [/h3][p]We are planning for that to happen in 2026, closer to fall — though the timeline may change.[/p][hr][/hr][h3]Why does the car break so easily?[/h3][p]Why does the car deform and break so easily?[/p][p]We deliberately set up the damage model this way in the demo so players could experience and evaluate the mechanic itself. Naturally, we’ll continue refining the balance and visuals and behavior of the damage system based on your feedback.[/p][hr][/hr][h3]What content besides drifting will the game include?[/h3][p]First of all — Gymkhana. We also plan to add Touge races: tandem time-based runs where the distance between the lead and chase cars is measured.[/p][p]For beginners, there will be Drift Shows, non-competitive events. Players will need to complete various objectives, such as bursting two tires in front of the audience at a festival or drifting at a big angle at a specific spot to take a photo or simply earn enough drift points.[/p][hr][/hr][h3]What’s planned for the Early Access release?[/h3]
  1. [p]Optimization — our top priority. We’re currently far from our target FPS, so a huge amount of work is planned.[/p]
  2. [p]Bug fixing — all issues reported by players.[/p]
  3. [p]Damage system improvements — balance, visuals, and component damage affecting car handling. [/p]
[p]Additionally, we plan to add new game modes, starting with Top 32 Championships.[/p][hr][/hr][h3]How does the physics in CarX Drift Racing Online 2 differ from the first game or CarX Street?[/h3][p]In many ways. In CarX Drift Racing Online 2, the contact patch simulation is far more complex — it includes dozens of segments used to calculate tread elasticity, sidewall stiffness, and pressure distribution, all of which affect tread and sidewall deformation and temperature.
All these forces are transmitted through the suspension, steering rack, and steering wheel, giving realistic feedback or visible wheel behavior during transitions, whether you play on a gamepad or keyboard.[/p][p]By comparison, CarX Drift Racing Online and CarX Street use a simpler model — ours is the most advanced and detailed yet.[/p][hr][/hr][h3]Will it be possible to assign control axes to the mouse?[/h3][p]Yes, absolutely! This task is already scheduled for a later stage  in development.[/p][hr][/hr][h3]What about esports?[/h3][p]We are planning to host various types of tournaments, and players will also be able to create their own. You’ll be able to choose whether to judge manually or let the XDS system handle it. Moreover, you can assign different judging systems for different championship stages — live judges for tandems, and XDS for qualifications. The ability for human judging will be built directly into the TOP 32 championship system, allowing organizers to assign judge roles to specific players.[/p][hr][/hr][h3]Will there be different surface types?[/h3][p]Yes, we have such plans. Even now, in the demo, there’s a wet surface area near the garage — just a small example of what we’re working on. The game already simulates car behavior on surfaces with varying levels of moisture and puddle depth. This will definitely appear in the full game, although probably not at the Early Access launch. A snow surface is also planned.[/p][hr][/hr][h3]Will progress sync with the first game?[/h3][p]No, that’s not planned. This is a completely new project with its own content, progression, and mechanics, so transferring progress isn't possible. However, we’re preparing some surprises for players of the first game.[/p][hr][/hr][h3]Will there be a livery workshop and sharing system?[/h3][p]Yes, that feature will be implemented[/p][hr][/hr][h3]Can we expect mod support in the future?[/h3][p]We’re in regular contact with the creators of CarX Drift Racing Online mods recently, we discussed modding prospects for the sequel and agreed that it won’t be relevant at release due to our current development priorities— but mod support will be definitely added in the future.[/p][hr][/hr][p]Best regards,
The Drift Racing Online 2 Team
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Thanks for your support!

[h2]What's up, drivers![/h2][p]We’re closing the CarX Drift Racing Online 2 demo. Thank you to everyone who took part—your feedback and suggestions have shaped the next steps for improving the game.[/p][p]Next up: a new demo. Follow our social media, join our Discord, and keep an eye on Steam news to be the first to get the details and secure your spot in our next Drift Festival![/p][hr][/hr][p][dynamiclink][/dynamiclink][/p][hr][/hr][p]
Best regards,
The Drift Racing Online 2 Team
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Final Day of the Drift Festival

[h2]What's up, drivers![/h2][p]The finish line is near! The CarX Drift Racing Online 2 demo closes tomorrow, October 20. Grab your friends and jump into the final day of our drift festival![/p][p]Closing time (US):[/p]
  • [p]1:00 PM ET[/p]
  • [p]12:00 PM CT[/p]
  • [p]11:00 AM MT[/p]
  • [p]10:00 AM PT[/p]
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Best regards,
The Drift Racing Online 2 Team
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Bug Fixes and Improvements

[h3]Hello drifters! [/h3][p]Today we are releasing fixes for some pressing issues, as well as minor quality of life improvements.[/p][h3]Enabling automatic tire replacement by default[/h3][p]Many players did not realize that tires are now consumables and need to be replaced regularly, and having auto-replacement feature turned off by default did not help to improve their experience at all.[/p][p]To make the transition smoother, we added several sets of each type of tire to all players, and for all players who still have auto-replacement turned off in their settings, we enabled it by default at 15%.[/p][p]Also, on the tire screen, the rear tire tab should open first by default.[/p][h3]Restoring familiar settings for the arcade-like assist[/h3][p]Arcade-like assist got some restored setting:[/p]
  • [p]Stabilization[/p]
  • [p]Prediction[/p]
[p]You should already be familiar with these settings from DRO1.[/p][h3]Bugfixes[/h3]
  • [p]Fixed black and missing smoke in the drift school[/p]
  • [p]Fixed engine disappearing after exiting the test drive[/p]
  • [p]Fixed all sound disappearing after changing career stages and selecting controls in the FTUE segment[/p]
  • [p]Multiple fixes for objects and road markings on the Kami Road track[/p]
  • [p]Removed the ability to spectate a player who has not yet loaded[/p]
  • [p]Replaced sponsor banners and logos on the Fuji Speedway map[/p]
  • [p]Fixed backfire and anti-lag sounds[/p]
  • [p]Fixed switching to invalid player when the spectated player leaves the room[/p]
[p]Thanks for your feedback! [/p]