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The Karters 2: Turbo Charged News

Weekly Update #23 (v0.1.23.3) - Lobby Reconnect System & Offline TT Record Fix

[p]🚨 Lobby Reconnect System + Ghost Improvements Update 🚨[/p][p]We’ve just rolled out a new update focused on multiplayer stability, ghost system improvements, and another batch of overall quality-of-life fixes :)[/p][hr][/hr][h3]šŸ”Œ Lobby Reconnect System (NEW)[/h3][p]We’ve added a reconnect feature to help keep you in the online lobby.[/p][p]If your connection drops, you’ll now have a 30-second window to rejoin the lobby instead of being kicked immediately. Other players will also see when someone is reconnecting, allowing them to wait or start the match.[/p][hr][/hr][h3]šŸ‘» Major Ghost Fixes & Improvements[/h3]
  • [p]Fixed ghost players appearing in Race mode after playing Time Trial on the same track, which could prevent item pickups from working.[/p]
  • [p]Personal Record ghosts now load directly from your local save instead of unnecessarily downloading from the server.[/p]
  • [p]Personal Record ghosts now work offline, no more leaderboard error when you already have a saved record.[/p]
  • [p]Player input is now fully locked during ghost downloads to prevent track selection errors.[/p]
  • [p]Custom character particles are now properly hidden on ghost karts while standard effects remain visible.[/p]
  • [p]Fixed ghost players briefly appearing at the start of Grand Prix Time Trial races.[/p]
  • [p]Ghost gameplay settings now only appear in Single Player Time Trial.[/p]
  • [p]Fixed ghost voice lines playing in non-Time Trial modes after leaving Time Trial.[/p]
  • [p]Ghost download prompts now appear immediately when required.[/p]
[hr][/hr][h3]šŸ Gameplay & Balance[/h3]
  • [p]Increased the cooldown to prevent rapid stacking of boosts from adjacent pads.[/p]
  • [p]Reduced boost pad voice-over delay from 10 seconds to 3 seconds at race start.[/p]
[hr][/hr][h3]🧠 UI & Mode Fixes[/h3]
  • [p]AI opponents are now correctly disabled in Duo Time Trial mode.[/p]
  • [p]Added missing screen titles for Credits, Guide, Duels, Clans, Mods, and Daily Hub.[/p]
[hr][/hr][p][/p][p]As always, thank you for playing, and we’ll see you on the track! šŸŽļøšŸ’Ø[/p]

Weekly Update #22 (v0.1.22.0) - Automatic Track Downloads (Priv Lobby Only)

[h3]New Experimental Feature: Automatic Track Downloads in Lobby (Friend Lobbies Only)[/h3][p]We've added a new experimental feature that allows automatic downloading of missing tracks while in the multiplayer lobby![/p][p]How it works:[/p][p]When anyone in the lobby has this feature enabled in their settings, the lobby owner will see a "PREPARE" button. Clicking this button starts the download phase - players who are missing the selected track and have auto-download enabled will automatically start downloading it in the background.[/p][p]During the download phase:[/p][p]- You'll see a download progress indicator showing how many tracks are downloading and the current progress[/p][p]- All players can see who's still downloading[/p][p]- After 60 seconds, the owner can click "START" to begin the race[/p][p]- Once all downloads complete, the countdown to start the match begins automatically[/p][p]- If someone doesn't finish downloading in time, their mods will continue downloading in the background and they'll join the race with a delay[/p][p]Settings:[/p][p]- Enable/Disable automatic track downloads in lobbies[/p][p]- Choose whether to keep downloaded tracks or mark them for deletion after leaving the lobby (they will be removed on next game launch - so if you're moving between lobbies, you won't have to re-download everything)[/p][p]Important Notice:[/p][p]This feature is experimental! We're aware there's still room for improvement and some edge cases may not work perfectly. We're releasing it to gather feedback and improve it based on your real-world experience.[/p][p]- Fixed lobby ownership transfer[/p][p]- Changed mod loading behavior - private, friends-only, and unlisted mods are now excluded from loading and can no longer be used in the game. We're excluding them because players who didn't have access to these mods in online lobbies couldn't download them. If you want to use your private mod, you must set it to public on Steam Workshop first


edit[/p][h3]There are some unexpected issues related to mods with this recent build. We will look into it and make it live again as soon as possible. Until then we had to revert this build to previous one. Sorry for the trouble![/h3]

Weekly Update #21 (v0.1.21.0) - Next batch of fixes

[p]Hey everyone![/p][p]This week, we’ve rolled out a fresh batch of fixes and improvements [/p][p][/p][p]Gameplay & Quality of Life:[/p]
  • [p]Added controller vibration on/off option[/p]
  • [p]Added a confirmation popup when leaving a lobby[/p]
  • [p]Fixed an issue where TOTD didn’t load track images and leaderboards correctly[/p]
  • [p]Fixed incorrect player icons on the dynamic minimap[/p]
  • [p]Fixed several Grand Prix bugs in the online lobby[/p]
  • [p]Fixed an issue where the ROUNDS arrow wasn’t visible when entering the Grand Prix lobby for the first time[/p]
  • [p]Further respawn system improvements[/p]
[p]Audio Settings Enhancements:[/p]
  • [p]Added separate Local Player VO and Opponent VO volume sliders[/p]
  • [p]Removed the old combined ā€œVoice Overā€ slider and replaced it with the new options[/p]
  • [p]Implemented Custom Music Volume Normalization (boosts quieter tracks while keeping louder tracks in check)[/p]
[p][/p][p]ps.[/p][p]Sorry that updates haven’t been coming over the weekends, we’re working on improving that so you get them more on time ːsteamthumbsupː[/p]

Weekly Update #20 (v0.1.20.3) - Tons of Fixes & Improvements

[p]Hello everyone,[/p][p]This week’s update brings a lot of new fixes and improvements. Sorry for not releasing it during the weekend, but sometimes we encounter unexpected issues, and we don’t want to release a build without properly fixing them.[/p][p]Please make sure you are running version v0.1.20.3.[/p][hr][/hr][h3]Stutter Fix (not confirmed yet)[/h3][p]We saw reports on Steam Discussions and Discord that since v0.1.19, the game was stuttering from time to time during races.[/p][p]We believe we have found the issue that was causing this during races and other modes.
(To our knowledge, Time Trials should not have any freezes during gameplay.)[/p][p]We are not 100% sure that this fixes the issue for everyone, so if you had this problem before, please let us know in the comments.
Make sure you are using v0.1.20.3 when testing.[/p][hr][/hr][h3]Mods[/h3]
  • [p]Fixed hot reload 1-second delay[/p]
  • [p]Fixed config generation stuck bug[/p]
[hr][/hr][h3]Presets[/h3]
  • [p]Fixed vanilla version of new presets not being randomized[/p]
  • [p]Added AI preset syncing for online[/p]
    • [p]From now on, everyone in the lobby will see the same AI presets[/p]
    • [p]Notice: If you don’t have the required mods, the game will show the vanilla preset[/p]
    • [p]Vanilla versions of presets may still show the same character for other players if they were created before this fix (unless you already customized them yourself)[/p]
    • [p]This has now been fixed for new presets, but existing vanilla presets must be manually edited if you want to correct them[/p]
  • [p]Fixed incorrect preset trail display and rendering on characters without trails[/p]
[hr][/hr][h3]Screenshot Feature[/h3]
  • [p]Heavily optimized[/p]
  • [p]Should no longer crash, even on low-end devices[/p]
[hr][/hr][h3]Map Loading Error Dialog[/h3]
  • [p]Implemented a new map loading error dialog[/p]
  • [p]The game will now show which map caused the issue[/p]
  • [p]This allows you to:[/p]
    • [p]Change the map in offline mode[/p]
    • [p]Re-enter the lobby in online mode[/p]
[hr][/hr][h3]Duels Adjustments[/h3]
  • [p]Community-voted maps are now included in the Duels map pool[/p]
[hr][/hr][h3]ā€œMissing Modā€ Dialog[/h3]
  • [p]Added a new ā€œDownload Allā€ option[/p]
[hr][/hr][h3]Lobby Performance[/h3]
  • [p]Optimized lobby performance[/p]
  • [p]The lobby should now run faster, especially on low-end devices[/p]
[hr][/hr][h3]Keyboard[/h3]
  • [p]Replaced the old full keyboard design with a new one in the clan rename screen[/p]
  • [p]Visually adjusted the numeric keyboard[/p]
  • [p]Added a Backspace button[/p]
  • [p]Added keyboard support to the numeric keyboard[/p]
[hr][/hr][h3]Gameplay-Framerate-Dependent Fixes[/h3]
  • [p]Fixed bounce ground height being inconsistent at different framerates[/p]
  • [p]Fixed continuous boost ground stacking incorrectly
    (was giving ~15% more speed than intended)[/p]
  • [p]Fixed teleporter arc height being inconsistent at different framerates[/p]
  • [p]Fixed respawn drone timing being framerate-dependent[/p]
[hr][/hr][h3]AI Fixes[/h3]
  • [p]AI no longer fights movement during ziplines and bezier teleporters[/p]
  • [p]AI inputs are now properly disabled during all teleport types[/p]
  • [p]Added post-teleport stabilization to prevent backward snapping[/p]
[hr][/hr][h3]Online & Multiplayer (Last Week Hotfix)[/h3]
  • [p]Fixed spectators getting softlocked after online races
    → They now properly return to the lobby with other players[/p]
  • [p]Fixed the game not auto-exiting to the menu when errors occur in online rooms[/p]
[p][/p][hr][/hr][p]Thanks everyone![/p]

2026 is here! Let’s make this the year of TK2! Weekly Update #19 (v0.1.19.6)

[p]Hello everyone,[/p][p]2026 is officially here, and this is the year we’re pushing The Karters 2 toward Full Release on PC and Consoles! šŸŽ‰[/p][p]Our top priority right now is bug fixing and performance improvements to finally address the most important issues raised by the community. As you can see in this devlog, we’ve already made strong progress to kick off the year on the right foot.[/p][p][/p][hr][/hr][h2]Team[/h2][p]At the moment, there are two programmers actively working on the game:[/p]
  • [p]Sebastian (me)[/p]
  • [p]Vipek (Jakub)[/p]
[p]On top of that, [/p]
  • [p]Kami (our Community Manager) [/p]
[p]Kami has been a massive help with testing, bug fixing, and general improvements. [/p][p]Thanks to this teamwork, we’re getting closer to the point where we can shift more focus toward new and exciting features, such as Tournaments and other long-awaited additions.[/p][p][/p][p]We’re also happy to share that [/p]
  • [p]Basia (co-director)[/p]
[p]Is partially back on the project and is currently supporting the team with organization-focused tasks, helping us stay aligned and efficient as we move toward Full Release.[/p][p]On the art side:[/p]
  • [p]Mariusz (3D Artist)[/p]
  • [p]Mortus (Animator)[/p]
  • [p]Matt ( 2D / UI)[/p]
[p]At the moment, they are waiting for us (programmers) to finish several key programming tasks so their next round of content can be integrated smoothly.[/p][hr][/hr][h2]Upcoming Priorities[/h2][p]Our main development focus for the near future includes:[/p]
  • [p]Game bug fixes & general improvements[/p]
  • [p]Performance optimization (this may result in a dedicated performance mode)[/p]
  • [p]Localization & Demo support (PC & Consoles)[/p]
  • [p]Online server merging & improvements[/p]
[p]While Vipek and Kami continue working on fixes and stability, I’m diving deeper into performance rework, and soon after, into two long-awaited features:[/p]
  • [p]In-game Track Editor[/p]
  • [p]Duo Characters support[/p]
[hr][/hr][h2]Looking Ahead to 2026 šŸš€[/h2][p]Our goal for 2026 is ambitious but exciting:[/p]
  • [p]Full Release on PC[/p]
  • [p]Simultaneous Console Release[/p]
  • [p]Online Cross-Play[/p]
  • [p]In-Game Track Editor[/p]
[p]There’s a lot to look forward to![/p][p]Beyond the track editor, I’m also exploring the possibility of:[/p]
  • [p]In-game Character & Vehicle Editor[/p]
  • [p]Community-made Story Mode[/p]
[p]It’s still too early to confirm these features, but I am actively looking into what’s possible. Stay tuned for future updates![/p][hr][/hr][h2]About Player Numbers & the Future[/h2][p]I know seeing low CCU or online player counts can sometimes feel discouraging. However, I want to be very clear:
šŸ‘‰ The prime time of The Karters 2 is still ahead of us.[/p][p]Right now, we’re using this time to polish, optimize, and improve the game as much as possible. Once we’re ready, we plan to make a big push with major updates aimed at bringing many more players into the game. A Demo is one of the ideas we’re considering - and there’s more planned beyond that.[/p][p]I truly appreciate every single player who is playing right now, leaving reviews, reporting bugs, and helping shape the game. I want to assure you that 2026 is the year we aim for much higher player peaks, and I’m confident we can get there together. ā¤ļø[/p][p][/p][hr][/hr]
Week #19 Patch Notes
[p]Below are the patch notes for the latest build. Apologies for the delay, while improving mod loading, we ran into several issues that needed to be resolved before releasing the update.[/p][p]The next update will arrive as usual during the upcoming weekend.[/p][hr][/hr][h2]Mods Loading Improvements[/h2]
  • [p]Added mods loading progress UI to the Main Menu[/p]
  • [p]Improved overall mod loading stability[/p]
  • [p]Mods loading should no longer cause big in-game stuttering[/p]
[hr][/hr][h2]Next Best Ghost Fixes[/h2]
  • [p]Ghost visuals now update correctly when beating a ghost and downloading the next best ghost in Time Trial[/p]
  • [p]Previously, replay data updated correctly, but kart/character visuals did not[/p]
[hr][/hr][h2]AI Lap Counting Fix[/h2]
  • [p]Fixed AI laps not counting on certain tracks with teleporters[/p]
  • [p]AI now properly finishes races, regardless of teleporter usage[/p]
[hr][/hr][h2]Replay Mode Improvements[/h2]
  • [p]All game modes now support Replay Mode, including Online Multiplayer[/p]
  • [p]Replays store presets for all 8 players for accurate race recreation[/p]
  • [p]Dynamic Behind is now the default replay camera[/p]
  • [p]Fixed replay issues with teleporters / warps[/p]
  • [p]Replay VO now behaves correctly (same rules as Time Trial ghosts)[/p]
  • [p]Replay Mode now properly supports 1, 3, 5, and 7 laps[/p]
[hr][/hr][h2]Leaderboard & Gallery Replays[/h2]
  • [p]Leaderboard replays now work correctly on tracks with ziplines[/p]
  • [p]Fixed reserve meter showing incorrect values during/after ziplines[/p]
[hr][/hr][h2]Online Spectator Mode Fixes[/h2]
  • [p]Fixed spectator camera being stuck at origin[/p]
  • [p]Fixed spectators being incorrectly kicked to the lobby during online matches[/p]
[hr][/hr][h2]Mini-Turbo Boost Pad Fix[/h2]
  • [p]Performing a mini-turbo on a boost pad no longer overrides the pad boost[/p]
  • [p]Boosts now stack correctly[/p]
[hr][/hr][h2]Sorting & Navigation Polish[/h2]
  • [p]Various improvements to main menu navigation and UI flow[/p]
[hr][/hr][h2]Lobby Improvements[/h2]
  • [p]Clan leader & wanted team now auto-hide when not on READY or PLAYERS tabs[/p]
  • [p]Switch Team button is now unique per local co-op player[/p]
  • [p]Single-member lobbies can no longer disable AI in Road Breaker[/p]
  • [p]Netcode optimizations in several areas[/p]
  • [p]Fixed missing wanted team color for first player[/p]
  • [p]Fixed UI clipping in options toolbar[/p]
  • [p]Fixed team desync issues after room leader changes[/p]
  • [p]Fixed missing tracks popup not appearing[/p]
  • [p]Fixed missing mod character icons preventing AI from appearing[/p]
[hr][/hr][h2]Daily Hub (TOTD)[/h2]
  • [p]Limited to the last 20 days[/p]
  • [p]Improved responsiveness when navigating between days[/p]
[hr][/hr][h2]Other Fixes[/h2]
  • [p]Renamed ā€œAIā€ to ā€œCPUā€ during races[/p]
  • [p]Fixed missing CPU icons in the in-game player list[/p]
  • [p]Fixed players not displaying correctly in the in-game player list[/p]
[hr][/hr][p][/p][p]Thanks again to our amazing community for your patience, feedback, and support![/p][p]Sebastian[/p]