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! 🎉[/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]
👉 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. ❤️[/p][p][/p][hr][/hr]
- [p]Sebastian (me)[/p]
- [p]Vipek (Jakub)[/p]
- [p]Kami (our Community Manager) [/p]
- [p]Basia (co-director)[/p]
- [p]Mariusz (3D Artist)[/p]
- [p]Mortus (Animator)[/p]
- [p]Matt ( 2D / UI)[/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]In-game Track Editor[/p]
- [p]Duo Characters support[/p]
- [p]Full Release on PC[/p]
- [p]Simultaneous Console Release[/p]
- [p]Online Cross-Play[/p]
- [p]In-Game Track Editor[/p]
- [p]In-game Character & Vehicle Editor[/p]
- [p]Community-made Story Mode[/p]
👉 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. ❤️[/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]
- [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]
- [p]Fixed AI laps not counting on certain tracks with teleporters[/p]
- [p]AI now properly finishes races, regardless of teleporter usage[/p]
- [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]
- [p]Leaderboard replays now work correctly on tracks with ziplines[/p]
- [p]Fixed reserve meter showing incorrect values during/after ziplines[/p]
- [p]Fixed spectator camera being stuck at origin[/p]
- [p]Fixed spectators being incorrectly kicked to the lobby during online matches[/p]
- [p]Performing a mini-turbo on a boost pad no longer overrides the pad boost[/p]
- [p]Boosts now stack correctly[/p]
- [p]Various improvements to main menu navigation and UI flow[/p]
- [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]
- [p]Limited to the last 20 days[/p]
- [p]Improved responsiveness when navigating between days[/p]
- [p]Renamed “AI” to “CPU” 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]