1. The Karters 2: Turbo Charged
  2. News

The Karters 2: Turbo Charged News

Weekly Update #11 (v0.1.11.0) - Consistent Respawns Time! Track Groups Update

[p]Hey everyone![/p][p]Thanks for your patience over the past week! We had to roll back our last update due to some issues with Race Track Groups. But the good news is we’ve not only fixed the problems, we’ve also made this feature even better![/p][p][/p][h3]Race Track Groups Update[/h3][p]You can now create and view your own Race Track Groups, plus we’ve added 4 built-in groups to help you organize your tracks more easily:[/p][p][/p]
  • [p]All Tracks – Shows every track you have[/p]
  • [p]Custom Tracks – Only includes custom tracks you’ve installed[/p]
  • [p]Recently Played[/p]
  • [p]Most Played[/p]
[p][/p][h3]⏱️ Constant Respawn Time![/h3][p]One of the most requested features is here: constant respawn time!
From now on, no matter how far your vehicle has to travel, respawning will take no more than 2 seconds.[/p][p][/p][h3]Other Improvements & Known Issues[/h3]
  • [p]We’ve improved the Otto Bot dragging animation (still not done yet!)[/p]
  • [p]The rope attached to the vehicle is currently invisible. We’re aware of it and working on a fix.[/p]
[p][/p][h3]Coming Soon[/h3]
  • [p]Localization is on the way! We’ve received translations in 15 languages and will be adding localization support soon. When it’s live, we’d love your feedback on how things look in your language.[/p]
  • [p]Original Soundtrack approved! Valve has greenlit our OST, and we’re getting ready to release it in the coming weeks.[/p]
  • [p]We’ll be updating our tk2.nolt.io roadmap with more info on upcoming features. Right now, we’re focused on essential fixes and quality-of-life improvements, but don’t worry, some big and exciting updates are on the way as well! 😊[/p]
[hr][/hr][p]Thanks again for all your support![/p]

Weekly Update #10 (v0.1.10.0) - Race Track Groups Are Here!

[p]Hey everyone,[/p][p]This week’s update is a bit lighter, but we’ve got one exciting change that marks the first step in making your experience with Mods even better![/p][p]You can now browse and create Race Track Groups, which help organize tracks into themed collections. This means it’s easier than ever to find and play the race tracks you love!

[/p][p]It’s a great quality-of-life improvement, and a big shoutout to Vipek (Kuba) - another awesome programmer working on the game alongside Sebastian. He’s been consistently delivering great updates, and this feature is just one of several upcoming improvements to how groups and Mods work.[/p][p][/p][p]Other Small Fixes & Improvements:[/p]
  • [p]Fixed options not working in-game[/p]
  • [p]Fixed "No Photos Found" not displaying in the LOCAL photo browser[/p]
  • [p]Adjusted security logic in the LOCAL photo browser[/p]
  • [p]Improved visibility of the tip shown inside the lobby[/p]
[p][/p][p]Outside of this QoL update, we’re still hard at work on high-priority features, like Tank improvements, among other things. We just didn’t manage to pack more into this week’s patch.[/p][p][/p][p]We hope you enjoy this new feature and stay tuned for more!

--------
Edit
Important note:[/p][p]Due to some unexpected issues, we had to temporarily roll back today’s update. The update, including this new feature and fixes, will be available again tomorrow. Thanks for your patience![/p]

Weekly Update #9 (v0.1.9.0) - TOTD Voting Improvements | Lobby Lap Count Fixed!

[p]Hello everyone![/p][p]This week brings another set of bug fixes, improvements and QoL updates :)[/p][p][/p][hr][/hr][p][/p][h2]📅Daily Hub TOTD Voting[/h2]
  • [p]Voting UX improvements
    You can now browse and vote for community tracks without having to go through the track details page first! When you click "Vote for Track" in the Daily Hub, you'll be taken to the Mods screen where you can instantly see which tracks are available for voting, how many days are left until tracks become available again, and you can cast your vote very easily.[/p]
  • [p]Voting System Update - Play It, Love It, Vote It!
    Another change is related to which tracks are eligible for voting. These tracks are available in public lobbies, so we were looking to find a way to encourage players to vote for the tracks they really like.[/p][p]From now on, you will only see and be able to vote for tracks that you played and completed within the last 14 days. This way you can vote for tracks you clearly enjoy, and that you know are possible to finish without issues![/p]
[p][/p][hr][/hr][p][/p][h2]🎮Private Matches Improvements[/h2]
  • [p]Custom Lap Counts
    You can now successfully select lap count for the whole lobby. Single lap, 7 laps - everything should work as expected![/p]
  • [p]New Lobby Setting: Track Voting (Enabled/Disabled)
    A lot of community members requested the ability to vote for tracks in private lobbies. From now on, the room owner can choose whether to select the track for everyone or be a little more democratic![/p]
[p][/p][hr][/hr][p][/p][h2]🎯 Skipped Checkpoints Logic Fixes & Improvements[/h2]
  • [p]Smarter Teleportation: Instead of being teleported to the missed checkpoint, you'll now be teleported to the last valid grounded point before you missed the checkpoint. This fixes some possible exploits that allowed reaching checkpoints via teleportation.[/p]
  • [p]Fixed infinite teleportation loop to skipped checkpoints[/p]
  • [p]Checkpoint teleport no longer gives you boost reserves[/p]
  • [p]Fixed critical issue where checkpoints stopped working after missed checkpoint teleportation and starting a new race[/p]
[p][/p][hr][/hr][p][/p][h2]🏆 New Cup Scoring System[/h2]
  • [p]The points distribution for places 1st-8th is now: 10pts, 8pts, 6pts, 5pts, 4pts, 3pts, 2pts, 1pt[/p]
[p][/p][hr][/hr][p][/p][h2]🔧 Critical Fixes - Testing Phase[/h2][p]Some issues are really hard to replicate, but that doesn't mean we'll stop before we fix them! :) The fixes below still need to be confirmed by the community to verify they're really gone:[/p]
  • [p]POTENTIALLY FIXED - Huge ELO Loss/Gains bug (-3000/+4000 ELO swings). Also, if the game has trouble receiving your ELO rank, you should now see a dialog informing you there's a problem.[/p]
  • [p]POTENTIALLY FIXED - Online race positions in game summary were being wrongly calculated/presented[/p]
  • [p]POTENTIALLY FIXED - Scuba Driving crashes should hopefully be gone[/p]
  • [p]POTENTIALLY FIXED - Last-second track selection bug where selecting a track at the very last second caused the wrong track to load for the whole lobby[/p]
[p][/p][hr][/hr][p][/p][h2]✨ Other Improvements and Fixes[/h2]
  • [p]Added info to options screen about keys to reset controller bindings to default[/p]
  • [p]Leaderboards Screen - Fixed items not loading after selecting Battle Arena TT[/p]
  • [p]Lobby Track Selection - Fixed issue where wrong track could be selected[/p]
[p][/p][hr][/hr][p][/p][h2]🔜 Coming Soon[/h2][p]We have a lot to do still, but rest assured Tank Item improvements and consistent spawn time are top priorities that should be tackled in one of the very next upcoming weeks![/p][p][/p][hr][/hr][p][/p][p]Thanks for playing and keep the feedback coming![/p][p]🏎️💨 See you on the track![/p]

Weekly Update #8 (v0.1.8.0) - Skipped Checkpoint Detection | Privacy Seetings

[p]Hey everyone![/p][p]This update brings a ton of improvements, and we hope you’ll enjoy it!
It also marks eight weeks of consistent weekly updates, and we’re incredibly proud and happy to keep up this pace. [/p][p]Your support keeps us motivated, so if you haven’t yet, please consider leaving a review on Steam to help us out ❤️[/p][p][/p][p]Now, let’s get into what’s new![/p][hr][/hr][h3]Skipped Checkpoint Detection[/h3][p]The game will now automatically detect if you’ve missed a checkpoint
If that happens, your kart will be teleported back to the missed checkpoint, and a notification will appear in the middle of your screen.[/p][h3]Checkpoints Visible on Minimap[/h3][p]On some tracks, it was hard to tell where the checkpoints were, now they’re visible directly on the minimap.
Best of all, this works across all vanilla and modded tracks, with no need for modders to update their maps.[/p][hr][/hr][h3]Time Trial Replay - Correct Time Difference[/h3][p]Replaying leaderboard ghosts will now display the same time differences that were visible during the original run.
Previously, the replays always showed [c]00:00.000[/c] at every checkpoint.
Now, you’ll see the actual time differences recorded during the race - just like when the record was created.[/p][hr][/hr][h3]Respawn Target Point Improvements[/h3][p]The respawn system has reverted to the old version without issues like skipping parts of the track or passing through walls.
Additionally, a bug in the initial point selection has been fixed.[/p][hr][/hr][h3]Reset Keyboard & Joystick Bindings - Fixed[/h3][p]Resetting key bindings in the Options menu now properly resets joystick bindings as well.[/p][hr][/hr][h3]Track of the Day Ghost File Override - Fixed[/h3][p]There was a critical issue where setting a new record in the TOTD leaderboard replaced global leaderboard ghost file.
Although the global record time was correct, the wrong ghost replay was saved.
This has been fixed - the game now uploads separate ghost files for Global and TOTD leaderboards to prevent this issue.[/p][h3]TOTD Score Leaderboard Registration - Fixed[/h3][p]The special TOTD score leaderboard, which awards points for top-30 TOTD finishes, wasn’t properly registering player participation.
This is now fixed!
Remember, scores update once per day when a new batch of TOTD tracks goes live.[/p][hr][/hr][h3]Privacy Settings[/h3][p]You can now hide your country flag from leaderboards and in-game displays.
This option is available in the Settings menu.[/p][hr][/hr][h2]Menu & Interface Improvements[/h2][p]Stickers[/p]
  • [p]Added a clear notification when trying to apply stickers to vehicles that don’t support them.[/p]
[p]Pages[/p]
  • [p]Added a seamless loop to page navigation dots so they no longer move off-screen.[/p]
  • [p]Added a page counter (e.g., “1 / 5”) on most screens.[/p]
[p]Keyboard[/p]
  • [p]Added “Hold Backspace to delete text faster.”[/p]
  • [p]Extended the input time for pressing ENTER on physical keyboards for better responsiveness.[/p]
[p]Settings[/p]
  • [p]Added a hold progress indicator for the Reset and Reset All buttons in the Controls menu.[/p]
[hr][/hr][h2]Grand Prix Track Selection Improvements[/h2]
  • [p]Added a helpful tip to the track selection view.[/p]
  • [p]Removed the “Tracks Order” setting.[/p]
  • [p]Renamed the “Shuffle” option to “Randomize” for clearer meaning.[/p]
  • [p]In local co-op, only the lobby leader can now modify track selections.[/p]
  • [p]Fixed an issue allowing track selection when “Mixed Mods” was enabled.[/p]
  • [p]Fixed the Randomize button not working correctly in single-mode lobbies.[/p]
  • [p]Fixed a visual issue where the “Clear Cups” button didn’t display properly.[/p]
[hr][/hr][h2]Other Fixes & Improvements[/h2]
  • [p]Improved “hold button” behavior - actions bound to the same key will no longer trigger during the hold animation.[/p]
  • [p]Fixed issues where search and sorting functions weren’t properly bound to their assigned keys.[/p]
  • [p]Corrected the display format of sorting options across multiple screens.[/p]
  • [p]Adjusted the button order (X/Y) for consistency between screens.[/p]
  • [p]Fixed overlapping of “Sort By” and “Details” buttons in Tracks and Grand Prix screens.[/p]
  • [p]Fixed “NO MODS FOUND” text not clearing correctly after repeated searches.[/p]
  • [p]Fixed incorrect TAB button visibility when cycling to the last element using Q.[/p]
[hr][/hr][h2]Other Gameplay Improvements[/h2]
  • [p]The center boost bar text now remains visible after releasing the drift button.[/p]
  • [p]The game now ensures your kart is properly aligned with the ground before race start - preventing those before race jumping kart issues.[/p]
  • [p]Fixed an exploit where air time increased during respawn, allowing players to gain unintended boost reserves.[/p]
[hr][/hr][p][/p][p]Thanks![/p]

Weekly Update #7 (v0.1.7.0) - We Finally Upgraded to Unity 6! (After 5 Years 😅)

[p]Hi everyone![/p][p]This week’s update is a little different - instead of lots of changes and bug fixes, we have something big to share:
The game now runs on a brand-new engine - Unity 6! 🚀[/p][p][/p][h3]What’s Cool About Unity 6?[/h3]
  • [p]It makes the game run better (yep, it’s faster already, even without extra performance tweaks!).[/p]
  • [p]It makes the game ready for consoles port.[/p]
  • [p]It opens the door for awesome things we can build later.[/p]
[h3]Modding Tools News[/h3][p]Don’t worry, mods still work just fine - nothing changed!
We’ll upgrade the modding tools to Unity 6 soon, but for now, you can keep making mods the same way as before.[/p][p][/p][h3]What’s Next?[/h3][p]Next week, we’ll go back to our usual updates with bug fixes and improvements.
For now, we’re keeping things simple to make sure Unity 6 works smoothly.[/p][p][/p][h3]🐞 Found a Bug?[/h3][p]If something feels weird or broken, let us know![/p][p][/p][p]Thanks! ❤️[/p]