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Turbo Dismount 2 News

Update #16 - Winter Stunts Season!

[h2]Hello Dismounters![/h2][p][/p][p]As our first year in Early Access is nearing its end and we head off for the holidays, we present to you the Winter Stunts Update. This time we want to shine a spotlight at the possibilities of huge ramps and big air.[/p][p]This update also integrates the built-in screenshot feature with the Steam photo library, and comes with further performance improvements.[/p][p]Thank you all for being along for the ride, and in helping Turbo Dismount 2 become the greatest Dismount game ever!
  • [p]A new triplet of levels has been added to be unlocked in the Challenge Mode (start in Curly Dunes), or instantly accessible in the Sandbox Mode...[/p]
    • [p]New level: Bon Voyage! The big brother of the Big Air Compo is here![/p][p][/p][p][/p]
    • [p]New level: Cold Cut! It's a very tight squeeze![/p][p][/p][p][/p]
    • [p]New level: Vertigo! This one will push your air control and landing skills to the limit![/p][p][/p][p][/p][p][/p]
    [h2]Obstacles[/h2]
    • [p]New Obstacle: TNT Pile! To add some spice into the mix.[/p][p][/p]
    • [p]The Soft Cushion has been replaced with a Bouncy Cushion, because it's so much better that way.[/p][p][/p]
    • [p]The Adjustable Ramp now has adjustable width.[/p]
    • [p]The Ring of Fire now has adjustable height and size.[/p][p][/p]
    [h2]Improvements[/h2]
    • [p]Now migrated to Unity 6.3 LTS for improved performance and stability. Level creation will now require the use of the Unity 6.3 Editor.[/p]
    • [p]Level Editor Package: A warning added when using an unsupported version of the Unity Editor.[/p]
    • [p]Level Editor Package: SetMusic node no longer overrides player music selections.[/p]
    • [p]Level Editor Package: Music started by the SetMusic node properly resets after level change.[/p]
    • [p]Level Editor Package: Validations for root object positions and PhysicsObject components.[/p]
    • [p]UI: It is now possible to return to the Title Screen from the Quit tab.[/p]
    • [p]UI: Notification message if saving to Steam Timeline fails.[/p]
    • [p]Screenshots are now saved to the player's Steam Photos.[/p]
    • [p]Gameplay: Improved detection of detached vehicle and character parts, and better handling of the consequences.[/p]
    • [p]Gameplay: Scoring added for flips in the air[/p]
    • [p]Gameplay: Dismount End condition in Safe Travels and Let's Keep Going tweaked[/p]
    • [p]Gameplay: More challenging score limits for Classic level[/p]
    • [p]Gameplay: Ball and Chain collisions improved[/p]
    • [p]Performance improvements, particularly for night levels[/p][p][/p]
    [p][/p][p][/p][p][/p]

    The BIG Update!

    [h2]Hello Dismounters![/h2][p][/p][p]Today we introduce the Challenge Mode, a new game mode that lets you progress through the game by completing specific challenges. For the traditionalists, everything remains unlocked in the Sandbox Mode.[/p][p]This update has been months in the making, and you'll find plenty of changes and improvements. Details below.[/p][p][/p][h2]The BIG Changes[/h2]
    • [p]Challenge Mode added: levels can contain challenges to beat. Completed challenges may unlock rewards.[/p]
    • [p]Sandbox Mode: the traditional mode where everything is unlocked from the start, likely to be useful for streamers and reviewers who may wish to play with all the toys from the start.[/p]
    • [p]Damage and Scoring Re-Balanced! We have received a lot of feedback about scoring having cheesy loopholes. This is our first attempt at a major revamp of the scoring logic, and also necessitates a full leaderboard reset. Please throw your rotten vegetables at us in the forums![/p]
    • [p]Steam Game Recording and Timeline Support: We were not satisfied with the performance of the built-in video exporting solution, so now Turbo Dismount 2 fully embraces Steam Game Recording. We strongly recommend that you enable constant Background Game Recording. The game automatically marks game state changes onto the Timeline, and specifically marks the videos you record in the Replay mode as easy-to-find segments. In-game microphone settings have been removed, mic recording is now directly handled by Steam.[/p]
    [p][/p][p][/p][h2]Vehicles[/h2]
    • [p]New vehicle: Corley. The much-requested two-wheelers are coming, and we start with the trusty and reliable Corley. Give us feedback on the driving feel, motorcycles in Turbo Dismount 2 use quite complex and realistic physics.[/p][p][/p]
    • [p]Vehicle internal damage improved. Engines no longer detach from vehicles.[/p]
    • [p]Improved detection of whether the player is able to steer.[/p]
    • [p]Improved handling: Starting a full tuning round with the Milk Van and Wedge. Wedge now handles a lot better.[/p]
    • [p]Milk Van now has a stronger response to boost pads.[/p]
    • [p]Forkules passengers no longer fall down when revving the engine.[/p]
    [p][/p][h2]Levels[/h2]
    • [p]New level: Turbo Slalom[/p][p][/p][p][/p]
    • [p]New level: Safe Travels[/p][p][/p][p][/p]
    • [p]New level: Donut Drop[/p][p][/p][p][/p]
    • [p]Remastered level: T-Junction[/p][p][/p]
    • [p]Dismount Derby has migrated from the Workshop to a built-in level[/p][p][/p]
    • [p]Tutorial 1: more detailed instructions added to level display[/p]
    [p][/p][h2]Obstacles[/h2]
    • [p]New Obstacle: Jelly Cube! Maybe this will accomplish what the Soft Cushion never did! :)[/p][p][/p]
    [p][/p][h2]User Interface[/h2]
    • [p]UI: Camera target cycling button added[/p]
    • [p]UI: Clearer "Upload to Workshop" functionality[/p]
    • [p]UI: Fixed incorrect selection shown in some level tabs[/p]
    • [p]UI: Numbers in the HUD are now mono-spaced for improved stability and legibility[/p]
    • [p]UI: Dragging replay time slider with the mouse pauses playback momentarily[/p]
    • [p]UI: Controller triggers ramp playback speed when playing and scrub timeline when paused[/p]
    • [p]UI: Replay doesn't auto-stop when reaching the end of timeline[/p]
    • [p]UI: New highlighting system and outlines. Work-in-progress, but pointing at elements now provides some narrative tidbits. Please give us feedback about this![/p]
    • [p]UI: Score bar added to the top right corner, displaying progress needed for specific level goals[/p]
    • [p]UI: Challenge tasks visible in the HUD in Challenge Mode[/p]
    • [p]UI: Friendlier workshop level UI[/p]
    • [p]UI: Reset Progress button added in the Quit Menu[/p][p][/p]
    [h2]Sounds[/h2]
    • [p]This is an on-going process, but starting with the Big Update, you'll find a more diverse palette of impact sounds to feast your ears. Metal poles in particular have a nice ring to them.[/p]
    [p][/p][h2]Improvements[/h2]
    • [p]Physics: More physics materials defined, some with corresponding audio. Still work-in-progress![/p]
    • [p]Physics: Ragdoll stutters, stretching, and glitching through solid objects greatly reduced[/p]
    • [p]Graphics: Dust and smoke VFX visuals tweaked[/p]
    • [p]Graphics: Very Low quality level improved for better visual consistency with the other quality levels.[/p]
    • [p]Performance: Game physics and rendering performance improved. This can be observed with most computers running the game, but perhaps more notably Steam Deck users may find it appealing to run High Quality in many levels for full-fat visual flavor, as well as enjoy quite notable frame rate improvements in Handheld Quality.[/p]
    • [p]Performance: Memory leak fixes with procedural meshes[/p]
    • [p]Performance: Memory footprint reduced[/p]
    • [p]Performance: Mini Benchmark Mode, to use, press Left Ctrl and , (comma) while the level intro camera is flying its looping path.[/p]
    [p][/p][h2]Level Editor Package[/h2]
    • [p]LEP: Landblocks marked uniform respect bevel-flag[/p]
    • [p]LEP: Added SelectedVehicle and VehicleID nodes to facilitate level decisions based on selected vehicle.[/p]
    • [p]LEP: Added SetDisplayScore and DiscardScore nodes to facilitate working with the score display.[/p]
    • [p]LEP: Added WorldMessage node[/p]
    • [p]LEP: HUDEvent node can now select from a set of different effect types[/p]
    • [p]LEP: Text formatting nodes can format score and time the same way the game does with "S" or "T" format specifiers[/p]
    • [p]LEP: Logic objects can now be added in prefab mode (without vanishing to void)[/p]
    • [p]LEP: Spline fix when adding intermediate control points[/p]
    • [p]LEP: "What's for Desert" palette theme added[/p]
    • [p]LEP: Racing HUD polishing:[/p]
      • [p]Race time is printed at the top right of the screen, lap information grouped at top left[/p]
      • [p]A "Finish!" message is displayed when a race is completed[/p]
    • [p]LEP: Content:[/p]
      • [p]Attach points for vehicles added (usable with PawnAttachPoint node, which allows one to attach different objects to different parts of a vehicle)[/p]
      • [p]Collider fixes to steel structures[/p]
      • [p]Boxing match bell sound effects added[/p]
      • [p]"Spinner" hazard prefab added[/p]
      • [p]SnowMound01 prefab added[/p]
      • [p]Asset fixes (e.g., guitar, cargo container)[/p]
    [p][/p][h2]Hotfix[/h2]
    • [p]Custom user music properly initializes after level changes[/p]
    • [p]All palettes properly unlocked in Challenge Mode[/p]
    • [p]Redundant end of dismount sound effects removed[/p]
    • [p]Improved out-of-focus blur[/p]
    • [p]Jelly Cube strength also affects its color[/p]
    • [p]Unlocking fixes in:[/p]
      • [p]Fast and Curious[/p]
      • [p]Space Program[/p]
      • [p]Murder Moon[/p]
      • [p]Motor Jousting[/p]
      • [p]Gridiron[/p]
    • [p]Tutorial level unlocking no longer places unlocked tutorial in the beginning of the row[/p]
    • [p]UI scale on the Steam Deck defaults to 120[/p]
    • [p]NPC speed limits adjusted in Twelve Lanes[/p]
    • [p]Minor palette theme changes[/p]
    • [p]Cricket unlock fix[/p]
    • [p]Steam Deck sleep/resume recording fix[/p]
    • [p]Validation check for negative scale in Level Editor Package[/p]

    Security Update

    [h2]Hello Dismounters![/h2][p][/p][p]We are still hard at work on the next version of Turbo Dismount 2.[/p][p]This unscheduled update is only a security patch for Unity CVE-2025-59489.[/p][p][/p][p]Security Update Advisory[/p]

    Update #14 - Workshop Season!

    [h2]Hello Dismounters![/h2][p][/p][p]It's time to get serious with Steam Workshop. A HUGE tip of the hat to everyone who has created custom levels already, and now we want to highlight how it's done.[/p][p]The goal is for Turbo Dismount 2 to be a game where levels and gameplay can evolve infinitely. The tools for custom levels are not just about roads, traps, and NPC vehicles, they are essentially a visual programming tool that makes it possible to create anything from new game modes to new traps, new mechanisms, new scoring logic... we have barely scratched the surface of their potential.[/p][p]All levels in the game have been built with the same tools. Racing levels, Dismount levels, the glove power-up, catapults, drifting and so on are logic built with the same tools that are available for Workshop.[/p][p]We want to help you make the best levels possible. The primary place for any support is on the Workshop Discussions forum, but don't hesitate to ping us on Bluesky & X/Twitter as well. There is a learning curve, but examples and documentation are going to improve as we make our way through Early Access.[/p][p][/p][p]This is also an update with a bunch of fixes and improvements to levels, graphics settings, and performance.[/p][p][/p][h2]Levels[/h2]
    • [p]New level: Dismount Derby! (But you'll need to grab it from the Workshop!)[/p][p][/p][p][/p]
    • [p]Scoring logic tweaks on: Barrel Jump, Chef's Kiss, Constructive Feedback, Glove Plaza, Bruise Control, Underbash, Punch 'em High, Slam Dunk, Stair Chase, Out of Office, Murder Moon, Tropic Cruise, Owtobahn[/p]
    • [p]Big Air Compo scoring now based on jump distance! Leaderboards reset![/p]
    • [p]Parkade Drift scoring now based on drifting! Leaderboardsd reset![/p]
    [h2][/h2][h2]Improvements[/h2]
    • [p]UI: Workshop tab re-worked! Clearer cards for level creators, access to Workshop through a card in the menu.[/p][p][/p]
    • [p]UI: Clearer "Upload to Workshop" functionality[/p]
    • [p]UI: Incorrect selection shown in some level tabs[/p]
    • [p]UI: Some users may have missed unwrapping some levels in the level selection menu. That is now fixed, but some may now have to unwrap levels again. Apologies![/p]
    • [p]UI, Graphics: Custom graphics settings added! Now possible to toggle bloom, depth of field, screen space reflections, and vignette[/p]
    • [p]Graphics: Dust and smoke VFX visuals tweaked[/p]
    • [p]Graphics: Dither see-through effect now always happens in correct location[/p]
    • [p]Graphics: Contact particle improvements[/p]
    • [p]Performance: Memory leak fixes[/p]
    • [p]Performance: Light mast lights optimized[/p]
    • [p]Performance: The game now properly throttles when not in focus[/p]
    • [p]AI: NPC vehicles with reduced stupidity, now improved reactions to player proximity[/p]
    • [p]Music now properly resumes if video capture is cancelled[/p]
    • [p]Vehicles: Besserwisser now has a stronger reaction to boost pads[/p]
    [p][/p][p][/p][p][/p][p][/p]

    Update #13 - Racing Season!

    [h2]Hello Dismounters![/h2][p][/p][p]It's Racing Season, and we're taking part in Steam Racing Fest![/p][p][/p][p]In this update we focus on the simple joys of life: the open road, manual steering, and beating your best lap times. We'd also like to bring to your attention the first-person steering view, and note that if you have multiple passengers, you can cycle the first-person view![/p][p][/p][p]The entire menu tab full of Racing levels awaits, just as we look for your feedback on the forums![/p][p][/p][h2]Levels[/h2]
    • [p]New level: Dismountpolis 500![/p]
    • [p]New level: Pizza Delivery![/p]
    [p] [/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]