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Turbo Dismount 2 News

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]
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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]

Update #11 - Damage Season!

[h2]Hello Dismounters![/h2][p][/p][p]First things first: We are Steam Deck Verified![/p][p][/p][p]With this update we humbly attempt to better spotlight the new things in the game. The verbose news text is simplified, and we invite you all to participate on the battle for most damage on the Owtobahn.[/p][p][/p][h2]Vehicles[/h2]
  • [p]New vehicle: Komrade! The rust-hearted work mule returns![/p]
[p][/p][p][/p][p][/p][h2]Levels[/h2]
  • [p]New level: Owtobahn! There is probably no way to play this safe![/p]
[p][/p][p][/p][p][/p][p][/p][h2]Improvements[/h2]
  • [p]Rewind effect can be disabled in settings [/p]
  • [p]Memory use optimizations [/p]
  • [p]High quality level fixed after previous regression [/p]
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Update #10 - Engine Upgrade & Space Heroics!

[h2]Hello Dismounters![/h2][p]
Whew, migrating to a newer game engine never goes smoothly, but here we are!
Turbo Dismount 2 is now running on top of Unity 6, and we have some scars, bruises, and performance improvements to show for it.

Please report any glitches and misbehavings to the forums, and we'll take a hammer to them.

[/p][h2]Vehicles[/h2]
  • [p]New vehicle: Quad-Fin Fighter! The favourite of all galactic heroes!
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[/p][h2]Levels[/h2]
  • [p]New level: Murder Moon! There's an air duct where you absolutely should not fire a protein torpedo!
    [/p]
  • [p]New level: Catapulting to Success - showing a different kind of take-off! Also available as an example in the Level Editor Package!
    [/p]
[p][/p][p]
[/p][h2]Workshop Level Editor Package[/h2]
  • [p]Example level: Catapulting to Success
    [/p]
  • [p]Updated some assets
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[/p][h2]Improvements[/h2]
  • [p]Slow-mo slider now has better granularity
    [/p]
  • [p]UI no longer goes blurry on lower quality levels
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  • [p]Performance improvements, most apparent on handheld devices
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