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Tour de France 2025 News

Devblog - The Refuel Mechanism

Hello!

For this new devblog, we’re going to focus on the overhaul of the refuel system.

For several years now, we’ve been trying to renew this gameplay without finding a satisfying solution. The main pitfalls have been that each time, the result was either too complex or less interesting than the current system, which has the advantage of being simple to understand and use - two significant qualities.

[previewyoutube][/previewyoutube]
After many prototypes, we’ve finally found a new approach that refreshes the way feeds are used. The new system is still based on two types of feed, which we’ve named EnerGel and TurboGel, each with its own specific gameplay.


EnerGel is a fusion of the two previous feed types. When you use it, both your blue and red energy bars refill simultaneously, as if you were consuming both the old red and blue gels at the same time. Our goal with this fusion is to increase the strategic importance of using feed.

If you take EnerGel because you need blue energy at a specific moment in the race, you’ll also consume red energy - even if you don’t need it. This means you’ll now have to anticipate your needs more effectively and carefully assess whether it’s the right moment to use a feed.


TurboGel, on the other hand, has a completely different mechanic. When you hold down the feed button to consume it, it will temporarily block the consumption of red energy. The duration of this block depends on how long you hold the button.

Unlike EnerGel, TurboGel is consumed all at once. Once you decide to use it, any unused portion is lost. Similarly, if you don’t attack immediately after using it, its effect will be wasted. Our goal with this feed is to add a more strategic element to planning a major attack. For this reason, TurboGel will only be available after the final feeding zone of a stage.


Reworking this system also gave us the opportunity to correct certain exploits, such as chaining multiple attacks using red energy feeds. From now on, consuming feed will significantly limit effort, making it impossible to push at maximum intensity while refilling your energy bars during sprint preparation.

This new limitation, which varies depending on the selected difficulty level, forces players to carefully choose the right moment to refuel in order to avoid losing too much time or dropping positions in the peloton.

We hope this new gameplay will refresh strategic approaches while offering an exciting new challenge for the 2025 edition.


>> https://linktr.ee/cyclinggames <<

https://store.steampowered.com/app/2511320/Tour_de_France_2025/

New Graphics Trailer

Dear players,

A new era begins for Tour de France. With the transition to a new graphics engine, Unreal Engine 5, you can enjoy enhanced visual quality and experience new roads and other iconic races like never before.

Curious about the visual upgrade? Watch the new trailer and see the difference for yourself with comparison shots from both engines!

[previewyoutube][/previewyoutube]
Tour de France 2025 will be released on June 5, 2025.


>> https://linktr.ee/cyclinggames <<

https://store.steampowered.com/app/2511320/Tour_de_France_2025/

New Graphic Engine - A New Era!



Hello everyone!

For this first devblog of the 2025 season, we will address the most important topic of the year: the transition to a new graphics engine. Some might say, "Finally, it's about time!"—and they’d be right. The TDF license is shifting gears at last. After many years of loyal service, our in-house technology is bowing out to make way for Unreal Engine 5.


While the visual aspect of the Tour de France game was indeed outdated, our proprietary tool did offer certain advantages not necessarily found in competing engines. Switching engines is a critical and risky decision, as this transition entails a massive workload. If the choice is good, the technology can support us for many years; if it's bad, the lifespan is shortened, forcing us to spend more time on technical aspects rather than on gameplay and game content.

The goal of this devblog is not to dive into Unreal's programming details but rather to reflect on this choice, what it entails, what it allows, and where it takes us.


Before embarking on such a major project, the first step is to clearly define our needs to find the tool that best meets our technical criteria. Each type of game has its own specific requirements, and different engines excel in different areas. While our main goal is to enhance the game's visual quality, it is equally essential that this new engine can support both Pro Cycling Manager (PCM) and Tour de France (TDF). It must also allow us to retain existing content, such as race stages, AI, and modding for PCM (a topic that will be covered in more detail in a dedicated blog post). This ensures that both games can continue to be released alongside the transition.

The decision was quickly made to use an external solution—an engine that would not be developed and updated in-house as before.

This thought process began back in 2018, and at that time, our choice was not Unreal Engine. If we put things into perspective, Epic’s technology was still heavily specialized in FPS games with confined environments. This did not suit our needs, as we required expansive landscapes spanning hundreds of kilometers with numerous elements spread across the map. Another competitor at the time was better suited to these requirements and shared characteristics similar to our in-house tools, allowing for a relatively quick transition with minor adaptations (and, of course, vastly improved graphics).

By the end of 2019, we had a "next-gen" prototype using this new engine, and a launch for TDF 2021 seemed feasible. The timing even aligned with the release of the new PS5 and Xbox Series X. Unfortunately, things didn’t go as planned.


The first challenge when working with external tools is dependency on external decisions. The engine we had chosen was eventually acquired by another company. Initially, this had no major impact—until we were informed that many core aspects would be rebuilt from scratch.

This decision by our partner forced us to delay the release of this engine, as the necessary console development tools were no longer available. Not only was our planned 2021 release postponed, but we also had to invest additional effort into adapting our technology for next-gen consoles. Our hope was that this would be natively supported by the new engine. One of the reasons we chose not to develop the engine in-house was precisely to avoid these generational transitions. Instead of getting closer to our goal, it felt like we were moving further away.

A 2022 release was then planned, hoping that our partner would provide the necessary console development tools as soon as possible. Meanwhile, we continued adapting our 3D models to meet new visual standards. However, we soon realized that these essential tools would not be ready in time.

Faced with such uncertainty, we reassessed the available game engines, and in the span of four years, Epic had made significant improvements to Unreal Engine with version 5. Many of the initial constraints that made Unreal unsuitable for our game had been addressed. Though there were still adaptations to be made, UE5 had become a much better fit for our needs.

The main drawback was the cost. For a small team like ours, the licensing fees were quite substantial. However, a solution came from elsewhere.


In parallel with these challenges, Cyanide became a Nacon studio in 2018. This acquisition did not affect our technical choices, as they were still justified and validated by our new publisher. However, by 2022, when we had no clear timeline for releasing a next-gen TDF, being part of Nacon opened new opportunities.

Since Nacon’s publishing strategy favors Unreal Engine, we received the green light in 2023 to transition to it. Unfortunately, this meant yet another technological shift. The work done on the abandoned engine and the porting of our historical code to PS5 and Xbox Series helped accelerate the transition to UE5. However, we still had to rework certain internal processes (since UE5 is not yet the ultimate engine for vast open environments) and delay the release of a visually enhanced game once again.


Your growing demand for visual improvements was piling up, but at that point, we had no other viable alternative.

Now, all of that is behind us. After nearly six years (including two full years dedicated to porting to UE), the long-awaited new engine is finally here and available to you.


One crucial but invisible aspect of this technological shift is the production process. Over the past few years, we’ve worked hard to improve game stability at launch. With Unreal, we had to rebuild this workflow to establish a stable working environment. This required a significant investment of time, but it was essential to ensure proper testing and timely releases.


Another major goal of switching to UE5 was to unify TDF and PCM under a single technology. Previously, the two games used different engines, meaning fixes or improvements in one did not automatically benefit the other. This transition should significantly improve productivity in the coming years.

From a technical perspective, TDF25 is not yet fully utilizing Unreal Engine 5. While UE5 offers many powerful features, fully leveraging them will take time. The transition is not complete (but that doesn’t stop the game from running! 😉). Our initial focus has been on improving visuals, particularly through advanced lighting techniques.


We converted all 3D objects to new standards for more natural lighting. Some assets had to be entirely remodeled, as their previous versions no longer met modern standards. This has been a long process running in parallel with annual game releases.

With Unreal Engine, race stages now appear more realistic, with detailed shadows, better reflections, and vast panoramic views of mountainous landscapes filled with diverse vegetation. We've also improved various effects, such as water surfaces, wind particles, and more. But the best way to showcase Unreal’s advantages is simply to see the game in motion.


However, this transition also required sacrifices. Due to UE’s technical constraints and our chosen approach to dual image rendering, we were unable to maintain Splitscreen modes. Making them compatible with UE5 would have required a considerable amount of time, so we decided to suspend them for now.


Our primary goal for this first year with Unreal was to achieve a graphical leap forward while preserving as much content as possible. Fully leveraging Unreal’s potential would have delayed the visual upgrade further, which we wanted to avoid. The transition is ongoing, and we still have many improvements to make.

Our next priority is enhancing the cyclist models and animations for greater realism. Weather effects, their impact on gameplay, and their visual representation are also high on our list.


Additionally, to unify TDF and PCM, we must rebuild old tools like the Stage Editor, a key feature for modders. This is a major challenge but will allow for many future improvements.

The 2025 editions are just a step in this major overhaul, but a crucial and long-awaited one.



>> https://linktr.ee/cyclinggames <<

https://store.steampowered.com/app/2511320/Tour_de_France_2025/

Announcement Trailer

Dive into an unprecedented immersive experience with Tour de France 2025, now powered by Unreal Engine 5. Enjoy enhanced graphics as you ride through the iconic roads of the Grande Boucle and beyond. With completely reworked landscapes and ultra-realistic lighting effects, experience the magic of the Tour like never before. Explore legendary locations such as the Champs-Élysées, the Trouée d'Arenberg, Mont Ventoux, and the Mur de Huy, all beautifully recreated in stunning detail.

[previewyoutube][/previewyoutube]
[h3]Create your own competitions and challenge your friends![/h3]

The major new feature in Tour de France 2025 is the ability to create private games and challenge your friends directly. Customize your races to your liking: choose the stage type, length, and conditions. Whether you're aiming for a final sprint victory or the prestigious Yellow Jersey, every race is a new opportunity to prove your dominance over your rivals.

[h3]A new refueling strategy for even more tactical racing![/h3]

Adapt your race tactics with the brand-new refueling system. From now on, you start each stage with only one type of energy refill, making energy management even more crucial. Once you reach the refueling zone, make a strategic choice between Energel and Turbogel, the latter granting you a few seconds of immunity to attack without losing stamina. Plan your race wisely and use these new tools to lead your rider to victory!

[h3]New races to conquer![/h3]

Take on exciting new races in Tour de France 2025! Discover La Flèche Wallonne, a legendary Ardennes Classic, and try to conquer its iconic Mur de Huy. You can also explore the Circuit Grand Est, a brand-new race that will put your climbing and time-trial skills to the test. Every victory is a step closer to forging your legend and strengthening your reputation as a professional cyclist.

[h3]Tons of improvements and new content![/h3]
  • 5 new online leaderboards added to Criterium mode.
  • New unlockable rewards in Criterium mode.
  • Additional Moment Races and Descents.
  • Revamped main menu for a more intuitive navigation experience.
  • Improved graphical options for an optimized experience.
  • New accessibility options for colorblind players.
  • Smoother navigation within the peloton.
  • Reworked sprint AI for even more realistic competition.

Get ready for the ultimate cycling experience with Tour de France 2025! Sharpen your strategies, challenge your friends, and conquer the most legendary roads in the world of cycling!

Available June 5 on Steam.

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https://linktr.ee/cyclinggames