1. Posthaste
  2. News

Posthaste News

(v0.6.2) Posthaste Early Access - Update Changelog

  • Added Steam achievements
  • Changes to steering curves & handling
  • Added minor effects to tachometer and display for critical damage
  • Added an option for changing the units (imperial/metric)

(v0.6.1) Posthaste Early Access - Update Changelog

  • Changes to car follow camera FOV & angle
  • Changed camera shake method (less aggressive but sharper)
  • Camera will now shake depending on the average slip on the wheels (sliding, slamming the brakes (locking the wheels), etc.)
  • Changes to car handling
  • Fog will now decrease/increase depending on time of day
  • Added missing info boxes
  • Added missing key binds
  • Fixed some key binds not working/displaying correctly
  • Fixed dynamic day/night cycle toggle

v0.6.0 Released

Update Highlights


[h2]New map: Turkey Beta[/h2]
From now, there will be different locations within the same country that shares a similar geography. The different locations will simply be named as "Alpha, Beta, Gamma" and so on.

Here is a quick look:


[h2]Better Color Customization[/h2]
Upgraded color customization with a large color palette and different material options.


[h2]Key Binding[/h2]
You can now rebind keys both on your keyboard and gamepad.
Note: Keep in mind that binds might not save after quitting the game + some binds are missing. I'm aiming to solve these issues in v0.6.1.

[h2]Changed Haste Meter function[/h2]
Haste Meter had no purpose other than giving the player a slight power increase, so I've decided to change it. ProBoost is now triggered by filling up your Haste Meter.

As for double filling the Boost Meter, you'll be able to use your Boost twice when the meter flashes blue.


[h2]Better Damage System[/h2]
Cars will now have a dedicated damage system for electronics, steering & wheel geometry, and the engine. Each component will get damaged randomly depending on the severity of the crash and the overall car health, and will have unique effects on the gameplay.




Additionally, scores will now appear on the UI rather than around the car in world space.


[h2]Changes & Other New Features[/h2]

  • Added manual shifting
  • Improvements to steering
  • Made the car hitboxes simpler and smaller to avoid unexpected hits to the car
  • Added confirmation dialogs & notifications
  • Significant performance improvements
  • ...and more!

Update v0.6.0 News & Full Release Date Delay

Hello racers,

It's almost been 4 months since the last content update, which is admittedly kind of long. Since you haven't heard from the game in a while, I wanted to show you the current progress of the update and say that I've not abandoned the game.

The first reason why it's taking too long is that I wanted to pack everything that came into my mind in a single update. This one is by far the biggest content update in this game's history, and with new features comes lots of polishing & fine-tuning.

I keep finding small flaws in the new features, and these eventually pile up, waiting to be corrected, which also becomes one of the main factors of the second reason: I needed a break. I became very exhausted at some point and decided to take a rest, but now I'm slowly returning to development again.

Here are some feature highlights:

[h2]New map: Turkey Beta[/h2]
From now, there will be different locations within the same country that shares a similar geography. The different locations will simply be named as "Alpha, Beta, Gamma" and so on.

The map is currently incomplete, but here is a quick look:


[h2]Better Color Customization[/h2]
Upgraded color customization with a large color palette and different material options.


[h2]Key Binding[/h2]
You can now rebind keys both on your keyboard and gamepad.


[h2]Changed Haste Meter function[/h2]
Haste Meter had no purpose other than giving the player a slight power increase, so I've decided to change it. ProBoost is now triggered by filling up your Haste Meter.

As for double filling the Boost Meter, you'll be able to use your Boost twice when the meter flashes blue.


[h2]Better Damage System[/h2]
Cars will now have a dedicated damage system for electronics, steering & wheel geometry, and the engine. Each component will get damaged randomly depending on the severity of the crash and the overall car health, and will have unique effects on the gameplay.




Additionally, scores will now appear on the UI rather than around the car in world space.



This update also includes, but not limited to: manual shifting, improved steering, major performance improvements, terrain adjustments on all maps, and much more.

---

[h3]About the Full Release Date...[/h3]
When I first released this game on Steam, I was speculating a full release somewhere in Q1 2024, which ended 2 months ago. What I didn't realize is that, this amount of content is nowhere enough for a fully released title, and the development is taking way longer than I thought.

I unfortunately will be delaying the full release to sometime in 2025, which is kind of vague, but since it's currently hard to know, I'll be announcing the full release date towards the end of the pre-release development.


And that's it for today! I am expecting to finish this update within 1–2 months, so until then, take care and stay tuned!

(v0.5.6) Posthaste Early Access - Update Changelog

  • Fixed a critical bug where you couldn't begin the race if you didn't have a gamepad connected