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City Car Driving News

Game Update Journal #6

[p]There were quite a lot of smaller fixes this time around, but as you know, it’s the little details that come together to create full-fledged mechanics and give the city that feeling of being truly alive.[/p][p]We also see how eager many of you are to finally see more gameplay footage. So in this issue we’re happy to share a short clip with you - and there will be more video material coming very soon.[/p][previewyoutube][/previewyoutube][p]For now, here’s what we’ve been working on 👇[/p][hr][/hr][h2]🔧 What we've done recently[/h2]
  • [p]Performed a large round of level-art bug fixing - the city now looks cleaner and more consistent.[/p]
  • [p]Fixed a bug with the diesel fuel indicator.[/p]
  • [p]Fixed uneven road wetness near the market area - rain now behaves correctly in that section.[/p]
  • [p]Fixed post-processing issues on Low graphics settings - an important improvement for lower-end PCs.[/p]
  • [p]Fixed several bugs related to the player’s vehicle.[/p]
  • [p]Adjusted the road layout along the service station in the coastal district - traffic flow there now feels more natural.[/p]
  • [p]Updated the visual style of the navigator.[/p]
  • [p]Fixed route line display issues.[/p]
[hr][/hr][h2]🎨 Interfaces & Visual Improvements[/h2][p]We continue polishing the in-game interfaces and mobile apps:[/p]
  • [p]Improved the "Fines" application.[/p]
  • [p]Reworked the loading animation for apps in the in-game phone.[/p]
  • [p]Performed overall UI polishing.[/p]
  • [p]Made adjustments to the Paint Workshop interface.[/p]
  • [p]Refined the Police Station interface.[/p]
[p]We also evaluated the visual quality of time-of-day and weather transitions to ensure they look as smooth and natural as possible.[/p][hr][/hr][p]Stability is our top priority at this stage of development. Our team is double-checking even the smallest details. Ongoing testing focuses especially on key gameplay areas. Now we continue working on the final polishing.[/p][hr][/hr][h2]🥚 Easter Egg[/h2][p]In this issue we've hidden a small hint. If you find it - let us know in the comments 👀[/p][hr][/hr][p]And that’s it for Game Update Journal #6.[/p][p]Thank you for continuing to follow the development, read our updates, and support the project ❤️[/p][p]P.S. If you like what we're building, consider adding the game to your Steam wishlist - it's the best way to support the team.[/p][p]See you in the next update! 🚗[/p]

Game Update Journal #5

[p]This period may not have been the loudest one, but it was an extremely important month for the project. We focused on polishing interactive objects, improving the UI, and fixing technical details that make the game feel more complete upcoming release. Here’s what we’ve accomplished.[/p][p][/p][h2]What we’ve done during this time:[/h2]
  • [p]Polished the visual UI style of the interactive object “Paint Workshop.”[/p]
  • [p]Improved the interface of the “Police Station” interactive object - it now looks cleaner and more consistent.[/p]
  • [p]Refined the UI visual style of several interactive objects:[/p]
    • [p]Gas Station[/p]
    • [p]Car Service Station[/p]
    • [p]Car Wash[/p]
  • [p]Added animated inspector seating into player vehicles:[/p]
    • [p]Hangug Eclauto[/p]
    • [p]Ulgares Groberolf[/p]
  • [p]Fixed an issue with shadow draw distance on Low settings - an important step toward better stability on lower-end PCs.[/p]
  • [p]Resolved a number of level art bugs, making the city look cleaner and more logical.[/p]
  • [p]Fixed navigation system bugs - routes and display logic are now more accurate.[/p]
[h2]Performance and Testing:[/h2]
  • [p]Ran additional stability checks after shadow fixes and UI improvements.[/p]
  • [p]Verified proper functionality of interactive zones and how they appear under different conditions.[/p]
[p]🥚 Easter egg of the month:[/p][p]In this issue, we focused on improvements that truly affect player comfort. Polishing the UI of interactive objects is one of those steps that makes the game feel like a complete, living world - rather than just a set of separate mechanics.[/p][p]That’s what Game Update Journal Issue #5 looks like.[/p][p]Thank you for following the development, supporting the project, and continuing to be part of our community ❤️[/p][p][/p][p][/p][p]If you’d like us to dive deeper into a specific mechanic in the next issue, feel free to let us know in the comments 👇[/p][p]But that's not all! This February we're planning to make another contest for our dearest community - if you have any idea or thought what it could be, share it in the comments.[/p][p]P.S. If you like what we’re doing, please add the game to your Steam wishlist - it’s the best way to support us.[/p][p]See you in the next update! 🚦[/p]

HAPPY 2026 NEW YEAR!

[p][/p][p]This year has been truly important and eventful for our team. We worked hard, made tough decisions, fixed and reworked many things, and step by step moved closer to the game we want to share with you.[/p][p]City Car Driving 2.0 is still in development, but over the past year the project has grown significantly — not only in scale, but also in detail, quality, and depth. We’re confident that all of this will meet your expectations in the year ahead.[/p][p]Thank you for your patience, support, comments, ideas, and constructive criticism. Thanks to you, City Car Driving is more than just a game — it’s a living project with a true community behind it.[/p][p]May the roads be smooth, the traffic lights green, and every drive a pleasure in the new year.[/p][p]We’re truly looking forward to meeting you in 2026![/p][p]The City Car Driving 2.0 Team ❤️[/p]

Game Update Journal #4

[p]This period has been especially busy with improvements to environments, vehicles, and the interface. We’ve been deeply focused on level art, fixing technical issues, and polishing the overall user experience. Here’s what we’ve been working on 👇[/p][p][/p][h3]What we’ve done during this period:[/h3]
  • [p]Completed a major first-quarter level art pass, carrying out a large-scale environment revision.[/p]
  • [p]Created custom terrain in the bridge construction area and refined its interactive elements.[/p]
  • [p]Added new safety island models.[/p]
  • [p]Fixed major driver positioning bugs.[/p]
  • [p]Created a rig and animations across all player vehicles.[/p]
  • [p]Fully resolved issues related to:[/p]
    • [p]Hangug Eclauto electronics[/p]
    • [p]Hangug Eclauto suspension[/p]
    • [p]Ulgares Groberolf electronics[/p]
    • [p]Ulgares Folk electronics[/p]
  • [p]Fixed vehicle-specific bugs for:[/p]
    • [p]Amarok[/p]
    • [p]Eclauto[/p]
  • [p]Resolved all sound-related issues for Ulgares Folk.[/p]
  • [p]Fixed all defects in the location map widget.[/p]
  • [p]Addressed weather and shadow-related bugs.[/p]
  • [p]Also fixed issues in:[/p]
    • [p]Bar[/p]
    • [p]Service Station[/p]
    • [p]Gas Station[/p]
    • [p]Car Wash[/p]
[h3]Performance and testing:[/h3]
  • [p]Conducted internal stability checks after large-scale environment and UI updates.[/p]
  • [p]Verified and processed fixes across key gameplay areas and objects.[/p]
  • [p]Tested asset integrations and ensured correct behavior of interactive zones.[/p]
[h3]🥚 Easter egg of this update:[/h3][p]In this update, we didn’t just fix bugs - we reworked key parts of the city, from the bridge construction zone to the player’s garage. Many areas are now not only cleaner visually, but also more stable overall.[/p][p][/p][p]👋 See you in the next update![/p][p]That wraps up the fourth issue of the Game Update Journal.[/p][p]Thank you for following the development, sharing your feedback, and helping us make the game better ❤️[/p][p]If you’d like us to dive deeper into a specific mechanic in the next issue, let us know in the comments.[/p][p]P.S. If you like what we’re doing, please add the game to your Steam wishlist - it’s the best way to support us. [/p]

Game Update Journal #3

[p][/p][p]November turned out to be incredibly productive: we fixed dozens of bugs, expanded the environment, enhanced both visuals and audio, and focused on optimization. Here’s what we’ve accomplished 👇[/p][p][/p][h2]What We Did in November[/h2]
  • [p]Fixed 16 major weather-related issues — precipitation and weather effects now behave more consistently and naturally.[/p]
  • [p]Resolved several bugs related to the Folk and the driver’s animation system.[/p]
  • [p]Performed a large-scale cleanup of level art and lighting: dozens of issues were fixed, making the city look cleaner and more coherent.[/p]
  • [p]Added a new car wash area and storage zone on one of the locations.[/p]
  • [p]Introduced a multimedia display inside the Ulgares Groberolf — another step toward interior realism.[/p]
  • [p]Integrated DLSS technology, improving anti-aliasing and performance across different configurations.[/p]
  • [p]Implemented manual save slots with custom names and improved the system for restoring the car’s position after loading.[/p]
  • [p]Refined traffic light logic, lighting systems, and navigation — small details that make the city feel more alive.[/p]
  • [p]Enhanced ambient audio: configured multiple ambient zones and recorded soundscapes for key locations (forest, lake, market, bar) at different times of day and in various weather conditions.[/p]
[p] [/p][h2]Performance & Testing[/h2]
  • [p]Conducted new performance benchmarks on both minimum and recommended PC configurations.[/p]
  • [p]Measured the impact of dirt, dust, and splash effects on FPS.[/p]
  • [p]Verified and tested dozens of fixes: navigation, the in-game map, lighting, and various visual elements.[/p]
[h2]Easter Egg of the Month[/h2][p]We closed 16 weather-related bugs — from small visual glitches to large systemic issues. This month truly felt like a “storm”, and as you’ve already seen, it ultimately led us to postpone the Early Access release to April 2026.[/p][p]On a brighter note — we’re happy to announce the launch of our official English Telegram channel! Join us here: [/p][p][/p][p]https://t.me/city_car_driving_off[/p][p][/p][p] [/p][h2]See You in December![/h2][p]This was the third issue of our Game Update Journal.[/p][p]Thank you for following the development, sharing your thoughts, and helping us make the game better ❤️ If you’d like us to cover a specific mechanic or system in the next entry — let us know in the comments 👇[/p][p]P.S. If you enjoy what we’re doing, please add the game to your Steam wishlist — it’s the best way to support us 🚦[/p][p]ADD TO WISHLIST NOW![/p]