App 3431300 · Update history

Slow Roads

Official Steam announcements identified as patches, hotfixes, changelogs and game updates.

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Patches

6 tracked updates
  1. Community AnnouncementsBy Anslo

    August Development Update & Demo Upgrades

    Hey all,It's been a busy few weeks - development is going well, and I wanted to share some of the progress along with an update on release targets. I'm on schedule to finish core development by the end of the month, though sadly can't confirm everything will be ready for release in August. With issues raised so far during testing, and also some unexpected real-life difficulties, it seems wise to take another week or two so as not to rush these final steps. I've updated the target release month to September for now, and will try to confirm a specific date after the results of testing next week. I'm sorry to disappoint anyone who's been waiting for release in August - I promise I'm going as quickly as I'm able. I can at least keep you updated on how things are going, so here's an overview of what I've been working on.Development Progress For the first time since 2022 I've been working o...

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  2. Community AnnouncementsBy Anslo

    April Development Update & Vehicle Customisation Preview

    Hey all,Since the last update I've been deep in development of the Steam-exclusive features -- in particular traffic, IC engines, and vehicle customisation, all of which I'm planning to include in the upcoming demo. Today I finished the major components for the vehicle customisation feature, which also involved an overhaul of the vehicle art, so this feels like a good time to share a little progress update.First, a few angles of the upgraded Coupe, which has been given a few more polygons and some shader adjustments. After some experimentation I managed to set up a simple environment reflection system, and I'm pretty happy with how it turned out. I've also finally added (working) wing mirrors and indicator lights, by popular request.Vehicle customiserThere are two parts to the customiser: a style config, which lets you play with how the car looks, and a tuning config, which gives you...

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  3. Community AnnouncementsBy Anslo

    Web version 2.4 released & Steam version progress

    Hey all,To cap off a busy month I've finally revisited the vehicle interiors task that I started way back in 2022. For the last 3 years the interiors have had rough placeholder geometry, waiting for a time when the various refactors and major life events had cleared the priority list. Even though they're still quite simple, I think it helps everything to feel more cohesive and complete, and it's good groundwork for further detail coming to the Steam version. You can check it out on slowroads.io and let me know what you think. And if you don't like it, good news - I'm likely to add configurable colours and styles in the Steam version.With this update wrapping up the last of the loose ends in the core codebase, I'm now transitioning to focus fully on developing the rest of the Steam-exclusive features. My goal is to finish the major pieces, like traffic and combustion engines, in March,...

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  4. Community AnnouncementsBy Anslo

    Web version 2.3 released

    Hey all,My goal of weekly updates in February is still going strong (though I'm cutting it a little close today), this time with more visual upgrades to close out the Hills revamp and bring Off-World up to scratch. The Hills roads now have variable road markings, matching the lines you'd expect on UK roads, and the shaders for the Off-World scene have been reworked to bring some much-needed detail. This update also adds a handful of engine optimisations which will be crucial for adding more details in future.Next up I'll be looking at audio and interiors for vehicles, which will be a big step toward supporting new vehicles for the Steam version. As part of this I'll be figuring out the systems needed to support combustion engine sounds, manual transmissions, and vehicle customisation. Those features won't be added to the web version, but this coming week will mark the start of a pivot...

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  5. Community AnnouncementsBy Anslo

    Web version 2.2 released

    Hey all,January has been a little quiet but I've been back at it this week, reworking the ground shader for the Hills location to bring more colour variation and detail. As part of this I've also tweaked the colours for all seasons/weathers, and altered a number of textures to improve the feel. Let me know what you think - I'm planning to upgrade the Off-World shaders in a similar way as part of 2.3.Here's the brief changelog:Upgraded aesthetic detail in the Hills locationImproved smoothness of the road generationAdded "center" driving option for AutodriveVarious bug fixes and performance optimisationsYou can try this now at slowroads.io! This weekend I'm going to start figuring out the Steam demo, at least to get my head around the build process and understand the complications in that. I'm unsure how long it might take, but I'd really like to have it ready by the end of February. Ot...

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  6. Community AnnouncementsBy Anslo

    Web version 2.1 released - new vehicle physics & features

    Hey all,I've spent the past few months rewriting the vehicle architecture from scratch, both to massively improve the physics (especially for the bike) but also in preparation for the Steam-exclusive features like customisation and manual transmissions. While there aren't any new vehicles yet, and the interiors are still lacking detail, this rewrite has been a huge and important hurdle to clear. It should be the last big refactor needed before release.This update is now live on the web version at slowroads.io - give it a try and let me know how it feels.Version 2.1 also adds a handful of quality-of-life upgrades, including improvements to controller support, autosteer/autospeed modes, one-pedal driving, and a mouse-draggable camera. Next up, I'll finally be getting back to work on some of the highly-requested visual features - in particular:Improved weather effects and rainImproved ti...

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