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The game’s changelog

What’s
new?

179 updates in 23 days, since October 4, 2026. The same ones as in the game, under the hall’s logo: every change you can see, hear or feel on the track.

  1. 1 update

    1. Game

      Report a bug in one click

      A little bug waits in the bottom-left corner of the screen, on PC and on your phone: tap it and write what's wrong. A picture of the screen and where you are go with your report, and the team reads it before getting it fixed. Mid-race on a phone, pause first: it waits for you there.

  2. 2 updates

    1. Game

      Cars climb slopes without struggling

      They are electric cars: uphill, the motor now holds the slope. The House's stairs are climbed at full speed with no conveyor, the truck no longer stalls, and the Backyard's sloping paths are taken in one go. Nothing changes on the flat, downhill or on the kickers.

    2. Game

      Two players: player 2 earns in Solo too

      In split screen, player 2 finally gets their full end-of-race summary. Linked to their account with their QR code, they now earn their driver and car XP in Solo; without an account, they see what they would have earned. Hit callouts say their name, and the big drift comes twice as fast.

  3. 1 update

    1. Game

      Smashing pays double, the gauge goes wild

      Whatever you smash pays twice the nitro: 18 % a picket fence, 40 % a garden gnome, 24 % crates and parcels, and the « Carnage! » bonus doubles too. Jumps and tricks give a little less. And no more small « +3 % » on screen: your nitro gauge goes wild, it leaps, a flash runs along it and sparks fly off it, the stronger the bigger the gain. On phones, the nitro button lights up.

  4. 3 updates

    1. Game

      Held nitro fires again as soon as you earn some

      Your nitro gauge runs dry while you keep the button down? No need to let go any more: as soon as you earn nitro back (a smash, a trick, a drift), it fires again on its own.

    2. Game

      Flung objects smash things

      An object you send flying at full speed breaks whatever it hits, and the shards bounce off cars for the rest of the race. In the Museum, the broom and the vacuum can be pushed, the orange track has its proper moulded plastic and the wall lamps no longer sit on the frames. In the Lagoon, the sandcastle crumbles section by section when you charge into it, wet sand slides more and your wheels sink into the dunes; the rocks, the zip line station and the palms are solid and the driftwood is remade. In the Backyard, the shed door is remade and the vegetable patch no longer smudges the track line.

    3. Game

      Two cameras from above: Overhead and Sky

      Two new views on the Camera key. “Overhead”, halfway up above your car; then “Sky view”, higher still. The world never turns: your car is the one that turns, slides and spins doughnuts in the frame, followed smoothly, the camera a little ahead of where you are going. You see the bends, the rivals and the shortcuts coming. In the House, the Corner Shop, the Bowling, the Attic, the Museum, the Garage Club and under the Fair’s bumper-car roof, the ceilings melt away above you, like a dollhouse.

  5. 2 updates

    1. Game

      Sliding over the finish

      Past the line, your car no longer stops dead: it brakes and slides sideways, a little differently each time, and keeps sliding as the race ends. The bots too, each its own way: no more pile of cars after the line.

    2. Game

      Kickers without an invisible wall

      Taken very fast, a kicker sometimes stopped the car dead against an invisible wall halfway up its slope. Not any more: every kicker is now one smooth piece, and the faster you come, the further you fly.

  6. 2 updates

    1. Game

      Free Roam for two: map, gnomes and Reset

      In Free Roam for two on the same screen, three things were off, and they’re fixed. Reset puts you back on the track where you were, not at the very start of the circuit. Player 2 gets their minimap back: their dot, and player 1’s (player 1 now sees player 2’s too). And garden gnomes, crates, piggy banks and everything breakable fly to pieces again when you drive into them, just like in Free Roam alone.

    2. Game

      Campaign: every kid races their own car

      In the Campaign, the seven kids no longer draw their car at random: each one always races their own, the one on their sticker, in every race and at every difficulty. Mika in the Stiletto 01, Bolt in the Rumble 10, Juno in the Paloma 64, Kiko in the Sandstorm 5, Nova in the Kitsune 86, Tess in the Glowplug 21, Rex in the Jetstream 58: you always know who’s ahead of you. Take a kid’s car and they’re the one who switches. The grids get a little tougher: Tess and Mika never let go of their speedsters.

  7. 4 updates

    1. Game

      Campaign: rivals shown by their cars

      The Campaign’s seven rivals no longer have faces: each one is shown by their car, in the colors it wears on the track, as a sticker on a racing roundel. You’ll find them everywhere: the album and its cards, the event poster (your car against theirs), the rivals’ board in the museum, the Garage Club stand, the debrief. On the poster of a race with a full grid, each driver shows up with the car they drive that day. And the album’s cover now shows their seven cars on the neighborhood track.

    2. Game

      Split screen: each view on its player’s side

      Two at one screen, player 1’s view no longer has to be on the left (or at the top): pick “Player 1’s place” in Settings › Graphics, at the race start or in the garage for two (the I key, X on a pad). The views, the gauges, the map and the debrief move to the other side, even mid-race: each player watches the half in front of them.

    3. Game

      The clay pots weigh what they should, and clonk

      The terracotta flower pots were far too light: a whole column flew off at the slightest knock. Now they weigh what they should: ram them and only the pots at your car’s height go, the ones above collapse, everything rolls a yard or two, and the stack costs you a little speed. And the stacks can be heard again: the column tipping over, the clonk of each pot coming down, every carton of a pile of parcels.

    4. Game

      Back to the museum, smooth, where you left

      After a race, the museum comes back behind a screen like the Recharge, your car charging up: no more freeze between the standings and the museum. If you started the race from the solo mode’s TV, you land back there, on the track you just raced, ready to go again. And in solo, “See the standings” (Enter, or A on a pad) brings the bots home at once, each at the time it was heading for (marked ≈): no more waiting for them to finish to see their scores.

  8. 1 update

    1. Game

      The minigames take a short break

      The Carousel’s minigames close for a few days: we’re polishing them before they open again for good. Until then, their corner says “Coming soon”. Your bests are kept, and in races and the Campaign, every level keeps its feat.

  9. 4 updates

    1. Game

      Campaign: ten little bugs squashed

      When loading ends, the event's poster waits for you: read your goals, then “Let's go” (or A, Start, Space, Enter), from any pad. Every level shows its own scenery while loading, no more Maplewood. In a duel at two, a round won is no longer wiped out by pressing A after the line, and the duels where you must knock Bolt out are now two laps a round. At two, Flash clean-up and Knock ’em down ask for what is really within reach, a hunt's recap tells you how long you took to pick everything up, and at the Corner Shop a “DELIVER HERE” sign, arrows on the floor and a “STOP” at the back of a lorry that's finally empty show where to deliver. The Fair's bulbs dazzle less.

    2. Game

      The museum's menus, neat on every screen

      After the Campaign and the garage, the whole museum gets the treatment: the TV, the Start, the Carousel, the Shop, the hall and the Online screen fit in full on your screen, from a phone held sideways to a big PC monitor, without shrinking or slipping under the logo. The steps at the top stay on one line, the neighbours' circuit shelves line up, and so do the Shop's buy buttons. Above all, nothing jumps any more: in the Campaign, at the TV and in the garage, the card keeps its size as you go from event to event, channel to channel or car to car, and the arrows and buttons stay where they are.

    3. Game

      The Campaign and the garage, on every screen

      In the museum, the Campaign's event card has been redone: on a phone, what an event asks and its three stars sit side by side, in full, without shrinking. Each star shows its XP bonus (+50, +75, +125, doubled against a rival), the arrows that go from event to event stay right by their dots, and the camera comes closer to the book so it fills your screen's free room. In the garage, your car's tools (Style, Body, Flea market, Kit, Tuning) get a row of their own: the “Keep it” button no longer runs off the edge.

    4. Game

      Living-room football: a real goal, a real ball

      In The House, the two poufs make way for the kid's toy goal, net and all, and the beach ball for a real black-and-white football. Kick it: it flies off faster than you, lifts a little, goes where your bonnet aimed it, and the rug puffs under the blow. In the back of the net, the net bulges, the ball stays there, confetti flies. Hit the post and you'll hear it.

  10. 9 updates

    1. Game

      Two players: a debrief each

      On a split screen, the end of a race plays out on each half: your place and your time, your rubans, the standings with both your rows in colour, and what you earned, each for yourself, solo or online. In the lobby, the code has its own plate and the link to copy its button, and a single “Garage for two” button opens the garage to pick your cars together.

    2. Game

      Reset: no more 2-second penalty

      Putting your car back on the track (R, a fall, a wreck) no longer costs 2 seconds: the road lost back to the last gate is enough. So the order over the line makes the places, everywhere: solo, at two, online. No more crossing first only to end up second when the next car comes home right behind.

    3. Game

      Campaign: every timed star counts down

      On the stars card, whatever is played against the clock now counts its seconds down: each medal’s time on your lap, a hunt’s last star, Tess’s ghost, the License tests. Amber under 10 s, red under 5 s; once the time is gone, the star is struck through with the seconds over. On a time trial of several laps or at the License, it comes back on the next lap or attempt.

    4. Game

      Campaign: all three stars in sight

      During a Campaign event, a card in the top right shows its three stars and where you stand on each: your place, your best lap against the medal time, the duel’s score, the smashes or tokens with their bar. Green is what you hold so far, gold what is won, red what is missed, and a padlock on those that depend on it. At two, each player has their own in their half; on a phone, it sits under your place.

    5. Game

      Campaign hunts: real objects, harder

      In the Campaign’s hunts, no more beams of light or rings: the objects lie on the floor, for real — cans on special, rolls of tickets, painted eggs, glass marbles, pins, ammonites, rolled newspapers — and you have to drive over them to take them. The map shows where they are; the three-star times of the Garden, the Bowling and the Museum gained 10 s.

    6. Game

      Split screen: a map for each player

      Two at one screen, player 2 now has their own minimap, their car the ringed dot among the others. The keys no longer sit over your speed: they tuck in at the very bottom, smaller, under the nitro, and each player sees their own, keyboard or pad. As before, they fade away after a few seconds of racing.

    7. Game

      Bowling: ride the pipe’s ceiling to the end

      In the Bowling’s pipe, the wall now holds you all the way to its end: nothing brings you back down. At the end you drop, your car rolls back onto its wheels as it falls, and the camera holds still to watch it land. The light trail only comes back once you’re out of the ball return.

    8. Game

      Feats now show over every other message

      A feat’s message (a STRIKE, Bullseye, GOAL!, Clocked!…) now shows over every other one, the live flight too, for as long as it lasts: nothing hides it any more. And in the minigames, Reset takes you back to where you started.

    9. Game

      Minigames open at the Carousel

      The Carousel’s Minigames quarter is open: each level’s feat played for its own sake, alone on the track and against the clock. The school speed camera, the arena’s target, living-room football, the bowling game, the pit stop, the ghost hunt, the museum heist, the delivery round, the balloon wall and the piñata: each with its score, three medals and your best. Signed in, your run is verified by the server and goes on the leaderboard; each week, one minigame is the challenge with its own weekly board; and two players on one screen get a score each, a winner and the team’s medal.

  11. 2 updates

    1. Game

      The pad steers your car in the air

      On a pad, the left stick now steers the car in the air, as on a phone: push it up to dip the nose, pull it down to lift it, and set your fall to land flat. With Drift (X), up is a front flip, down a back flip and sideways a barrel roll, even with the throttle trigger held.

    2. Game

      Back flips with the throttle held

      In the air, braking or reversing now beats the throttle. Keep the right trigger held, press Drift and the left trigger (or Brake): the car throws a back flip. They used to cancel out, and it hung as it was. On a phone, Drift with the stick pulled down does the same in the air.

  12. 3 updates

    1. Game

      Campaign: gates now show the way

      The levels’ campaign courses show their way better: each has its gates, the next one to pass lit up, and their count beside the timer, as in Maplewood. In the Stunt Arena, each course also paints its edges and arrows on the tarmac (the big loop’s fade away): no more getting lost in the double loop of “Air Nitro”.

    2. Game

      Player 2 sees their own moves

      On a split screen, player 2’s callouts finally show in their own half: their jumps and airtime, skipping stones, hits, stunts, shortcuts and the nitro each one pays, with their sound and their shake, just like player 1’s.

    3. Game

      Campaign: every level gets its own courses

      After Maplewood, every page of the album races its events on courses of its own, inside its level. In the House: the ground floor alone so Dad sleeps on, upstairs and its shortcut under the bed, the stairs up and down, the whole house in one go. In the Backyard: down the slide every lap, the neighbors’ lawn both ways round, the vegetable patch and its jump off the top of the wall, the swan dive for Rex’s duel. In the Stunt Arena: the double loop that crosses itself, the monster kickers, giant kickers from side to side, the wrong way round through a minefield. Passages closed by foam blocks, extra turbo kickers, gates to drive through; every event card shows its course’s plan. The pages of the levels to come already have theirs.

  13. 2 updates

    1. Game

      Campaign: a course of its own for each event

      Maplewood is no longer raced ten times on the same lap: every event has its own course. A figure eight across the park, at night, for Bolt’s duel; the little loop round the pond for the elimination; the big loop the wrong way round at golden hour; the school roofs to jump for The big jump; Mr Miller’s gnome avenue; cut-throughs for Juno; the midnight time trial in Maplewood by Night. A new event, the paper round: sixteen porches to serve in two minutes. The album grows: the Backyard page opens once Bolt is beaten (an egg hunt, skipping stones, Kiko and Rex out for revenge), and every event card shows the plan of its course. A duel won for the first time brings its parcel, even against a kid you already beat elsewhere.

    2. Game

      Solo for two players, on a split screen

      Pick “2 players” in the hall: Solo now opens for two on the same screen (on computers, player 2 on a gamepad). Solo race, Time Trial and Free Roam go through the two-player garage, then each player gets their half of the screen: a race against six rivals, a time trial duel where the best time wins, or an endless drive. You also choose how the screen splits, side by side or top and bottom: in the two-player garage (O key, Y on a gamepad), at the start or in Settings › Graphics, even mid-race. Two players means no ghost and no record, and each half’s readouts no longer overlap.

  14. 1 update

    1. Game

      On phones, a resting thumb accelerates

      On touch screens, no more holding the left stick up: just rest your thumb on it to go flat out, and push it sideways to steer. Slide it a little down to ease off, further down to brake and then reverse. Flying the Jetstream, it still pilots: up to climb, centred to hold your height, down to dive (now possible by touch too).

  15. 5 updates

    1. Game

      Your controller now works in every menu

      Settings, pause, friends, bag, leaderboard, shop, online mode, Style and Tuning in the garage, the account screen: everything now works with a controller. The D-pad or left stick moves from button to button, A confirms, B goes back, LB and RB switch tabs, the right stick scrolls. In the garage, X opens Style and Y Tuning; in the hall, Y opens What’s new? and Start the settings. The View button gives you a free cursor to reach any button on screen, top bar included. In photo mode, the right stick turns around the car and the triggers zoom in and out.

    2. Game

      Campaign: a poster for every event

      While the race loads, the event shows up big: its name, its album page, its rules (rounds, clock, nitro, no honking…), its story in pencil and its three stars, with those you already have. Against a rival it’s a face-off: your car, the “VS”, the kid and their line before the start. Against the clock, the laps to beat; in a race, the seven kids on the grid, their faces and their cars. Once loaded, one press (A, Space) starts the countdown.

    3. Game

      The Debrief: a whole new race end

      The end of a race now plays out beat by beat while the camera circles your car: your place or verdict slams in, the stars fly to their slots, the sticker drops into the album, the rival takes a BEATEN stamp. Then come your race’s ribbons (KOs, longest jump, rocket start, shortcuts…), your XP bar climbing, a level won on the whole screen, your car’s battery charging and your parcels shown one by one. One press (A, Space, a click) shows it all at once. In the Campaign, “Next event” takes you straight on. Everywhere: Campaign, online, Carousel and time trial.

    4. Game

      Campaign: a wider slalom, the right grid

      In the license test, the slalom’s cones are much farther apart: seven cones instead of nine, half as far again from each other, room to weave at full speed; three stars now take under 8 s. When a Campaign event loaded, the screen first showed eight drivers before correcting itself: it now shows the real grid right away, your rival, their teammate and player 2 under their name. The album reopens at the level and event where you left it. With two players in the hall, Solo and Online say “Soon”: for now, two players means the Campaign.

    5. Game

      The rocket start

      During the 3-2-1, hit the throttle at the right moment before “Go!”: your car shoots off in a rocket start, a good second ahead. The right moment is yours to find. Too early and the engine floods, leaving you stuck for a moment. The bots try it too, more often the higher their level, and it works solo, two-player, online and in the Campaign.

  16. 6 updates

    1. Game

      A Quit button in the hall, on computers

      On computers, the hall now has a Quit button at the very bottom, after the Workshop. Press it once, then again to confirm: the installed game closes, and in a browser you go back to the website. Your progress stays on your account.

    2. Game

      Much tougher bots

      The bots won’t let you get away anymore: from Club to Legend, they all follow the real racing line now, each a step behind the next. A Club lap is a quarter faster than before, an Expert lap a sixth, and Legend is quicker on Maplewood, where it no longer flies off the road’s kickers. Chill is still there to learn the courses. Online too, the bots that fill the grid race at this new level.

    3. Game

      An interface sized to your screen

      On big computer screens, the menus, the race and the windows now grow on their own, up to twice the size in 4K, so they no longer look tiny. And in Settings › General, “Interface size” lets you make it bigger or smaller to your liking, or go back to Auto.

    4. Game

      The loading screen in true colors

      On the loading screen, every car finally shows in its real colors: yours in your paint, the other drivers’ in theirs. Playing as two on one screen, player 2 shows up by name instead of looking like a bot.

    5. Game

      Twice the nitro for playing

      Everything you do with the course now pays twice the nitro: every prop smashed, pushed or knocked over (cones too), piggy banks and streaks, every second in the air and every trick, La Maison’s windows, skips across the pond and shortcuts. Drifts, rams, slipstreams and capsules stay the same: go for the kickers and whatever lies by the road.

    6. Game

      The Campaign: the neighborhood kids’ album

      At the back of the museum, in the corner past the reserve, a giant pop-up album lies open on its table: five double pages and 41 events, from your license at the Garage Club to the Voltane Cup. Every page has its course printed, paper scenery that stands up as it opens and a flag for each event; your little car drives from one to the next, and the camera dives into the flag to start the race. Back from it, the sticker you won flies to its slot (paper, chrome or holo depending on your stars), the rival you beat falls flat and gets the “BEATEN” stamp on the rivals’ board, then the next page unfolds for the first time. Every event pays XP like an online race as long as it still has a star to give you. Halfway through and at the end of each page, a kid from the neighborhood waits for you in a duel: Juno, Bolt, Kiko, Nova, Tess, Rex, and Mika last of all. On phones and tablets, swipe the card to go from one event to the next; on a gamepad, left and right change events, LB and RB change levels, and up and down scroll the card. And on computers, you can play it as two on one screen: pick “2 players” in the hall, each of you takes a car in the two-player garage (player 1 in blue, player 2 in red), and player 2 scans a QR code to earn their stars on their own account.

  17. 1 update

    1. Game

      Photo mode: your car from every angle

      Pause a solo race and pick “Photo mode”: the camera breaks free and circles your car (drag to turn around, wheel to come closer, right-drag to move; on a phone, one finger to turn around, two to come closer and move). Set the field, the background blur and the exposure, hide the panel with H, then press Space or “Take the photo”: a 4K shot (2.5K on a phone), saved to your computer or shared from your phone. Races get a touch of it too: the far distance blurs slightly while the road ahead stays sharp, on Medium, High and Ultra; turn it off with “Depth of field” under Settings › Graphics (Advanced mode).

  18. 2 updates

    1. Game

      Voltane now speaks English

      The whole game now comes in English: menus, races, cars, courses, the Gift Shop, emails, right down to the museum’s signs and posters. New players start in their browser’s language; to switch, tap the FR | EN flag on the title screen or go to Settings › General › Language, and everything flips instantly, no reload needed. The scenery on the courses is in English for everyone: Maplewood is an American suburb, after all. The playvoltane.com website speaks English too.

    2. Game

      Volt is now Voltane, at playvoltane.com

      The game has a new name: Volt is now Voltane, with new logos, and lives at playvoltane.com (the old address takes you there on its own). Your account, your cars and your progress haven’t moved. The title screen shows a different scene at each launch, taking turns (the living room of the House, a Maplewood street, the Stunt Arena), under the word VOLTANE alone. Emails from the game now come from [email protected].

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Where do you take the wheel?

One garage per platform. The browser’s is open, the others open soon.

On PC or phone, nothing to install. Voltane is heading everywhere: Android, iPhone, Windows and Linux are on the way.