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 update
PerformancePlunge and Sky without a freeze
Switching to the Plunge or Sky camera no longer freezes the game. In the indoor levels the ceiling still cuts away over your car, but everything is ready from the start: the camera switches at once, both ways, as often as you like.
2 updates
- Performance
Loading twice as fast
The Recharge, the screen that gets the race ready before the start, prepared every material of the level several times over when only one copy was used. It now prepares only what the race draws: the first race on a level starts about twice as fast, up to four times on Maplewood by Night and at the Garage Club, on computers and phones alike. Later races on the same level stay almost instant.
- Performance
No more freeze the first time
The first time you popped a balloon at the Funfair, the picture froze for almost a second: the game was getting the confetti ready right then. It now does it during the Recharge, before the start, as it does for the Corner Shop’s can pyramid, the mirror ball and lasers of the Bowling’s last lap, the ball rolling between the lanes, the Toy Museum’s little train coming up and the steam cars’ puffs. The Funfair’s bots also think three times faster around the rides, driving just the same: the race there runs lighter, on phones most of all.
2 updates
- Performance
Smoother still on Ultra and High
On Ultra and High, each frame now draws the scene once instead of twice: in Maplewood, the processor does a fifth less work per frame again, the scenery unchanged. Along the way, the motion vectors, stored too coarsely until now, are finally right: the picture stays sharp while you drive, and motion blur follows your speed in every direction (adjust it in Settings › Graphics).
- Performance
Smoother Maplewood, even on Ultra
In Maplewood, the processor does about 12% less work per frame mid-race, with nothing lost on screen: a third fewer objects drawn. The reflections on your car and on the pond no longer redraw the cones, gadgets and small details you couldn’t make out in them, the shadows of everything that moves are cast in one go, a car’s four wheels draw together and the horizon in one piece per material. On a fast PC on Ultra, slow frames get rarer; on a more modest machine, you get more frames per second.
1 update
- Performance
No more hitches mid-race
On phones, the little freeze that hit a few seconds after the start is gone: in Maplewood, on a recent phone, dropped frames went from 226 to 24 per race. On every device, no more hitch at the first shard you grab, or when the ghost takes to the track. On touch screens, the FPS counter is now hidden by default (bring it back in Settings › Graphics) and the picture stays sharper. On PC, Maplewood on Ultra with SSAA ×4 anti-aliasing no longer drops to 1 frame per second.
1 update
- Performance
On iPhone, the game goes easy on memory
On some iPhones, the game’s tab would close on its own, out of memory: on phones, the game now asks for much less of it. The course loads behind the “Charging up” screen; on the phones with the least memory, the museum steps aside during the race and comes back behind a “Back to the museum” veil, and the bots share three car models between them (still eight drivers per race). And on iPhone, a long press on text no longer brings up the magnifier or the “Copy” bubble.

Paddock