Things are progressing...
Hello, friends!
From now on, I'm really just going to be testing and debugging. I'm going to stop adding new stuff for now, otherwise I'll get even further away from a working foundation. Looking back, version 0.9 was kinda broken, but I think I'm slowly getting this shit together. This time, however, I will REALLY take my time to test and play through all possible scenarios in both single-player and multiplayer modes. Until then...
Changelog: v0.9 → v1.0
CPU Rivals
Up to 4 AI opponents race you to pickups and deliveries. 3 difficulty levels. When a CPU wins the pickup, enter a Steal Race — collect GRAB markers to steal the passenger back or SLOW markers to halve CPU speed and geht to the Deliverypoint first. Works in Singleplayer and Multiplayer.
Alien Event
Rare bonus event: A UFO descends with a multicolor landing beam. 7x payout — but no navigation. Find the UFO visually.
3D Wireframe Passengers
Passengers appear as animated wireframe figures — standing, waving, walking to your car, seated inside, walking away at delivery. Color-coded by type. React to drifts.
Career Mode
Customize any slot with your own installed cars and skins via Edit Mode.
Scoring
Near Miss Bonus (+50 pts) for close passes on traffic
Free Roam Scoring — earn drift/near-miss points between jobs
Clean Run Bonus (+25% fare, zero collisions)
Shift End Bonus (+10% every 5 deliveries)
Streak Multiplier (up to +30%)
Score Floor protects your earned baseline
Traffic Ram (Slammer)
Invisible physics wall pushes traffic aside.
Navigation
A* pathfinding rewritten — but far from perfect tbh.
Multiplayer
2-5 players via TCP. Power-ups overhauled. Hundreds of desync fixes. sigh
UI
Tabs reduced from 8 to 5. Full in-game Guide. Settings reorganized.
Police Blockades
Criminal passengers trigger double blockades. Breakthrough at high speed (+500 pts).
Quality of Life
City mode +20% time
Auto-save on Stop
Stability
500+ bugfixes SIGH
