Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
Loading from Steam…
Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
Checking other stores…
Loading from Steam…
Live from Steam
Loading reviews from Steam…
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
No authorized Steam key store lists this game right now.
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
added more repair stations around all the race tracks, also re-posisioned the other stations, to the waypoint path for the AI Cars. Like the long race track also of AI cars would get damaged and not make it to the next repair station, so I added more stations …
What was added:·Lane center calculation based on waypoint and lane width.·Lane detection for the AI car.·Lookahead logic for all 4 lanes.·Example lane selection and steering target.·Optional debug visualization.This will make your AI cars aware of all lanes an…
Key Improvements:1.Per-Lap Mileage Tracking: Now tracks currentLapMileage and stores each lap's mileage in lapMileages list2.Track-Based Session Management: New TrackMileageRecord class groups all sessions per track3.Session Numbering: Each race on a track get…
On the CR-Highway track/race I changed the amount of laps to complete to 1. was 3 like every other racetrack. Also changed in every scene/track/race in CRCarInfo for AI cars optimized.
Key Changes Made:1. Waypoint Reservation System· Added WaypointReservation class to track which AI car occupies each waypoint· Thread-safe using lock (reservationLock) for concurrent access· Reservations have timestamps and expiration logic to prevent deadlock…
COMPREHENSIVE ANALYSIS: Spacebar Skip Issues in City RacingBased on my analysis, I found 4 main locations where spacebar input can incorrectly skip races/scenes:1. CRLevelLoader.cs ✅ (Already has proper context-aware skip system)·Lines 134-187: Has proper scen…
Fixed:Cars that crashed off the edge of the map at high speed would fall forever — they now automatically reset back to the last checkpoint you passed.Fixed a bug where a crashed car resting on its side or upside-down could get stuck with the camera flickering…
Looking at the current implementation, awareness has two problems that cause clumping:1.The "in-path" test is too wide — a 35° forward cone within 35 m means any traffic car roughly in front (even one or two lanes over) triggers a slow-down. So, when a pack of…
Let me explain the issue clearly:Why the cars still drive in the center: The field perfectCenteringDistance is not a lane offset — it's just the tolerance the learning system uses to score whether a pass through a waypoint counts as "perfect" (within X meters …
🏎️ Recap: What We Just Did to CRAILearningSystem.csHere's a breakdown of the three big upgrades and why each one makes the AI noticeably better.---1. 🗑️ Killed the global minWaypointSpeed / maxWaypointSpeedBefore: Every car on every track was hard-clamped be…
The Problem We SolvedAll AI cars (truck, F1, etc.) were sharing the same single waypoints container in the hierarchy. The learning system was writing learned targetSpeed values back into those shared waypoints — so:·The F1 would lower a corner speed to 60 km/h…
What We Did Today:1. Advanced Lane and Traffic Rule Awareness• Integrated your city’s map/road data (tsActive, tsOneway, tsOnewayDoubleLine, etc.) into the AI system.• Wired up the AI to use this data for smarter, more realistic driving:• No overtaking on doub…
What We Did· Lane Commitment Logic:· We introduced a system where, once an AI car selects an open lane, it “commits” to that lane for a minimum amount of time (or until it becomes blocked), instead of constantly re-evaluating and switching lanes every frame.· …
· Camera View Storage:· We added logic to store the player’s current camera position and rotation right after the intro text finishes scrolling, while the player is still driving.· Car Showcase Sequence:· The camera smoothly transitions to each car in your sho…
What the CRHelliControl Class DoesThis class controls the behavior of a police (or enemy) helicopter in your game. It manages:• Following the player (whether in the car or on foot)• Coordinating with other helicopters to surround the player (front, back, left,…
How CRAILearningSystem WorksPurpose:CRAILearningSystem is an adaptive AI system for racing games. It enables AI cars to learn the optimal speed for each waypoint on the track by analyzing their own driving performance in real time.Key Mechanisms:1. Waypoint-Ba…
1. Waypoint Reservation System·Added WaypointReservation class to track which AI car occupies each waypoint·Thread-safe using lock (reservationLock) for concurrent access·Reservations have timestamps and expiration logic to prevent deadlocks2. Reservation Mana…
All the assets City-Racing is running 1. Crest Water 5 (Oceans, Rivers, Lakes) 5.6.62. Easy Weapons 3.2.03. Realistic Car Controller 4.5.0Key Features:Added A script for fun behavior to add more torque/speed and Simulation Better Grip 1. Enhanced Grip·Increase…