LoopRace

DEVELOPMENT LOG

Updates

LoopRace is continuously developed. Changes are listed by date. Older entries describe the game at that time; the current how-to-play guide describes today's features. Published player requests require explicit confirmation in the admin area.

25 October 2026 – Daily challenges, figure-eight tracks and complete track previews

A new challenge starts every day at midnight German time. The overview lists all challenges with their status, best time and driver count. Expired tracks remain playable in practice mode with their existing leaderboards.

A nickname popup appears before starting. You explicitly choose whether your best confirmed time is shown on the public leaderboard. Without consent, you race in practice mode.

New challenges can use regular circuits, figure-eight tracks or courses with two crossings. Previously published tracks stay unchanged so their saved best times remain comparable.

Previews show boosts, water, obstacles and scenery at their actual positions. These complete images are also used in new challenge announcements on the official Reddit profile.

Repeated clicks no longer create additional lobbies on the same connection. Disconnect cleanup processes all associated lobbies to prevent abandoned online entries.

Daily challenges, figure-eight tracks and complete track previews

24 October 2026 – Mobile drift in both directions and fullscreen

On mobile, keep holding throttle and drag the same finger left or right to drift. Steer with your right hand. Return to the starting position to release the drift; lifting the finger releases both throttle and drift. The control hints explain both directions.

Fullscreen can now start with a tap before you rotate the phone. The game also tries to keep landscape orientation. The daily challenge uses the same fullscreen flow. A Home Screen option is available when the browser blocks fullscreen. Deliberately leaving fullscreen is respected.

23 October 2026 – Bot difficulty, new items and looking around

The host can select Easy, Medium or Hard in the lobby. Easy keeps the original driving planner. Medium corners faster; Hard chooses racing lines and reacts more quickly. All levels use the same vehicle physics as players; stronger bots receive no hidden speed bonuses.

Bots use collected items under the same rules as human drivers: boosts on suitable straights, attacks against reachable opponents and protection when danger is near. Two new box items join the selection: Jammer against the nearest driver ahead, and Recovery Kit to remove impairment with two seconds of protection.

To look around, hold a mouse button in the race view and drag. After releasing, the view smoothly returns forward. This works with chase and bumper cameras; the bumper camera’s position and field of view remain fixed. Touch driving controls are unchanged. The daily challenge keeps its fixed rules without random items.

22 October 2026 – New homepage, purchase sound and a clear finish

The homepage has a cleaner layout with “Your track. Your race.”, a direct play button and a compact daily challenge strip before the tuning workshop. Three new race captures and two new tuning images show only the current real game graphics with the updated vehicles. The gallery can still be paused and controlled manually; the new layout also works on mobile.

Successful tuning purchases now play a short confirmation sound. Trying on a part, cancelling or a failed purchase does not play this sound. Existing volume and mute settings still apply.

After a daily challenge run, a finish screen shows your total time, three completed laps, confirmed rank and save status. A new personal best is only announced after server confirmation. Practice runs and save errors have their own messages. Choose “Race again” or “View leaderboard” to continue at your own pace.

The final lap is highlighted in the existing race HUD. At the end of lap three, the final checkpoint at the finish line becomes a golden arch with a black-and-white finish banner. Driving physics and timing rules are unchanged.

22 October 2026 – Body-mounted tuning parts

Side skirts, running boards and lower aero parts stay clear of the wheel arches. Their length also accounts for larger tyres and steering movement. Canards attach to the car according to the selected body and front bumper.

Tail lights sit lower within the rear bodywork. The licence plate follows the selected rear bumper so both the plate and its text remain visible. Roof accessories and antennas have matching mounts and supports; on the open Comet they use the rear deck.

In the Comet, seat pedestals connect the sports seats to the cockpit. The roll hoops have continuous supports down to the car instead of floating above the seats.

22 October 2026 – Six vehicle classes and new tuning details

The six existing cars now have their own body shapes: Sprint as a GT coupe, Pocket as a hot hatch, Bruiser as a muscle car, Arrow as a supercar, Dusty as an SUV and Comet as an open roadster. Rooflines, proportions, lights and details clearly distinguish the classes.

Bumpers, hoods, spoilers, exhausts, wheels and tyres have been visually rebuilt and adapted to the bodies. Updated materials and lighting make paint and metal clearer. Workshop previews and races use the same vehicle models. Purchased parts and saved designs are preserved; tuning remains cosmetic.

22 October 2026 – Automatic daily challenge with a leaderboard

Every day at 00:00 German time, a new circuit is generated automatically for a three-lap solo time trial. Each track has a permanent shareable link. Previous weeks remain available in the archive with their circuits and best times.

Everyone races under the same rules, with fixed boosts and no random item boxes. The server validates checkpoints and finish times. The leaderboard shows the top 50 and your own personal best. Only each guest account’s fastest confirmed time per day counts; ties favour the earlier run.

A public nickname entry is only created with explicit consent before starting. Without that checkbox, you race in practice mode. You can delete your own published entry. Daily challenge runs do not award LoopCoins.

21 October 2026 — Automatic scenery and earlier obstacle warnings

Auto-placement now adds up to 24 scenery objects suited to the landscape. Twelve original models are available: fir and broadleaf trees, palms, cacti, flower beds, rocks, track buildings, grandstands, race flags, tents, signs and neon crystals. Scenery is saved with the track and shown to every driver.

Automatic placement keeps each object's entire footprint clear of every road section, including crossings. Existing objects stay in place and Undo/Redo still work. Place any of the twelve variants individually or replace selected scenery with the scenery tool.

Barriers have prominent yellow posts, ground markings and a tall warning sign visible from further away. Their original models and collision areas are unchanged.

A small display in the top left warns of the next barrier or water hazard based on your speed. It follows the circuit's route order rather than just straight-line distance, and accounts for position corrections and resets.

21 October 2026 — Sun, clouds and visible item actions

The 3D world gains a sun with a subtle halo and slowly moving original clouds, coloured for grassland, desert and neon themes. Snow caps now share the mountain surface instead of using overlapping cones, eliminating flickering edges.

Pulse creates two expanding shockwaves and a small recoil animation. Slime is visibly thrown and briefly spins a hit car. Pulse hits cause a shake and sparks. Shield, turbo and super turbo have their own activation animations.

The server broadcasts actual item use and successful hits to all drivers. Shields also prevent hit animations. Effects end automatically, do not alter the driving physics and leave the fixed bumper camera unchanged.

21 October 2026 — 3D only, leaving lobbies and automatic track objects

The mode selector has been removed: all new lobbies race in 3D. Old saved 2D preferences also start a 3D race. After finishing, a true 3D overview of the ongoing race remains visible.

Leave exits a lobby or ongoing race. Local passengers on the same device leave too. If the host leaves, another remaining player takes over. Empty lobbies close immediately.

After confirming a drawn track, a button automatically adds item boxes, boosts, water and roadside obstacles. Existing objects remain, the starting area stays clear, and additions can be undone or edited individually.

The extra full-throttle speed now starts after 0.6 seconds at high speed instead of 1 second, and builds over 5 seconds instead of 7. Its maximum extra speed is unchanged.

21 October 2026 — Fixed bumper camera, precise roads and a clearer workshop

The bumper camera is fixed to the vehicle. Speed, drift, turbo and switching from chase view affect neither its distance nor its field of view.

Asphalt, kerbs and centre lines are drawn as precise geometric surfaces. The pixelated road mask is gone; junctions still form a continuous road.

All 29 tuning categories have original part icons. A subtle vehicle outline indicates the location of similar parts. The turntable starts enabled and respects reduced-motion preferences.

The workshop lists unpurchased parts with names, prices and shortcuts to their purchase cards. Front/rear wheels and paint/wheel finishes are named for the design. Done remains unavailable until those parts are purchased or removed from the preview.

All connected players must get ready in the lobby before each new series. Bots are ready automatically; local players are confirmed together. Starting again after the final results returns to the lobby first. Changing a car or settings clears readiness.

21 October 2026 — Real part previews, bot recovery and lobby chat

Workshop cards show close-ups of the actual 3D parts. Wheels, exhausts, wings and other variants are individually framed; variants without an extra part are labelled accordingly.

Bots detect a lack of track progress even while moving in tight circles. They reset to their last checkpoint with brief protection. No laps or checkpoints are skipped.

A small collapsible chat connects drivers in the same lobby. Up to 30 messages of 200 characters are kept in memory during the lobby only. Messages are not permanently stored. Driving keys do not control the car while typing.

21 October 2026 — Vehicle contact, matching exhaust flames and reliable bot routes

Vehicle contacts use identical elongated collision areas for all cars. Limited nudges and impact or scrape sounds make contacts noticeable. Continuous contact does not loop the sound endlessly.

Turbo flames emerge from the selected exhaust pipes, accounting for their number, side, orientation and suspension height.

Bots remember their progress along the drawn route. At crossings and figure-eights, they follow the correct sequence instead of jumping to the nearest loop.

21 October 2026 — More racing and tuning on the homepage

The homepage is more compact. Three rotating in-game 3D images show Eifel GP, Riviera Harbour and Alpine Triangle. Pause the gallery or browse manually.

Two tuned cars demonstrate the workshop, with a direct link to the 3D tuning workshop. A short overview explains drawing, building and racing.

21 October 2026 — More precise network driving

Your inputs still respond instantly. Confirmed server states are replayed with outstanding inputs, so ordinary latency no longer pulls the car back to an outdated state. Small remaining corrections are smoothed.

Both race views use the server's fixed physics steps. Old-race and out-of-order position packets are discarded, and inputs are resent after short packet losses. Modern clients receive compact driving updates instead of repeated full track packets. WebSocket is preferred, with HTTP fallback retained.

Overlapping cars are separated on both axes. Only cars approaching each other exchange a limited impulse; separating cars gain no extra speed. Old inputs are released when switching apps or reconnecting.

21 October 2026 — Drawn tracks keep their shape

The editor, preview and race use the same scale on both axes. The square world is centred in the drawing area; wide or tall windows no longer distort it. Confirming and submitting preserve the drawn curve points without smoothing them again.

Item-box question marks are drawn after the road so it cannot cover them during races, including after custom 3D models load.

21 October 2026 — Purchases at the part, dollar wheels and race times

Purchase confirmation sits beside the previewed part. A fixed card keeps the workshop layout stable. Dollar-sign wheels are available for all six cars.

The homepage now shows Eifel GP, inspired by the Nürburgring. After every race, a table shows place, driver, time and points. The last track's times remain visible in the final results.

21 October 2026 — Bots with individual lines and drifts

Bots use varied lines, cornering speeds and drift styles. They consider other vehicles when choosing a line and look for room to pass.

In suitable corners, bots hold and adjust real drifts. Long, clean drifts can trigger the same mini-turbos as human drivers. Bots release drift before obstacles or when leaving a safe line.

21 October 2026 — Seven original bot circuits

Each of up to seven bots brings a different prepared arcade track. Eifel GP, Ardennes Sprint, Temple of Speed, Royal Airfield, Riviera Harbour, Alpine Triangle and Samba Senna are loosely inspired by Nürburgring GP, Spa, Monza, Silverstone, Monaco, the Red Bull Ring and Interlagos.

Courses include item stations, boosts, roadside obstacles, water, conifers, palms, rocks, buildings, grandstands and flags. Scenery belongs to the submitted track and appears in 2D and 3D. Name-history storage, its admin list, consent prompt and stored entries were removed on request.

21 October 2026 — Reliable touch buttons

Tapping and holding buttons no longer selects their labels. Drift, offroad and turbo notices reliably appear in the top left. The briefly introduced optional name history was fully removed and its entries deleted.

20 October 2026 — Preview first, buy afterwards

Preview tuning parts, paint finishes, decals, tint and custom plates on the car before buying. Buy then opens the price confirmation. Unpurchased parts stay marked as previews and cannot be saved as a race vehicle.

The final coin receipt totals all race coins, achievements and the series bonus earned during that series. Existing coins and purchases do not change these earnings.

On touch devices the fullscreen request starts on release or tap and stays active through race phases where supported. Mobile driving notices such as drift and offroad sit compactly in the top left.

19 October 2026 — Faster bots and wider checkpoints

Bots corner faster while retaining hazard avoidance. In 3D, checkpoint arches are wider and taller, align across the local road and register roadside drifts more reliably.

Before a purchase, the workshop shows the part, price and remaining LoopCoins. Cancelling is free. Between races only place, points and the automatic next-track countdown appear; garage and continue buttons have been removed there.

19 October 2026 — LoopCoins, rewards and the tuning shop

Valid completed races award LoopCoins for placement and verified driving. Clean laps, perfect races, the fastest valid lap and at least three mini-turbos earn bonuses. Relevant obstacle hits, water and manual resets reduce only that race's earnings; existing coins are protected.

The workshop shows prices, permanent unlocks, fitted parts and missing coins. Stock parts and standard colours stay free; tuning remains cosmetic. Balance, purchases and selected cars are stored server-side in a pseudonymous guest account accessed by a browser cookie. Automatic device transfers are not currently supported.

Three daily challenges, one-off achievements and a complete-series bonus supplement rewards. Receipts show confirmed server transactions and remain available under Challenges & achievements. Database transactions prevent duplicate payouts and purchases. Bot races and repeated races receive reduced rewards.

19 October 2026 — A short coin sound for checkpoint rings

Passing a checkpoint ring now plays only a short, 180-millisecond coin pickup sound in both 2D and 3D.

19 October 2026 — Arcade sounds for game actions

The new arcade sound pack covers countdowns, car selection, menus, lobby joins, starts, checkpoints, laps and finishes. Wins and losses have distinct ending sounds.

Quiet wind accompanies high speed. Handbraking, drift charge, maximum drift level, turbo, pickups, water and respawning have matching effects. Water and manual resets are distinct; a shield prevents the water sound. Existing engine sounds and quiet music remain.

19 October 2026 — A steady bumper camera

The front POV camera keeps a fixed field of view during acceleration and turbo. Switching from chase view leaves no lingering zoom-out effect.

19 October 2026 — New vehicle sounds and quiet music

All six vehicle types gain matching engine profiles from the new Block Car sound pack. Idle, acceleration and coasting follow the drive. Drifting, tyres, impacts, shifts and turbo also use the new recordings.

Calm menu music plays in the lobby and the arcade track plays during races. Music starts quietly and has a separate control under Audio & music. Saved volume preferences are preserved.

19 October 2026 — Custom plates and gradually building extra speed

Enter up to eight characters under Number plate in the workshop. Text appears directly on the car and is saved with the design and transmitted in multiplayer.

Normal acceleration and top speed remain. Hold full throttle near that speed on the road without drifting to gradually gain up to 25% extra speed. Braking, drifting, sharp turns, hits and offroad interrupt the build-up; the extra speed fades smoothly. Item turbos remain separate. Both race views show FULL THROTTLE +.

19 October 2026 — Offset objects no longer block submission

After confirming the circuit, finish it even if water, items or obstacles are not perfectly centred on the road. An overly restrictive editor check was removed. Objects placed to the side within the allowed road area are still included.

19 October 2026 — Clearer editor, tyre smoke and forward-looking bots

Items, boosts, water, obstacles and scenery appear only after confirming the drawn track, keeping initial attention on the road.

Small smoke clouds accompany wheelspin and drifting in 3D. Actual barrier impacts trigger a brief spark and dust burst with slight body movement. The effects do not change driving physics.

Bots plan around barriers and water, seek free passages and brake before tight corners. Distances adapt to every map size; bots use the same vehicle physics as players.

18 October 2026 — The modular tuning workshop

All six cars now have distinct modular low-poly bodies. The workshop offers real bumpers, bonnets, widebody fenders, wings, exhausts, wheels, tyres, lights and accessories. Front and rear wheels can be chosen separately.

Paint zones, five finishes, tint, cosmetic ride height, camber, track width and 14 custom-positioned decal patterns support original designs. Camera views, real part previews, Undo/Redo and random designs assist customisation.

Save, edit, duplicate and select up to 24 custom cars in this browser. Full designs are sent through the lobby and shown in 2D and 3D races. All tuning is cosmetic; driving values and collisions are unchanged.

18 October 2026 — Confirmed player requests and clear 2D checkpoints

In 2D, simple lines across the road mark the next checkpoint. The 3D arches remain.

Implemented requests show only real pit-radio messages whose implementation and publication are explicitly confirmed in admin. Example entries were removed. Marking a request done alone does not publish it.

18 October 2026 — Reverse gear, arches and a following camera

Reverse accelerates reliably from a standstill. Holding brake/reverse first slows the car, then reverses. Checkpoints are road-wide arches with both ends on the ground.

The 2D camera follows the car and zooms for the map size. Local players each receive their own camera. After finishing, a small winner or position notice remains while the overview shows the ongoing race, including after a 3D race.

18 October 2026 — Compact lobby and implemented requests

The pit lane shows drivers, map size, visibility and start control compactly on one page. The handling selector is removed and Kart Flow remains active. Open the guide when needed.

Updates now show implemented player requests and their solutions. Pit radio offers public summaries of completed feedback. Checkpoint rings and trigger areas extend across the road; item-box question marks are opaque.

18 October 2026 — Larger maps and wider roads

The former large map becomes the small default. Medium has 1.5× the side length and 2.25× the area; large has 2× the side length and 4× the area. Roads are 1.7× wider for every size and handling model. 2D/3D rendering, offroad boundaries and placement share this road width.

18 October 2026 — Six handling models and adjustable drift curves

The host can choose between six saved handling models. V6 Kart Flow adapts weighted drift steering from the MIT-licensed Kinoko project: steer into a held drift to tighten it, countersteer to widen it. The remaining physics are tailored to LoopRace.

After a series, replay the same tracks in order with another handling model. Scores restart and the countdown waits for all drivers again.

18 October 2026 — Kart drifts with hops and mini-turbos

A small hop starts the drift. Tyre sparks and an indicator charge through blue, orange and purple levels. End a drift while holding throttle for a mini-turbo; higher charge gives stronger, longer boosts.

On mobile, keep the throttle finger held: drag left to drift and slide back to release a mini-turbo. On desktop, release the drift key. Steering and countersteering control the turn width. Charge builds only during real road drifts; braking, grass and hits interrupt it.

Effects appear in 2D and 3D and are calculated by the server. The previous arcade controls were also backed up.

18 October 2026 — New arcade controls

Driving physics have been rebuilt. Normal steering is grippy and direct; holding a drift preserves speed and controllable slip. Steering in tightens the arc; countersteering widens it without instantly reversing drift direction. The car aligns again after release.

Keyboard controls and the mobile throttle-finger gesture remain familiar. Turbo expiry and leaving the road now reduce speed more smoothly. Previous control models were backed up before the switch.

18 October 2026 — More acceleration and driving notices

Acceleration increased by 20%. Top speed remains unchanged to preserve the longer acceleration phase.

Readable 2D/3D notices show OFFROAD, DRIFT, BOOST, SUPER TURBO and BRAKING. They follow actual driving state and disappear during normal driving. Local players each get their own display.

18 October 2026 — Editor, handling and a shared race start

Map size and visibility use selection cards with check marks. The road follows the map boundary while drawing. Move objects and align them with the rotation handle, slider, wheel or R.

More relaxed acceleration, a higher top speed and longer held drifts improve the feel. Super turbo is stronger and lasts 3.8 seconds. Distant mountains sit outside the map; vehicle glass is visible from both sides.

All drivers load their race views before the shared countdown begins using synchronised server time. Game sounds and music are supplied as replaceable WAV files.

18 October 2026 — Quick guide and steering wheels

A small animated guide in the lobby and expandable editor panel explains closing, checking and decorating a circuit. It also demonstrates throttle, steering and drifting by dragging the held throttle finger left.

Front wheels visibly steer, even while stationary. All four wheels roll in 3D and reverse direction when reversing. Item boxes gain a high-contrast question-mark sign. Editor test drives remain removed.

17 October 2026 — Throttle-finger drifting, fullscreen and visible items

On mobile, hold the throttle finger down and drag left to drift. Slide back to end the drift; release to end throttle and drift together. The separate drift button is removed.

The game attempts fullscreen in landscape. If the browser requires a touch, the next tap or fullscreen button can trigger it. Item displays have opaque backgrounds, while item boxes gain bright edges and opaque bodies.

The editor test drive and separate camera laboratory are removed. Submit the track after placing objects; validation remains.

17 October 2026 — More room, new items and mobile racing

Mobile racing uses landscape with throttle left and steering right. Local two-player mode is hidden on touch devices. Hosts choose small, medium or large maps and public or private lobbies.

Boxes now contain turbo, super turbo, slime, shield and pulse. Shield protects against water, obstacles and enemy items for five seconds. Pulse briefly slows nearby rivals. Boosts, lakes and obstacles have new graphics. Only placed scenery appears in 3D.

Original SVG icons replace emoji. Graphics files and dynamic racing graphics sources are collected in an editable asset pack.

22 September 2026 — Countdown on the track

Before the start, LoopRace shows the full circuit, cars and grid. The shared countdown overlays the real 2D/3D scene, counts 3, 2, 1 and briefly shows GO! without reloading the scene.

Driving physics, items, reset and touch controls remain locked until the authoritative start. No car can start early locally or jump back at the start. Local 3D split-screen shows one shared countdown across both views.

20 September 2026 — Driver labels and a calm finish

Other cars in 3D carry readable floating labels with their driver's name and place. Labels follow the vehicles and update positions without covering your own view of the road or checkpoint.

Finishing neutralises throttle and steering and fully stops your engine sound, avoiding a stuck engine continuing through the results screen.

20 September 2026 — Steadier driving on weak connections

Race synchronisation has been revised for higher latency and variable mobile or Wi-Fi connections. Compact movement updates replace repeated full lobby and track data, reducing queues and visible snapbacks.

Your car still reacts instantly and is corrected gently according to its actual divergence from the server. Regular input signals prevent stuck throttle or steering when one packet arrives late.

Short disconnections no longer end a game immediately. The race waits up to 20 seconds for automatic reconnection, then resumes with the same player and track.

20 September 2026 — The garage goes three-dimensional

The garage now shows the actual 3D car. Body, paint and wheels update directly on the model, helping you choose before opening a lobby.

Rotate the car with a mouse or finger. The preview uses the same GLB models and dynamic materials as 3D racing and is adapted for desktop and smartphones. The temporary head sphere was removed from every 3D car.

19 September 2026 — 3D racing and pit radio

The new 3D mode is integrated into the pit lane. When creating a lobby, choose top-down or 3D chase view. Everyone draws a track in either mode; 3D turns it into a drivable spatial world.

The selector shows real views of both modes. The editor uses more space on large displays for longer, roomier circuits. Local two-player checkpoints are synchronised more reliably and have slightly larger trigger areas.

Tight and overlapping turns join into a continuous road in 3D, eliminating flickering between asphalt, kerbs and markings. All six vehicle models are also provided as editable GLBs while retaining dynamic paint and wheel colours.

Car selection, multiple bodies, items, boosts, obstacles, laps, checkpoints and results work in 3D. Cars are slightly smaller for this perspective so tight custom corners remain fair and readable.

After the final result, players may send an idea, bug report or handling feedback through pit radio. No player name or lobby code is transmitted. Messages enter a protected developer inbox with new, read and done states.

4 September 2026 — Local multiplayer

The host can add a second local driver. Player 1 uses WASD and Space to drift; player 2 uses arrows and Enter. Both participate independently in races, round points and overall standings.

During drawing, both local players build a track in turn. Each has a checkpoint marker in their car colour. Different sizes and dashed rings distinguish shared targets.

Bot-only lobbies close automatically when the last human leaves. The desktop /play view is wider and organised so lobby settings and car selection need less scrolling.

31 August 2026 — Editor and content pages

The drawing area is larger and the road slightly narrower. Tracks are checked immediately after drawing using the server's validation logic. Object tools stay locked until validation succeeds.

The public website gained detailed server-rendered content pages. Advertising was fully removed from lobbies, the editor, races and results.

30 August 2026 — Interactive racing worlds

The track editor gained item boxes, boosts, water, obstacles, scenery, themes and Undo/Redo. A test drive lets you check the track before submitting.

Turbo, slime traps, water respawns and checkpoint progress are checked server-side. Checkpoints consider movement between network updates so fast cars cannot skip triggers.

Handling and visuals

Cars feature different colours, bodies and wheels. Your car is drawn above other vehicles. Engine, drift, offroad, checkpoint and item effects use a custom Web Audio system.

A responsive pit lane displays drivers, bots, free slots and host actions.