BeamNG.Drive made it to Steam

BeamNG.Drive made it to Steam

The BeamNG game title successfully passed the Steam Greenlight process and is now available as an Early Acces version on the Steam digital distribution platform. is an immersive driving game in development since 2012 by a small team with big ambitions. It offering near-limitless possibilities, featuring an impressive soft-body physics engine that simulates every component of a vehicle in real time, resulting in a realistic, dynamic behavior. currently has no objectives included in the game. The player can drive and crash several different vehicles on a few provided default environments.

The development team stated that they will keep the Early Access status for at least 12 months before moving over to a Beta stage.

The Early Access version is available for purchase on Steam for € 22.99. Get instant access and start playing BeamNG –

We can’t help but think that the soft-body physics engine used in BeamNG Drive would make a perfect basis for a Rally Game. Community member Jalkku had the same idea and started building a rally map for private use. It’s still a work in progress, but nevertheless shows us the potential of the game engine. (Video below)

Latest Updates:

version (hotfix #2):

Bug fixes:
fixes graphics card containing a whitespace at the end of their name reloading the settings every frame resulting in unchangeable settings, bad performance and randomly moving tacho
fixed vehicle selector not scrolling correctly
added missing runtime dlls for the launcher in case the Steam installer fails to install them correctly

added missing UI app thumbnails
JRI optimization

version (hot-fix #1):
Don’t run the x64 exe if on Windows less than 7 SP 1

version (steam early access release):
Major work on the UI: lots of new things and bugfixes
Added scenarios
Configurable force feedback settings
Remember last window size when toggling fullscreen
Dynamic steering for keyboard
Filtered input for gamepad – Linearity, smoothing, spring
Improved default inputmaps for G25/G27
Prefab features: Ability to add decalroads into them, Global positioned prefabs
Added new tacho based on SVG (see tacho.svg)
Re-introducing AI Flee mode using the new AI mode (see AIControl app)
Added new race UI features: some apps, improved preset support, reset button in uiedit mode
Improved sand and mud groundmodels
Added vehicles’ glass reflections

Bug fixes:
Improved display of level and scenario selection
Fixed cursor hiding when over interface
Fixes on DecalRoad’s having incorrect UVs
Fix potential crash on x64 due to bad pointer cast
More objects exposed to Lua properly now making them usable in lua
Fixes crashes on 32Bit vs 64Bit pointer problems
Fix window problems after docking mode (windows and cursor keys)
Fixed T3DLua printf not trying to interpret format tags and filling it with garbage
Clouds, Forest, Water and Grass now use simulation time: it slows down with the game properly now
Removed the old, laggy T3D Cursor that was showing by chance sometimes
Fixed random crashed on 64Bit due to png library problem
Fixed a crash when full screen have not focus during level load
Fixed luasocket sandbox not working properly
Add msg for alert users about some incompatible apps with game in fullscreen mode: Bandicam, etc
Allow precipitation to have 0 drops (and so disabling it)
Improved Lua crash reporting: it writes the stackdump to the log upon crashing now
Inut: Fix nonlinearity, fixed input events leaking to the inputmap, FFB options, Disable FFB while the user is using UI
Fixed input focus between the UI and the game: now working on click instead of mousemove
Input filtering for scenarios: now possible to filter out events so they are not usable in there
Fixed big problem on non-ASCII characters and the UI and game interface: special characters should display properly now
Fixed inability to create inputmaps from scratch
Improved FPS limiter
Lua extensions can now have more than one argument
Fixed UI Focus problems
Water reflection now only uses dynamic reflection or static cubemap, not both as before
Options now have an order, not randomly anymore
Fixed loading screen up
Manual waypoints are preserved: no optimization of the map code of them
added vislog for removed nodes: ui apps > aicontrol > vislog
Fixed issue with audio provider
Fix to allow static objects to use instance color
Old automatic waypoint generation disabled
Added ability to load custom part configs on scenario start
Vehicles no longer reload twice when choosing preset (loading time now faster)
Fixed a problems when packing prefabs
Cursor hiding when rotating camera

Updated some assets’ textures
Minor improvements to some assets on Gridmap
Various updates to Small Island
Various updates to Industrial
New props (Haybales, Saw Horse Barrier, Traffic Tube, Wall)
JRI – added more forest
Bolide: suspension geometry changes, steering and FFB improvements, new tires, fixed fenders’ color
Hatch: brake balance, steering lock improvements, scrub radius tweaks, suspension improvements
200BX: headlight shake fix, drift version upgraded to race brakes, reduced drift tire grip, added rollcage and widebody kit weight
T75/65: tire and steering tweaks, fixed drivetrain breaking too easily
Van: FFB improvements, shake reduced, detailed V8 engine added, fixed engine clipping, added liftkit, updated decals
Pickup: suspension improvements, steering speed adjusted, bed more stable for object interactions, tuning, Added box
Sunburst: brake disc, wheel spacing, suspension tuning, improved FFB, swaybar tweaks, Reduced and tweaked weight, restored lost sunburst normalmap detail
Grand Marshal: reduced shaking, fixed damaged break light texture
Moonhawk: tire tweaks, reduced shake, mesh improvements, added door glass
Window reflections and broken glass textures for all vehicles
Fix for dragCoef causing low top speeds
Improved ground models: reduced gravel friction, increased grass friction
Added static cubemaps to levels for lowest lighting
Added grass particles
Hirochi Raceway: updated preview images, added chalk markings for scenarios
East Coast USA: Improved textures and materials, vegetation
Industrial preview images updated
Added rally start and finish gates
World editor: Added navigraph visualization to view “AI path” (also scenario debug in there), Decalroad selection improvement (can now select the top road over others), Template feature for decalroads, drivability to DecalRoad editor (for AI), Removed “scripted” tab and other useless items, Streamlined world editor object list (defaults to current level, ignore cache folder), Advanced Text rendering in the editor: now non-overlapping and with background. To disable: F11 > eye icon > advanced text
Lighting fixes and improvements for all maps
Tweaked tire screech sounds threshold

Official Webpage –