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Revhead update for 30 May 2019

Update 22 - Version 1.3 is HERE! [UPDATED - Patch 6]

Share · View all patches · Build 3871455 · Last edited by Wendy

Patchnotes via Steam Community

Date: 28-07-2019


Dear Revheads,

After months of works, finally Update 22 is here with version 1.3!

After 2 years, that Revhead has been released on Steam, we had still several significants problems, which was reported by our players. First of all our simulation was questioned several times and while some part was good, others made it feels arcade. Game economy and game balance was also mentioned many times, too hard to start the game, using wrecks to farm some money was easy once you figure it out and once you get further, the game get’s too easy. You can win with having a stronger car then an AI or simply relax because our AI will "make sure" you will win.
Newspaper was also on the list as too easy to find the “known” treasures kill the fun of treasure hunting. Not anymore!

The Biggest Update
Since 2 years, we have read all reviews, emails, notes and all comments on Steam and on our discord community site and putting our own roadmap aside, we had focused to gather and fix all major issues, the game still has.
Update 22 is the biggest update we have ever done since the game has been released. It improves the game in many ways, from performance, simulations, car handling, AI to game balance, while we were trying to keep something from our own roadmap as well. We are still going to the same road, but we never forget our players and their comments.

Simulation was the major part of this update. We have not only fixed several bugs, but improved the physics simulation for almost all parts, rebalanced our cars and improved our simulation with tire, surface and environment temperature, fixed our drivetrain and many many more, which all makes Revhead now a simulation game.

If you like drifting, power slides, hand brake turns or just having fun with some donuts or burnout, this is your version!

A new feature is also introduced in the game: Projects. These are smaller or bigger missions, where someone will ask you to do something. From finding a family car to building a race car to reach 500km/h top speed, kind of anything could be. As part of this new project system, we have added the first batch with around 10 racing projects.
Tutorial and the “First Car Project”, both has been “transformed” into our new project system, which now allows to get real help and provide the basic education for getting started. If you get stuck just ask Charlie for some help or check the task list.
If you have the game already - probably you read it because you do-, try a new profile from start to learn the basics and make sure you don’t miss some important details. Once you finished with these two projects, you can go back to your old profile.

Project system was inspired by our Discord Community, especially with the latest "Budgetcar Contest", managed by our players. It's one good example, how your ideas can get into the game. So don't forget, we are making it for You, your comments and ideas does count!

Enough! There were so many more, if we write it here you would never even start to read it.
So here is the list of what have we done (as a tiny summery :P )

Date: 30-05-2019


  • Simulation rework: from arcade to simulation. Better car handling, more realistic driving, drifting, power sliding or just enjoy some fun with few donuts and burnouts.
  • Improved AI and due to the new simulation, it won’t be enough just to have a stronger car, you still need to be able to bring it in first!
  • Fixed weight distribution and added more dynamics for several major parts
  • Added tire temperature, engine temperature, surface and environment temperature, DON’T forget to heat up your tires - and car. Use the first lap to get the tires, engine, brakes, etc. into optimal temperature to get better grip and performance. (drag now starts with optimal preheated tires, races only warm it up a bit, still need a bit of caution at first few corners, while practice and street driving does not have auto warmup, so be careful on throttle until they are warm enough!)
  • Engine rework, rpm, temperature, dynamics
  • Several (SE, racing) ignition system has rpm limiter, most stock ignition does not have any. Without rpm limiter you can heat up and blow your engine much easier!
  • Suspension rework, better, faster, more realistic. Camber, caster and many more improvements
  • Introducing Projects, where you can make some real money with some special work. In this first batch, we have included around 10 racing projects, where you need to select a car, then build it accordingly to the request and win on some race. Some of them are educational and helping you to learn and move forward. Later we will add more types, such as builder and dealer projects.
  • Tutorial and First Car Projects is educational, with a lot more help
  • Game Economy, more random in newspaper to avoid too easy treasure hunting and farming
  • Game balance, you can make now good money with choosing only the racing path, the game won’t force you to race with brand limited races, so you don’t have to change your car if you don’t want to. While the first car is a properly setup for an instant race, you can pick any car you want to unlock all tracks.
  • Full interior for Wanja (we won’t stop until all car has full interior)
  • Walea V6 stock comes with a new SE Tachometer and Speedo for higher speed and rpm limits
  • Added many clocks (for each brand) as instruments to be able to see times, you can now install clock into your dashboards
  • Petrol station has a new billboard with time and price of petrols. Prices could be different in each station, but the petrol is still the same. (soon we will add more types of fuel, this was the pre-work part)
  • Improved performance, if you having low FPS issues, try lowering your resolution first, then lower your visual options! Check your video settings in the game options menu!
  • Localization updated, most major languages are 100% translated, the rest will follows…THANKS for everyone who helped!
  • Added credits for translations, thanks again!
  • Included Winner's Cars from our “Budget Contest” on discords Thanks guys for the fun! This was one of the major inspiration of our new project system.
  • Fixed Exhaust job bug
  • Fix several 3D clipping issues, “holes” in car chassis, etc.
  • Newspaper has more random, tutorial or project related parts are marked to find them easier
  • 1000+ changes, fixes, tweaks, rebalance

Don't forget to reset your controller setup! Changes will effect your setup!


Patch 1

Date: 1-06-2019


  • tweaked some car's configuration for better driving experiences
  • AI wont stop to early in drag races
  • updated localization (smaller fixes, missing texts)
  • add pressure bar values into "tire gauge"
  • some projects slightly rebalanced (more time to finish, so you have time to build, test, fix, win)
  • fixed bug: tutorial finish vs buying another car
  • first car project does not force you to go back to BY and keep you there until the first lap is finished to avoid stuck there when car's broken or cannot start up
  • notepad's back/close can be used by right mouse click (so don't need a keyboard to close)
  • stability fixes

Patch 2

Date: 2-06-2019


  • fixed wrong track name in project description
  • fixed some localization typos and texts

Patch 3

During the last few days we've collected most of the issues and fixed them in this patch. We have seen several complains about the new physics, most cases the problem was either due to a wrong rev-limiter or too cold tires or too hard sway-bars on the rear (this last one you have to fix in your own cars)

Date: 9-06-2019


  • phys update with many trims, balances
  • fixed rev-limiter, rpm
  • cars start with preheated engine on race
  • better tire grip at low temp, faster/better warmup to make it easier to start a race
  • fixed a bug in autoclutch which caused weird behaviours during drift or driving when it should not be activated (the system which prevents the engine to halt when you brake without using clutch or help to start moving the car)
  • further balanced suspensions, differential, brakes, engine, carbs and few more phys related stuff
  • fixed audio bug when stuck playing after leaving a scene/track
  • fixed bug which caused invalid values in some parts, causing invalid weight or parameters in the part's info
  • set timelaps for each tracks
  • Tutorial let the newspaper enabled after buying an engine to avoid get stuck
  • Tutorial won't save progress, you have to start it again if you exit to avoid stuck in a who-knows-where-were-you-last-time-space.
  • First Car project can be canceled (you need to try it and do some work, but it will be possible to cancel before finish it, to avoid to stuck in project for some players)
  • fixed some localization typos and texts

Patch 4

After releasing version 1.3, we have received many happy but also unhappy reviews, comments, feedbacks. As it turned out, we have missed an important bug, a bad Center of Mass calculation, which caused many problems all around the game. Flying away when hitting a traffic cones or when touching the wall was just few of those nasty issues we had.
Tire grip was also affected a lot and made some cars slip as hell.

So how could we missed it?
While some of the issues were simply missed by us, the main bug was not consistent at all. That's why some of you liked 1.3, some of you hate it. The bug was depending on car setup, such as tire type, tire pressure, rim, suspension, chassis and to make it even harder how quick is your computer. So many things had to be in a way to make it a hell, but it happened.

So why took it that long to fix?
After the fix, we had to rebalance the system and make sure no more surprises left there.
We have over 10 cars, each with ~3 variants, so around 30 cars. This would be already a challenge to test, but since we gave you the freedom to swap what you like, we have to make sure each parts are balanced correctly and will work in another car too. Make it even harder, we have almost 1000 components in the game that you can pick from.

Thanks to our community and our players, we had located, fixed, trimmed and tested the physics as well as all those issues you did reported in the past few weeks.

Hope you will all enjoy the game this time!

Date: 22-06-2019


  • Fix Center of Mass calculation - the main issue for most of the bugs
  • Fix aero calculation, which was also way off
  • Fix several stability issues, including the mystic crash, when roll over or hit a tree (was caused by an audio file when you broke your headlight)
  • New tire models, this time with LOTS OF GRIP! You still need to warm them up - usually 1-2 laps, but if you are using the right tire size, pressure on the right track, it will stick
  • few small fixes in AI which was causing easy accidents
  • Trimmed some lap times
  • also fixed all of those issues that were reported during the last week

Patch 5

As the last patch in this update, we have further improved the game simulation. We had improved our brakes, clutch, added engine flywheels (builtin atm) and improved our inertia calculation and balance in the drivetrain. Also the steering movement now properly aligned with the wheels with 360deg movements and many more smaller parts.

Date: 28-07-2019


  • improved engine flywheel and drivetrain inertia for better rpm calculation
  • improved brakes, with different optimal and working temperatures, stock brakes works almost immediately and has sufficient power to stop a stock setup, SE brakes has slightly higher optimal temperature but still working in almost all conditions, while RE brakes operates on high temperature, much stronger but need to keep them warm to operate properly
  • improved clutch with torque-rpm transfer (more realistic model)
  • better start for AI and players using autoshift
  • steering wheels in cockpit mode now uses 360 deg total rotation and aligned to the wheels (it was badly aligned with the controller and not with the wheels)
    This also helps a lot to setup your steering sensitivity.
  • Each car has been further optimized and mostly they are faster then before, also the car's specs in newspaper regarding top speed has been updated to show closer values to actual max speed
  • tweak tire warmup for easier first lap, still need to warm up but it won't punish that much
  • fixed a bug, where older game saves loaded in-properly which could lead to loose cars or parts of it
  • fixed some damage degradation which was FPS dependent
  • few small localization fixes
  • many smaller bugfixes, tweaks and balances
  • several performance and stability tweaks

Patch 6

Dear players, a small patch has been uploaded.
This time some small issues were targeted and fixed, see the list below for more detailed information.
Have fun!

Date: 16-08-2019


  • auto shifter were fixed to avoid a rare bug where some very strong 4wd cars can stuck in 1st gear
  • firstcar mission's Backyard gold time has been changed to be correct with the new physics
  • Mount Yanagin normal and reversed Timelap times (Gold/Silver/Bronze) were tested and set to be more challenging
  • cars top speed values has been measured and updated
  • some turkish localization updates
  • small fixes

Thank you for everyone, who helped with feedbacks, reviews, tests or any other way to finish this update and let us give back that GRIP!


macOS Revhead Mac Depot 589761
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Windows Revhead Win Depot 589762
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Linux 64-bit Revhead Linux Depot 589763
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