Devlog 025
A First Look at the World
Very early screenshots of the world: mountain roads, autumn forest, a night highway and aerial views.
Read more
Project Tourge / Development archive
Technical notes from the systems, decisions and ongoing work behind Project Tourge.
Devlog 025
Very early screenshots of the world: mountain roads, autumn forest, a night highway and aerial views.
Read moreDevlog 024
Recent cars and scenes from the current build, plus where to play and support Project Tourge.
Read moreDevlog 023
Private testing continues alongside new vehicle, audio and world improvements. Access is limited to invited testers.
Read moreDevlog 022
A complete interface rewrite from login to the open world, built to stay consistent and keep the car in view.
Read moreDevlog 021
One physical steering rack for every input, with tyre-aware controller precision and natural drift transitions.
Read moreDevlog 020
Methanol as a real fuel and an afterfire system driven by combustion, tuning and anti-lag.
Read moreDevlog 019
Why full-simulation physics are becoming the foundation of Project Tourge for every player.
Read moreDevlog 018
Why support could accelerate development—and why I am not ready to ask for it yet.
Read moreDevlog 017
Zero-budget development, peer-to-peer trade-offs and the features I would still love to explore.
Read moreDevlog 016
The persistent music app, synchronized multiplayer listening and car-focused albums made with Suno.
Read moreDevlog 015
How stored engine assemblies preserve a build through removal, sale and installation.
Read moreDevlog 013
Why normal driving feels natural while speed, power and poor setup still demand respect.
Read moreDevlog 012
Scalable graphics, controlled CPU cost and a focus on smooth frame times.
Read moreDevlog 011
How hardware, setup and customization change the behaviour and identity of a car.
Read moreDevlog 010
How tyre and steering forces reach supported wheels and direct-drive bases.
Read moreDevlog 009
Peer-to-peer driving, synchronized sessions, Steam lobbies and Discord presence.
Read moreDevlog 008
A moving day, changing weather and roads that remain wet after the rain.
Read moreDevlog 007
Fuel and ignition mapping, dyno feedback, hardware limits and reusable saved tunes.
Read moreDevlog 006
How tyre-force curves and changing conditions shape the car at the limit.
Read moreDevlog 005
How the engine, fitted parts and surrounding world shape the sound of a car.
Read moreDevlog 004
Fuel use, tyre condition and the roadside services that keep a car moving.
Read moreDevlog 002
An introduction to the connected vehicle physics beneath every drive.
Read moreDevlog 001
Our direction, our limitations and the kind of driving game we want to build.
Read more