If you want to race in a car that is more recognisable as yours, Wreckfest 2 Content Update 4 adds visual customisation via the new CRAP-IT tool. Which means you can add rust, damaged paint, dirt, decals and more, which are visible in multiplayer as well as solo sessions.
Unfortunately you can’t add any parts and modifications which will change the gameplay yet, but this will come in a future update, with spoilers, armour, and odd decorations set to finally return. But the update does include the new Buggy car and Crash Canyon 2.0 to soften your disapointment a little.
If you played the original Wreckfest, you’ll probably recognise them both, with the VW Beetle-inspired Buggy available as part of the Retro Rammers DLC or Season Pass, and Crash Canyon being a narrow two-way track with hairpins at each end that was a great option if you wanted plenty of wrecks and carnage.

The update also includes a range of other tweaks and fixes to improve game performance and reliability, car behaviour and AI difficulty. And while the car and circuit may be reimagined versions of content available in the first Wreckfest, they’re both welcome additions to the roster available in Wreckfest 2, and at least the Buggy is now available for free.
And speaking of saving money, Wreckfest 2 is also discounted by 20% until Monday, November 10th, with the original Wreckfest reduced by 67% for the same time period.
Wreckfest 2 Update 4 Release Notes
NEW FEATURES
- Introducing CRAP-IT™: New unique bodywork tools to customize the appearance of your cars just the way you want. Add rust, damaged paint, dirt, decals and more to your car! Of course your creations are visible to everyone in multiplayer.
NEW CONTENT
- New track: Crash Canyon 2.0.
- New car: Buggy.
SYSTEM
- Crash fixes and stability improvements.
- Improved shadows.
- Car loading optimizations.
- Improved input handling.
- Support for extreme resolutions (multi-monitor setups).
- Reduced VRAM usage on low resolutions.
- Added GPU crash reporting on Nvidia for better crash analysis.
ONLINE
- Improved multiplayer input handling precision with server jitter buffer and better network time synchronization.
- Improved matchmaking QoS measurement to reduce chance of players getting matchmaked into wrong region.
- Cars are no longer unnecessarily reloaded between switching tracks in multiplayer.
- Quitting a server while track is loading no longer results in incorrect track loading screen being shown.
- Implemented tire and engine temperature network synchronization for telemetry use.
- Added dedicated server telemetry support – server can send specified player ID’s car data in main packet as well as participant packets.
- Added sector times to multiplayer telemetry (was already supported in single player).
- Event rotation config is now saved to the server save folder and is both changeable and configurable at runtime.
GAMEPLAY
- Increased simulated tire resolution.
- More precise tire collision, improved deflection and better surface normals.
- Revised all cars’ suspensions for more realistic response and better handling.
- Increased tire behavior consistency between cars, with light cars in particular now being less twitchy.
- Fixed a bug which caused stability control to be partially enabled even when fully disabled by user.
- Reduced throttle sensitivity at low RPMs to make throttle application more fine-grained and less on/off.
- Improved engine startup in high gear, greatly reducing time it takes.
- More realistic engine behavior below idle RPMs so it’s easier to stall with manual clutch.
- Fixed player car AI control not using automatic shifting.
- Improved front shock animation for visual suspension.
- Increased visual damage (deform) precision, should yield less glitchy results.
- Fixed a bug which caused lingering damage to the car after restarting an event.
- Improved driver deformation to keep it inside the cabin.
AI
- AI now better matches the selected difficulty level so Novice and Amateur AI is easier.
- AI starts the races more naturally and does not dive into the racing line right away.
- Various improvements to AI turning and jump preparation.
AUDIO
- All cars: Exhaust limiter one-shot sounds now become increasingly muffled, the more the pipe exit is pointing away from camera.
- All cars: Reconfigured response of exhaust sound models against physics throttle pressure (IMEP) for slower rate of change through mid-range throttle. Effectively offsetting sound transitions between partial and full throttle to require slightly more throttle input than previously.
- All cars: Re-designed all starter motor sounds to track physics simulation throughout the start sequence, to add more dynamic behavior to sound.
- All cars & manual clutch: Fixed issue on all car sound models where engine idle would go silent while engine is stalling.
- Bravion & Gizmo: Implemented dynamic effect to car exhaust sound that is applied during partial throttling (constant speed), to more precisely replicate tonal changes that are present in the original source car recordings.
- Crusader: Fixed pitch tuning issue between engine & exhaust objects which occurred during over-revving (money-shifting).
- Rammer: Versioned motor start assets for slightly longer duration.
- Switchback: Fixed minor pitch calibration mismatch between engine & exhaust sound objects.
- Added a bunch of new starter motor models to pool of shared engine objects.
- Mixdown, cockpit view: Adjusted track-object-to-car collision mixdown for more dry sound (less cockpit reverb).
- Mixdown, driver view: Fixed configuration issue that caused car engine sounds to play at a very low volume compared to other camera angles.
- Target car tire: Added tire roll & slide sounds for Offroad_Foliage and Offroad_Rocks materials.
- Target car tire, rim (damaged tire): Adjusted lateral slide screech intensity and response on asphalt surface and overall mix levels.
UI
- Minor UI improvements.
You can find Wreckest 2 for the PC via Steam Early Access. And keep up with all the latest Wreckfest 2 news, updates and more, here or check out the full car list, here.
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