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Wreckfest 2 adds new modes, track and two cars

The fifth content update for Wreckfest 2 in early access finally sees the game mode roster expand.

Wreckfest 2 December 2025 early access update 01

Wreckfest 2 is getting there. From a barren, but solid, early access launch earlier this year, the fifth major update was released today (15th December), and with it, a long list of improvements, more content, and perhaps more perinently, two game modes.

It’s starting to feel like an early access exit may be relatively soon around the corner…

Challenge mode

Challenge mode is here, offering some form of progression which has been missing until now.

Or, as the eccentric trailer calls it – “CHA-LEN-GEHHS”.

A mere 10 are available now, to begin with, featuring the likes of beating a target lap time, surviving as the last person standing during a derby or winning a race.

Multiplayer Cup mode

Online multiplayer has been steadily improving of late, and now there is a Cup mode. It’s not revelatory, but now points are awarded at the end of each event, so over a few rounds you can see who’s best.

Wreckfest 2 Multiplayer Mode

Moorfeld track

It’s just a muddy field. But the new Moorfeld circuit really does show off Wreckfest 2’s graphical upgrade over the original, thanks to mud glorious mud. It transfers to your car, is squelches and squishes. It’s wonderful.


There is a race layout and a derby layout.

Wreckfest 2 December 2025 early access update 03

Two more cars

Still no particularly crazy vehicles, but some superb options.

This time, the Phaser reminds us of a fifth-generation Honda Prelude, while the Grandstar is reminiscent of the Dodge Caravan.

Wreckfest 2 December 2025 early access update 02

The cheap and plentiful nature of the minivan means they are often used for ‘banger’-style racing in North America.

Take this race at a rallycross event…

Alongside the new content and modes, a host of changes have been made, such as further options for the CRAP-IT design tool, the aforementioned mud effect, revisions to wheel force feedback and significantly changed impacts so the aggressor should receive less damage.

The full patch notes are listed below:

Wreckfest 2 early access content update 5 patch notes

NEW CONTENT

– New American minivan car: Grandstar

– New Asian coupe: Phaser

– New tracks: Moorfeld with Racer and Crasher routes.

CHALLENGES

– Added 10 challenges, bite-size racing and derby events (with more on the way).

CRAP-IT

– Added a number of new decals, including new fonts.

– Added an ability to mirror decals to the other side.

– Decals can be now grouped and manipulated as a group or individually inside the group.

– Sticker decals can be now placed either on top or below material coats.

– Recreated all player and AI paint designs with Crap It (with more to come).

– It’s now possible to use the default car design as a base for a custom one.

– Other minor improvements.

RENDERING & VISUALS

– Improved game stability and performance.

– Fixed background terrain flickering.

– Fixed rendering glitches on Intel Arc B580.

– It’s now possible to use a different Super Resolution solution than that of the native GPU vendor.

– Super Resolution now defaults to “AUTO”, fixing the issue of “CUSTOM” being shown in the Settings whenever Super Resolution is used.

– Updated XeSS to 2.1.1.

GAMEPLAY

– Added accumulating mud effect for cars (with more surfaces to be included later).

– Adjusted car weights across the roster to better match them being stripped down beaters.

– Improved consistency of suspension setups and fixed a number of oddities here and there.

– Improved car vs car collision physics.

– Improved attacker/defender logic to make it more likely to interpret the gameplay situation correctly.

– Improved attacker advantage to encourage crashing into other cars (normal damage mode).

– Adjusted hitpoints of many cars for improved balancing.

– Environmental damage is now more consistent regardless of the vehicle used.

– Car wheels no longer detach as easily when damaged.

– Tires can no longer get punctured from minor impacts.

– Using stability assist should be no longer faster than not using it.

– It’s now easier to shift properly with a manual clutch.

– Offroad surfaces are now bumpy.

– Tires now sink into soft surfaces.

INPUT SYSTEM & FORCE FEEDBACK

– Improved DirectInput signal handling to reduce jitter.

– Revised force feedback: stronger ramp up, improved details, smoother signal.

– Added new low force boost force feedback setting especially for non-direct drive wheels to help with force ramp-up and details.

– Implemented 120Hz fixed rate force feedback for DirectInput devices.

ONLINE

– Fixed a number of multiplayer related crashes.

– Added Cup Mode (settings in the server config).

– Implemented server file logging (enable in the server config).

– Optimized work distribution for hybrid CPUs.

– Updated Playfab SDK to the latest version.

AI

– Improved AI overtaking behavior.

– Refined and improved overall AI racing line and turning behavior.

– Added more variety to AI racing lines.

– Improved AI awareness of other cars and the player.

– Improved pathfinding and obstacle detection in derby.

– Finetuned AI difficulty levels.

AUDIO

– Fixed issue where rev limiter effect of opponent cars ignored the ‘Opponents’ mix level setting of game.

– Added code support & preliminary sounds for per-wheel suspension movement and bump stop sound effects.

– Added unique collision sound for cargo containers.

– When using spherical camera to view & pan around the car, the blend / transition between engine and exhaust objects is now smoother. Support for dual exhaust cars work-in-progress.

– Pulling handbrake now plays mechanical clunk instead of ratcheting sound (of lever latch).

– Bumper view: Exhaust is now more present in the overall mix.

– Cockpit view: Overall player car mixdown is now balanced more towards the car having no windshields (less high frequency damping).

– Cockpit view: New version of surround reverb models. Downmix compatibility and perceived width of sound is greatly improved when playing on a stereo sound system.

– Cockpit view: Player car tire & suspension sounds are now more clearly directional. F.ex. if playing on a surround sound system, each tire is clearly panned at an appropriate angle relative to camera position.

– Cockpit view: Adjusted surround orientation of wind-on-car effects to improve L-R balance when mixdown is folded to stereo.

– Exterior views of player (camera target) car now have a effect applied to widen the stereo image.

– Various mixdown tweaks & changes, to smoothen transitions across camera views etc.

– Added basic tire sfx for wet mud surfaces.