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Carmageddon: Rogue Shift to add wheel support, second game mode

But first, a bonnet camera will be added.

Carmageddon: Rogue Shift to add wheel support, second game mode

On the release day for Camrageddon: Rogue Shift, its developer and publisher, 34BigThings, has issued a road map for future improvements.

It’s not extensive, presently, but it enlightens players about some welcome upcoming changes.

A ‘Day 0’ patch is now live, with a list of bug fixes and tweaks (full list, below), and then what’s billed as the ‘First Patch’ will include a bonnet camera view, to go alongside the bumper and two chase cam options.

In the ‘Second Patch’, a further game mode will be created. Presently, there is just the main rouglite campaign, with no single-event or alternative options.

Carmageddon Rogue Shift launch roadmap 2026

Challenge Mode is meant to be a sterner test, thanks to “tougher opponents, scarcer resources, no second chances, deadlier Wasted, a more challenging driving simulation,” according to the team.

It also mentions that work on this particular mode is already underway, but that it’s exploring “more options”.

In a similar vein, a roadmap graphic confirms steering support for the same update, but is billed as in the “experimental stage” for the Logitech G29 and the Thrustmaster T598, as it stands.

The new series spin-off is a bold new approach for the franchise and the company formerly behind the anti-gravity Redout games. In our review, we found the handling to be too imprecise and the structure too repetitive, but we’ll follow its progress through subsequent updates.

Carmageddon: Rogue Shift roadmap

  • Day 0 patch, available 6th February 2026
  • “ASAP after launch” – Minor bug fixes, address any urgent issues
  • First Patch – Bonnet camera
  • Second Patch – Challenge mode, steering wheel support

Carmageddon: Rogue Shift Day 0 patch notes

Above all else and across the board

  • Bug fixing and performance improvements to make sure everyone’s first experience is the best it can be

Levels

  • Lighting improvements and optimization
  • Collision passes

Vehicles

  • Blood effect and logics rework
  • Improved visuals and geometries of different vehicles

Bosses

  • Boss vehicles’ trails
  • Final boss attack VFX polish

UI

  • Revamped some tutorials
  • Polished End Run screen

Audio

  • Vehicle integrity audio system
  • Sidebash and boost SFX polish
  • Weapons’ SFX polish

Cinematics

  • Cinematic to gameplay transition polish

Known issues

A couple of unfortunate last-minute regressions may cause:

  • ”Cycle Camera” and “Horn” inputs are inverted in the Controls screen :s
  • Unexpected flickering of the central square of the weapon lock indicator when multiple targets are simultaneously locked
  • Occasional missing HP bar from Piccolo Enforcers and some Special Wasted
  • Occasional flickering shadows.
  • Incorrect proportions of opponent indicators on the minimap on some small screens, eg. the Steam Deck.