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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

3 minute read

By Thomas Harrison-Lord

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.

More Carmageddon: Rogue Shift stories

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.

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