Devlog & Updates

Development notes on Drive Your Way, written from our actual development history. We build in the open and ship often — this page records what changed, when, and why.

June 28, 2026

Toward paintable vehicles

We spent the end of the month deep in 3D model work. The goal: vehicles whose body, roof, glass, and wheels the game can recolor independently, so the livery you buy actually changes how your car looks on the street rather than swapping a flat texture.

Getting there took a custom shader that reads paint regions baked into each model, plus a compression pass so the higher-fidelity models stay small enough to load fast in the browser. The first car — the humble compact — is already driving around with proper paint separation, headlights and taillights included. The remaining classes will migrate one by one.

June 27, 2026

Real-time 3D vehicles on the map

This one has been a long time coming: every vehicle on the map — yours, your drivers', other players', even the tow truck — is now a true 3D model rendered in real time, directly into the map scene. Vehicles have volume, catch light, and sit on the street the way a vehicle should, instead of floating over it as a flat sprite.

Under the hood this meant giving the renderer its own layer inside the map engine and teaching it to keep centimetre precision on a planet-sized coordinate system. The old sprite pipeline is gone entirely. Zoom far enough out and vehicles gracefully fade into dots so the fleet overview stays readable.

June 26, 2026

A proper home for your drivers

Drivers got their own tab. The new hiring pool shows a small rotating catalog of candidates with their skill ratings and rates, and you can hire straight from the card. Your company staff, your contractors, and their active missions now live in one organized view instead of being scattered across panels.

The map also got a small facelift: points of interest now use floating teardrop pins instead of flat circles, which makes gas stations and garages much easier to spot at speed.

June 25, 2026

Combine deliveries into one run

The biggest economy feature of the month: you can now stack several compatible contracts into a single run. Found three jobs whose pickups sit along the same corridor? Add them all to the active route, drag the stops into the order you like in the new route planner, pick a route style per leg — fast, normal, or economic — and roll out.

Combined runs pay a bonus for every extra delivery in the group, on top of each contract's own payout. The planner previews the full route before you commit, and it works on mobile-sized screens too. Cargo compatibility still applies: liquids never share a tank with anything else, and fragile loads refuse rough company.

June 21–23, 2026

One simulation for every vehicle

We rebuilt the foundations of how missions run. Player deliveries and AI-driver deliveries used to be tracked by two separate systems; they are now one, which means the game can run many missions at once, you can switch which vehicle the camera follows mid-delivery, and events like accidents resolve server-side in real time — even for vehicles you are not watching.

The cleanup that came with it let us delete a large amount of legacy code: the browser bundle is about 43 percent smaller than before, so the game loads noticeably faster. We also added a matrix of thirty integration tests over the trickiest scenarios — parallel missions, mid-run cancellations, driver firings — so the simulation stays honest as it grows.

June 19–20, 2026

Fleet & Operations overhaul

The management side of the game got its biggest interface upgrade yet. The new Fleet tab shows every vehicle as a card with live status — driving, idle, low fuel, worn, repairing, awaiting tow — plus fleet-wide numbers like operational count and revenue today. Clicking a vehicle opens a full detail view: health by component, maintenance, financial performance, and the assigned driver, with actions like scheduling a repair or sending the vehicle to refuel right there.

Alongside it, the new Operations Center gathers everything that needs your attention — active runs, fresh opportunities, recently completed jobs — into one board. Buying vehicles moved into an inline Showroom inside the Fleet tab, and you can now sell a vehicle back at half price when your strategy changes.

June 16, 2026

A miniature world

A visual experiment that stuck: the map now has a subtle tilt-shift treatment — a gentle blur and color grade that makes the city read like a hand-built miniature. It is the kind of change that does not alter a single number in the economy but changes how the whole game feels. We tuned it by eye over three rounds until it sat right.

June 14, 2026

Cargo integrity, accidents & theft

Deliveries now carry real risk. Every load has an integrity meter, and the road can hurt it: risky routes wear delicate cargo down kilometre by kilometre, and accidents take a sharp bite — out of both the cargo and the vehicle. Integrity at handover decides your payout, and a load damaged below half fails outright.

Contracts also became much more varied on this day: split deliveries, multi-stop runs, and round trips joined the pool, paying a premium over simple point-to-point hauls. Vehicles now pause realistically to load and unload at each stop — bigger loads take longer. And a warning for the frugal: cheap one-off contract drivers occasionally steal the goods. A recap modal catches you up on everything your fleet did while you were away.

June 2026

Guest play is live

You can now jump straight into Drive Your Way without signing up. Open the game and you start as a guest on the real-world map — take a contract, earn your first money, and get a feel for the loop in seconds. Creating an account to save progress remains optional. If you decide to save your progress later, your guest state upgrades into a real account so you keep everything you have built.

June 2026

Real-world map, globally

The map is no longer tied to a single provider region. Every street, every point of interest, every route is served by a global map provider, so a delivery can happen anywhere in the world the simulation reaches. It also means that offering players a choice of starting cities is a design decision rather than a technical rebuild — that choice is on the roadmap.

What we are working on

On the roadmap

The near-term work is deepening what is already in the game: finishing the migration of all eight vehicle classes to the new 3D models and paintable liveries, richer contract variety, and continued tuning of the economy against real play sessions. Localization work is underway so the game reads naturally in more languages.

We are deliberately careful about promises: features appear here when they ship, not before. The bigger picture — live, in development, on the horizon — is on the public roadmap; when something lands, it lands here first.