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.
August 21, 2026
Plan the route before anything moves
Until now the only way to change a route was to change it while the vehicle was already under way: you took the job, the truck set off, and you chased it with clicks on the map. The order was backwards.
The planner now opens before departure. Pick the contract, pick who runs it, and you land on a map with the route drawn and a start button waiting. Click the map and the line redraws; the distance and the arrival estimate update with it. Nothing leaves until you say so. That turns picking a driver from a guess into a decision you can actually reason about — you see what the trip will cost in road and time before you have committed to any of it. It also cleared up an old ambiguity: inside the planner there is never a question about which mission a click belongs to.
August 21, 2026
Deliveries now run against a clock
Contracts used to be endlessly patient. You could accept a job, wander off, refuel twice and still hand over for the full price — the only thing the clock cost you was your own attention.
Every contract now carries a delivery deadline. It is derived from what the optimal route would take and frozen when the job is generated, so it never shifts under you afterwards. Arrive inside it and you are paid in full. Run past it and the payout steps down in tiers, the way cargo integrity already does: a modest overrun costs you a tier, a serious one costs you half, and far enough past it the contract fails outright. That is deliberately not a single pass-or-fail line — there should be room to have a bad run without losing the whole job. The practical effect is that driver skill and route choice now show up on the clock as well as on the cargo: a rookie on a winding line can miss a deadline a veteran would have made comfortably, and the game says so at hire time when the forecast does not fit.
August 15, 2026
Vehicles that take themselves to the pump
A vehicle that finished a job nearly empty used to sit there nearly empty, waiting for you to notice.
Company vehicles now check themselves at the end of every run — successful or failed alike — and if fuel or condition has dropped below a quarter, they take themselves to the nearest station or garage, sort it out, and come back ready. You are billed whether or not you were watching, and the vehicle is out of service for the whole trip. That is the point: it is a safety net, not a strategy. Self-service happens at the worst possible moment, at whatever the nearest option charges, and an hourly driver keeps drawing wages while their vehicle stands at the pump. An operator who plans maintenance picks the timing and the place; one who does not gets both picked for them.
There is one case the automation refuses to decide. When there is not even enough fuel left to reach a station, the vehicle stops and asks instead, because selling it is a perfectly reasonable answer and that is not a call the game should make on your behalf. Those vehicles now surface in a block that flags what needs a decision — alongside the ones quietly refuelling themselves, so the fleet no longer does things behind your back.
August 8, 2026
Payroll is not a suggestion
Hourly drivers changed the game when we added them: your income finally detached from your personal attention. What that version quietly lacked was a downside. Wages accrued, the balance dropped, and nothing in particular happened when it ran out.
Now it does. If your account cannot cover what your staff are owed, drivers start leaving — beginning with the ones who cost you the most. It is not a warning popup you can dismiss; the roster actually shrinks, and the vehicles they were driving go quiet. Hiring is a bet again. A big team parked between contracts is no longer just inefficient, it is a countdown. The players who thrive here will be the ones who grow the payroll and the workload together, and who notice the gap opening before the game notices it for them.
August 8, 2026
Your driver's skill is written into the route
Skill used to be, more or less, a speed setting. A better driver finished sooner. That was true, and it was also thin — it never explained why a veteran is worth holding onto.
Skill now shapes the drive itself. A seasoned driver reads the city and takes the clean line through it. A rookie does not: they drift, they take the turn they should not have taken, and the path they actually cover comes out longer than the one you planned. Same contract, same vehicle, same two points on the map — and two different distances, two different fuel bills, two different amounts of time spent exposed to whatever the road has in mind. Put a rookie on a long haul with a deadline on it and you will watch the margin evaporate a street corner at a time. It also means the rare high-skill candidate in the hiring pool is worth grabbing the moment you see one, and worth putting in your most expensive truck rather than saving for later.
July 20, 2026
A showroom worth browsing
Buying a vehicle used to be a flat list. It is now a proper showroom. Vehicles are organized into four categories along the top — Passenger, Light cargo, Heavy cargo, and Specialty — and each category opens a list of types you can expand to see the individual models inside. Pick one and the panel fills in the numbers that actually decide a job: payload in kilograms, cargo volume, fuel use per 100 km, and the price.
On the right sits a live 3D preview of the exact vehicle you are considering — drag to spin it and look it over from any angle before you spend a cent.
July 8, 2026
Send a worn vehicle to the shop
Vehicles wear down as they work, and now you can do something deliberate about it. Every vehicle tracks the condition of six parts — engine, transmission, suspension, brakes, tires, and body — and when one is running rough, you send it to a service point on the map. Once it is in the zone, a "Repair here" action appears.
The repair panel lets you decide exactly how much work to pay for. Each part gets its own slider: nudge the brakes back to full, top up the engine, or hit "Max all" to bring everything to 100 percent. The cost updates live against your cash as you go, so there are no surprises at checkout. Confirm, and the vehicle goes into the shop with a countdown — you can let the clock run and get on with other deliveries. It turns maintenance from a nuisance into a real call: patch what matters, save the rest for later.
July 3, 2026
New wheels for day one
First impressions matter, so the compact you start your company with got a fresh new look — a crisp low-poly model with sportier lines, proper headlights and taillights, and a stance that sits it cleanly on the street instead of hovering above it.
This is the first stop on a wider refresh of the fleet's look. The starter classes are moving to the new modeling style one by one, so as you climb from a single compact to vans and trucks, each rung of the ladder feels like a genuine step up — not just a bigger number, but a better-looking machine rolling down real streets. More classes follow in the coming weeks.
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 is in serious danger of failing 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.