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Thank you so much! Fun fact, it's actually not the built-in vehicle nodes! The car is a RigidBody3D with a custom raycast setup: four suspension rays (one per corner) applying spring + damper forces, with drive, steering, and grip all applied as forces at the contact points. Grip is basically "cancel a slice of the sideways velocity every physics tick," which is where the planted arcade feel comes from — I found it way more tunable than VehicleBody3D. All the handling numbers live in one stats resource, which is also how the upgrades work: parts just modify a runtime copy of the stats.

And totally fair on upgrade prices.I flattened everything to single-shot buys for the jam, but I should have tuned the costs down too. If I take this further after judging (a Steam-shaped version is tempting...), that's first on the list. 

The police scanner is definitely a must-have lol. Thank you so much for checking out my game!

Awesome! After messing with Vehicle Body I thought about going ray cast route, but had already wasted enough time. You did an excellent job putting that all together. And all the upgrades felt really good. You could feel each one.