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!