Thanks. There are definitely plans for local download versions. And I can add controller support for those
RoadTonic
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Hi moisannite,
Thank you for your kind words. As a matter of fact, I’m a Linux user too. I switched over last year, as well as migrating the game engine to Godot on Linux. So yes, absolutely there will be (and is already) a functional Linux build.
There are a few twists though; I’ve had a lot of issues with the physics in Godot so I’ve had to rework parts of the car code. This has taken extra time. I’m also working on something special in parallel, so I have held back on releasing the next demo. I’m making a hand-made open world, either as a spin-off game or to include in Freeway Fever. I promise I’m still working on it all - just (as usual) it always takes longer than I anticipate.
Watch this space!
Thank you for the comment.
Yep; the game UI was very rough at that point.
Midway through the year I began porting the entire project into a new engine. That’s now done, so new features are now being added. Improved driving physics, terrain, large road interchanges and better tracks.
Unfortunately WebGL (in-browser) support will not be available anymore. Future demos will be free (small) downloads.
Thank you for all the feedback! I am floored that someone appreciates the procedurally generated street tracks. I genuinely didn’t think there were many other games going down that avenue, and being a racing game enjoyer myself I wanted the feeling of playing something new each time. A downloadable version of the game will be coming soon, so stay tuned.

