Hands-on with the early access build.
This year, the long-awaited sequel has finally launched in early access on PC.
The present build contains just a handful of tracks, with both online and offline racing supported.
Like the original, it’s being developed by Bugbear Entertainment ofRidge Racer Unboundedfame.
Panels twist and shear based on contact angle and force; suspensions buckle under strain.
Even minor impacts can have visible mechanical consequences that make it harder to stay on the road.
Crucially, none of it is pre-calculated - it’s all properly simulated.
When another car smashes into you, they seem to deploy a mix of materials and mesh damage.
What makes this so unique?
Well, it comes down to the component-based approach the team has taken here.
Sliding around a corner while taking out an opponent feels amazing.
Other tracks show further enhancements to the game’s visuals.
Watching a full grid of 24 cars smash through a garage never gets old.
There are also more bespoke objects per track, helping each feel a bit more distinctive.
It lends the visuals unique character that I enjoy.
Aside from the visuals, there’s also the audio side of things.
Of course, being early access, we can’t really gauge performance just yet.