Development
What is done, what is next, what is not promised.
We build Dirtstorm MX in the open, and we would rather tell you exactly where the game is than sell you a date we cannot hold. Here is the honest state of the build.
Running today
- Race loop — gate drop, laps, position, respawn, results, track records, and the full reward summary.
- Handling model — speed-sensitive steering, lean, drift, suspension preload, boost, shove, pitch and whip in the air, and landing-quality scoring.
- Career, progression, and economy — events, tiers, credits, sponsor objectives, and per-bike upgrade trees.
- Garage — eight bikes, tuning, liveries, and respec rules.
- Hype and style — trick families, combo retention, crowd reaction, and banking into rewards.
- Ghosts — local best-line replays per track layout.
- Accessibility — remapping, scalable UI, colour-safe cues, LOW FLASH, MOTION reduction, and transparent assist labelling.
- Audio — adaptive music direction, mechanical layers, stingers, and rider callouts with captioned support.
- Three playable venues — County Fair Clash, Pine Hollow MX, Quarry Rush, each with generated scene, dressing, and far-field terrain.
In progress right now
Handling repeatability
Deterministic re-runs of the same inputs must produce the same race. Pose synchronisation is fixed and verified; the remaining gate is human phone and tablet feel, plus full-course completion on real hardware.
Device acceptance
The 30 fps floor has to hold on minimum-spec hardware through a 20-minute thermal loop. That pass is not claimed yet, and we will not claim it until it is measured.
Remaining nine tracks
Scene generation, dressing, and the far-field terrain shell for the Pro and World Extreme venues, wired so each new track becomes playable without touching the career flow.
Final art and audio
Replacing placeholder dressing with finished venue kits, bike finishes, crowd wardrobe, and the full authored audio set per track and rider.
Store submission
Listing copy, screenshots, and the data-safety answers are drafted. Release requires the device acceptance pass to clear first.
VR exploration
A Quest 3 technical spike is scoped, not scheduled. Dirtstorm is a mobile-first game and VR ships only if it genuinely improves the racing.
Deliberately not in the game
- No advertising, no energy timers, no loot boxes, no paid score boosts.
- No accounts and no tracking — the runtime makes no outbound network requests at all.
- No pay-to-win: upgrades are earned in the career, never bought against other players.
- No reproduction of real riders, teams, liveries, or tracks.
Follow along, or help test
Dev updates appear here first. If you want to shape the handling and economy while they are still soft, ask for a playtest build and tell us what phone you carry.
Roadmap reflects the current development plan and may change as testing finds problems. We update it when that happens rather than at announcement time.
