A dynamic soft-body physics vehicle simulator capable of doing just about anything.
User reviews:
Recent:
Very Positive (479 reviews) - 93% of the 479 user reviews in the last 30 days are positive.
Overall:
Very Positive (5,467 reviews) - 88% of the 5,467 user reviews for this game are positive.
Release Date: May 29, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We want your support and feedback! We are a small team with big ambitions, and we want to share our work with you so we can continue development with your support and feedback in mind.”

Approximately how long will this game be in Early Access?

“It is difficult to give an exact number, but probably at least 12 months before we could call the game "beta" (feature-complete). Even then, development will probably go on for years, as the potential of our engine is extremely vast.”

How is the full version planned to differ from the Early Access version?

“We hope to make the full version into a fully-fledged open-world vehicle simulator, with a career mode involving various vehicular disciplines and event types, and other gameplay modes.”

What is the current state of the Early Access version?

“It is currently a sandbox vehicle simulator with a wide variety of vehicles and terrains, with lots of modding potential and some very basic gameplay.”

Will the game be priced differently during and after Early Access?

“The price may go up as development reaches certain milestones.”

How are you planning on involving the Community in your development process?

“We always take suggestions and feedback from the community and try to satisfy our customers as best as we can.”
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Recent updates View all (48)

October 7

0.7.0.2 - Hotfix for the hotfix

2nd Hotfix for version 0.7 released. The first hotfix was crashing when running the game on the 'Low' quality settings.

197 comments Read more

October 7

Hotfix for Alpha version 0.7



Hotfixes for the big update from some days ago :)

Bugfixes
  • Fixed render issues on DirectX10 GPUs
  • Fixed empty Freeroam menu when maps with multiple .mis files were installed
  • Improved orbit of orbit cam
  • Reduced jittering of orbit cam
  • Fixed incorrect thumbnails being shown in Freeroam menu (for maps without info.json files and with multiple .mis files)
  • Fixed unintended switch to free camera when removing the current vehicle (should only happen when removing the last vehicle left)
  • Fixed rare crash related to certain keyboard events
  • Fixed Return key not working for ingame console while menus are shown on screen
  • Fixed missing translations in DCT and 8AT transmissions
  • Fixed wrong message being displayed when switching to Automatic mode in DCT transmissions
  • Fixed Messages UI app not correctly updating the text of a category in some cases
  • Reducing stuttering caused by update UI to GPU
  • Added "Pause" action to the scenario's blacklisting
  • Fixed GroundCover on terrain holes (fixes flying rocks in tunnel entrances)
  • Fixed enabling and disabling statistics tracking
  • Improved ending sequence of scenarios, vehicle crashes should come to a reasonable end before the scenario end UI appears
  • Added easier backwards compatibility for the "old" node offset functionality
  • UI: Fixed target Vehicle field not updating correctly on AI app on vehicle switch
  • UI: hardware page updated, problems shown in main menu again. Added ability to acknowledge them. Fixed critical battery state.

Terrains
  • Derby: Fixed decalroad issue
  • ECA: fixed lod of town base being too dark
  • Chapter 1: improved downhill, improved many of the intro cameras to be quicker
  • Chapter 1 Bridge: Fixed excessive slow motion after vehicle falls off the bridge
  • Chapter 1 Wall Jump: Fixed distance tracking and scoring
  • Utah: fixed issues on some decalroads, minor terrain/forest/etc fixes
  • ETK test centre: Fixed splash particles not spawning on slippery surface

Vehicles
  • Strengthened most tires by 10-20% to reduce popping when bumping curbs
  • Fix Semi cab to frame mounts breaking too easily
  • Fix part of East Coast Town using visual mesh for collision (leading to tire popping on curbs)
  • Added proper ETK800 Driving Experience config
  • Added "Wood" Groundmodel to Suspension Bridge to eliminate sparks
  • Fix Semi driveshafts not breaking
  • Fix Pigeon rear wheels clipping through bed on hard cornering and jumps
  • Flatbed trailer: improved jbeam structure so that it can be crashed into better, added straps and improved steel pipes loads, added steel pipes config

Version 0.7 changelog in our blog: http://blog.beamng.com/alpha-version-0-7-released/

45 comments Read more
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Reviews

“The Most Impressive Physics Engine You've Never Seen”
IGN

“BeamNG's Amazingly Realistic Car Crashes”
Gameinformer

“Amazing Car Crashes + Hilarious Greenlight Trailer = Magic”
Kotaku

About This Game

BeamNG.drive is a realistic, immersive driving game offering near-limitless possibilities. Our soft-body physics engine simulates every component of a vehicle in real time, resulting in realistic, dynamic behavior.
The driving feel is authentic and visceral, and crashes are realistic and violent; yet the physics are accessible enough to drive with a keyboard or gamepad while still being authentic with a full racing wheel with uncompromising realism.

Environments and vehicles in BeamNG.drive are hand-crafted with passionate attention to detail. With years of meticulous design, research, and experience, we authentically recreate the feeling and excitement of real world driving.

We are a small team from around the world with no obligations to publishers or outside interests. Our users and modding community are our first priority. Help us make BeamNG.drive the ultimate driving experience and discover what an open and uncompromising soft-body vehicle simulator can be.

Why is BeamNG.drive the game for you?


As an open world vehicle simulator, BeamNG.drive will cover a large array of vehicular disciplines - everything from a delivery mission in a box truck to a high speed rally race or a destruction derby. The vehicle customization and detail will allow you to make your car or truck all your own - fix it up, upgrade it, or strip away body panels to reduce weight. There are a lot of different types of gameplay we want to implement beyond just racing and crashing, such as police chases, stunt challenges, and other specialized minigames. Eventually we would like to have some kind of single player open world career mode, with persistent vehicle ownership and procedurally generated used vehicles to buy and events to run them in.

In some ways, BeamNG.drive is about doing anything you want with a car or truck - the stuff other games don't let you do. You can go off-roading in a family sedan or hurl a delivery truck around a racing circuit, all with beautiful soft-body simulation physics. You can mod those same vehicles to be racing beasts, derby monsters, or off-road behemoths - or just thrash them stock. At the end of the day, BeamNG.drive gives you the gameplay you want, and doesn't force you to do anything that you don't think is fun or interesting.

The future of the game and our physics engine


As we optimize our game and computer technology improves, the amount of vehicles which can be simultaneously simulated at a smooth framerate will increase. Right now you can run 4 to 6 cars at one time on a high end quad-core processor. Each vehicle has around 400 nodes and 4000 beams, all being simulated 2000 times per second. We hope to expand the number of simultaneous vehicles possible to at least 8 with a mid-range processor.

We will also look towards having multiplayer in the future, but it may be some time before we can create the multiplayer experience everyone is expecting. We are well aware of the demand for multiplayer and we want it just as much as you, but for the short term we are focusing on the single player career mode, various driving events, fixing bugs, and creating more content. It is feasible that we could implement local and/or same PC multiplayer in the interim.

Also, the possibilities extend beyond land vehicles. Users in our community have already made planes and helicopters that fly purely with the existing vehicle aerodynamic physics, with no cheating whatsoever. BeamNG can simulate aircraft in a very authentic way due to its soft-body physics. All the flex that happens to a real plane's airframe arises naturally in BeamNG, and the consequences of excessive stress are also modeled. Fly too fast and your wings will start to bend and rip off. The potential for the BeamNG physics engine is huge.

Alpha Access Features

  • All future updates to BeamNG.drive included for free (alpha, beta), also including the final game
  • Soft-body physics sandbox
  • 19 detailed, customizable, destructible vehicles, with more to come
  • 10 terrains to explore and drive across, with more to come
  • Frequent updates adding terrains, vehicles, features, gameplay, and bug fixes
  • Full modding and content creation capabilities - make maps and vehicles, and script gameplay
  • Use the built-in terrain editor and any 3D modeling, image editing, and text editing software
  • Online authentication is only necessary to update; the game itself does not need an internet connection to run.

Alpha Testers

Users that already entered the alpha testing via our website can get a free Steam key.

Our goals

Our main focus is on how things move rather than how things look on the screen. We aim to bring our expertise in real time soft-body physics and soft-body physics model design to the forefront of game physics simulation, making available the technology and know-how to as a wide an audience as possible. To achieve this, we are designing the engine and corresponding assets, so as to be independent of the underlying game engine and operating system.

Right now the physics engine is running on a multicore CPU configuration, but we are also in the process of supporting GPUs via OpenCL.

Our mission

To have realistic, accurate, destructible, and malleable physics everywhere. To make anything possible.

More Feedback


More Feedback can be found there: http://www.beamng.com/content/119-Feedback

Contact Us

You can get in touch with us in several ways:

System Requirements

    Minimum:
    • OS: Windows 7 Service Pack 1
    • Processor: Desktop Intel i3
    • Memory: 4 GB RAM
    • Graphics: GTX 550 TI
    • DirectX: Version 11
    • Storage: 5 GB available space
    Recommended:
    • OS: Windows 10 64 Bit
    • Processor: High-end Intel i5/i7 or High-end AMD 6 Core or better
    • Memory: 8 GB RAM
    • Graphics: GTX 780
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Additional Notes: Gamepad recommended
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Recent:
Very Positive (479 reviews)
Overall:
Very Positive (5,467 reviews)
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