A dynamic soft-body physics vehicle simulator capable of doing just about anything.
User reviews: Very Positive (1,382 reviews)
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. We will also look to implement multiplayer.”

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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Buy BeamNG.drive


Recommended By Curators

"The alpha is insane and physics.. oh god why?"
Read the full review here.

Recent updates View all (21)

June 27

Version released

You can also read this update in our blog.

  • Improved Performance Helping: Better guidance with performance problems
  • Ability to disable inter-vehicle collision for low performance systems resulting in nearly doubled performance.
  • Auto hide dashboard after 15 seconds without focus
  • Added a years filter to vehicle selector: Allows you to filter vehicles by manufacture date
  • Added Advanced Mode: Hides some more advanced functions like the debug mode, etc in the user interface by default
  • Dashboard hiding in UI-Edit: prevents elements being aligned incorrectly
  • User presets in Colorpicker
  • Now hiding the Tacho in cockpit mode
  • Added Bananabench to the game user interface (under Help > Performance)
  • 2-5% physics core speedup
  • The console application now accepts and forwards command line arguments
  • The Modmanager can now unpack/pack and open mods for easier mod creation - always backup your files - this feature is work in progress

  • Force Feedback working again
  • The game now tries to create a profile in the Nvidia settings to enforce the usage of the dedicated graphics card
  • Fixed backward compatibility only working the first time, but not when the game is restarted
  • Fixed physics stress debug mode
  • Fix for mods with a space in the folder path
  • ABS indicator fix
  • Converted remote controller to an extension, not loaded on startup by default anymore
  • Fixed luasocket sandbox allowing the broadcast address now
  • Bananabench: Reduced the error rate by increasing the steps
  • Fixes for missing hydros in jbeam
  • Fixed possible problem with background image which rendered the complete game not working

  • H-Series: Fixed cab instability
  • Moonhawk: Improved door flexbody spike and deformation, self collision issues, rear bumper jiggle
  • Vanster: Tweaked driveshaft strength, corrected steering lock, improved off-road tires
  • D15: Improved off-road tires
  • 200BX: Durability tweaks, windshield mesh error, widebody quarterpanel UV mapping corrected
  • Tilt Board: Model updates
  • Gavril T-Series: Jbeam overhaul, improving performance.
  • Jungle Rock Island: progress (roads, port, tunnels, lighthouse and more)
  • Skyboxes converted to dds file format

73 comments Read more

June 15

Version released

You can also read this update in our blog.

  • Added a mod manager - more info here: http://www.beamng.com/threads/14209
  • Dashboard is now hidden in the UI Editor, making it easier to position elements
  • Spacebar now binded to handbrake
  • Improved Xbox controller inputmap
  • Slightly faster bindings search
  • Show last used binding in Controls menu, for quick access
  • The virtual filesystem (responsible for zip loading) is now case insensitive. This improves backward compatibility a lot.

  • Improved backward compatibility for old mods a lot: case insensitive filenames in zips and dynamic mounting into the correct place if the vehilces/ or levels/ folder are missing inside the zip
  • Disabled advanced debug text drawing by default
  • Fixed inability to use certain keys for bindings (e.g. space bar)
  • Fixed Steam taking screenshots with random keys
  • Fixed inability to modify a binding twice in a row
  • 'Revert' binding button works again
  • Prevent duplicated bindings in several situations
  • Added user path fallback if the user path is not writeable
  • Fixed VSync on startup
  • Removed unneeded sound providers for now, fixes the XAudio_.dll error.
  • The launcher will now check if DirectX is installed properly instead of the program failing with "The application is unable to start correctly"
  • Fixed DirectX error messages while in fullscreen: were behind the game
  • fixed launcher backing up the log files and creating empty folder when there was nothing to back up :|
  • Disabled automatic writing of updates of materials.cs files when a material is not found and generated on the fly: fixes the random levels/ and vehicles/ folders in the user path
  • Fixed Force feedback being broken on certain hardware: It tried to send forces to the keyboard ... :| (seriously, FFB on a keyboard?!)

  • Fixed Skycurve 2 sorting
  • Added various missing preview images
  • Converted flares to .dds texture format for performance increase
  • Jungle Rock Island: Progress on roads
  • 200BX: Added "custom" config, ABS for higher trim levels, strut bar, custom wheels & improved bumper deformation
  • Sunburst: Fixed incorrect collision triangles, improved bumper deformation, improved a-pillar deformation
  • Grand Marshal: Improved bumper deformation, improved a-pillar deformation

45 comments Read more
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“The Most Impressive Physics Engine You've Never Seen”

“BeamNG's Amazingly Realistic Car Crashes”

“Amazing Car Crashes + Hilarious Greenlight Trailer = Magic”

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
  • 7 detailed, customizable, destructible vehicles, with more to come
  • 7 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.
  • Exclusive access to a section of our forum where you can talk directly to the devs and report bugs, suggest features, etc.
  • The exclusive forum section also contains 3rd-party content, including vehicles and terrains.
  • In addition, you get a little BeamNG.drive logo under your avatar on the BeamNG forums

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

    • OS: Windows 7
    • Processor: Desktop Intel i3
    • Memory: 4 GB RAM
    • Graphics: GTX 550 TI
    • DirectX: Version 9.0c
    • Hard Drive: 4 GB available space
    • OS: Windows 8 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 9.0c
    • Hard Drive: 4 GB available space
    • Additional Notes: Gamepad recommended
Helpful customer reviews
48 of 53 people (91%) found this review helpful
2 people found this review funny
3.7 hrs on record
Posted: July 5
Early Access Review
Been here since very early alpha, and it's always been highly moddable, highly destroyable, and much highly loved!

*Hyper Realistic Damage Physics (Which were my dream as a young kid to do on a game)
*Great graphics (That my computer can't handle that well)
*Friendly Community/Devs (Or else we'd be giving negatives right now)
*Great modding possibilities (I have about maybe like 8gb of mods in my Early version)

*The driving school might not be happy
*It sometimes feels sad when you destroy a car
Was this review helpful? Yes No Funny
11 of 12 people (92%) found this review helpful
22.8 hrs on record
Posted: July 17
Early Access Review
I thought that you couln't get much better than Rigs of Rods when it came to soft body physics...I was clearly wrong.

This game is at the top of my charts for sandbox games, and the physics are just - imagine them in GTA...

I'm acctually surprised the game runs on my 'bottom of the range' laptop. And also, I wouldn't mind seeing some older Gavril's from Rigs of Rods come back (maybe a revival of the G2, the Omega or the Bandit?)
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9 of 10 people (90%) found this review helpful
6.6 hrs on record
Posted: July 18
Early Access Review
What truly sets BeamNG apart from other vehicle games is how the vehicles are ALWAYS responding to forces acting upon them. In most vehicle games, damage is a scripted event that takes place when certain parameters are met. In BeamNG, every movement has an effect, causing the body and chassis to flex and twist even under normal driving. Currently I would not exactly call it a game that you can "play", but more of a "playground" for physics enthusiasts, vehicle enthusiasts, or modders who wish to create their own content.

I would not recommend this game to absolutely everyone, but I definitely recommend it to anyone who is into simulation and/or modding.
Was this review helpful? Yes No Funny
17 of 25 people (68%) found this review helpful
10 people found this review funny
11.8 hrs on record
Posted: July 16
Early Access Review
In BeamNG.drive, the game crashes you.

Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
1 person found this review funny
24.9 hrs on record
Posted: July 22
Early Access Review
Ive played this game for a while now and have finally decided to write a review.

Its easy. I RECOMMEND this game.
Is it a game though? Is it real life? I really have no idea.
With a complex engine BeamNG.Drive gives you all of the fun you will ever need, I mean, Who wouldnt want to smash up a range of cars? AND you can also get mods for PLANES and BOATS off thier website. Yes, there is a rather large modding community out there bringing out more vehicles for you to destroy.
I believe this to be the BEST soft-body physics driving and racing game out there.

Thank you devs.
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