A dynamic soft-body physics vehicle simulator capable of doing just about anything.
Recent Reviews:
Very Positive (443) - 85% of the 443 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (10,160) - 88% of the 10,160 user reviews for this game are positive.
Release Date:
May 29, 2015
Developer:
Publisher:

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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 (76)

July 20

First hotfix for 0.13 released



New content:
  • Added new scenario intro screen that enables vehicle selection
  • Added 3 time trials to the automation test track : Hillclimb 2, Short Circuit, Old Race Circuit

  • Added Dam Jump scenario

  • Added 3 Tracks for the Track Builder: Fast and Slow, TB Raceway, Corners



General:
  • Added degenerate collision triangle warning
  • Made physics core more robust when faced with degenerate collision triangles
  • Improved distance attenuation for backfires
  • Improved distance attenuation for rumblestrips
  • Improved turbo and supercharger sounds
  • Improved performance for kickup (lowered max voices)
  • Improved sand surface sound emitting
  • Throttle cut during shifting of automatics is now disabled by default
  • Nodegrabber fixed nodes can now persist across Ctrl+R vehicle reloads
  • Added message to in-game repository when connection fails
  • Rephrasing for repo mods removal button and message box


Fixes:
  • Fixed tracking of deformation energy (used by crash sounds)
  • Fixed some sounds not affected by slow motion, like breaking glass sounds
  • Fixed loose surface sounds not audible with many vehicles (changed voice settings)
  • Fixed WCA drag strip christmas tree
  • Fixed mods with long names causing mod icons to be misaligned
  • Fixed Grand Marshal front suspension breaking with some wheels, fix wobbly hood hinges
  • Fixed City Bus degenerate coltri, add n2o purge valve
  • Fixed Moonhawk turn signal and headlight switch sounds
  • Fixed siren audio not playing in scenarios until its reset (Affected Scenarios: East Coast Chase (1,2,3,4), Bank Robbery, Delivery Truck Takedown, Small Island Chase, Police Patrol)
  • Fixed lifting a key/button right after switching vehicles (was acting on the new vehicle, rather than the original one)
  • Fixed error when attempting to record replay while in main menu
  • Fixed replay not stopping when going back to main menu
  • Fixed low replay update rate of UI apps during both recording and playback
  • Fixed Hotlapping app not working
  • Fixed exception in Mod Manager when invalid packed mods are parsed


Known issues:
  • Main menu is sometimes shown when starting a time trial
  • 200BX has compatibility issues with some 4 lugs wheels
26 comments Read more

July 13

The Automation Collaboration – Version 0.13 Released



Automation cars, a level and new sounds!

In this update, we are collaborating with the development team of Automation. Automation, developed by Camshaft Software, is a separate game revolving around managing your own car company and designing extremely detailed vehicles from scratch, and is getting an update today too.

This joint update allows users of BeamNG.drive to drive cars designed by Automation players, using the regular BeamNG mod repository. At the same time, players of Automation are able to export its vehicles, drive them in BeamNG.drive and submit them to our mod repository, for any BeamNG.drive owner to download and drive.

In addition to that, here's some other highlights in this release:
  • Drive in the new Automation Test Track map:
    https://www.youtube.com/watch?v=h7cEsxtRmCQ
  • Delight in the new sounds of tire squeal, revamped crunching metal audio, new surface sounds (gravel, sand, dirt, grass, asphalt, rumblestrips), turbochargers, superchargers, etc.
    https://www.youtube.com/watch?v=i2vkpVgOfZA
  • Support for importing and sharing Automation cars
  • And of course a myriad list of improvements and fixes in response to your awesome feedback

Full changelog (with lots more media) in our blog:
http://blog.beamng.com/the-automation-collaboration-version-0-13-released/
(it's too big to put here completely)
134 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
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