A dynamic soft-body physics vehicle simulator capable of doing just about anything.
Recent Reviews:
Overwhelmingly Positive (1,038) - 97% of the 1,038 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (11,965) - 89% of the 11,965 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 (84)

November 27

Third hotfix for 0.14 released

This third hotfix for BeamNG.drive version 0.14 fixes some important crashes and more.

  • Fixed crash when online features are enabled. Thanks to Rewzu for the help in tracking down the cause of this problem :)
  • Repository settings "Auto update" disabled by default

  • Brought back 'Hard Parking' scenario

  • Fixed crash when deleting decal roads
  • Fixed crash when editing terrain in editor
  • Fixed forest editor not deleting objects of a type after all have been deleted

  • Fixed automation vehicles not being selectable in quickrace menu

  • Fixed Sunburst steering breaking at high speeds and full lock
  • Fixed instability of ETK KC6T with Hirochi wheels

  • Fixed 'External' camera glitches when driving faster than 210mph and then switching camera
  • Fixed duplicate cameras when clicking too quickly in Options > Camera ordering buttons
  • Fixed 'Driver' camera behaving incorrectly on LHD vehicles after having driven a RHD vehicle

Track Builder
  • Fixed Track Builder obstacle placement
  • Fixed Track Builder not working in reverse (Time Trials/Light Runner)

An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game here.
26 comments Read more

November 9

Second hotfix for 0.14

In this second hotfix for BeamNG.drive version 0.14 we are continuing the process of resolving issues reported by the community as well as deploying fixes identified by the dev team.

  • Fixed playing track in reverse not working in Time Trials and Light Runner

  • Fixed tiny camera movements when approaching or leaving the BeamNG.drive window borders
  • Disallowed extreme field of view angles to prevent graphic issues
  • Fixed 'External' camera using incorrect vehicle position when set as default camera

  • Fixed speed-sensitive steering limits not working correctly
  • Removed two non-working input actions

  • Fixed possible crash when handling vehicles with very large or very small amounts of nodes
  • Removed experimental work-in-progress replay options from Options > Other menu
  • Fixed crashes when opening replays if the aforementioned options had been enabled in the past
  • Fixed incorrect filesystem error logs when a recording is succesfully stopped

Track Builder
  • Added Seven Trials Bridge: A difficult and long track, featuring seven different challenging track styles
  • Fixed being able to click on Track pieces while in Drive or Test mode
  • Fixed obstacle placement not working
  • Fixed Linear Interpolation for height not using the correct slope
  • Custom Slope now auto-enables to prevent gaps in tracks when using advanced interpolations for height
  • Resetting checkpoint size now sets the size to the width of the track piece
  • Windows no longer exactly overlap upon opening them
  • Added description and difficulty fields for saving tracks (and all existing tracks)
  • Reworked the drop in Kraken Incorporated, made Nosedive track shorter
  • Fixed a bug where the width was calculated incorrectly on thin tracks
  • Added a few more decals for materials and border shapes
  • Fixed textures for obstacles not showing up in some levels

  • Fixed cannon not being able to shoot
  • Re-enabled gearbox debug and shift decision apps

  • Fixed bug with beam counts > 32768
  • New max beams limit is 65534

  • Fixed static collision debug tool
  • Fixed lag when updating mods using in-game repository
  • Fixed 'Change Configuration' button taking you to Quick Race menu in Light Runner mode
  • Fixed garage not loading correctly when a level had been loaded previously
  • Decreased step value on fog slider
  • Fixed settings\base.ini not being created if doesn't exist. Would only cause debug messages to be visible by default in the console

Notable Known Issues

An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.
37 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“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
  • 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

    • 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
    • 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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