- Quick Ice Beam Weapon Sound FX Bug Fix - 18 September 2026
Hello Knights! The Ice Beam Weapon from the last big update had a sound effect bug where the sound for the beam was not connected to the game's audio mixer (and wasn't even the correct sound effect honestly), so instead of it sounding like a mack truck is running over your brain at 217 kph, it should now sound a bit better! HUZZAH! If anyone notices any other audio bugs or any other issues, you can always let us know and we'll look into it ASAP! Well that's it for now. As always, thank you for playing and hope you are all well! Until next time! -Zach
- Updates and Achievements! - 24 March 2026
Hello knights!After a small break, we're back to drop a little update for the Spring Sale (the timing just worked out that way actually, but hey, we'll take it!)There are 2 main updates on the newest build, the first being Steam achievements, which is something we've been asked about multiple times and been meaning to get around to, but life is hectic and 2 person indie development can be slow. The good news is they are finally online! I may fiddle around with the art for them more, but they're there and waiting to be unlocked! Any and all achievements that you already "achieved" during your time playing thus far should unlock after you play a round in either "Classic Mode" or the "Colosseum Mode"!The second big thing we did was update the Classic Mode with 8 unlockable bonus weapons that can activate based on how many kills you are getting and/or if you complete the challenges. We've g…
- Halloween/Steam Scream 4 Fest Update - 27 October 2025
Hello knights!In celebration of the coolest holiday, and because we’ve been working on some updates the past couple months, we’ve decided to polish up what we had so far and send that it out to you all! Below are some of the changes being made Issues that were fixed:Balloon Minigame spawning without instructionsMouse selecting broken/pressing the button that is currently selected on controllerIn Classic Mode, when buying weapons/subweapons, mouse can get stuck if you don’t have enough moneyDamage numbers coming from skull rotating in Colosseum modeReroll double clicking/selecting in Colosseum modeMade the menus to where buttons are selected by default so controller players don’t have to press twice on the analog stick/d-pad to select a buttonDrift lines appearing above the ground when jumpingHats stacking stats in Colosseum ModeOther kart racers now have more varied speed in racesUpdate…
- Unity Application Vulnerability Patch 10/06/2025 - 6 October 2025
Hello knights! Unity recently let us know there was a vulnerability in applications built using their software. Per Unity themselves: Applications that were built using affected versions of the Unity Editor are susceptible to an unsafe file loading and local file inclusion attack depending on the operating system, which could enable local code execution or information disclosure at the privilege level of the vulnerable application. There is no evidence of any exploitation of the vulnerability nor has there been any impact on users or customers. They provided a patching tool that both devs and players can use for these applications to mitigate the vulnerability (specifically patching the .DLL file). This update includes the patched .DLL file for Carnage Kart X. We will continue to monitor the situation and update the game files again if needed. Thank you for trusting us and playing our g…
- New Modes for September! - 12 September 2025
Hello knights!This latest update has been in the oven for quite some time! After lots of feedback, playtesting, long nights, conversations, and all sorts of silly things like that, I’m happy to say we have added two new game modes to Carnage Kart X and changed the wording for the original game.We have renamed the original game mode to “Classic Mode” since it plays more like a retro-style game and is still a single player experience.We have added “Single Race Mode”, which is currently single player, but also a way for players to race through the tracks they unlocked in classic mode without having to replay through their respective stages. And finally, we have added “Colosseum Mode”, which is a much more rogue-like experience where upgrades for weapons, sub-weapons, skills, and stats are all earned within a single play session, much more similar to something like Vampire Survivors. You ca…
- Small Update Post-DreamHack Dallas (06/06/2025) - 7 June 2025
Hello knights! We got busy working on some fixes and changes after attending DreamHack Dallas recently. Showing the game at a large expo was exciting, a little crazy, and quite tiring. Anyways, we found a few issues and changed a couple things based on watching over 100 people play the game in front of our very eyes and talking with them about their thoughts. We also started getting some ideas on the general direction we want to go to get to a 1.0 release, which we’re still having discussions about, but is slowly becoming clearer as time goes on. Below are the changes we made for this latest update. Bugs: Fixed issues where playing the Goblin Cave stage would cause a crash if not playing on Easy Fixed first person camera clipping while wearing certain cosmetics Fixed collider in the Castle stage that could push players into the top of the castle Fixed areas that would prevent new enemy…
- Updates and Bugfixes before taking our game to DreamHack Dallas! (5/19/2025) - 19 May 2025
Hello knights! We've been busy gearing up to show our game at an expo called DreamHack Dallas, which is from May 23rd to the 25th. This had us doing a lot of work for the game that wasn't directly working on the game (if that makes sense), BUT we've slowly been improving some small things here and there. Below are the fixes and changes that we implemented on this latest update. Fixes: Enemy added to Forest stage (was missing from the last big update) Camera boundary art issue fixed for Dungeon Stage Fixed enemies surviving after boss battle in the Cemetery stage Fixed Goblin Boss Stalactite attack going off during ending cinematic when attack was started before defeat Fixed issue where the Jump skill would sometimes be triggered when jumping from a grind Sound effect connected to Great sword removed (was super loud) General Game Updates: The UI now turns off during cinematics for a bett…
- The Big March Update! - 28 March 2025
Hello knights! As promised last week, we are finally unleashing the newest update to Carnage Kart X! Below is a detailed list of almost everything included in this update (though I may have forgotten a couple small details here and there), but it’s a fairly thorough overview of the changes for those interested. Content Update List: Added 3 new stages and accompanying races as well as a new way of unlocking stages based on achievements in the game Updated the previously included stages with new textures, enemies, and general flow of gameplay (some more than others) Added cosmetic items that can be unlocked by achieving different gameplay milestones in the game (example: achieving a certain amount of kills, certain amount of races completed, etc) Added multiple new enemies to stages Updated Racer AI to improve the racing experience Lowered time that the reward wheel stays on screen and th…
- New content incoming! - 19 March 2025
Hello knights! First off, I just wanted to say a big thank you for getting us to our first 100 sales! It's always a nice milestone to hit for a small dev team like us, so it's super appreciated! I also wanted to let you all know that we've been radio silent because we've been working REALLY REALLY HARD the past 3 months reading feedback, making content, fixing bugs, tweaking things, and changing the way progression works for the game. We've had to be picky about what we could feasibly do, but we're still super proud of what we were able to accomplish in that time. We also recently had some in-person testing that gave us a lot of insights and ideas and we hope to be shipping an update out very soon! (shout out to anybody who saw us at SXSW and gave our game a go!) I'll be sure to give a detailed overview of the changes when we submit it, and we appreciate all the feedback and support we'…
- Small Update 1/9/2025 - 9 January 2025
Happy New Years Knights! Hope all is well with you and yours! Thanks to some streamers and some great feedback, we found a few bugs and changed a couple things to improve a couple aspects of the game, which I will now list below! Bug fixes: Fixed the issue where players could go into Soul Shard debt buying jump skills Fixed main menu button not working with mouse after races Fixed enemy racers getting stuck doing donuts during a race Changes: Speaking of enemy racers, we changed the way their speed is determined to scale with the players speed, so you shouldn't get paired with a late-game speedster anymore, though they still have a good chance of being a little faster (so use that boost!) Axe now cuts grass like other secondary weapons Notes and Upcoming: There are still a couple issues with the races and path finding we're working on, but we wanted to push this little update so people…
- First Updates 12/20/24 - 21 December 2024
Hello! Thank you for being a part of our first week of Early Access! We got some great feedback and watched some gameplay that gave us insight on a few initial bugs/visual bugs, though fortunately, no outright crashes were reported or seen, which we consider a win! Because of the upcoming holidays, we've decided to only tackle technical issues/bugs and a little QOL stuff before working on content updates, but don't worry, we'll be starting on that soon! :) Below are the specific updates to the build(s) for this update: Demo Build: Main menu updated with blood settings Demo Race updated with better lighting Master Volume in the demo should start at 20 percent (volume when starting a video game is a meme and we're trying to be the change we want to see in the world) Gameplay tutorial video added before players start for the first time Early Access Build Cloud Saving officially enabled (te…