Slow Roads news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3431300
- Price$7.19
- Release dateComing soon
- DeveloperTopograph Interactive
- PublisherTopograph Interactive
- Parent gameNot available
Genres: Casual, Simulation
Company pages: Developer: Topograph InteractivePublisher: Topograph Interactive
Slow Roads Steam news
Slow Roads news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Slow Roads releases on the 23rd September! - 17 September 2026
Hey all,Testing is going well and everything is finally falling into place for the version 1 release next week. While I didn't hit the August date I was hoping for, in these extra few weeks I was able to finalise the new vehicles and revamp all of the interiors, as well as make some critical improvements and fixes to the game as a whole. Even though I'm sure there will still be some inevitable turbulence on release day, and surely a couple bugs I've missed, it feels a lot more polished and stable now, and I think it was the right call to delay. Here's a before-after on the coupe interior, for example:...and the coach:In the past few days I've updated the store page with a new trailer and video clips showing off what's coming next week. In particular you get a good look at the new vehicles doing their thing. The variety feels really good, and I'm looking forward to finally getting them i…
- August Development Update & Demo Upgrades - 16 August 2026
Hey all,It's been a busy few weeks - development is going well, and I wanted to share some of the progress along with an update on release targets. I'm on schedule to finish core development by the end of the month, though sadly can't confirm everything will be ready for release in August. With issues raised so far during testing, and also some unexpected real-life difficulties, it seems wise to take another week or two so as not to rush these final steps. I've updated the target release month to September for now, and will try to confirm a specific date after the results of testing next week. I'm sorry to disappoint anyone who's been waiting for release in August - I promise I'm going as quickly as I'm able. I can at least keep you updated on how things are going, so here's an overview of what I've been working on.Development Progress For the first time since 2022 I've been working on…
- New Coastal Location and the Road to Release - 24 July 2026
Hey all,The next location - a coastal road inspired by California's Pacific Coast Highway - is nearly finished, and release is looking set for August. I'll detail the roadmap for release at the end of the post - first, a preview of the new scenery and vehicles.New Location: Pacific CoastAfter spending years building the environment engine, I've finally been able to reap the fruit and refocus on the core goal of the project: making locations. This is the first true location I've worked on since initial release in 2022, and I'm really happy with how it's turning out. All that work preparing the engine to be flexible paid off; it's taken only a month of effort, with the broad strokes taking just a few days. The bulk of the time was spent developing the unique foliage systems needed for having brush coverage that looks naturally distributed and works at all view ranges. The trees also had s…
- The demo is live! - 8 June 2026
Hey all,The demo is finally complete! A little later than I'd hoped, but with much more content than originally planned. It gives a short preview of most of the new features, including:Vehicle customisationIC engines and manual transmissionOff-road modesTuning slidersTrafficRevamped UI with controller supportImproved details and audioIt's limited to one road, and only the first 25km of that road, but you can replay it from the start indefinitely and try out all the different settings. If you start from the beginning it will also time you, for those who want a little challenge while you wait for the full release. Give it a try and let me know what you think - there's a new Demo Discussion forum on the community page, or you can join the Discord server.Unfortunately I've had some issues preparing a build for MacOS - I should be able to solve them before full release, but apologies to any…
- April Development Update & Vehicle Customisation Preview - 16 April 2026
Hey all,Since the last update I've been deep in development of the Steam-exclusive features -- in particular traffic, IC engines, and vehicle customisation, all of which I'm planning to include in the upcoming demo. Today I finished the major components for the vehicle customisation feature, which also involved an overhaul of the vehicle art, so this feels like a good time to share a little progress update.First, a few angles of the upgraded Coupe, which has been given a few more polygons and some shader adjustments. After some experimentation I managed to set up a simple environment reflection system, and I'm pretty happy with how it turned out. I've also finally added (working) wing mirrors and indicator lights, by popular request.Vehicle customiserThere are two parts to the customiser: a style config, which lets you play with how the car looks, and a tuning config, which gives you co…
- Web version 2.4 released & Steam version progress - 1 March 2026
Hey all,To cap off a busy month I've finally revisited the vehicle interiors task that I started way back in 2022. For the last 3 years the interiors have had rough placeholder geometry, waiting for a time when the various refactors and major life events had cleared the priority list. Even though they're still quite simple, I think it helps everything to feel more cohesive and complete, and it's good groundwork for further detail coming to the Steam version. You can check it out on slowroads.io and let me know what you think. And if you don't like it, good news - I'm likely to add configurable colours and styles in the Steam version.With this update wrapping up the last of the loose ends in the core codebase, I'm now transitioning to focus fully on developing the rest of the Steam-exclusive features. My goal is to finish the major pieces, like traffic and combustion engines, in March, c…
- Web version 2.3 released - 15 February 2026
Hey all,My goal of weekly updates in February is still going strong (though I'm cutting it a little close today), this time with more visual upgrades to close out the Hills revamp and bring Off-World up to scratch. The Hills roads now have variable road markings, matching the lines you'd expect on UK roads, and the shaders for the Off-World scene have been reworked to bring some much-needed detail. This update also adds a handful of engine optimisations which will be crucial for adding more details in future.Next up I'll be looking at audio and interiors for vehicles, which will be a big step toward supporting new vehicles for the Steam version. As part of this I'll be figuring out the systems needed to support combustion engine sounds, manual transmissions, and vehicle customisation. Those features won't be added to the web version, but this coming week will mark the start of a pivot t…
- Web version 2.2 released - 7 February 2026
Hey all,January has been a little quiet but I've been back at it this week, reworking the ground shader for the Hills location to bring more colour variation and detail. As part of this I've also tweaked the colours for all seasons/weathers, and altered a number of textures to improve the feel. Let me know what you think - I'm planning to upgrade the Off-World shaders in a similar way as part of 2.3.Here's the brief changelog:Upgraded aesthetic detail in the Hills locationImproved smoothness of the road generationAdded "center" driving option for AutodriveVarious bug fixes and performance optimisationsYou can try this now at slowroads.io! This weekend I'm going to start figuring out the Steam demo, at least to get my head around the build process and understand the complications in that. I'm unsure how long it might take, but I'd really like to have it ready by the end of February. Othe…
- Driftmas 2025 is live! - 29 December 2025
This year's Driftmas event is now live!Driftmas is the annual winter rally event, set on an extra-slippery track and with a live leaderboard. This year it's set in a new mountainous location, with a modified vehicle and a handful of experimental features that will soon be added to the main game. Come and give it a try - the top 20 win Steam keys for the game (once available)!Play at driftmas.slowroads.io
- Web version 2.1 released - new vehicle physics & features - 3 November 2025
Hey all,I've spent the past few months rewriting the vehicle architecture from scratch, both to massively improve the physics (especially for the bike) but also in preparation for the Steam-exclusive features like customisation and manual transmissions. While there aren't any new vehicles yet, and the interiors are still lacking detail, this rewrite has been a huge and important hurdle to clear. It should be the last big refactor needed before release.This update is now live on the web version at slowroads.io - give it a try and let me know how it feels.Version 2.1 also adds a handful of quality-of-life upgrades, including improvements to controller support, autosteer/autospeed modes, one-pedal driving, and a mouse-draggable camera. Next up, I'll finally be getting back to work on some of the highly-requested visual features - in particular:Improved weather effects and rainImproved time…
- WIP Feature - Green Laning - 5 February 2025
Hey all, Here's a preview of one of the Steam-exclusive features I've been working on: off-road trails, reminiscent of "green lanes" found deep in rural England. It's a simple effect, but really alters the feel of the game into something more remote and still. This came about as an experiment for a future off-road location - more details on that soon... Anslo
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