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Funding Canceled
Funding for this project was canceled by the project creator on Nov 22 2013
Bugbear Inc.By Bugbear Inc.
First created
Bugbear Inc.By Bugbear Inc.
First created
pledged of $350,000pledged of $350,000 goal
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Nov 22 2013

Recent updates


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Thank you all, see you at!

Posted by Bugbear Inc. (Creator)

First of all, big thanks to all our backers. Although our Kickstarter campaign has attracted tremendous enthusiasm, during the last couple of weeks it’s become obvious that we are not going to meet our goal. Because of this we have decided concentrate on our efforts on the pre-order campaign.

We Finns are not used to giving up so easily, and we are hell-bent to keep on developing the game with our supporters, shaping it into something that no racing game fan can afford to pass. We have this thing called sisu in Finnish, meaning strength of will, and we’re counting on that each of you have a bit of sisu in you!

As a thank-you to our faithful fans, we have decided to release a PLAYABLE technology sneak peek, and it’s available RIGHT NOW to all our pre-order supporters. The sneak peek features a playground that we use internally to test various features various like car damage and environment destruction. The best thing about it is that you will get a chance to have fun and wreak havoc with an amazing 24 cars!

In the full game the action will take place on many locations, including a number of race tracks and derby arenas. We're also going to improve the gameplay and technology on many fronts such as car damage and handling, and our Early Access customers will get a chance to experience these improvements first-hand during the Early Access phase!

We really hope that most of you want to continue supporting us and Next Car Game through our website. To make the game happen, we need your support more than ever.

Support us now and get access to play sneak peek right away! Join the team: WWW.NEXTCARGAME.COM

Check out the sneak peek teaser:

Racing on a dirt track with the Oculus Rift ;)

Posted by Bugbear Inc. (Creator)

Hi all you racers! 

Would you like to see Oculus Rift support in Next Car Game ?

We think it would be awesome! What about you? 

The perfect racing setup?
The perfect racing setup?

First gameplay video!

Posted by Bugbear Inc. (Creator)

This is the moment you've all been waiting for: we're finally ready to show you some proper racing action on a dirt track! Here we are testing with a powerful rear-wheel drive car how our handling works on gravel, and we're glad to let you know that it feels SUPERB!

Thanks to our great physics, you really get the full white-knuckle racing experience with Next Car Game, if that's what you prefer. On the other hand, if you're a budding race car driver, you can still enjoy the game (and remain competitive!) by enabling a selection of driving aids.

Please note that the game is still very much work-in-progress, and what you see is not representative of the final quality. For example the track has not been properly decorated yet, and there's a lot of additional polish that's going to be done on it. Also, the player car damage has been disabled for the demonstration purposes.

Check out the video and let us know what you think!

As you know, we still have a plenty of distance to cover if we're going to succeed with our Kickstarter campaign, but you can help us meet our goal. Now it's time for the racing game fans to unite and show us that you want a game like Next Car Game! Our team is having great fun playing the game, and we feel that no other game can match the amazing racing experience offered by Next Car Game. We can't wait to share it with you!


As a bonus, here's a few new screenshots from the same track:

Bugbear goes "retro flat-out"

Posted by Bugbear Inc. (Creator)

Hey, everyone! Since we’re currently running a Kickstarter campaign for our Next Car Game, we thought it would be a great time to share something very special with you.

You can now download a prototype that we created over 10 years ago that has never been shown publicly. The prototype is a little rough around the edges, but it served as an initial actualization of our vision for a reckless racing game, and despite the humble beginnings, it later grew into a game franchise loved by millions of fans.

The foundation for our proprietary physics engine was laid down in the prototype, and even today, the physics engine we use is based on the very same core. Actually, even the code wizard who developed it over ten years ago is working on our amazing Next Car Game!

Now we want to bring our original vision back to life on PC and next-gen consoles and make a racing game offering unparalleled racing simulation, spectacular crashes and in-depth car upgrading. You have never seen anything like it, but we can only do it with your support!

To make things clear, this is NOT the sneak peek technology demo of the Next Car Game. It will be released right after the Kickstarter campaign has ended so that you can get a taste of things to come and help us develop the best demolition racing game ever!


Got Multiplayer?

Posted by Bugbear Inc. (Creator)

Everyone loves to serve their friends (or enemies!) some hard-hitting punishment in a multiplayer match, and in this blog update we shed some light on our multiplayer component:

In today’s blog update we’re going to talk a bit about multiplayer. It’s proven to be a very popular topic in our community, which is not surprising given that pretty much nothing beats giving your peers a proper beating in an old-fashioned, no holds barred derby match. We love that, and so do you! Needless to say, we’re going to pay a lot of attention to the multiplayer component of the game to make sure it’s something that everyone can get in and enjoy.

After our Upgrading upgraded blog post, there has been a lot of lively discussion on the forums on whether upgrades should be allowed in multiplayer. There are a lot of good arguments for and against upgrades in multiplayer, but the problem can be solved simply by giving the host the option to configure this. Everybody wins, right? That’s also in line with our goal of making hosted multiplayer events as customizable as possible.

The options between “No Upgrades” and “Whatever Goes” are not set in stone yet – some of the more obvious ideas mentioned are power cap and price cap, and they would both probably work fine. Single player career’s car classification system could also form a basis for this, but we’re also still testing on what works there.

During the summer and fall, we’ve been implementing a new lobby system. You’ll have a lobby browser and filters for finding the game you like, or you can of course create your own. Lobby and in-game (and loading screen too, cool!) text chat is already implemented, and a possibility of implementing a voice chat is being investigated. Don’t worry, if voice does get included, there will be an option to toggle it so you don’t have to fear hearing who did what with your mother last night. But then again, I’m just speculating since our community knows how to behave, doesn’t it?

Our core networking is based on peer-to-peer (P2P) architecture, which means every player connects to each other. This does incur its challenges since a lot of connections are needed, but we have a system in place where a third player can act as a relay if a direct connection cannot be established between two players.

During play, the game engines on each player’s computers are then run in sync, although there is of course some prediction and interpolation going on in regards to where the player is going, what is happening next and so on. This is done to make the movement fluid during the times when information is not available due to network latency. If some player starts going out of sync with the rest (e.g. due to horrendous lag or cheating), an internal voting mechanism between the computers handles disconnecting the offender.

One advantage that the P2P architecture has is that apart from the lobby server which announces the available games, there’s no need for dedicated servers. Note that this doesn’t rule out kicking for example, and one of the computers is still going to act as a host. However, since the host is mostly just a title given to someone and doesn’t involve much extra processing under the hood, it’s rather easy to seamlessly migrate to a new one if the original host gets disconnected for a reason or another.

Since the current server browser and lobby screens are currently full of programmer art, you’ll get this multiplayer flower (see the resemblance?) instead:

To save you the trouble, you can count 12 cars in that picture. We know some of you are hoping for more, and we’re definitely going to see what can be done. Sadly we can’t promise anything definite because there are many factors to be considered, and it’s not simply a matter of increasing a number somewhere in the code.

So, what next? At this point our top priorities regarding multiplayer are polishing the core in-race functionality as well as the lobby system. As such, we haven’t yet thought too much about different game modes, but they’ve not been forgotten. There have been a lot of wonderful suggestions in the forums, and we’ll take a closer look at all the ideas when we have the basics in place. Please do keep the suggestions coming in; your input is very important to us so that we can develop a game you want. And if later on something turns out to not work as well as we imagined, at least you get to say I told you!

Furthermore, we don’t yet know where the lobby server is going to be in the end. Steam would be an attractive option as it’s a robust, tried and tested system. But then again, that would obviously mean having Steam mandatory.