Municipal Ghosts
The Late Delivery kei truck in the garage
Major Update · Steam Playtest

Night
Shift

The city keeps its own records. Three crews left notes along the routes, and now you can read them. A Route Book told in chapters, a garage you earn piece by piece, races that find you, ghosts that race you, and a drift that bites harder on entry.

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  1. 01Handling
  2. 02Route Book
  3. 03Garage
  4. 04Online
  5. 05Replays
  6. 06Dev note
01 · Handling

Throw it in

A drift now starts as a throw. The kart rotates fastest the moment you press, then settles into its angle, so the entry feels like a decision and not a slow push.

The Late Delivery kei truck in a drift at dusk, GREAT DRIFT on the HUD
In game · Overspool, dusk

Drift throw

The stored entry torque lands at once and the steering fades in behind it over 0.3 s. Tok-tok, cuts and U-turns all start sharper.

J-turns

Reverse, hold the brake and drift: the nose swings round the way you point it, and the drift ends when you face forward again.

Karts with weight

Every kart now has its own hitbox, its own mass and a small handling character. Contact knows who is heavier. Kart 77 keeps the default tune.

Catch-up pull

Trailing karts get twice the pull they had, and the draft bonus is half of what it was. Packs stay close without the slipstream deciding the race.

Drift recharging

If you press drift during its cooldown, a red DRIFT RECHARGING note and a cue tell you why nothing happened.

Fresh boards

Handling changed, so Time Attack and Drift boards start fresh. Your earlier records stay saved on their old boards.

02 · Route Book

Three crews.
Twelve routes.

The Route Book is now told in three chapters. Each belongs to a crew who drove these roads before you, and each entry is a route, a technique and two lines in that crew's voice.

A kart parked among cones under a vine-covered overpass
Chikurin Pavilion · Relay Union
Three silhouettes watching a lit tram line from an arcade
Last Tram Descent · Relay Union
A lit tunnel mouth on a wet mountain road
Relay Heights · Relay Union
A kart drifting past a substation with a lilac underglow
Tok-Tok Circle · Static Choir
A kart in a pipe hall lit teal and amber
Pumpworks · Static Choir
A kart racing down a warehouse street at night
Maintenance notes · Night Works
Two karts on a hairpin above a city in mist
Watanabe Pass · Night Works
A switchback road lit by streetlamps above a harbour
Linked exits · Night Works

Route Book art, as it appears on the entry cards in game

“Lights off under the gate. One short discharge. Nobody passes before the first marker.”Night Works · Watanabe Pass, first run
A Route Book entry card for The line we leave
Entry card
Route complete screen with sector times on a paper list
The list: your sector bests on paper

Relay Union

Route sheets. Practical, counts the strings out loud. Chikurin Pavilion, Sprint Dash, Last Tram Descent, Relay Heights.

Static Choir

Resonance. Engineers who argue about names. Tok-Tok Circle, Hairpin Chain, Pumpworks, Sasanami.

Night Works

Maintenance notes. Aliases and work orders. Fogline, Crooked Hill, and two runs of Watanabe Pass.

The Route Book archive with three opened drawers

The archive

Six drawers fill as you finish entries. The sixth stays sealed until the other five are full. Every entry is open from the first launch: the book suggests an order, it never locks a route. Close the last one and the results screen says so.

03 · Garage

Earn your
workshop

The garage is now an inventory. Start with a base set of karts, rims, drivers and paint, and earn the rest by racing. Nothing you earn makes a kart faster.

The garage inventory with the Late Delivery kei truck, level and Cells in the corner
In game · the garage inventory, with Late Delivery on the Overspool

Cells and XP

Finished Time Attack, Drift, offline and room races pay Cells and XP. Route Book entries, course bests and top-10 board places pay too.

Levels and drops

Every level pays Cells, and every fifth level adds a drop. Locked items still preview in the garage, so you can see what you are working towards.

Salvage and reroll

Got a duplicate? Salvage it for Cells, or trade three in for one new item.

Late Delivery

A full-body wrap for the Overspool kei truck: panel art, numbers and wear, projected over the kart's own paint.

Your paint, everywhere

Rooms now carry every player's paint and livery. Rival karts, seat cards and spectators show them as their owners chose.

Your music

Settings > Audio > My Music plays a folder of your own MP3, FLAC and WAV files on the station instead of the album.

04 · Online

Races that
find you

Join the online race queue with one click and keep doing what you were doing. A plate at the top of the screen counts the wait, and the game asks before it moves you into a race.

The main menu with the party panel open
Parties and chat from the main menu
The Race Found card offering a seat in an online race
Find Race: a seat is held for you
A full field of karts drifting into a corner at dusk
In game · a full field at dusk

Find Race

An opt-in queue that matches you with players near your standing. Your rating moves with your finishing place and shows beside it on the results board.

Call for racers

Ask everyone online to join your room. The call also reaches the players' Discord.

Invite links

Copy invite link gives you a Steam link to your room. A friend who clicks it in Steam chat starts the game and joins you.

Ghost field

Turn on GHOST FIELD in Time Attack to race up to three other players' board ghosts at once: the times just ahead of yours.

Rival watch

When someone passes your Time Attack time on Steam, the game tells you who.

A better room

A new room screen with clear seat labels and a start gate: the race starts when everyone is ready, and the host can ask the room to ready up.

05 · Replays

Watch it back

The replay viewer gets a camera list, a trackside broadcast camera and two ways to read a line: your path as a string of ghosts, and the full lap painted by speed.

Four cameras

FOLLOW, TRACKSIDE, TOP and FREE on keys 1 to 4. TRACKSIDE cuts between posts along the recorded line, like a broadcast.

Path and line

B shows the PATH: a ghost every 0.25 s over the last 3 s. M shows the LINE: the whole lap coloured from slow to fast, with a km/h key.

Save any race

SAVE REPLAY works in every build, online races included, and races from older handling versions stay in your history.

A kart on the neon proving ground beside cyan and lavender kerb blocks
In game · new kerbs on the proving grounds

Calmer proving grounds

The lit bars that crossed the road every 10 m strobed at speed. They are gone. Alternating cyan and lavender kerb blocks carry the speed cue along the edges instead, and Tok-Tok Circle and the other proving grounds get a start and finish checker.

Patch notes

Everything new

Time Attack and Drift records start fresh in this update. Earlier records stay saved on their previous boards. Update to race online.

Handling
  • A drift entry is a throw: the entry rotation lands at once and the steering torque fades in over 0.3 s.
  • Reversing into a drift with the brake held is a J-turn. The drift ends when the nose comes round.
  • Throttle in a tail-first slide now brakes it instead of driving it backwards past N2O speed.
  • Every kart has its own hitbox and mass, and contact accounts for weight. The garage shows each kart's stats.
  • Catch-up pull is twice as strong. The draft tow and draft boost are each half of their previous bonus.
  • A refused drift press shows DRIFT RECHARGING with its cue.
  • The drift note quotes the speedometer's km/h and appears the moment the slide ends.
Route Book
  • Three chapters (Relay Union, Static Choir, Night Works) with twelve entries, seven of them new. Your existing completions carry over.
  • Each entry card shows its chapter, heat, the technique it teaches and two crew lines. Crew slang appears only after the entry that teaches it.
  • New illustrated entry cards for every route.
  • Results show the route's list: the sector bests of your best lap.
  • An archive of six drawers fills as you complete entries.
  • Closing the last open entry celebrates a closed Route Book.
Garage and progression
  • The garage is an inventory. A base set is unlocked; other items show as locked and still preview.
  • Races, Route Book entries, course bests and top-10 board places earn Cells and XP. Levels pay Cells, with a drop every fifth level.
  • Salvage duplicates for Cells, or reroll three into one.
  • New signature livery: Late Delivery for the Overspool kei truck.
  • New boost effects: Harmonic and Calibre.
  • Your seat card shows your own paint.
Online
  • Find Race: a one-click, opt-in online race queue with a plate at the top edge of every screen, an offer card and a rated standing.
  • The online start boost is the same at every ping.
  • Call for racers invites everyone online to your room, and posts to the players' Discord.
  • Copy invite link gives a Steam link that starts the game and joins your room.
  • Rooms carry each player's paint and livery to every other player.
  • New room screen: start gate, header, seat labels and rail. Start needs everyone ready, and the host can ask to ready up.
  • The party invite is hidden for players already in your party.
  • Moving walls collide correctly in an online room's first seconds.
Time Attack
  • GHOST FIELD races up to three other players' board ghosts beside your chosen ghost.
  • You are told when another player passes your Time Attack time.
  • The board stays current after you set a new record.
Replays and spectating
  • Camera list with FOLLOW, TRACKSIDE, TOP and FREE (keys 1 to 4).
  • PATH (B) and speed-coloured LINE (M) overlays.
  • SAVE REPLAY in every build. Older recorded races stay in your history.
  • Spectators see the watched racer in their own kart, driver and paint, with smoother motion.
Courses, audio and menus
  • Proving grounds: cyan and lavender kerb blocks replace the strobing cross bars, and a start and finish checker is drawn.
  • Fogline's street blocks stay in bounds for the out-of-bounds reset.
  • Settings > Audio > My Music shuffles your own music folder.
  • The course picker header no longer overlaps the course count, and the main menu card is fully clickable.
06 · A note from the workshop

Where we are

Municipal Ghosts has been in an open Steam Playtest since September. In that time we have shipped a new build most weeks, and nearly every one changed because of something you told us: in Discord, in a crash report, or in a replay of a drift that went wrong. The game is unfinished and you play it anyway, and then you tell us what is fun and what is not. Thank you. A racing game lives or dies on how it feels in your hands, and we cannot find that alone.

So we want to tell you more about what we are working on, and why.

This autumn we rebuilt the drift model from the ground up. The old one had grown too many special cases. The new one is a few simple rules, and tok-tok, cuts and U-turns all come out of the same physics on every kart. Night Shift keeps going in that direction: the drift entry is now a throw, reversing gives you a real J-turn, and every kart has its own weight. Each handling change resets the Time Attack boards, and we do not take that lightly. Your old records stay saved on their old boards.

Earlier updates mostly did one big thing. This one is several pieces of work that ran side by side: the Route Book chapters, the garage, the new online systems and the replay viewer. Some of it is early on purpose. Cells, levels and the inventory are the part of a game that is hardest to get right on paper, and we want to shape them around how you actually play before the game is finished. Expect the numbers to move.

Other things are more experimental. Find Race is switching on in stages while we watch how it behaves. Ghost fields, physics mods and the track editor are ideas we like a lot, and they will stay if they keep earning their place.

Then there are things we know matter and have not reached yet. Some courses still wear early scenery. Rivals need a rebuild for the new handling. Steam Deck and Linux support is experimental. These are on the list for the next updates, alongside more courses and karts.

Thank you for racing with us. If you have not yet, add Municipal Ghosts to your Steam wishlist, and come and find us in Discord.

Dead Air Works