Roadmap& vision.
The line runs from what’s already on track, through what I’m building right now, to where this is going. Every checkpoint is a real feature, with its status.
- S1 · Foundation built
- 9
- S2 · In development
- 6
- S3 · Future vision
- 8

S1
Foundation built
DoneThe core of World of Drift is already in place and functional. A robust foundation for everything that comes next.
- Done
Random Battle mode
Challenge other players on a random track and layout.
- Done
P2P multiplayer with PlayFab
A full peer-to-peer multiplayer backend, with PlayFab for matchmaking and accounts.
- Done
Detailed results screen
After each battle, your performance broken down through every zone, with your score for speed, angle and proximity.
Devlog: Devlog #2: Building Endless Tracks with Procedural Tools → - Done
Cinematic Replay System
Natural, physics-based camera animations that make every shot feel authentic, from TV cameras to a full suite of drones.
Devlog: Devlog #1: A First Look at World of Drift → - Done
Procedural track-layout tools
An internal suite of procedural tools to generate new track layouts efficiently.
Devlog: Devlog #2: Building Endless Tracks with Procedural Tools → - Done
Dynamic world
Wind affects your car, and wet or snowy surfaces realistically change your grip.
Devlog: Devlog #1: A First Look at World of Drift → - Done
Wheel with force feedback, and controllers
Full support for wheels with force feedback, as well as any controller.
- Done
Up to 4-player splitscreen
Local tandem battles on one screen.
- Done
Ghost Mode
Race against your own best times.
S2
In development
In progressMy current focus is on polishing the experience for the public demo and the Kickstarter launch.
- In progress
Physics, FFB and tire model refinement
Constant refinement of the vehicle physics, force feedback and the underlying tire model.
- In progress
New in-game UI
A new, intuitive UI, including dedicated screens for car setup and live telemetry.
- In progress
Audio overhaul and licensed music
The audio landscape is being completely overhauled, with new sound effects and licensed music.
- In progress
Launch content
The first three unique vehicles, three distinct tracks, and the tech tree for unlocking parts and progressing through the vehicle tiers.
- In progress
Tire mark and smoke VFX
Advanced visual effects for tire marks and smoke.
- In progress
Vehicle upgrade system, vertical slice
A working prototype of the deep vehicle upgrade system.
Devlog: Welcome to the Workshop →
S3
Future vision
PlannedMy ambition for World of Drift extends far beyond the initial launch. I am building this as a platform to last for a decade.
- Planned
32-player Tournament System
Full tournaments for long-term competition.
- Planned
ELO ranked matchmaking
Skill-based matchmaking for ranked play.
- Planned
Seasonal Battle Pass Championships
Competition structured into seasons, with unique rewards every season.
- Planned
Living Open World with AI traffic
For more casual play, besides the Random Battle mode.
- Planned
Adaptive Drifting AI
An advanced drifting AI that can learn and adapt, for a constant challenge.
- Planned
Deep vehicle progression and new manufacturers
The deep vehicle progression system, and new car manufacturers from around the world.
- Planned
Mod support
Community-created tracks first, and eventually cars, built with the same procedural tools I use.
Devlog: Devlog #2: Building Endless Tracks with Procedural Tools → - Planned
Official Creator Program
Rewarding the players who help the community thrive.
