SuperTuxKart Changelog

What's new in SuperTuxKart 1.4

Nov 1, 2022
  • General:
  • Lap trial mode, by mrkubax10
  • Fix parachute powerup, by heuchi
  • Fix gyroscope on walldriving surface, by Benau
  • Enable ARMv7 build for Windows, by Benau
  • Restore macOS

New in SuperTuxKart 1.3 (Sep 29, 2021)

  • Networking:
  • Server bookmarks, by Benau
  • Graphics:
  • Introduce render resolution scaling for the modern renderer, by QwertyChouskie and Deve. For users with limited GPU power, this allows to get significant performance (FPS) gains at the cost of image quality. It can also allow additional graphics effects at the same performance. This is especially useful for users with high-resolution and high-DPI screens. The scaling only affects the 3D scene, the UI remains crisp at full-resolution.
  • Simplification through removal of unused deprecated graphical effects, by Samuncle
  • Many updates to texture-related code, by Benau
  • Auto-compute Level of Detail distances for 3D models set to use LOD depending on track complexity, by Samuncle. The geometry level parameter allows partial control over the drawing distances.
  • Improved screen space reflection, by QwertyChouskie
  • General:
  • Switch port, by Mary
  • Gamepad force feedback support, by Mary
  • Highscore screen, by RQWorldblender
  • Grand Prix highscores, by mrkubax10
  • Updates to the bundled tinygettext library, by Benau
  • Enable custom skidding sounds for karts, by Benau
  • Greatly sped up loading of tracks with many checklines through optimization, by heuchi
  • And many bugfixes and enhancements too small or specific to be detailed
  • User Interface:
  • Display the skin-appropriate iconset without having to restart, by Benau
  • Fix some issues with the options menu when used during a pause, by Benau
  • Add a confirmation dialog before closing the game through the "go back" key/button, by Benau
  • In the result screen, display the race position with a number with 10 karts or more, by mrkubax10
  • In the result screen, display the challenge result and the requirements met or failed, by CodingJellyFish
  • Many small menu and dialogs improvements, by RQWorldblender and others
  • Usability and functionality improvements to the debug menu, by RQWorldblender
  • Clickable URLs in text, by Benau
  • In-race UI:
  • Add visual and sound feedback when a timed challenge or timed game is about to end, by mrkubax10 and Alayan
  • Mobile:
  • Fix a precision issue that caused artefacted shadows, by icecream95 and Benau
  • iOS:
  • Use MojoAL instead of OpenAL, which iOS currently has issues with, by Benau
  • Tracks and modeling:
  • Alien Signal, by Samuncle
  • Ancient Colosseum Labyrinth, by Typhon306
  • Improved Las Dunas Soccer, by Benau
  • Add lap line extensions to Hacienda, Old Mine, Ravenbridge Mansion and Shifting Sands, by Benau
  • New Pepper kart, by McRavenINDo
  • Improved Adiumy, Emule, GNU and Sara karts, by McRavenINDo

New in SuperTuxKart 1.2 (Jul 22, 2021)

  • Much better gamepad support, by using SDL2 instead of Irrlicht for window creation
  • SuperTuxKart now support gamepad hotplugging
  • Most gamepad related bugs have been fixed as well
  • Easier remapping
  • New settings to customize the game's camera
  • On Android, all official tracks are now included in the release build
  • A new "Cartoon" theme (the "Modern" theme previously announced) featuring an alternative icon set
  • An improved online rating system. Online rankings have been reset to go along with it.
  • The game's window can now be resized in-game without going in the options
  • The minimap now shows basketballs
  • Haiku support
  • In Android, use a custom splash screen at launch and a better progress indicator during data extraction after download
  • Any addon kart can now be used online even if other players don't have it.
  • Three improved karts : a new Kiki kart and improved Pidgin and Puffy karts
  • Add support for IPv6 LAN servers
  • Improved server creation speed and performance
  • In-game creation of a racing server is now possible on iOS devices
  • An improved tutorial with free-flow racing
  • Support for SVG icons
  • New tips for soccer mode
  • Team chat for team games
  • And many many enhancements and fixes too small to be listed here, but that add up

New in SuperTuxKart 1.1 (Jan 6, 2020)

  • UI enhancements
  • A new arena: Pumpkin Park
  • Mobile enhancements and iOS support (The iOS version can be tested through testflight : https://testflight.apple.com/join/mbK8RjHq )
  • Complex text layout and emoji support
  • Story mode timer for speedrunners
  • Generic polish and minor improvements
  • Improved online multiplayer play:
  • Fix network lags in various scenarios when playing online
  • Add AI support to local networking servers

New in SuperTuxKart 1.0 (Apr 22, 2019)

  • Yes, if you have followed our development a bit, that might be a bit of a surprise. But we have been asked why we don't call this release 1.0, and the majority of us developers discussed this and decided that indeed this release is a major milestone that deserves the big 1.0 number.
  • Should you not have followed our development: this 1.0 release adds support for networking races to SuperTuxKart. You can play with your friends online, and it doesn't have to be split screen anymore - your gaming partners can be in a different city, country, or even continent - you can still meet for a race or two. Cross-continent may not work the best; you should try to have a reasonable ping - 100ms works fine, and we had some races with 300ms ping, though unavoidable sudden stuttering and karts jumping around is more frequent at higher latencies. Even more important than the ping (unless it's abnormally high) is that there isn't packet loss or packet slowdowns (jitter), so a stable connection is required, especially for the server hosts. The bandwidth use is minimal even for hosting 10 players, so as long as you don't use a metered connection it should be fine for anyone with 150 kilobytes (~1.2 megabit) per second upload speed to spare. If that's still too much, less bandwidth is used with fewer players.
  • With the new version you can play various game modes online: normal race, time trial, soccer mode, battle mode and the new Capture-The-Flag mode. While you can easily start your own server (just select 'create server' in the GUI), the community also provides a set of servers to be used by everyone. Certain servers provide online ranking (since we have to make sure that the servers are not modified to favor certain players), and you can find the current rankings here(https://online.supertuxkart.net/rankings.php). You can use one of the servers provided by the community. We would request that you do not abuse the servers provided by the community - they are meant to be used by everyone. If you want to play only with a certain set of friends, let SuperTuxKart create a server for you, and do not grab a public server and kick everyone else who wants to join.
  • The networking implementation has been a very big and ambitious task, which took even longer than the port from PLIB (anyone remember that?) to Irrlicht in 2010, which took around 14 months. But it is done: more than 20,000 lines of network related code and 18 months later, we have reached our goal, and online play is a reality. Across the whole game, more than 2500 commits and 300 resolved issues separate the 1.0 release from 0.9.3. And it was a very concerted effort, so a big thanks to all contributors involved, For the people who don't know the team, here a short introduction:
  • First and foremost Benau, who originally told me he would only like to work on some of the GUI aspects of networking, but who then grew to meet the challenges the network implementation threw at us. Without his work networking support would nowhere close to being ready or as complete as it is.
  • Alayan, a relatively new main contributor started several months ago, with a keen interest in balancing game play. He is an experienced speed runner for SuperTuxKart, and one of the best players in our online ranking system. While he was also essential in testing online racing, he made significant contributions to balancing SuperTuxKart and overall improving the playing experience.
  • We are still reaping the benefits from Google's Summer of Code program: leyyin is still with us, and he is helping us with the server side implementation. E.g. anytime you are looking for servers, his code will be involved. Then let's not forget Hilnius, who back in 2013 started to design the protocol implementation on which our networking code is still based. A very successful result for our participation in the GSoC.
  • Then the older core team, and I'll be a bit briefer here: Deve as always makes sure that all is fine on the Linux front, do many bugfixes and small enhancements, and maintains and improves our Android port. Auria keeps everything else running - pull requests, bug reports, forum posts, ... Samuncle, though busy with his private life, came through with the wonderful new "Ravenbridge Mansion" track. And Arthur keeping our social media feeds updated. Oh yes, there is also me (hiker) :)

New in SuperTuxKart 0.9.3 (Nov 24, 2017)

  • This new version brings in several new tracks, karts and features. Some of the highlights include new tracks "Cornfield Crossing" a track set in a farm; "Candela City", a nighttime track in an European city; and "Las dunas stadium", a new arena for battle mode. Most of those tracks have been part of previous gift packages, and as promised we are now making them available for everyone.
  • Another major news is that for the first time, SuperTuxKart is available on Android! You can find it in the Google app store.
  • Our karts have also been updated, including new graphical effects such as headlights and exhaust smoke. Several karts have also been updated: Wilber, Hexley and Konqi have been updated, and a new kart was added: Kiki, the mascot for Krita.
  • You can also support us and get 3 upcoming maps by donating to the project. Our lead artist Samuncle handcrafted one track and two arenas especially for Halloween.
  • On top of that, the game has received countless bugfixes and improvements, including physics improvements and graphical optimisations that should help performance and load times.
  • Full changelog:
  • Reduced RAM and VRAM usage, reducing load times by Auria and Benau
  • New mesh format optimized for space and hardware skinning
  • Code refactoring of both render pipelines by Benau and Elderme
  • New karts Wilber and Hexley by Jymis
  • New karts Kiki and updated Konqi by Benau
  • New tracks Cornfield Crossing and Candela City by samuncle
  • Physics improvements and various physics bugfixes by hiker
  • Kart GFX improvements (exhaust and headlight)
  • In-game screen recording powered by libopenglrecorder, created by Benau
  • High quality mipmap generation by Stragus
  • New smoother camera by Auria
  • New Grand Prix win scene
  • Gamepad configuration bugfixes
  • 3 Strikes Battle: added spare tire karts
  • Various improvements (wall driving fixes, parachutes, GP points, cannon fixes, colorization shader)

New in SuperTuxKart 0.9.3 RC 1 (Oct 28, 2017)

  • NEW GIFT PACKAGE SPECIALLY FOR HALLOWEEN:
  • What would be Halloween without pumpkins and a spooky mansion? We completely redesigned the old Mansion and made two brand new arenas specially for this update.
  • Ravenbridge Mansion:
  • Beastie, the BSD mascot, and Gavroche, mascot of MediaGoblin, welcome you to their haunted house.... kind-of. They're actually the only ones doing the haunting in this former witch's house-built-on-a-graveyard-turned-into-a-sanatorium-turned-into-an-asylum-made-into-a-racetrack (whew!).
  • But what's the fun of staying inside at night? Explore the winding trail through the swamps, illuminated by the will-o'-the-wisps' eerie, flickering light. But stay on the trail, or you'll soon get stuck in the miry mud.
  • Interesting factoid: Will-o'-the-wisp in German is "Irrlicht" (the namesake of the 3D engine our Antarctica Engine is based on).
  • Pumpkin's park:
  • The spooky site of a derelict amusement park, this arena would surely be frightening enough on its own. But for the real thrill, play a few rounds of battle mode here and experience a whole new definition of exciting as your friends (or AI karts) pop out from around the corners.
  • Alien Signal:
  • A sinkhole makes the perfect spot for this gigantic radio dish. Whether the alien signals you hear are friendly or hostile… well, perhaps you should be more concerned about the hostility of those you're battling against in this arena. There isn't a lot of space to hide in a big radio dish, but if you prefer the ambush tactic, the datacenter underneath might be what you're looking for.
  • As always, our gift package is available under the terms of the CC-BY-NC-SA 4.0 license to our sponsors who donate more than USD $3.99. In a future release, these tracks will be available in the core game as CC-BY-SA 4.0.
  • New tracks and karts in the core game
  • Speaking of the core game, when we started the gift package program one of the most important pledges we made was to use it to improve the core game and make sure it will benefit the community as a whole.
  • Candela City:
  • Candela City is STK's Paris, filled with lights and sounds to explore, and a spectacular firework display over an equally spectacular tower.
  • Candela was formerly part of the gift package we provided to donators beginning with version 0.9.1, and is now, as promised, part of the full game. This track replaces Shiny Suburbs, which is now available as a downloadable add-on.
  • Las Dunas Stadium:
  • Since it's difficult to hand out candy over the internet, we decided to give you the next best thing, Las Dunas Arena for Battle Mode, inspired by real-world Las Angeles and Las Vegas and only a short distance from "Ploppywood" a major movie studio.
  • Las Dunas Arena and the Las Dunas Soccer Field were part of the gift package for 0.9.2. The soccer field remains part of the gift package for this version.
  • Cornfield Crossing:
  • With Cornfield Crossing, you're treated to a tour of a farm in the heartland of the "United Countries of Amerigo" at harvest-time. Feel free to relax and enjoy the autumn sun or watch the harvesting equipment in a place where tradition meets innovation—but don't let your guard down or you might be taken by surprise on your way to the barn! This track replaces Bovine Barnyard, which is now also moved to Add-Ons.
  • We have two karts (Wilber and Hexley) that have been updated thanks to jymis.
  • Benau, one of our programmers created his first two karts included in the main game. Kiki, the mascot from the Krita project is now part of our playable characters, and he also created an updated Konqi.
  • NEW FEATURES AND BUG FIXES:
  • We've also been busy adding numerous smaller features on the programming side of things:
  • To help you navigate in the dark, karts now have headlights that are automatically turned on during night time.
  • A lot of the annoying physics bugs were corrected by hiker. Karts should no longer bump randomly against walls.
  • Karts have also exhaust smoke coming out of their pipes.
  • Benau also implemented HSV colorization to add some variety to our scenery. Our vegetation is now more varied since it can have random greenish hues!
  • For the YouTubers among us, we now have a built-in screen recorder that can record smooth video without the problems of an external program. More instructions are available on our wiki. The recorder works on both Windows and Linux, but we cannot support this feature on macOS at this time.
  • As well as adding the recorder, Benau also worked on various graphical engine improvements. After some fixes, we now have hardware skinning when supported by the underlying hardware stack. As a side-effect of hardware skinning, instanced objects can now have a set of multiple animations, and one animation will play for each instance. As an example of this new feature, the monkeys of Cocoa Temple were taught how to clap, do frontflips, and throw bananas.
  • Auria and Benau improved loading times, RAM, and VRAM usage by implementing a lazy-loading system for textures. Now, textures are loaded as needed by tracks or the GUI, rather than loading everything regardless of necessity.
  • Benau created a custom 3D mesh format to replace our use of BlitzBasic B3D files. This means drastically reduced file sizes and no more skeletal animation bugs for karts like Adiumy. Add-ons using B3D will still work, but new addons won't work with STK 0.9.2 or earlier.
  • QwertyChouskie modified Cocoa Temple to make it suitable for the Grand Prix winning cutscene, Alayan designed and implemented a new system for counting points in Grands Prix.
  • Eldermé refactored our rendering engine to improve code quality. Stragus from the #opengl channel on Freenode, in addition to serving as our OpenGL advisor, contributed a high-quality mipmap generator.
  • AI karts can now drive on walls, thanks to Benau, and non-vital track details can be disabled (Geometry detail level in settings).
  • Many fixes to the legacy (OpenGL 2.x) rendering pipeline by deveee and Benau. Now our players with older hardware can enjoy the game a bit more easily.
  • Auria fixed camera jittering caused by code that constantly tried to correct camera movement to match kart speed.
  • Auria and hiker fixed problems configuring gamepad buttons on Linux.
  • Some shaders are compiled at the main menu to reduce lag when opening kart selection screen.
  • Three Strikes Battle now has additional lives appearing that you can pick up if you have fewer than three lives.

New in SuperTuxKart 0.9.2 RC 1 (Jun 16, 2016)

  • This release includes work from Benau, a developer who recently started contributing to SuperTuxKart. Thanks to him, STK now supports recording races and ghost replays (where you can try to beat a recorded race) as well as an AI for the 3 strikes battle and soccer modes, enabling them to be played in single player for the first time (or in multiplayer with more karts). He also rewrote our font handling system to now use TTF fonts, which is a lot easier to maintain for us and should ensure that all characters from all main languages are now available. We thank him for his dedication!
  • This new release also marks the introduction of a few new tracks :
  • New "Antediluvian Abyss" track by samuncle
  • New "Volcan Island" track by Ponzino
  • New icy soccer field by samuncle and Benau
  • 0zone0ne and Krobonil have also contributed a new original song for the farm track.

New in SuperTuxKart 0.9.1 RC 1 (Sep 30, 2015)

  • Improved the audio handling significantly and for the first time are using scripting in our overworld and tutorial, which removes a lot of hard-coded C++ code. Scripting is based on AngelScript and was the result of last year's Google Summer of Code work. We expect to use and enhance scripting steadily to make our tracks more dynamic.
  • Samuncle was also busy improving out tracks. Our oldest and most classical track "Oliver's Math Class" got a great makeover.
  • Subsea and Fort Magma have also been improved. Subsea actually includes part of a track which was included in our first donation package - we are well on the way to completely replace Subsea in the near future.
  • Also working on brand new high quality tracks. They aren't fully ready, but we can show you these screenshots. More information about them will be given in the coming days.

New in SuperTuxKart 0.9 (Apr 21, 2015)

  • Fully shader-based rendering engine:
  • New tracks Cocoa Temple and Gran Paradiso
  • Graphical improvements to many other tracks
  • New karts Amanda, Gavroche, Sara (as wizard and racer)
  • Improved tux, adiumy, Suzanne and Xue.
  • Online login which allows to:
  • connect with friends and see when they are playing
  • vote for addons
  • collect online achievements
  • Different kart physics
  • In-game Grand Prix editor
  • Random Grand Prix generation
  • Achievement system

New in SuperTuxKart 0.9 RC 1 (Mar 31, 2015)

  • The main new features since version 0.8.1 is the switch from Irrlicht to Antarctica a new graphical engine. OpenGL 3 is now required, and the minimum supported requirements include an intel HD 3000 integrated GPU. Quite a bit of work has also been done to take us closer to online multiplayer (networking), including features like logging in and managing an online account, and online achievements. However, don't get too excited just now because the actual networked multiplayer gameplay is not yet ready to use (this will come in a future version)
  • Also note that the old addons website (http://stkaddons.net) will be switched to read only and be replaced by a new upgraded website (http://addons.supertuxkart.net/) ready for the new version. All help is welcome to port and/or create addons for the new version of the game! You can read the official documentation here.
  • Besides fixing bugs (we have fixed over 330 bugs), we also found some issues with supporting older hardware (e.g. automatic resizing of large textures did not work as expected), and we wanted to try our best to make SuperTuxKart run on older hardware. But as mentioned above, you do need a more recent graphics card and driver. Especially if you have a more powerful graphics card, adjust the video settings till you find one that offers the best combination of looks and frame rate.

New in SuperTuxKart 0.8.1 (Nov 26, 2013)

  • New track 'STK Enterprise'
  • Updated tracks 'Old Mine', 'Around the Lighthouse' and 'Zen Garden'
  • New modes 'Soccer' and 'Egg Hunt'
  • New karts 'Xue' and 'Sara'
  • Updated 'Beastie' kart
  • Wiimote support (for most Wiimotes; check supertuxkart.net/wiimote for instructions and compatibility)
  • Added tutorial
  • Added new 'SuperTux' difficulty
  • New bubblegum shield defensive weapon
  • New combined speedometer and nitro meter
  • Added ability to filter add-ons
  • Updated nitro models
  • Added ability to save and resume Grand Prix
  • Improved skid marks and particle effects

New in SuperTuxKart 0.8.1 RC 1 (Nov 18, 2013)

  • New track "STK Enterprise"
  • Updated track "The Old Mines", "Lighthouse", "Zen Garden"
  • New Soccer mode
  • New Egg Hunt mode
  • New karts Xue and Sara
  • Updated Beastie kart
  • Wiimote support
  • Added Tutorial
  • Added new Supertux difficulty
  • New bubblegum shield weapon
  • New Speeodmeter and nitro meter
  • Add ability to filter addons
  • Updated nitro models
  • Add ability to save and resume Grand Prix
  • Improve skid marks and nitro effects

New in SuperTuxKart 0.8 (Dec 11, 2012)

  • Story mode and new challenge set
  • Improved AI
  • Skidding and better collision physics
  • Reverse mode
  • New green valley track
  • New Blackhill Mansion track
  • Updated XR591 track
  • Updated Fort Magma track
  • Updated Jungle track
  • Updated Sand track
  • New music
  • Updated menus

New in SuperTuxKart 0.8 RC1 (Dec 3, 2012)

  • New music

New in SuperTuxKart 0.8 Alpha (Oct 31, 2012)

  • Story mode and new challenge set
  • Improved AI
  • Skidding and better collision physics
  • Reverse mode
  • New green valley track and Blackhill Mansion track
  • Thanks to their authors Wolf and samuncle
  • Updated XR591 track, Fort Magma track, Updated jungle track thank to samuncle and auria for their work
  • Updated menus

New in SuperTuxKart 0.7.3 (Nov 14, 2011)

  • New Minigolf track
  • New Zen Garden track
  • New Subsea track
  • New Island battle arena
  • New Suzanne kart
  • New graphical effects
  • New weapons 'Swatter' and 'Rubber Ball'
  • Added Thunderbird as race referee
  • 3 Strikes Battles now displays lives as spare tires
  • Improved bubble gum
  • See progression during Grand Prix
  • Improve physics for tall karts (e.g. Adiumy)
  • Lots of bug fixes
  • Improved kart control at high speeds
  • Better placement of rescued karts
  • Transition track-making to blender 2.5/2.6

New in SuperTuxKart 0.7.3 RC 1 (Nov 2, 2011)

  • New Zen Garden and Subsea tracks
  • New Island battle arena
  • New Suzanne kart
  • New graphical effects
  • New weapons 'Swatter' and 'Rubber Ball'
  • Added Thunderbird as race referee
  • 3 Strikes Battles now displays lives as spare tires
  • Improved bubble gum
  • See progression during Grand Prix
  • Improve physics for tall karts (e.g. Adiumy)
  • Lots of bug fixes
  • Improved kart control at high speeds
  • Better placement of rescued karts
  • Transition track-making to blender 2.5/2.6

New in SuperTuxKart 0.7.2 (Jul 15, 2011)

  • In-game addon manager
  • Fixed major memory leaks
  • New Snow Peak track by Samuncle
  • Improved star track UFO by Rudy
  • New Beastie kart.
  • Show when you get a highscore
  • Improve gamepad configuration under Windows (add ability to tell gamepads apart)
  • Various other tweaks done and glitches fixed

New in SuperTuxKart 0.7.2 RC 2 (Jul 6, 2011)

  • Added in-game addon manager ( see http://stkaddons.net/ )
  • Fixed major memory leaks (STK will no longer saturate your memory after half a dozen races)
  • New Snow Peak track by Samuncle
  • Improved star track UFO by Rudy
  • Show when you get a highscore
  • Improve gamepad configuration under Windows (add ability to tell gamepads apart)
  • Various other tweaks done and glitches fixed

New in SuperTuxKart 0.7.2 RC 1 (Jun 14, 2011)

  • Added in-game addon manager ( see http://stkaddons.net/ )
  • Fixed major memory leaks (STK will no longer saturate your memory after half a dozen races)
  • New Snow Peak track by Samuncle
  • Improved star track UFO by Rudy
  • Show when you get a highscore
  • Improve gamepad configuration under Windows (add ability to tell gamepads apart)
  • Various other tweaks done and glitches fixed

New in SuperTuxKart 0.7 (Dec 21, 2010)

  • new GUI
  • kart and track animations
  • new and improved tracks, karts, and items
  • shortcut/alternative way support for tracks
  • Asian fonts
  • many many bugfixes.

New in SuperTuxKart 0.7 RC 2 (Dec 15, 2010)

  • Asian fonts are now included in the package.
  • Several memory leaks have been fixed (which had caused problems with music and sound effects)
  • Some tracks were improved to disable unintentional shortcuts and incorrect rescues.
  • Some minor bug fixes.

New in SuperTuxKart 0.7 RC 1 (Dec 1, 2010)

  • New graphics engine
  • New GUI
  • Kart and track animations
  • New and improved tracks, karts, and items
  • Shortcut/alternative way support for tracks

New in SuperTuxKart 0.7 Alpha 3 (Sep 24, 2010)

  • Irrlicht:
  • Renamed global scene object to stk_scene (to avoid a name clash with
  • irrlicht's namespace 'scene').
  • New art:
  • Bugfixes:
  • Code cleanup:
  • Removed all snprintfs and constants defining a maximum message size.

New in SuperTuxKart 0.7 Alpha 2 (Apr 30, 2010)

  • This version has a lot of improvements and bug fixes, more tracks, some new icons and animations. It is still pretty much work in progress, and we would love to get some feedback - e.g. does it work for you, performance, do you like the new icon style or prefer the old one, bug reports etc. Note that due to the missing tracks GPs and challenges will not work, and you will get a lot of warnings/error messages printed - so please don't report issues related to challenges or GP not working.

New in SuperTuxKart 0.6.2a (Oct 19, 2009)

  • Bugfix: STK would crash while trying to save the config file on Windows Vista.

New in SuperTuxKart 0.6.2 (Aug 21, 2009)

  • Bug fix: game could crash in rare circumstances.
  • Bug fix: Restarting a GP (with the in-race menu ESC) would not subtract already allocated points.
  • Bug fix: A race could be finished with an invalid shortcut.
  • Bug fix: Playing a challenge after a splitscreen game would play the challenge in split screen.
  • Bug fix: Items explode over void.
  • Bug fix: Grass in castle arena slowed down the kart.
  • Bug fix: GP result showed kart identifier instead of name.
  • Improvement: there is now 1 1 sec. wait period for the race result screen, avoiding the problem that someone presses space/enter at the end of a race, immediately quitting the menu before it can be read.

New in SuperTuxKart 0.6.1a (Feb 19, 2009)

  • Fixed bug with add-ons and 3-strikes battle mode.

New in SuperTuxKart 0.6.1 (Feb 18, 2009)

  • Added new kart ("Puffy"), new battle map ("Cave"), and new music for Snow Mountain.
  • Fixed bug in track selection screen that could cause a crash when track groups were used.
  • Fixed crash in character selection that could happen if an old user config file existed.
  • Fixed incorrect rescues in Fort Magma.
  • Improved track selection screen to not display empty track groups.
  • A plunger in the face is now removed when restarting.
  • Added slow-down for karts driving backwards.
  • Somewhat reduced 'shaking' of AI driven karts.

New in SuperTuxKart 0.6 (Jan 22, 2009)

  • New improved physics and kart handling
  • Added sharp turns and nitro speed boost (replacing wheelies and jump)
  • Totally rewrote powerups (plunger, bowling ball, cake, bubblegum) and new look for bananas
  • New and improved tracks : skyline, snow mountain, race track, space track, old mine, XR591
  • New game mode : 3-Strikes Battle
  • Major improvements to AI
  • New/improved karts (and removed some old ones) : wilber, eviltux, hexley
  • Improved user interface
  • Karts now have a visible suspension effect
  • Fully positional audio with OpenAL
  • New music and sound effects (including engine, braking and skidding sounds)
  • Better support for mods and add-ons (kart and track groups)
  • New/updated translations (ga fi de nl sl fr it es ro sv)
  • Allowed 'Grand Prix's of Time Trial, Follow the Leader, or any other mode
  • Challenges are now specified and config files, and are thus easy to create by users
  • Improved build system to better detect missing dependencies
  • Improved shortcut-detection

New in SuperTuxKart 0.6 RC1 (Dec 28, 2008)

  • New improved physics and kart handling
  • Added sharp turns and nitro speed boost (replacing wheelies and jump)
  • Totally rewrote powerups (plunger, bowling ball, cake, bubblegum) and new look for bananas
  • New and improved tracks : skyline, snow mountain, race track, space track, old mine, XR591
  • New game mode : 3-Strikes Battle
  • Major improvements to AI
  • New/improved karts (and removed some old ones) : wilber, eviltux, hexley
  • Improved user interface
  • Karts now have a visible suspension effect
  • Fully positional audio with OpenAL
  • New music and sound effects (including engine, braking and skidding sounds)
  • Better support for mods and add-ons (kart and track groups)
  • New/updated translations (ga fi de nl sl fr it es ro sv)
  • Allowed 'Grand Prix's of Time Trial, Follow the Leader, or any other mode
  • Challenges are now specified and config files, and are thus easy to create by users
  • Improved shortcut-detection
  • Initial work towards networking (disabled and hidden by default)
  • Bug fixes and code refactor/cleanup/documentation

New in SuperTuxKart 0.5.0 (Jun 3, 2008)

  • Six new tracks and one improved track: Fort Magma, SnowTux Peak, Amazonian Journey, City, Canyon, Crescent Crossing and StarTrack
  • Complete Challenges to unlock game modes, new tracks and a skidding preview
  • New Follow the Leader game mode
  • New Grand Prix
  • Improved User interface
  • Improved game pad / joystick handling
  • German, French, Dutch, Spanish, Italian and Swedish translations
  • Additional music
  • Many Bugfixes including: a memory leak fix, an AI crash fix

New in SuperTuxKart 0.4.0 (Mar 11, 2008)

  • New physics handling using the bullet physics engine
  • New kart: wilber
  • Improved 'Shifting Sands', 'Lighthouse' , and 'beach' tracks
  • Improved AI
  • New GUI handling, including GUI for selecting the number of karts and resolution switching
  • Improved input handling
  • Jump and look-back featue
  • Additional music and main theme

New in SuperTuxKart 0.4 RC1 (Mar 3, 2008)

  • New physics handling using the bullet physics engine
  • New kart: wilber
  • Improved 'Shifting Sands' and 'Lighthouse' tracks
  • Improved AI
  • New GUI handling, including resolution switching GUI
  • Improved input handling
  • Jump and look-back feature
  • Additional music and main theme

New in SuperTuxKart 0.4 RC1 (Mar 3, 2008)

  • New physics handling using the bullet physics engine
  • New kart: wilber
  • Improved 'Shifting Sands' and 'Lighthouse' tracks
  • Improved AI
  • New GUI handling, including resolution switching GUI
  • Improved input handling
  • Jump and look-back featue
  • Additional music and main theme