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  • is a realistic, immersive driving game offering near-limitless possibilities. Our soft-body physics engine simulates every component of a vehicle in real time, resulting in realistic, dynamic behavior.
The driving feel is authentic and visceral, and crashes are realistic and violent; yet the physics are accessible enough to drive with a keyboard or gamepad while still being authentic with a full racing wheel with uncompromising realism.

Environments and vehicles in are hand-crafted with passionate attention to detail. With years of meticulous design, research, and experience, we authentically recreate the feeling and excitement of real world driving.

We are a small team from around the world with no obligations to publishers or outside interests. Our users and modding community are our first priority. Help us make BeamNG.drivethe ultimate driving experience and discover what an open and uncompromising soft-body vehicle simulator can be.

Why is the game for you?

As an open world vehicle simulator, will cover a large array of vehicular disciplines - everything from a delivery mission in a box truck to a high speed rally race or a destruction derby. The vehicle customization and detail will allow you to make your car or truck all your own - fix it up, upgrade it, or strip away body panels to reduce weight. There are a lot of different types of gameplay we want to implement beyond just racing and crashing, such as police chases, stunt challenges, and other specialized minigames. Eventually we would like to have some kind of single player open world career mode, with persistent vehicle ownership and procedurally generated used vehicles to buy and events to run them in.

In some ways, is about doing anything you want with a car or truck - the stuff other games don't let you do. You can go off-roading in a family sedan or hurl a delivery truck around a racing circuit, all with beautiful soft-body simulation physics. You can mod those same vehicles to be racing beasts, derby monsters, or off-road behemoths - or just thrash them stock. At the end of the day, gives you the gameplay youwant, and doesn't force you to do anything that you don't think is fun or interesting.

The future of the game and our physics engine

As we optimize our game and computer technology improves, the amount of vehicles which can be simultaneously simulated at a smooth framerate will increase. Right now you can run 4 to 6 cars at one time on a high end quad-core processor. Each vehicle has around 400 nodes and 4000 beams, all being simulated 2000 times per second. We hope to expand the number of simultaneous vehicles possible to at least 8 with a mid-range processor.

We will also look towards having multiplayer in the future, but it may be some time before we can create the multiplayer experience everyone is expecting. We are well aware of the demand for multiplayer and we want it just as much as you, but for the short term we are focusing on the single player career mode, various driving events, fixing bugs, and creating more content. It is feasible that we could implement local and/or same PC multiplayer in the interim.

Also, the possibilities extend beyond land vehicles. Users in our community have already made planes and helicopters that fly purely with the existing vehicle aerodynamic physics, with no cheating whatsoever. BeamNG can simulate aircraft in a very authentic way due to its soft-body physics. All the flex that happens to a real plane's airframe arises naturally in BeamNG, and the consequences of excessive stress are also modeled. Fly too fast and your wings will start to bend and rip off. The potential for the BeamNG physics engine is huge.

Alpha Access Features

  • All future updates to included for free (alpha, beta), also including the final game
  • Soft-body physics sandbox
  • 19 detailed, customizable, destructible vehicles, with more to come
  • 10 terrains to explore and drive across, with more to come
  • Frequent updates adding terrains, vehicles, features, gameplay, and bug fixes
  • Full modding and content creation capabilities - make maps and vehicles, and script gameplay
  • Use the built-in terrain editor and any 3D modeling, image editing, and text editing software
  • Online authentication is only necessary to update; the game itself does not need an internet connection to run.

Alpha Testers

Users that already entered the alpha testing via our website can get a free Steam key.

Our goals

Our main focus is on how things move rather than how things look on the screen. We aim to bring our expertise in real time soft-body physics and soft-body physics model design to the forefront of game physics simulation, making available the technology and know-how to as a wide an audience as possible. To achieve this, we are designing the engine and corresponding assets, so as to be independent of the underlying game engine and operating system.

Right now the physics engine is running on a multicore CPU configuration, but we are also in the process of supporting GPUs via OpenCL.

Our mission

To have realistic, accurate, destructible, and malleable physics everywhere. To make anything possible.

More Feedback

More Feedback can be found there:

Contact Us

You can get in touch with us in several ways:

It's time for yet another minor update! We've resolved the issues that players have reported with the game engine, scenarios, and World Editor, as well as implemented a few small tweaks to the traffic AI logic. Vehicles Tweaked roughness levels on Vivace underbody and carbon fiber parts Scenarios Fixed King Size scenario Game Engine Fixed texture compression artifacts when cooking textures Traffic Improved police pursuit logic when the player resets their vehicle Made police AI avoid ramming the...


We have another round of fixes and enhancements for you today. Reported issues with Time Trial, Scenario, and Campaign end screens have been resolved, and Vulkan received a series of stability improvements. On the Launcher side, a fix has been applied to the verification tool's file removal process, and we also addressed several issues with Vehicles, World Editor, and UI. Thank you so much to everyone who took the time to report issues and share feedback! VehiclesBruckell LeGranFixed wagon rear ...


With today's minor update we are deploying a series of fixes for issues that have been reported with vehicles, levels and traffic. The AI has been tweaked to optimize throttle control. Additionally, several useful improvements to the World Editor are included, as well as updated bindings for Thrustmaster T300RS steering wheel. The full list of changes can be found below. We genuinely appreciate your excitement and positive feedback to this release so far. VehiclesBurnside SpecialAdjusted oil pan...


With today’s minor release we are delivering several fixes to issues identified in version 0.23. We appreciate everyone's feedback and bug reports! We have addressed the problem of some mods rendering cars undrivable, as well as breaking the user interface. The vehicle configuration menu will also no longer close itself constantly after each part change. In addition, we've addressed a few issues with the launcher, and did minor work on several vehicles, Gridmap V2, UI, and more. You can find the...


Welcome to another major update for — version 0.23 is here! Expect to see a slew of upgrades throughout the game, as well as some brand new content and features. The new additions include a completely remastered Gridmap, the introduction of a new vehicle, some major changes to the render engine, and more. Let's kick things off with the revamped Gridmap! Gridmap Revamp A little while back, we reached out to you, the community, for some ideas on how to improve Gridmap. Well, you deliv...





  • OS: Windows 7 Service Pack 1
  • Processor: Desktop Intel i3
  • Memory: 4 GB RAM
  • Graphics: GTX 550 TI
  • DirectX: Version 11
  • Storage: 5 GB available space



  • OS: Windows 10 64 Bit
  • Processor: High-end Intel i5/i7 or High-end AMD 6 Core or better
  • Memory: 8 GB RAM
  • Graphics: GTX 780
  • DirectX: Version 11
  • Storage: 5 GB available space
  • Additional Notes: Gamepad recommended
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