BeamNG.drive 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 BeamNG.drive 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 BeamNG.drive the game for you?
As an open world vehicle simulator, BeamNG.drive 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, BeamNG.drive 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, BeamNG.drive 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
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: http://www.beamng.com/content/119-Feedback
Contact Us
You can get in touch with us in several ways:
Greetings, drivers! Today we would like to let everyone know that with the release of version 0.25, the 32-bit client will be discontinued. Please note that there will be no support or updates for this version going forward. However, you may still access the last supported version by switching to the following branch on Steam: 0.23.5.1-32bit - No updates - Windows 32bit - 0.23.5.2 {STEAM_CLAN_IMAGE}/6559579/2c7c8a25a4d3401a8172b277824a588a2734c9fc.png IMPORTANT: If you are unable to upgrade to a...
Today we're deploying another hotfix containing several improvements and optimizations. First up, we're bringing a few fixes to the Italy, West Coast, and East Coast maps. These include things like invisible walls, collision problems, and signpost and traffic light pole positions. In the World Editor, we’ve fixed the tree-related issue in the Asset Browser as well as a problem with the camera when exiting the editor. And last, but certainly not least, we’ve resolved an issue with file migration ...
Isn't it the little things that make life worth living? Today we have a small release packed with them! This release contains tweaks to the Civetta Bolide, the Bruckell Bastion, and the Burnside Special, as well as fixes to the West Coast, Utah, Italy, and Gridmap V2 maps. In addition to that we’ve included a fix for the keybinding customization issue and for the memory leak related to audio performance that some of you have reported. We’re also making a couple of tweaks for the UI and improveme...
Greetings everyone, We have deployed another small hotfix to address reported issues. You will find a complete list of changes here: Release notes for v0.24.1.1 If you spot any new bugs, please let us know in the dedicated forum thread, and as always, please double-check the Known Issues list before reporting. With this, we would also like to note that BeamNG team presence will be limited during the holiday season as we take the time off to rest and enjoy the holidays! Our mod & customer support...
Surprise! This holiday season, we’re bringing you a little extra happiness by releasing this special content update. Bruckell Bastion The Bastion joins the vehicle line-up as the most powerful muscle car currently available. It offers potentially over 1000 HP, while the modern chassis means that it can do more than just go in a straight line - yes, the Bruckell Bastion can actually turn! Its rugged power and size make it a favorite with police, while the stability and traction help bring the Bas...
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