endless driving zen
begin
2.0.3
This work is licensed under a CC BY-NC-ND 4.0 International License
2.0.3
28th February 2025
- Fixed all currently known cases of walls/trees overlapping the road
- Added logic to rebuild fields in certain circumstances when a long-lived environment tile is revisited
- Fixed issue of bridge geometry exceeding the end of the bridge, intersecting the ground
- Slightly increased the chance of gorse spawning high up on Hills
- Added permalinks to prior versions in the changelog (click the version number)
24th February 2025
- Added a max framerate setting
- Reworked render scale to use virtual pixel resolution by default with a native override toggle
- Fixed issue in ultra view distance where winter trees suddenly pop in on the horizon
- Fixed a fog distance issue with very high+ detail settings
- Fixed deadzone settings not being saved on refresh
- Fixed deadzone setting being ignored by raw steer override
- Fixed rare issue where the ground sticks up through bridges
- Fixed the app's icon for Apple devices
23rd February 2025
- Fixed many (probably not all) instances of walls crossing the road
- Altered parameters for skid-correction steering to reduce overcorrection
- Added a raw-input override for controllers, which disables all steer smoothing effects (useful for wheels)
- Steering wheel rotation setting now defines the full range of rotation, not half
- Moved simulation speed controls to debug mode only
- Render scales are now relative to device pixel ratio, not resolution
- Added error handling to catch roads that fail to generate
- Added reset-to-defaults for all settings and control mappings
- Move speed-relative steer limiter setting into the Controls settings
- Removed backdrop blur from touch controls for performance reasons
- Smoothed autodrive steering
- Increased anisotropy on road texture
- Slightly reduced silliness of the bike lean behaviour
- Slightly reduced volume of autodrive sound
- Longest/furthest journey stats now update live in your profile
- Fixed bug where needless concrete walls spawn nowhere near water
- Fixed bug allowing the road to rarely loop back on itself
- Fixed hard braking when enabling speed control at high speed
- Fixed UI being hidden when loading the game
- Fixed boost icon being stuck enabled in autodrive
- Fixed mouse input causing issues in free cam
- Fixed issue with decimal commas in numeric settings
- Fixed scrolling issue on Firefox
- Replaced missing app icons
22nd January 2025
- Overhauled engine for major performance and visual upgrades
- Added mobile and touchscreen support
- Added road width setting
Close
from topograph.io © 2025
Slow Roads is a casual driving game all about finding peace in a long, scenic journey. No ads, no interruptions, and no end to the road. Set the weather to suit your mood, throw on some music, and just drive.
Coming soon to Steam! Visit store page
While Slow Roads is fundamentally designed as a lightweight web experience, and the web version will remain freely available, there's a lot of potential to go beyond the limits of the browser. Over the years I've also had a lot of requests for features which would break the core design of Slow Roads as a simple, quick get-away— and which would demand more time than I can give as a hobby. That's why I'm soon to be releasing an expanded version on Steam, featuring all the things that wouldn't belong in the web.
Targeted for the first release:
Combustion engine sounds and manual transmission
A scene editor which lets you craft your ideal road
Expanded vehicle configuration settings for more control over the physics
Profiles for saving progress and customisations
Achievements
High-resolution assets
This first release is cautiously targeted for May 2025 - the goal is to get a simple version out soon and then, like the web version, continue to iterate long into the future.
Longer-term targets:
Extra graphics settings, including added features like post-processing effects
Extra locations and vehicles not available in the web version
Multiplayer game modes
Competitive/rally game modes (check out driftmas.slowroads.io!)
Enhanced scene editing tools for full world customisation
If this sounds good to you, please support me by wishlisting Slow Roads on Steam!
Background
Hey, I'm Anslo, a generalist developer interested in 3D graphics and procedural generation. Slow Roads is my hobby project to generate endless scenic landscapes, packaged as a chill driving game. I made it partly as an experiment in procedural generation, partly to prove that browsers are actually quite capable at 3D, and partly to scratch a very specific itch to mindlessly drive forever, as a kind of active meditation.
I started the project in July 2021, released a rough version 1 in October 2022, then spent the last couple of years rewriting the engine from scratch into something much more powerful. The original goal has always been to support dozens of different locations, I expect to keep working on the game until I fulfil that. But, ultimately, my hope is that those in need of a simple escape will find it here.
Development Roadmap
Slow Roads is a living project under continuous development - here's a look at what's coming in the next few weeks. As a solo developer, it's impossible to estimate when these features will be finished, but know that I'm working on the game every week.
Next up in version 2.1:
Detailed vehicle interiors, including passenger seats and dashboard displays
Vehicle physics upgrades, especially for the bike
Near-term goals:
Rainy weather effects
Time-of-day rework to allow for daylight cycles and directional lighting
Continued environmental detail upgrades, such as wildlife, buildings, and improved ground shaders
Development of a third location
Continued performance optimisation
Join the Discord or follow slowroads.io on Bluesky to keep updated and share feedback!
FAQ
Why do I get such a poor performance?
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How much will the Steam version cost?
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When will the Steam version be released?
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Will the web version still be freely available?
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What's the background on the game's development?
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Who's the developer?
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How and why is the web version free, and without ads?
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Have you thought about adding a competitive or rally mode?
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Why can I drive through trees, or glitch into the sky by going backwards?
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Why are all the cars electric?
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I have a great idea for a feature, how can I tell you?
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Can I contribute to the development of the game?
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Will you make it open-source?
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Which tech/language was used to make Slow Roads?
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How does the environment generation algorithm work?
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I miss the old slow roads - is there a way to still play it?
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When SR3?
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Contact
Email
hello@slowroads.io

Discord
Join the server here

Bluesky
Follow slowroads.io here
Attributions
Rendering library - three.js
Brand design - benj-design.com
Off-world textures - Nasa Perseverance
Brake audio - WavJunction.com on freesound.org
Ambient audio - InspectorJ on freesound.org
Tyre audio - fractanimal on freesound.org
Gravel audio - seth-m on freesound.org
Boost audio - YleArkisto on freesound.org
Suspension audio - ingudios on freesound.org
Collision sounds - jakobthiesen on freesound.org
Collision sounds - jakobthiesen on freesound.org
Collision sounds - SubwaySandwitch420 on freesound.org
Barrier scrape sound - eyenorth on freesound.org
Misc sound effects - HECKFRICKER on freesound.org
Thank you for playing